SBSPSS/source/level/level.h
2001-05-02 20:42:07 +00:00

84 lines
2.0 KiB
C++

/*******************/
/*** Level Class ***/
/*******************/
#ifndef __LEVEL_LEVEL_H__
#define __LEVEL_LEVEL_H__
#include "system\global.h"
#include "level/layertile.h"
#include "level/layercollision.h"
/*****************************************************************************/
// Woo.. this is getting big now isn't it?
// Nope.. it's shrunk again! :)
struct sLvlTab
{
u16 Chapter,Level;
FileEquate LevelFilename,TexFilename;
int songId;
};
/*****************************************************************************/
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 getCameraPos() {return MapPos;}
static DVECTOR getPlayerSpawnPos() {return s_playerSpawnPos;}
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);
private:
void initLayers();
void DisplayLoadingScreen(sLvlTab *lvlTab);
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;
};
/*****************************************************************************/
#endif