SBSPSS/source/level/layertile.cpp
2001-01-17 22:19:53 +00:00

232 lines
5.7 KiB
C++

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