SBSPSS/source/level/level.h
2001-05-13 21:06:26 +00:00

103 lines
2.6 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;
u8 totalSpatCount;
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 const &getCameraPos() {return MapPos;}
static DVECTOR const &getPlayerSpawnPos() {return s_playerSpawnPos;}
static int getCurrentChapter();
static int getCurrentChapterLevel();
static int getTotalSpatCount();
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 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);
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