81 lines
1.9 KiB
C++
81 lines
1.9 KiB
C++
/*******************/
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/*** Level Class ***/
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/*******************/
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#ifndef __LEVEL_LEVEL_H__
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#define __LEVEL_LEVEL_H__
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#include "system\global.h"
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#include "level/layertile.h"
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#include "level/layercollision.h"
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/*****************************************************************************/
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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
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{
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FileEquate LevelInfo;
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FileEquate TileBank,Level,Tex;
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int songId;
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};
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/*****************************************************************************/
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class CLayer;
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class CLevel
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{
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public:
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CLevel();
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// Scene Handlers
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void init();
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void shutdown(bool CleanUp);
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void render();
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void think(int _frames);
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void setCameraCentre(DVECTOR _pos) {MapPos=_pos;}
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static DVECTOR getCameraPos() {return MapPos;}
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static DVECTOR getPlayerSpawnPos() {return s_playerSpawnPos;}
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int getActorCount() {return ActorCount;}
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sThingActor **getActorList() {return ActorList;}
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int getPlatformCount() {return PlatformCount;}
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sThingPlatform **getPlatformList() {return PlatformList;}
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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);
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void DisplayLoadingScreen();
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sLevelInfo *LevelInfo;
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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
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CLayerCollision *CollisionLayer;
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// Things
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int ActorCount;
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sThingActor **ActorList;
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int ItemCount;
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sThingItem *ItemList;
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int PlatformCount;
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sThingPlatform **PlatformList;
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int TriggerCount;
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sThingTrigger *TriggerList;
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int FXCount;
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sThingFX *FXList;
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};
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/*****************************************************************************/
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#endif |