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85
source/level/layercollision.cpp
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85
source/level/layercollision.cpp
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/******************************/
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/*** Solid Tile Layer Class ***/
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/******************************/
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#include "system\global.h"
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#include <DStructs.h>
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#include "utils\utils.h"
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#include "gfx\prim.h"
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#include "LayerTile.h"
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#include "LayerTileSolid.h"
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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CLayerTileSolid::CLayerTileSolid(sLayerHdr *Hdr,sTile *TileList,sTri *TriList,sQuad *QuadList,sVtx *VtxList) : CLayerTile(Hdr,TileList,TriList,QuadList,VtxList)
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{
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}
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/*****************************************************************************/
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CLayerTileSolid::~CLayerTileSolid()
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{
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}
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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void CLayerTileSolid::init(DVECTOR &MapPos,int Shift,int Width,int Height)
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{
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CLayerTile::init(MapPos,Shift,MapWidth,MapHeight);
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}
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/*****************************************************************************/
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void CLayerTileSolid::shutdown()
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{
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}
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/*****************************************************************************/
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void CLayerTileSolid::think(DVECTOR &MapPos)
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{ // Overide default strip scroll update
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int XPos=MapPos.vx>>MapXYShift;
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int YPos=MapPos.vy>>MapXYShift;
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ShiftX=XPos&15;
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ShiftY=YPos&15;
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MapX=XPos>>4;
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MapY=YPos>>4;
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}
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/*****************************************************************************/
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void CLayerTileSolid::render()
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{
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sPrimGridElem *Grid=GetGridPos(MapX,MapY);
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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<SCREEN_TILE_HEIGHT; Y++)
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{
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sPrimGridElem *GridDown= Grid->Down;
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TileX=-ShiftX;
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for (int X=0; X<SCREEN_TILE_WIDTH; X++)
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{
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TSPRT_16 *Prim=&Grid->Prim;
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/**/ Prim->x0=TileX;
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/**/ Prim->y0=TileY;
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addPrimNoCheck(ThisOT,Prim);
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Grid=Grid->Right;
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TileX+=TILE_WIDTH;
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}
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Grid=GridDown;
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TileY+=TILE_HEIGHT;
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}
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}
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29
source/level/layercollision.h
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29
source/level/layercollision.h
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/******************************/
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/*** Solid Tile Layer Class ***/
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/******************************/
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#ifndef __LAYER_TILE_SOLID_H__
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#define __LAYER_TILE_SOLID_H__
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/*****************************************************************************/
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class CLayerTileSolid : public CLayerTile
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{
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public:
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CLayerTileSolid(sLayerHdr *Hdr,sTile *TileList,sTri *TriList,sQuad *QuadList,sVtx *VtxList);
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~CLayerTileSolid();
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void init(DVECTOR &MapPos,int Shift,int Width,int Height);
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void shutdown();
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void think(DVECTOR &MapPos);
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void render();
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protected:
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};
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/*****************************************************************************/
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#endif
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