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