259 lines
10 KiB
C++
259 lines
10 KiB
C++
/*************/
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/*** Level ***/
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/*************/
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#include "system\global.h"
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#include "fileio\fileio.h"
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#include "utils\utils.h"
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#include "gfx\tpage.h"
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#include "gfx\prim.h"
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#include <DStructs.h>
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#include "game\game.h"
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#include "level\level.h"
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#include "level\layertile.h"
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#include "level\layerback.h"
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#include "level\layertile3d.h"
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#include "level\layercollision.h"
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#include "pad\pads.h"
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DVECTOR CLevel::MapPos;
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struct sLvlTab
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{
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FileEquate TileBank,Level,Tex;
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};
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sLvlTab LvlTable[]=
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{
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// C3 L3 - 6 parts
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{LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0301_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 0
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{LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0302_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 1
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{LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0303_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 2
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{LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0304_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 3
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{LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0305_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 4
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{LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0306_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 5
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// C3 L4
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{LEVELS_CHAPTER03_LEVEL04_TBK,LEVELS_CHAPTER03_LEVEL0401_LVL,LEVELS_CHAPTER03_LEVEL04_TEX}, // 6
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{LEVELS_CHAPTER03_LEVEL04_TBK,LEVELS_CHAPTER03_LEVEL0402_LVL,LEVELS_CHAPTER03_LEVEL04_TEX}, // 7
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{LEVELS_CHAPTER03_LEVEL04_TBK,LEVELS_CHAPTER03_LEVEL0403_LVL,LEVELS_CHAPTER03_LEVEL04_TEX}, // 8
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{LEVELS_CHAPTER03_LEVEL04_TBK,LEVELS_CHAPTER03_LEVEL0404_LVL,LEVELS_CHAPTER03_LEVEL04_TEX}, // 9
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{LEVELS_CHAPTER03_LEVEL04_TBK,LEVELS_CHAPTER03_LEVEL0404X_LVL,LEVELS_CHAPTER03_LEVEL04_TEX}, // 10
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{LEVELS_CHAPTER03_LEVEL04_TBK,LEVELS_CHAPTER03_LEVEL0405_LVL,LEVELS_CHAPTER03_LEVEL04_TEX}, // 11
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{LEVELS_CHAPTER03_LEVEL04_TBK,LEVELS_CHAPTER03_LEVEL0406_LVL,LEVELS_CHAPTER03_LEVEL04_TEX}, // 12
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// C4 L1
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{LEVELS_CHAPTER04_LEVEL01_TBK,LEVELS_CHAPTER04_LEVEL0101_LVL,LEVELS_CHAPTER04_LEVEL01_TEX}, // 13
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{LEVELS_CHAPTER04_LEVEL01_TBK,LEVELS_CHAPTER04_LEVEL0102_LVL,LEVELS_CHAPTER04_LEVEL01_TEX}, // 14
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{LEVELS_CHAPTER04_LEVEL01_TBK,LEVELS_CHAPTER04_LEVEL0103_LVL,LEVELS_CHAPTER04_LEVEL01_TEX}, // 15
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{LEVELS_CHAPTER04_LEVEL01_TBK,LEVELS_CHAPTER04_LEVEL0104_LVL,LEVELS_CHAPTER04_LEVEL01_TEX}, // 16
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// C4 L2
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{LEVELS_CHAPTER04_LEVEL02_TBK,LEVELS_CHAPTER04_LEVEL0201_LVL,LEVELS_CHAPTER04_LEVEL02_TEX}, // 17
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{LEVELS_CHAPTER04_LEVEL02_TBK,LEVELS_CHAPTER04_LEVEL0202_LVL,LEVELS_CHAPTER04_LEVEL02_TEX}, // 18
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{LEVELS_CHAPTER04_LEVEL02_TBK,LEVELS_CHAPTER04_LEVEL0203_LVL,LEVELS_CHAPTER04_LEVEL02_TEX}, // 19
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{LEVELS_CHAPTER04_LEVEL02_TBK,LEVELS_CHAPTER04_LEVEL0204_LVL,LEVELS_CHAPTER04_LEVEL02_TEX}, // 20
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{LEVELS_CHAPTER04_LEVEL02_TBK,LEVELS_CHAPTER04_LEVEL0205_LVL,LEVELS_CHAPTER04_LEVEL02_TEX}, // 20
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// C4 L3 - 6 parts
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{LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0301_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 21
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{LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0302_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 22
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{LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0303_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 23
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{LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0304_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 24
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{LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0305_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 25
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{LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0306_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 26
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// C4 L4 - 7 parts
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{LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0401_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 27
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{LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0402_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 28
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{LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0403_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 29
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{LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0404_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 30
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{LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0405_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 31
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{LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0406_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 32
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{LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0407_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 33
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// C5 L2 - 4 parts
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// {LEVELS_CHAPTER05_LEVEL02_TBK,LEVELS_CHAPTER05_LEVEL0201_LVL,LEVELS_CHAPTER05_LEVEL02_TEX}, // 34
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{LEVELS_CHAPTER05_LEVEL02_TBK,LEVELS_CHAPTER05_LEVEL0202_LVL,LEVELS_CHAPTER05_LEVEL02_TEX}, // 35
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{LEVELS_CHAPTER05_LEVEL02_TBK,LEVELS_CHAPTER05_LEVEL0203_LVL,LEVELS_CHAPTER05_LEVEL02_TEX}, // 36
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{LEVELS_CHAPTER05_LEVEL02_TBK,LEVELS_CHAPTER05_LEVEL0204_LVL,LEVELS_CHAPTER05_LEVEL02_TEX}, // 37
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{LEVELS_CHAPTER05_LEVEL02_TBK,LEVELS_CHAPTER05_LEVEL0205_LVL,LEVELS_CHAPTER05_LEVEL02_TEX}, // 38
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// C5 L3 - 5 parts
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{LEVELS_CHAPTER05_LEVEL03_TBK,LEVELS_CHAPTER05_LEVEL0301_LVL,LEVELS_CHAPTER05_LEVEL03_TEX}, // 34
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{LEVELS_CHAPTER05_LEVEL03_TBK,LEVELS_CHAPTER05_LEVEL0302_LVL,LEVELS_CHAPTER05_LEVEL03_TEX}, // 35
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{LEVELS_CHAPTER05_LEVEL03_TBK,LEVELS_CHAPTER05_LEVEL0303_LVL,LEVELS_CHAPTER05_LEVEL03_TEX}, // 36
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{LEVELS_CHAPTER05_LEVEL03_TBK,LEVELS_CHAPTER05_LEVEL0304_LVL,LEVELS_CHAPTER05_LEVEL03_TEX}, // 37
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{LEVELS_CHAPTER05_LEVEL03_TBK,LEVELS_CHAPTER05_LEVEL0305_LVL,LEVELS_CHAPTER05_LEVEL03_TEX}, // 38
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// C6 L1 - 2 parts
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{LEVELS_CHAPTER06_LEVEL01_TBK,LEVELS_CHAPTER06_LEVEL0101_LVL,LEVELS_CHAPTER06_LEVEL01_TEX}, // 39
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{LEVELS_CHAPTER06_LEVEL01_TBK,LEVELS_CHAPTER06_LEVEL0102_LVL,LEVELS_CHAPTER06_LEVEL01_TEX}, // 40
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// C6 L3
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{LEVELS_CHAPTER06_LEVEL03_TBK,LEVELS_CHAPTER06_LEVEL0301_LVL,LEVELS_CHAPTER06_LEVEL03_TEX}, // 41
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{LEVELS_CHAPTER06_LEVEL03_TBK,LEVELS_CHAPTER06_LEVEL0302_LVL,LEVELS_CHAPTER06_LEVEL03_TEX}, // 41
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};
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const static int LvlTableSize=sizeof(LvlTable)/sizeof(sLvlTab);
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extern int s_globalLevelSelectThing;
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#if defined(__USER_daveo__)
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int Lvl=-1;
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#endif
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/*****************************************************************************/
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void CLevel::init()
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{
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#if defined(__USER_daveo__)
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if (Lvl>-1) s_globalLevelSelectThing=Lvl;
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#endif
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if (s_globalLevelSelectThing>=LvlTableSize) s_globalLevelSelectThing=0;
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for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
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{
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TileLayers[i]=0;
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}
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MapPos.vx=0;
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MapPos.vy=0;
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/*
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TileBankHdr=(sTileBankHdr *)CFileIO::loadFile(LEVELS_CHAPTER02_LEVEL04_TBK,"Tile Bank Data");
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LevelHdr=(sLvlHdr *)CFileIO::loadFile(LEVELS_CHAPTER02_LEVEL0401_LVL,"Level Data");
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m_levelTPage=TPLoadTex(LEVELS_CHAPTER02_LEVEL04_TEX);
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*/
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TileBankHdr=(sTileBankHdr *)CFileIO::loadFile(LvlTable[s_globalLevelSelectThing].TileBank,"Tile Bank Data");
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LevelHdr=(sLvlHdr *)CFileIO::loadFile(LvlTable[s_globalLevelSelectThing ].Level,"Level Data");
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m_levelTPage=TPLoadTex(LvlTable[s_globalLevelSelectThing ].Tex);
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initLayers();
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}
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/*****************************************************************************/
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void CLevel::initLayers()
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{
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sTri *TriList=(sTri*)MakePtr(TileBankHdr,TileBankHdr->TriList);
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sQuad *QuadList=(sQuad*)MakePtr(TileBankHdr,TileBankHdr->QuadList);
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sVtx *VtxList=(sVtx*)MakePtr(TileBankHdr,TileBankHdr->VtxList);
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sTile *TileList=(sTile*)MakePtr(TileBankHdr,TileBankHdr->TileList);
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// Back
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if (LevelHdr->BackLayer)
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{
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sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->BackLayer);
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CLayerTile *NewLayer=new ("Back Layer") CLayerBack(Layer, TileList, TriList, QuadList, VtxList);
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NewLayer->init(MapPos,3);
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TileLayers[CLayerTile::LAYER_TILE_TYPE_BACK]=NewLayer;
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}
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// Mid
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if (LevelHdr->MidLayer)
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{
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sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->MidLayer);
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CLayerTile *NewLayer=new ("Mid Layer") CLayerTile(Layer, TileList, TriList, QuadList, VtxList);
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NewLayer->init(MapPos,2);
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TileLayers[CLayerTile::LAYER_TILE_TYPE_MID]=NewLayer;
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}
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// Action
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if (LevelHdr->ActionLayer)
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{
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sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer);
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CLayerTile *NewLayer=new ("Action Layer") CLayerTile3d(Layer, TileList, TriList, QuadList, VtxList);
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NewLayer->init(MapPos,0);
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TileLayers[CLayerTile::LAYER_TILE_TYPE_ACTION]=NewLayer;
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}
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/*
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// Fore
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if (LevelHdr->ForeLayer)
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{
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sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ForeLayer);
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CLayerTile *NewLayer=new ("Fore Layer") CLayerTile(Layer, TileList, TriList, QuadList, VtxList);
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NewLayer->init();
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TileLayers[CLayerTile::LAYER_TILE_TYPE_FORE]=NewLayer;
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}
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*/
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// Collision
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if (LevelHdr->CollisionLayer)
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{
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sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->CollisionLayer);
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CollisionLayer=new ("Collision Layer") CLayerCollision(Layer);
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}
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}
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/*****************************************************************************/
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void CLevel::shutdown()
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{
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for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
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{
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if (TileLayers[i])
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{
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TileLayers[i]->shutdown();
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delete TileLayers[i];
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}
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}
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TPFree(m_levelTPage);
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CollisionLayer->shutdown(); MemFree(CollisionLayer);
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MemFree(TileBankHdr);
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MemFree(LevelHdr);
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CLevel::render()
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{
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// Setup Constant Rot Matrix
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MATRIX *Mtx=CGameScene::GetCamMtx();
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SetRotMatrix(Mtx);
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SetTransMatrix(Mtx);
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// Setup dummy prim to ensure OtPos 0 is initialised (for fast add)
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TILE_16 *Prim=GetPrimTILE16();
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sOT *ThisOT=OtPtr+LayerOT;
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Prim->x0=1024;
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Prim->y0=1024;
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AddPrim(ThisOT,Prim);
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ASSERT(ThisOT->FirstPrim);
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for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
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{
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if (TileLayers[i]) TileLayers[i]->render();
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}
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#ifdef __SHOW_COLLISION__
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if(CollisionLayer)
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{
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CollisionLayer->render(MapPos);
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}
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#endif
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CLevel::think(int _frames)
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{
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for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
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{
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if (TileLayers[i]) TileLayers[i]->think(MapPos);
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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DVECTOR CLevel::getMapSize()
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{
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DVECTOR size;
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sLayerHdr *layer;
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layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer);
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size.vx=layer->Width;
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size.vy=layer->Height;
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return size;
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}
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/*****************************************************************************/
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