SBSPSS/source/level/level.h

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/*******************/
/*** Level Class ***/
/*******************/
#ifndef __LEVEL_LEVEL_H__
#define __LEVEL_LEVEL_H__
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#ifndef __FMA_FMA_H__
#include "fma\fma.h"
#endif
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#include "system\global.h"
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#include "level/layertile.h"
#include "level/layercollision.h"
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/*****************************************************************************/
struct sLvlTab
{
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u16 Chapter,Level;
u8 totalSpatCount;
FileEquate LevelFilename,TexFilename;
int songId;
u16 ChapterLoadingText,LevelLoadingText;
CFmaScene::FMA_SCRIPT_NUMBER FMAToFollow;
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};
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/*****************************************************************************/
extern int s_globalLevelSelectThing;
extern sLvlTab LvlTable[];
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/*****************************************************************************/
struct sTileStore
{
u16 X,Y;
sTileMapElem Tile;
u8 Col;
};
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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
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void init(int LevelNo);
void shutdown();
void render();
void think(int _frames);
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void setCameraCentre(DVECTOR const &_pos) {MapPos=_pos;}
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static DVECTOR const &getCameraPos() {return MapPos;}
static DVECTOR const &getPlayerSpawnPos() {return s_playerSpawnPos;}
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static int getCurrentChapter() {return LvlTable[s_globalLevelSelectThing].Chapter;}
static int getCurrentChapterLevel() {return LvlTable[s_globalLevelSelectThing].Level;}
static int getTotalSpatCount() {return LvlTable[s_globalLevelSelectThing].totalSpatCount;}
static int getChapterLoadingText() {return LvlTable[s_globalLevelSelectThing].ChapterLoadingText;}
static int getLevelLoadingText() {return LvlTable[s_globalLevelSelectThing].LevelLoadingText;}
static CFmaScene::FMA_SCRIPT_NUMBER getFMAToFollow() {return LvlTable[s_globalLevelSelectThing].FMAToFollow;}
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void destroyMapArea(DVECTOR const &Pos);
void destroyMapTile(DVECTOR const &Pos);
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void reverseMapConveyor();
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int getActorCount() {return ActorCount;}
sThingActor **getActorList() {return ActorList;}
int getPlatformCount() {return PlatformCount;}
sThingPlatform **getPlatformList() {return PlatformList;}
int getHazardCount() {return HazardCount;}
sThingHazard **getHazardList() {return HazardList;}
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CLayerCollision *getCollisionLayer() {return CollisionLayer;}
DVECTOR getMapSize();
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bool GetNextLevel(int &Lvl);
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void respawnLevel();
static sLevelHdr *getLevelHdr() {return(LevelHdr);}
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static u8 getIsBossRespawn() {return m_isBossRespawn;}
static s32 getBossHealth() {return m_bossHealth;}
static void setIsBossRespawn( u8 newIsBossRespawn) {m_isBossRespawn=newIsBossRespawn;}
static void setBossHealth( s32 newBossHealth ) {m_bossHealth=newBossHealth;}
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static void DisplayLoadingScreen(int LevelNo=25);
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private:
void initLayers();
void initThings(int _respawningLevel);
static sLevelHdr *LevelHdr;
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static DVECTOR MapPos;
static DVECTOR s_playerSpawnPos;
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
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CLayerCollision *CollisionLayer;
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// Things
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int ActorCount;
sThingActor **ActorList;
int ItemCount;
sThingItem *ItemList;
int PlatformCount;
sThingPlatform **PlatformList;
int TriggerCount;
sThingTrigger *TriggerList;
int FXCount;
sThingFX *FXList;
int HazardCount;
sThingHazard **HazardList;
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u8 *m_RGBMap;
u8 *m_RGBTable;
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static u8 m_isBossRespawn;
static s32 m_bossHealth;
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// Level Repair stuff
void CreateTileStore();
void ApplyTileStore();
int m_TileStoreCount;
sTileStore *m_TileStore;
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};
/*****************************************************************************/
#endif