/******************************/ /*** Collision Layer Class ***/ /******************************/ #ifndef __LAYER_COLLISION_H__ #define __LAYER_COLLISION_H__ #include #if !defined(__USER_CDBUILD__) #define __SHOW_COLLISION__ #endif /*****************************************************************************/ class CLayerCollision { public: CLayerCollision(sLayerHdr *Hdr); virtual ~CLayerCollision(); virtual void shutdown(); u8 Get(int X,int Y) {return(Map[X+(Y*MapWidth)]&COLLISION_TILE_MASK);} int getHeightFromGround(int _x,int _y,int _maxHeight=32); int getCollisionBlock(int _x,int _y) {return Map[(_x>>4)+((_y>>4)*MapWidth)];} u8 *getMapPtr(int _x,int _y) {return(&Map[(_x>>4)+((_y>>4)*MapWidth)]);} #ifdef __SHOW_COLLISION__ void render(DVECTOR &MapPos); #endif int getMapWidth() {return(MapWidth);} int getMapHeight() {return(MapHeight);} protected: sLayerHdr *LayerHdr; int MapWidth,MapHeight; u8 *Map; static u8 s_collisionTable[]; }; /*****************************************************************************/ #endif