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level.c
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#include "level.h"
/////////////////
//LEVEL LOADING//
/////////////////
//LEVEL DATA POINTERS
typedef struct {
u16 * bgImg;
u16 ** tileset;
u8 * tsProps;
u8 * tilemap;
int width,height;
T_LevelActor * actors;
int startX,startY;
} T_LevelHeader;
const T_LevelHeader headerData[] = {
// BGIMG TILESET TSPROPS TILEMAP WIDTH HEIGHT ACTORS STARTX STARTY
//1
{ level1BgImg, level1Tileset, level1TsProps, level1Tilemap, 120, 32, level1Actors, 0x0030, 0x01E0},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
//2
/*{ level2BgImg, level2Tileset, level2TsProps, level2Tilemap, 20, 15, level2Actors, 0x0010, 0x00C0},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},*/
//3
/*{ level3BgImg, level3Tileset, level3TsProps, level3Tilemap, 20, 15, level3Actors, 0x0010, 0x00C0},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},*/
//4
/*{ level4BgImg, level4Tileset, level4TsProps, level4Tilemap, 20, 15, level4Actors, 0x0010, 0x00C0},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},
{ NULL, NULL, NULL, NULL, 0, 0, NULL, 0x0000, 0x0000},*/
};
//Clear level
void clear_level() {
//Clear graphics data
gfxUseBgL1 = 0;
gfxUseBgL2 = 0;
actPlayer = NULL;
//Clear screen scroll
camx = 0;
camy = 0;
camxL1 = camx;
camyL1 = camy;
camxL2 = camx>>1;
camyL2 = camy>>1;
}
//Focus camera
void focus_camera() {
int fx,fy;
//Focus camera
fx = (actPlayer->x>>4)+8;
fy = (actPlayer->y>>4)+8;
if(levelWidth<=320) {
camx = (320-levelWidth)>>1;
} else {
if(fx<160) {
camx = 0;
} else if(fx>(levelWidth-160)) {
camx = levelWidth-320;
} else {
camx = fx-160;
}
}
if(levelHeight<=240) {
camy = 240-levelHeight;
} else {
if(fy<120) {
camy = 0;
} else if(fy>(levelHeight-120)) {
camy = levelHeight-240;
} else {
camy = fy-120;
}
}
//Update screen scroll
camxL1 = camx;
camyL1 = camy;
camxL2 = camx>>1;
camyL2 = camy>>1;
}
//Load level
void load_level() {
int idx;
int i,j;
//Clear graphics data
gfxUseBgL1 = 0;
gfxUseBgL2 = 0;
gfxUseSp = 0;
//Load level segment
load_segment(levelNum+4);
//Setup level
idx = (levelNum<<4)|areaNum;
levelBgImage = headerData[idx].bgImg;
levelTileset = headerData[idx].tileset;
levelTsProps = headerData[idx].tsProps;
levelTilemap = headerData[idx].tilemap;
levelWidth = headerData[idx].width<<4;
levelHeight = headerData[idx].height<<4;
levelActors = headerData[idx].actors;
memset(levelActorStatus,0,0x100);
memset(levelSwitchStatus,0,0x40);
memset(actorList,0,0x100*sizeof(T_Actor));
load_bgm(8+levelNum);
//Init player
actorList[0].id = 0x0001;
actorList[0].param = 0x00;
actorList[0].x = headerData[levelNum].startX<<4;
actorList[0].y = headerData[levelNum].startY<<4;
actorList[0].link = 0xFFFF;
actPlayer = &actorList[0];
//Init screen scroll
focus_camera();
//Init BG layers 1 and 2
for(j=0; j<=15; j++) {
for(i=0; i<=20; i++) {
idx = i+(camx>>4);
idx += (j+(camy>>4))*(levelWidth>>4);
gfxDataBgL1[gfxUseBgL1] = levelTileset[levelTilemap[idx]];
gfxBgLayer1[gfxUseBgL1].s.objX = (i+(camx>>4))<<6;
gfxBgLayer1[gfxUseBgL1].s.scaleW = 1<<10;
gfxBgLayer1[gfxUseBgL1].s.imageW = 16<<5;
gfxBgLayer1[gfxUseBgL1].s.paddingX = 0;
gfxBgLayer1[gfxUseBgL1].s.objY = (j+(camy>>4))<<6;
gfxBgLayer1[gfxUseBgL1].s.scaleH = 1<<10;
gfxBgLayer1[gfxUseBgL1].s.imageH = 16<<5;
gfxBgLayer1[gfxUseBgL1].s.paddingY = 0;
gfxBgLayer1[gfxUseBgL1].s.imageStride = 16>>2;
gfxBgLayer1[gfxUseBgL1].s.imageAdrs = 0;
gfxBgLayer1[gfxUseBgL1].s.imageFmt = G_IM_FMT_RGBA;
gfxBgLayer1[gfxUseBgL1].s.imageSiz = G_IM_SIZ_16b;
gfxBgLayer1[gfxUseBgL1].s.imagePal = 0;
gfxBgLayer1[gfxUseBgL1].s.imageFlags = 0;
gfxUseBgL1++;
}
}
gfxDataBgL2 = levelBgImage;
//TODO
gfxUseBgL2++;
}
//Update level
void update_level() {
int fx,fy;
int i,idx;
u32 camxPrev = camx;
u32 camyPrev = camy;
//Check to spawn actors
for(i=0; i<0x1000; i++) {
if(levelActors[i].id==0xFFFF) break;
if(ah_check(levelActors[i].x,levelActors[i].y)) {
if(levelActorStatus[i]==0) {
add_actor(levelActors[i].id,levelActors[i].param,levelActors[i].x,levelActors[i].y,i);
levelActorStatus[i] = 1;
}
} else if(levelActorStatus[i]==2) {
levelActorStatus[i] = 0;
}
}
//Update screen scroll
focus_camera();
//Update BG layers 1 and 2
if((camxPrev&(~0xF))!=(camx&(~0xF))) {
if(camx>camxPrev) {
//Draw column right
fx = (camx>>4)+20;
} else {
//Draw column left
fx = (camx>>4);
}
fy = (camy>>4);
for(i=0; i<=15; i++) {
idx = (fx%21)+(((fy+i)%16)*21);
gfxDataBgL1[idx] = levelTileset[levelTilemap[fx+((fy+i)*(levelWidth>>4))]];
gfxBgLayer1[idx].s.objX = fx<<6;
gfxBgLayer1[idx].s.objY = (fy+i)<<6;
}
}
if((camyPrev&(~0xF))!=(camy&(~0xF))) {
if(camy>camyPrev) {
//Draw row down
fy = (camy>>4)+15;
} else {
//Draw row up
fy = (camy>>4);
}
fx = (camx>>4);
for(i=0; i<=20; i++) {
idx = ((fx+i)%21)+((fy%16)*21);
gfxDataBgL1[idx] = levelTileset[levelTilemap[(fx+i)+(fy*(levelWidth>>4))]];
gfxBgLayer1[idx].s.objX = (fx+i)<<6;
gfxBgLayer1[idx].s.objY = fy<<6;
}
}
}