engine-psx/include/level.h

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#ifndef LEVEL_H
#define LEVEL_H
#include <stdint.h>
#include <psxgpu.h>
#include "object.h"
#include "object_state.h"
#define LEVEL_MAX_X_CHUNKS 255
#define LEVEL_MAX_Y_CHUNKS 31
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#define LEVEL_ARENA_SIZE 196608 // 192KB
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typedef struct {
uint8_t floor[8];
uint8_t rwall[8];
uint8_t ceiling[8];
uint8_t lwall[8];
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int32_t floor_angle;
int32_t rwall_angle;
int32_t ceiling_angle;
int32_t lwall_angle;
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} Collision;
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typedef struct {
uint16_t tile_width;
uint16_t num_tiles;
uint16_t frame_side;
uint16_t *frames;
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Collision **collision;
} TileMap16;
typedef struct {
uint16_t index;
uint8_t props;
uint8_t _unused;
} Frame128;
typedef struct {
uint16_t tile_width;
uint16_t num_tiles;
uint16_t frame_side;
Frame128 *frames;
} TileMap128;
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#define MAP128_PROP_SOLID 0
#define MAP128_PROP_ONEWAY 1
#define MAP128_PROP_NONE 2
#define MAP128_PROP_FRONT 4
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typedef struct {
uint8_t width;
uint8_t height;
uint16_t *tiles;
} LevelLayerData;
typedef struct {
uint8_t num_layers;
uint8_t _unused0;
LevelLayerData *layers;
ChunkObjectData **objects;
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uint16_t crectx, crecty;
uint16_t prectx, precty;
uint16_t clutmode, _unused1;
} LevelData;
void level_init();
void level_reset();
void level_debrief();
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void load_map16(TileMap16 *mapping, const char *filename, const char *collision_filename);
void load_map128(TileMap128 *mapping, const char *filename);
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void load_lvl(LevelData *lvl, const char *filename);
uint16_t level_get_num_sprites();
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void prepare_renderer(LevelData *lvl);
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void render_lvl(
LevelData *lvl, TileMap128 *map128, TileMap16 *map16,
ObjectTable *tbl,
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int32_t cam_x, int32_t cam_y);
void update_obj_window(LevelData *lvl, ObjectTable *tbl, int32_t cam_x, int32_t cam_y);
// Object-related. These are defined in object_state.c
void load_object_placement(const char *filename, void *lvl_data);
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#endif