/*******************/ /*** Level Class ***/ /*******************/ #ifndef __LEVEL_LEVEL_H__ #define __LEVEL_LEVEL_H__ #ifndef __FMA_FMA_H__ #include "fma\fma.h" #endif #include "system\global.h" #include "level/layertile.h" #include "level/layercollision.h" /*****************************************************************************/ struct sLvlTab { u16 Chapter,Level; u8 totalSpatCount; FileEquate LevelFilename,TexFilename; int songId; u16 ChapterLoadingText,LevelLoadingText; CFmaScene::FMA_SCRIPT_NUMBER FMAToFollow; }; /*****************************************************************************/ extern int s_globalLevelSelectThing; extern sLvlTab LvlTable[]; /*****************************************************************************/ class CLayer; class CLevel { public: CLevel(); // Scene Handlers void init(int LevelNo); void shutdown(); void render(); void think(int _frames); void setCameraCentre(DVECTOR _pos) {MapPos=_pos;} static DVECTOR const &getCameraPos() {return MapPos;} static DVECTOR const &getPlayerSpawnPos() {return s_playerSpawnPos;} 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;} void destroyMapArea(DVECTOR const &Pos); void destroyMapTile(DVECTOR const &Pos); void reverseMapConveyor(DVECTOR const &Pos); int getActorCount() {return ActorCount;} sThingActor **getActorList() {return ActorList;} int getPlatformCount() {return PlatformCount;} sThingPlatform **getPlatformList() {return PlatformList;} int getHazardCount() {return HazardCount;} sThingHazard **getHazardList() {return HazardList;} CLayerCollision *getCollisionLayer() {return CollisionLayer;} DVECTOR getMapSize(); bool GetNextLevel(int &Lvl); void respawnLevel(); static sLevelHdr *getLevelHdr() {return(LevelHdr);} 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;} private: void initLayers(); void initThings(int _respawningLevel); void DisplayLoadingScreen(sLvlTab *lvlTab); static sLevelHdr *LevelHdr; static DVECTOR MapPos; static DVECTOR s_playerSpawnPos; TPAGE_DESC m_levelTPage; // Tile Layers CLayerTile *TileLayers[CLayerTile::LAYER_TILE_TYPE_MAX]; // Collision CLayerCollision *CollisionLayer; // Things int ActorCount; sThingActor **ActorList; int ItemCount; sThingItem *ItemList; int PlatformCount; sThingPlatform **PlatformList; int TriggerCount; sThingTrigger *TriggerList; int FXCount; sThingFX *FXList; int HazardCount; sThingHazard **HazardList; static u8 m_isBossRespawn; static s32 m_bossHealth; }; /*****************************************************************************/ #endif