159 lines
4.3 KiB
C++
159 lines
4.3 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\layertilesolid.h"
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#include "level\layertile3d.h"
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#include "pad\pads.h"
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DVECTOR CLevel::MapPos;
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/*****************************************************************************/
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CLevel::CLevel()
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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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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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/*****************************************************************************/
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CLevel::~CLevel()
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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]) delete TileLayers[i];
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}
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}
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/*****************************************************************************/
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void CLevel::init()
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{
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LevelHdr=(sLvlHdr *)CFileIO::loadFile(LEVELS_CHAPTER02_LEVEL0401_LVL,"Level Data");
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TPLoadTex(LEVELS_CHAPTER02_LEVEL04_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(LevelHdr,LevelHdr->TriList);
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sQuad *QuadList=(sQuad*)MakePtr(LevelHdr,LevelHdr->QuadList);
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sVtx *VtxList=(sVtx*)MakePtr(LevelHdr,LevelHdr->VtxList);
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sTile *TileList=(sTile*)MakePtr(LevelHdr,LevelHdr->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") CLayerTileSolid(Layer, TileList, TriList, QuadList, VtxList);
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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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}
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/*****************************************************************************/
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void CLevel::shutdown()
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{
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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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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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int MapSpd=4;
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void CLevel::think(int _frames)
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{
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/*
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int padh = PadGetHeld( 0 );
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if (padh & PAD_LEFT) MapPos.vx-=MapSpd;
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if (padh & PAD_RIGHT) MapPos.vx+=MapSpd;
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if (padh & PAD_UP) MapPos.vy-=MapSpd;
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if (padh & PAD_DOWN) MapPos.vy+=MapSpd;
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if (MapPos.vx<0) MapPos.vx=0;
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if (MapPos.vy<0) MapPos.vy=0;
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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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