SBSPSS/source/level/level.h

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/*******************/
/*** Level Class ***/
/*******************/
#ifndef __LEVEL_LEVEL_H__
#define __LEVEL_LEVEL_H__
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#include "system\global.h"
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#include "level/layertile.h"
#include "level/layercollision.h"
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/*****************************************************************************/
// Woo.. this is getting big now isn't it?
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// Nope.. it's shrunk again! :)
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struct sLvlTab
{
FileEquate LevelInfo;
FileEquate TileBank,Level,Tex;
int songId;
};
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/*****************************************************************************/
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class CLayer;
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class CLevel
{
public:
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CLevel();
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// Scene Handlers
void init();
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void shutdown(bool CleanUp);
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void render();
void think(int _frames);
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void setCameraCentre(DVECTOR _pos) {MapPos=_pos;}
static DVECTOR getCameraPos() {return MapPos;}
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static DVECTOR getPlayerSpawnPos() {return s_playerSpawnPos;}
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int getActorCount() {return ActorCount;}
sThingActor **getActorList() {return ActorList;}
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CLayerCollision *getCollisionLayer() {return CollisionLayer;}
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DVECTOR getMapSize();
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int GetNextLevel(int Lvl);
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private:
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void initLayers();
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void initNewLevel(sLvlTab *LevelDat);
void DisplayLoadingScreen();
sLevelInfo *LevelInfo;
u8 *PakBuffer,*LevelBuffer;
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sTile *TileBank;
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static DVECTOR MapPos;
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static DVECTOR s_playerSpawnPos;
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TPAGE_DESC m_levelTPage;
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// Tile Layers
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CLayerTile *TileLayers[CLayerTile::LAYER_TILE_TYPE_MAX];
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// Collision
CLayerCollision *CollisionLayer;
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// Things
int ActorCount;
sThingActor **ActorList;
int ItemCount;
sThingItem *ItemList;
int PlatformCount;
sThingPlatform **PlatformList;
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int TriggerCount;
sThingTrigger *TriggerList;
int FXCount;
sThingFX *FXList;
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};
/*****************************************************************************/
#endif