SBSPSS/source/level/layertile.cpp
2000-12-12 20:56:51 +00:00

297 lines
7.4 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;
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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));
}
/*****************************************************************************/
CLayerTile::~CLayerTile()
{
if (TileMap2d[0].List) MemFree(TileMap2d[0].List);
if (TileMap2d[1].List) MemFree(TileMap2d[1].List);
}
/*****************************************************************************/
sTileMap2d &CLayerTile::GetTileMap()
{
return(TileMap2d[FrameFlipFlag]);
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
// NEED TO UPDATE FOR DIFF MAP POS's
void CLayerTile::init(VECTOR &MapPos,int Shift,int Width,int Height)
{
int Size=Width*Height;
int MapWidth=GetWidth();
int MapHeight=GetWidth();
ASSERT(Width>=SCREEN_TILE_WIDTH);
ASSERT(Height>=SCREEN_TILE_HEIGHT);
MapShift=Shift;
TileMapWidth=Width;
TileMapHeight=Height;
for (int Buffer=0; Buffer<2; Buffer++)
{
sTileMap2dElem *List=(sTileMap2dElem*) MemAlloc(Size*sizeof(sTileMap2dElem),"2d TileMap");
TileMap2d[Buffer].List=List;
TileMap2d[Buffer].MapX=0;
TileMap2d[Buffer].MapY=0;
for (int Y=0; Y<Height; Y++)
{
for (int X=0; X<Width; X++)
{
sTileMapElem *MapPtr=&Map[X+(Y*MapWidth)];
sTileMap2dElem *ThisElem=&List[X+(Y*Width)];
// Tile prim
TSPRT_16 *ThisTile=&ThisElem->Tile;
sTile *SrcTile=&TileList[MapPtr->Tile];
setTSprt16(ThisTile);
setTSprtTPage(ThisTile,SrcTile->TPage);
ThisTile->r0=128;
ThisTile->g0=128;
ThisTile->b0=128;
ThisTile->clut=SrcTile->Clut;
ThisTile->u0=SrcTile->uv0[0];
ThisTile->v0=SrcTile->uv0[1];
if (!MapPtr->Tile)
ThisTile->clut=0;
// Table
int TableR=(X+1) % Width;
int TableD=(Y+1) % Height;
ThisElem->Right=&List[TableR+(Y*Width)];
ThisElem->Down=&List[X+(TableD*Width)];
// MapPtr++;
}
}
}
}
/*****************************************************************************/
void CLayerTile::shutdown()
{
}
/*****************************************************************************/
int CLayerTile::CalcTableOfs(int X,int Y)
{
/**/ X%=TileMapWidth;
/**/ Y%=TileMapHeight;
/**/ return(X+(Y*TileMapWidth));
}
/*****************************************************************************/
int CLayerTile::CalcMapOfs(int X,int Y)
{
int MapWidth=GetWidth();
int MapHeight=GetHeight();
/**/ X%=MapWidth;
/**/ Y%=MapHeight;
/**/ return(X+(Y*MapWidth));
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerTile::think(VECTOR &MapPos)
{
// Update rows and Columns :o)
sTileMap2d &ThisTable=TileMap2d[FrameFlipFlag];
int XPos=MapPos.vx>>MapShift;
int YPos=MapPos.vy>>MapShift;
int ShiftX=15-(XPos&15);
int ShiftY=15-(YPos&15);
ThisTable.ShiftXY=ShiftY<<16 | ShiftX<<0;
int NewX=XPos>>4;
int NewY=YPos>>4;
int OldX=ThisTable.MapX;
int OldY=ThisTable.MapY;
if (NewX>OldX)
{ // update right column
UpdateColumn(NewX+SCREEN_TILE_WIDTH-1,NewY,ThisTable);
}
else
if (NewX<OldX)
{ // update left column
UpdateColumn(NewX,NewY,ThisTable);
}
if (NewY>OldY)
{ // update bottom row
UpdateRow(NewX,NewY+SCREEN_TILE_HEIGHT-1,ThisTable);
}
else
if (NewY<OldY)
{ // update top row
UpdateRow(NewX,NewY,ThisTable);
}
ThisTable.MapX=NewX;
ThisTable.MapY=NewY;
}
/*****************************************************************************/
void CLayerTile::UpdateRow(int MapX,int MapY,sTileMap2d &ThisTable)
{
sTileMap2dElem *Table=ThisTable.List;
sTileMapElem *MapPtr=Map;
//int MapWidth=GetWidth();
// Calc (wrapped) Map/Table pos
Table+=CalcTableOfs(MapX,MapY);
MapPtr+=CalcMapOfs(MapX,MapY);
for (int i=0; i<SCREEN_TILE_WIDTH-1; i++)
{
// Tile prim
TSPRT_16 *ThisTile=&Table->Tile;
sTile *SrcTile=&TileList[MapPtr->Tile];
setTSprtTPage(ThisTile,SrcTile->TPage);
ThisTile->clut=SrcTile->Clut;
ThisTile->u0=SrcTile->uv0[0];
ThisTile->v0=SrcTile->uv0[1];
MapPtr+=1;
Table=Table->Right;
}
}
/*****************************************************************************/
// As column is smaller than row, it takes the corner tiles on, to balance the flow
void CLayerTile::UpdateColumn(int MapX,int MapY,sTileMap2d &ThisTable)
{
sTileMap2dElem *Table=ThisTable.List;
sTileMapElem *MapPtr=Map;
int MapWidth=GetWidth();
// Calc (wrapped) Map/Table pos
Table+=CalcTableOfs(MapX,MapY);
MapPtr+=CalcMapOfs(MapX,MapY);
for (int i=0; i<SCREEN_TILE_HEIGHT; i++)
{
// Tile prim
TSPRT_16 *ThisTile=&Table->Tile;
sTile *SrcTile=&TileList[MapPtr->Tile];
setTSprtTPage(ThisTile,SrcTile->TPage);
ThisTile->clut=SrcTile->Clut;
ThisTile->u0=SrcTile->uv0[0];
ThisTile->v0=SrcTile->uv0[1];
MapPtr+=MapWidth;
Table=Table->Down;
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerTile::render()
{
sTileMap2d &ThisTable=TileMap2d[FrameFlipFlag];
sTileMap2dElem *Table=ThisTable.List;
u32 XYPos;
// Setup shift bits of pos
XYPos=ThisTable.ShiftXY;
// Calc (wrapped) Start pos
Table+=CalcTableOfs(ThisTable.MapX,ThisTable.MapY);
// Render it!!
for (int TileY=0; TileY<SCREEN_TILE_HEIGHT; TileY++)
{
sTileMap2dElem *TableDown=Table->Down;
u32 XYPosDown=XYPos+YInc;
for (int TileX=0; TileX<SCREEN_TILE_WIDTH; TileX++)
{
TSPRT_16 *Tile=&Table->Tile;
if (Tile->clut)
{
*(u32*)&Tile->x0=XYPos;
/**/ AddPrim(OtPtr,Tile);
}
Table=Table->Right;
XYPos+=XInc;
}
Table=TableDown;
XYPos=XYPosDown;
}
}
/*****************************************************************************/
void CLayerTile::renderSolid()
{
sTileMap2d &ThisTable=TileMap2d[FrameFlipFlag];
sTileMap2dElem *Table=ThisTable.List;
u32 XYPos;
// Setup shift bits of pos
XYPos=ThisTable.ShiftXY;
// Calc (wrapped) Start pos
Table+=CalcTableOfs(ThisTable.MapX,ThisTable.MapY);
// Render it!!
for (int TileY=0; TileY<SCREEN_TILE_HEIGHT; TileY++)
{
sTileMap2dElem *TableDown=Table->Down;
u32 XYPosDown=XYPos+YInc;
for (int TileX=0; TileX<SCREEN_TILE_WIDTH; TileX++)
{
TSPRT_16 *Tile=&Table->Tile;
*(u32*)&Tile->x0=XYPos;
/**/ AddPrim(OtPtr,Tile);
Table=Table->Right;
XYPos+=XInc;
}
Table=TableDown;
XYPos=XYPosDown;
}
}
/*****************************************************************************/