/*************/ /*** Level ***/ /*************/ #include "system\global.h" #include "fileio\fileio.h" #include "utils\utils.h" #include "gfx\tpage.h" #include "gfx\prim.h" #include #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 "level\layercollision.h" #include "pad\pads.h" DVECTOR CLevel::MapPos; struct sLvlTab { FileEquate TileBank,Level,Tex; }; sLvlTab LvlTable[]= { // C3 L3 - 6 parts {LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0301_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 0 {LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0302_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 1 {LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0303_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 2 {LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0304_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 3 {LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0305_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 4 {LEVELS_CHAPTER03_LEVEL03_TBK,LEVELS_CHAPTER03_LEVEL0306_LVL,LEVELS_CHAPTER03_LEVEL03_TEX}, // 5 // C3 L4 // {LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0401_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // // C4 L1 // {LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0401_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // // C4 L2 // {LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0401_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // // C4 L3 - 6 parts {LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0301_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 6 {LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0302_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 7 {LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0303_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 8 {LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0304_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 9 {LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0305_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 10 {LEVELS_CHAPTER04_LEVEL03_TBK,LEVELS_CHAPTER04_LEVEL0306_LVL,LEVELS_CHAPTER04_LEVEL03_TEX}, // 11 // C3 L4 - 7 parts {LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0401_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 12 {LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0402_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 13 {LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0403_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 14 {LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0404_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 15 {LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0405_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 16 {LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0406_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 17 {LEVELS_CHAPTER04_LEVEL04_TBK,LEVELS_CHAPTER04_LEVEL0407_LVL,LEVELS_CHAPTER04_LEVEL04_TEX}, // 18 }; extern int s_globalLevelSelectThing; /*****************************************************************************/ void CLevel::init() { for (int i=0; iTriList); sQuad *QuadList=(sQuad*)MakePtr(TileBankHdr,TileBankHdr->QuadList); sVtx *VtxList=(sVtx*)MakePtr(TileBankHdr,TileBankHdr->VtxList); sTile *TileList=(sTile*)MakePtr(TileBankHdr,TileBankHdr->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; } */ // Collision if (LevelHdr->CollisionLayer) { sLayerHdr *Layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->CollisionLayer); CollisionLayer=new ("Collision Layer") CLayerCollision(Layer); } } /*****************************************************************************/ void CLevel::shutdown() { for (int i=0; ishutdown(); delete TileLayers[i]; } } TPFree(m_levelTPage); CollisionLayer->shutdown(); MemFree(CollisionLayer); MemFree(TileBankHdr); 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; irender(); } } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ void CLevel::think(int _frames) { for (int i=0; ithink(MapPos); } } /*****************************************************************************/ /*****************************************************************************/ /*****************************************************************************/ DVECTOR CLevel::getMapSize() { DVECTOR size; sLayerHdr *layer; layer=(sLayerHdr*)MakePtr(LevelHdr,LevelHdr->ActionLayer); size.vx=layer->Width; size.vy=layer->Height; return size; } /*****************************************************************************/