SBSPSS/source/level/layertile.cpp

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/************************/
/*** Tile Layer Class ***/
/************************/
#include "system\global.h"
#include <DStructs.h>
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#include "utils\utils.h"
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#include "system\vid.h"
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#include "gfx\prim.h"
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#include "LayerTile.h"
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const u32 XInc=16<<0;
const u32 YInc=16<<16;
/*****************************************************************************/
// Uses single buffer. Hopefully this will be adequate
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/*****************************************************************************/
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/*****************************************************************************/
/*****************************************************************************/
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CLayerTile::CLayerTile(sLayerHdr *Hdr,sTile *_TileList,sTri *_TriList,sQuad *_QuadList,sVtx *_VtxList)
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{
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LayerHdr=Hdr;
TileList=_TileList;
TriList=_TriList;
QuadList=_QuadList;
VtxList=_VtxList;
Map=(sTileMapElem*)MakePtr(Hdr,sizeof(sLayerHdr));
MapWidth=LayerHdr->Width;
MapHeight=LayerHdr->Height;
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}
/*****************************************************************************/
CLayerTile::~CLayerTile()
{
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MemFree(PrimGrid);
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}
/*****************************************************************************/
/*****************************************************************************/
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/*****************************************************************************/
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void CLayerTile::init(VECTOR &MapPos,int Shift,int Width,int Height)
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{
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int Size=Width*Height;
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ASSERT(Width>=SCREEN_TILE_WIDTH);
ASSERT(Height>=SCREEN_TILE_HEIGHT);
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MapXYShift=Shift;
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PrimGridWidth=Width;
PrimGridHeight=Height;
PrimGrid=(sPrimGridElem*) MemAlloc(Size*sizeof(sPrimGridElem),"2d PrimGrid");
ASSERT(PrimGrid);
MapX=0;
MapY=0;
for (int Y=0; Y<PrimGridHeight; Y++)
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{
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for (int X=0; X<PrimGridWidth; X++)
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{
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sPrimGridElem *ThisElem=GetGridPos(X,Y);
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// Tile prim
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setTSprt16(&ThisElem->Prim);
setTSetShadeTex(&ThisElem->Prim,1);
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// Grid
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ThisElem->Right=GetGridPos(X+1,Y);
ThisElem->Down=GetGridPos(X,Y+1);
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}
}
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UpdateWholeMap();
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}
/*****************************************************************************/
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// AS not time critical, use row update routine for whole map
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void CLayerTile::UpdateWholeMap()
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{
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for (int Y=0; Y<PrimGridHeight; Y++)
{
UpdateRow(MapX,MapY+Y);
}
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}
/*****************************************************************************/
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void CLayerTile::shutdown()
{
}
/*****************************************************************************/
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// Get (wrapped) PrimGrid pos
sPrimGridElem *CLayerTile::GetGridPos(int X,int Y)
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{
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sPrimGridElem *ThisGrid=(sPrimGridElem *)PrimGrid;
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int Pos;
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/**/ X%=PrimGridWidth;
/**/ Y%=PrimGridHeight;
/**/ Pos=(X+(Y*PrimGridWidth));
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/**/ return(ThisGrid+Pos);
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}
/*****************************************************************************/
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// Get (wrapped) Map pos
sTileMapElem *CLayerTile::GetMapPos(int X,int Y)
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{
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sTileMapElem *ThisMap=(sTileMapElem *)Map;
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int Pos;
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/**/ X%=MapWidth;
/**/ Y%=MapHeight;
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/**/ Pos=(X+(Y*MapWidth));
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/**/ return(ThisMap+Pos);
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}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerTile::think(VECTOR &MapPos)
{
// Update rows and Columns :o)
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// As these are on the borders, they 'shouldnt' alter any being rendered
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int XPos=MapPos.vx>>MapXYShift;
int YPos=MapPos.vy>>MapXYShift;
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int NewX=XPos>>4;
int NewY=YPos>>4;
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ShiftX=XPos & 15;
ShiftY=YPos & 15;
if (NewX>MapX)
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{ // update right column
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UpdateColumn(NewX+SCREEN_TILE_WIDTH-1,MapY);
MapX=NewX;
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}
else
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if (NewX<MapX)
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{ // update left column
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UpdateColumn(NewX,MapY);
MapX=NewX;
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}
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if (NewY>MapY)
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{ // update bottom row
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UpdateRow(MapX,NewY+SCREEN_TILE_HEIGHT-1);
MapY=NewY;
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}
else
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if (NewY<MapY)
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{ // update top row
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UpdateRow(MapX,NewY);
MapY=NewY;
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}
}
/*****************************************************************************/
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void CLayerTile::UpdateRow(int X,int Y)
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{
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sPrimGridElem *Grid=GetGridPos(X,Y);
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sTileMapElem *MapPtr=GetMapPos(X,Y);
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for (int i=0; i<SCREEN_TILE_WIDTH; i++)
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{
// Tile prim
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TSPRT_16 *Prim=&Grid->Prim;
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/**/ sTile *Tile=&TileList[MapPtr->Tile];
/**/ setTSprtTPage(Prim,Tile->TPage);
*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
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// Next Elem
MapPtr++;
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Grid=Grid->Right;
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}
}
/*****************************************************************************/
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void CLayerTile::UpdateColumn(int X,int Y)
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{
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sPrimGridElem *Grid=GetGridPos(X,Y);
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sTileMapElem *MapPtr=GetMapPos(X,Y);
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for (int i=0; i<SCREEN_TILE_HEIGHT; i++)
{
// Tile prim
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TSPRT_16 *Prim=&Grid->Prim;
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/**/ sTile *Tile=&TileList[MapPtr->Tile];
/**/ setTSprtTPage(Prim,Tile->TPage);
*(u32*)&Prim->u0=*(u32*)&Tile->u0; // copy uv AND clut
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// Next Elem
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MapPtr+=MapWidth;
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Grid=Grid->Down;
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}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerTile::render()
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{
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sPrimGridElem *Grid=GetGridPos(MapX,MapY);
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s16 TileX,TileY;
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// Setup shift bits of pos
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TileY=-ShiftY;
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// Render it!!
for (int Y=0; Y<SCREEN_TILE_HEIGHT; Y++)
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{
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sPrimGridElem *GridDown=Grid->Down;
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TileX=-ShiftX;
for (int X=0; X<SCREEN_TILE_WIDTH; X++)
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{
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TSPRT_16 *Prim=&Grid->Prim;
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if (Prim->clut)
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{
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/**/ Prim->x0=TileX;
/**/ Prim->y0=TileY;
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/**/ AddPrim(OtPtr,Prim);
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}
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Grid=Grid->Right;
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TileX+=TILE_WIDTH;
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}
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Grid=GridDown;
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TileY+=TILE_HEIGHT;
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}
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}