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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// Changed from strip scroll to whole map update (cos of camera)
DVECTOR TileMapOfs={0,4}; // To line layers up :oP
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/*****************************************************************************/
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/*****************************************************************************/
/*****************************************************************************/
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CLayerTile::CLayerTile(sLayerHdr *Hdr,sTile *_TileBank)
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{
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LayerHdr=Hdr;
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MapWidth=LayerHdr->Width;
MapHeight=LayerHdr->Height;
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printf("%i %i\n",MapWidth,MapHeight);
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TileBank=_TileBank;
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Map=(sTileMapElem*)MakePtr(Hdr,sizeof(sLayerHdr));
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}
/*****************************************************************************/
CLayerTile::~CLayerTile()
{
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}
/*****************************************************************************/
/*****************************************************************************/
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/*****************************************************************************/
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void CLayerTile::init(DVECTOR &MapPos,int Shift)
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{
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MapXYShift=Shift;
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MapXY=MapPos;
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}
/*****************************************************************************/
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void CLayerTile::shutdown()
{
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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void CLayerTile::think(DVECTOR &MapPos)
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{
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int XPos=MapPos.vx>>MapXYShift;
int YPos=MapPos.vy>>MapXYShift;
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MapXY.vx=XPos>>4;
MapXY.vy=YPos>>4;
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if (LayerHdr->SubType==1) // BODGE AND A HALF
{
/**/ MapXY.vx+=TileMapOfs.vx;
/**/ MapXY.vy+=TileMapOfs.vy;
}
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ShiftX=XPos & 15;
ShiftY=YPos & 15;
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if (MapXY.vx+SCREEN_TILE_WIDTH<=MapWidth)
RenderW=SCREEN_TILE_WIDTH;
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else
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RenderW=MapWidth-MapXY.vx;
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if (MapXY.vy+SCREEN_TILE_HEIGHT<=MapHeight)
RenderH=SCREEN_TILE_HEIGHT;
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else
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RenderH=MapHeight-MapXY.vy;
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}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerTile::render()
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{
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sTileMapElem *MapPtr=GetMapPos();
u8 *PrimPtr=GetPrimPtr();
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s16 TileX,TileY;
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sOT *ThisOT=OtPtr+LayerOT;
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// Setup shift bits of pos
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TileY=-ShiftY;
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// Render it!!
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for (int Y=0; Y<RenderH; Y++)
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{
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sTileMapElem *MapRow=MapPtr;
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TileX=-ShiftX;
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for (int X=0; X<RenderW; X++)
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{
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int ThisTile=*MapRow++;
if (ThisTile)
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{
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/**/ sTile *Tile=&TileBank[ThisTile];
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TSPRT_16 *SprPtr=(TSPRT_16*)PrimPtr;
setTSprt16(SprPtr);
setTSetShadeTex(SprPtr,1);
/**/ SprPtr->x0=TileX;
/**/ SprPtr->y0=TileY;
/**/ setTSprtTPage(SprPtr,Tile->TPage);
*(u32*)&SprPtr->u0=*(u32*)&Tile->u0; // copy uv AND clut
addPrimNoCheck(ThisOT,SprPtr);
PrimPtr+=sizeof(TSPRT_16);
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}
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// MapRow++;
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TileX+=TILE_WIDTH;
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}
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MapPtr+=MapWidth;
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TileY+=TILE_HEIGHT;
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}
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SetPrimPtr(PrimPtr);
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}