ddnet/src/game/layers.h

60 lines
1.7 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_LAYERS_H
#define GAME_LAYERS_H
class IKernel;
class IMap;
struct CMapItemGroup;
struct CMapItemGroupEx;
struct CMapItemLayer;
struct CMapItemLayerTilemap;
class CLayers
{
int m_GroupsNum;
int m_GroupsStart;
int m_GroupsExNum;
int m_GroupsExStart;
int m_LayersNum;
int m_LayersStart;
CMapItemGroup *m_pGameGroup;
CMapItemGroupEx *m_pGameGroupEx;
CMapItemLayerTilemap *m_pGameLayer;
IMap *m_pMap;
void InitTilemapSkip();
public:
CLayers();
void Init(IKernel *pKernel);
void InitBackground(IMap *pMap);
int NumGroups() const { return m_GroupsNum; }
int NumLayers() const { return m_LayersNum; }
IMap *Map() const { return m_pMap; }
CMapItemGroup *GameGroup() const { return m_pGameGroup; }
CMapItemGroupEx *GameGroupEx() const { return m_pGameGroupEx; }
CMapItemLayerTilemap *GameLayer() const { return m_pGameLayer; }
CMapItemGroup *GetGroup(int Index) const;
CMapItemGroupEx *GetGroupEx(int Index) const;
CMapItemLayer *GetLayer(int Index) const;
// DDRace
CMapItemLayerTilemap *TeleLayer() const { return m_pTeleLayer; }
CMapItemLayerTilemap *SpeedupLayer() const { return m_pSpeedupLayer; }
CMapItemLayerTilemap *FrontLayer() const { return m_pFrontLayer; }
CMapItemLayerTilemap *SwitchLayer() const { return m_pSwitchLayer; }
CMapItemLayerTilemap *TuneLayer() const { return m_pTuneLayer; }
private:
CMapItemLayerTilemap *m_pTeleLayer;
CMapItemLayerTilemap *m_pSpeedupLayer;
CMapItemLayerTilemap *m_pFrontLayer;
CMapItemLayerTilemap *m_pSwitchLayer;
CMapItemLayerTilemap *m_pTuneLayer;
};
#endif