#ifndef LEVEL_H #define LEVEL_H #include #include #include "object.h" #include "object_state.h" #define LEVEL_MAX_X_CHUNKS 255 #define LEVEL_MAX_Y_CHUNKS 31 #define LEVEL_ARENA_SIZE 196608 // 192KB typedef struct { uint8_t floor[8]; uint8_t rwall[8]; uint8_t ceiling[8]; uint8_t lwall[8]; int32_t floor_angle; int32_t rwall_angle; int32_t ceiling_angle; int32_t lwall_angle; } Collision; typedef struct { uint16_t tile_width; uint16_t num_tiles; uint16_t frame_side; uint16_t *frames; Collision **collision; } TileMap16; typedef struct { uint16_t index; uint8_t props; uint8_t _unused; } Frame128; typedef struct { uint16_t tile_width; uint16_t num_tiles; uint16_t frame_side; Frame128 *frames; } TileMap128; #define MAP128_PROP_SOLID 0 #define MAP128_PROP_ONEWAY 1 #define MAP128_PROP_NONE 2 #define MAP128_PROP_FRONT 4 typedef struct { uint8_t width; uint8_t height; uint16_t *tiles; } LevelLayerData; typedef struct { uint8_t num_layers; uint8_t _unused0; LevelLayerData *layers; ChunkObjectData **objects; uint16_t crectx, crecty; uint16_t prectx, precty; uint16_t clutmode, _unused1; } LevelData; void level_init(); void level_reset(); void level_debrief(); void load_map16(TileMap16 *mapping, const char *filename, const char *collision_filename); void load_map128(TileMap128 *mapping, const char *filename); void load_lvl(LevelData *lvl, const char *filename); uint16_t level_get_num_sprites(); void prepare_renderer(LevelData *lvl); void render_lvl( LevelData *lvl, TileMap128 *map128, TileMap16 *map16, ObjectTable *tbl, int32_t cam_x, int32_t cam_y); void update_obj_window(LevelData *lvl, ObjectTable *tbl, int32_t cam_x, int32_t cam_y); // Object-related. These are defined in object_state.c void load_object_placement(const char *filename, void *lvl_data); #endif