SBSPSS/source/level/level.cpp
2001-01-15 15:22:33 +00:00

154 lines
4.2 KiB
C++

/*************/
/*** Level ***/
/*************/
#include "system\global.h"
#include "fileio\fileio.h"
#include "utils\utils.h"
#include "gfx\tpage.h"
#include "gfx\prim.h"
#include <DStructs.h>
#include "game\game.h"
#include "level\level.h"
#include "level\layertile.h"
#include "level\layerback.h"
#include "level\layertilesolid.h"
#include "level\layertile3d.h"
#include "pad\pads.h"
/*****************************************************************************/
CLevel::CLevel()
{
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
{
TileLayers[i]=0;
}
MapPos.vx=0;
MapPos.vy=0;
}
/*****************************************************************************/
CLevel::~CLevel()
{
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
{
if (TileLayers[i]) delete TileLayers[i];
}
}
/*****************************************************************************/
void CLevel::init()
{
LevelHdr=(sLvlHdr *)CFileIO::loadFile(LEVEL02_LEVEL02_LVL,"Level Data");
TPLoadTex(LEVEL02_LEVEL02_TEX);
initLayers();
}
/*****************************************************************************/
void CLevel::initLayers()
{
sTri *TriList=(sTri*)MakePtr(LevelHdr,LevelHdr->TriList);
sQuad *QuadList=(sQuad*)MakePtr(LevelHdr,LevelHdr->QuadList);
sVtx *VtxList=(sVtx*)MakePtr(LevelHdr,LevelHdr->VtxList);
sTile *TileList=(sTile*)MakePtr(LevelHdr,LevelHdr->TileList);
// Back
if (LevelHdr->BackLayer)
{
sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->BackLayer);
// CLayerTile *NewLayer=new ("Back Layer") CLayerTileSolid(Layer, TileList, TriList, QuadList, VtxList);
CLayerTile *NewLayer=new ("Back Layer") CLayerBack(Layer, TileList, TriList, QuadList, VtxList);
NewLayer->init(MapPos,3);
TileLayers[CLayerTile::LAYER_TILE_TYPE_BACK]=NewLayer;
}
// Mid
if (LevelHdr->MidLayer)
{
sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->MidLayer);
CLayerTile *NewLayer=new ("Mid Layer") CLayerTile(Layer, TileList, TriList, QuadList, VtxList);
NewLayer->init(MapPos,2);
TileLayers[CLayerTile::LAYER_TILE_TYPE_MID]=NewLayer;
}
// Action
if (LevelHdr->ActionLayer)
{
sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer);
CLayerTile *NewLayer=new ("Action Layer") CLayerTile3d(Layer, TileList, TriList, QuadList, VtxList);
NewLayer->init(MapPos,0);
TileLayers[CLayerTile::LAYER_TILE_TYPE_ACTION]=NewLayer;
}
/*
// Fore
if (LevelHdr->ForeLayer)
{
sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ForeLayer);
CLayerTile *NewLayer=new ("Fore Layer") CLayerTile(Layer, TileList, TriList, QuadList, VtxList);
NewLayer->init();
TileLayers[CLayerTile::LAYER_TILE_TYPE_FORE]=NewLayer;
}
*/
}
/*****************************************************************************/
void CLevel::shutdown()
{
MemFree(LevelHdr);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLevel::render()
{
// Setup Constant Rot Matrix
MATRIX *Mtx=CGameScene::GetCamMtx();
SetRotMatrix(Mtx);
SetTransMatrix(Mtx);
// Setup dummy prim to ensure OtPos 0 is initialised (for fast add)
TILE_16 *Prim=GetPrimTILE16();
sOT *ThisOT=OtPtr+LayerOT;
Prim->x0=1024;
Prim->y0=1024;
AddPrim(ThisOT,Prim);
ASSERT(ThisOT->FirstPrim);
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
{
if (TileLayers[i]) TileLayers[i]->render();
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
int MapSpd=4;
void CLevel::think(int _frames)
{
int padh = PadGetHeld( 0 );
if (padh & PAD_LEFT) MapPos.vx-=MapSpd;
if (padh & PAD_RIGHT) MapPos.vx+=MapSpd;
if (padh & PAD_UP) MapPos.vy-=MapSpd;
if (padh & PAD_DOWN) MapPos.vy+=MapSpd;
if (MapPos.vx<0) MapPos.vx=0;
if (MapPos.vy<0) MapPos.vy=0;
for (int i=0; i<CLayerTile::LAYER_TILE_TYPE_MAX; i++)
{
if (TileLayers[i]) TileLayers[i]->think(MapPos);
}
}
/*****************************************************************************/