mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Rename edlevelclass to RoomProperty
That's what edlevelclass is... so that's what it should be named. (Also removes that "ed", too, making this less coupled to the in-game editor.) Unfortunately, for compatibility reasons, the name of the XML element will still remain the same.
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7 changed files with 40 additions and 39 deletions
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@ -35,7 +35,7 @@
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#include <inttypes.h>
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#endif
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edlevelclass::edlevelclass(void)
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RoomProperty::RoomProperty(void)
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{
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tileset=0;
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tilecol=0;
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@ -464,7 +464,7 @@ int customlevelclass::getenemycol(int t)
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int customlevelclass::getwarpbackground(int rx, int ry)
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{
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const edlevelclass* const room = getroomprop(rx, ry);
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const RoomProperty* const room = getroomprop(rx, ry);
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switch(room->tileset)
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{
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case 0: //Space Station
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@ -786,7 +786,7 @@ int customlevelclass::getroompropidx(const int rx, const int ry)
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return rx + ry*maxwidth;
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}
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const edlevelclass* customlevelclass::getroomprop(const int rx, const int ry)
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const RoomProperty* customlevelclass::getroomprop(const int rx, const int ry)
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{
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const int idx = getroompropidx(rx, ry);
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@ -795,7 +795,7 @@ const edlevelclass* customlevelclass::getroomprop(const int rx, const int ry)
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return &level[idx];
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}
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static edlevelclass blank;
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static RoomProperty blank;
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blank.tileset = 1;
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blank.directmode = 1;
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blank.roomname.clear();
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@ -1400,24 +1400,24 @@ bool customlevelclass::save(std::string& _path)
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for(size_t i = 0; i < SDL_arraysize(level); i++)
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{
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tinyxml2::XMLElement *edlevelclassElement = doc.NewElement( "edLevelClass" );
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edlevelclassElement->SetAttribute( "tileset", level[i].tileset);
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edlevelclassElement->SetAttribute( "tilecol", level[i].tilecol);
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edlevelclassElement->SetAttribute( "platx1", level[i].platx1);
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edlevelclassElement->SetAttribute( "platy1", level[i].platy1);
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edlevelclassElement->SetAttribute( "platx2", level[i].platx2);
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edlevelclassElement->SetAttribute( "platy2", level[i].platy2);
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edlevelclassElement->SetAttribute( "platv", temp_platv[i]);
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edlevelclassElement->SetAttribute( "enemyx1", level[i].enemyx1);
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edlevelclassElement->SetAttribute( "enemyy1", level[i].enemyy1);
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edlevelclassElement->SetAttribute( "enemyx2", level[i].enemyx2);
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edlevelclassElement->SetAttribute( "enemyy2", level[i].enemyy2);
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edlevelclassElement->SetAttribute( "enemytype", level[i].enemytype);
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edlevelclassElement->SetAttribute( "directmode", level[i].directmode);
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edlevelclassElement->SetAttribute( "warpdir", level[i].warpdir);
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tinyxml2::XMLElement *roompropertyElement = doc.NewElement( "edLevelClass" );
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roompropertyElement->SetAttribute( "tileset", level[i].tileset);
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roompropertyElement->SetAttribute( "tilecol", level[i].tilecol);
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roompropertyElement->SetAttribute( "platx1", level[i].platx1);
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roompropertyElement->SetAttribute( "platy1", level[i].platy1);
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roompropertyElement->SetAttribute( "platx2", level[i].platx2);
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roompropertyElement->SetAttribute( "platy2", level[i].platy2);
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roompropertyElement->SetAttribute( "platv", temp_platv[i]);
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roompropertyElement->SetAttribute( "enemyx1", level[i].enemyx1);
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roompropertyElement->SetAttribute( "enemyy1", level[i].enemyy1);
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roompropertyElement->SetAttribute( "enemyx2", level[i].enemyx2);
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roompropertyElement->SetAttribute( "enemyy2", level[i].enemyy2);
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roompropertyElement->SetAttribute( "enemytype", level[i].enemytype);
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roompropertyElement->SetAttribute( "directmode", level[i].directmode);
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roompropertyElement->SetAttribute( "warpdir", level[i].warpdir);
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edlevelclassElement->LinkEndChild( doc.NewText( level[i].roomname.c_str() )) ;
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msg->LinkEndChild( edlevelclassElement );
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roompropertyElement->LinkEndChild( doc.NewText( level[i].roomname.c_str() )) ;
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msg->LinkEndChild( roompropertyElement );
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}
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std::string scriptString;
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@ -1569,7 +1569,7 @@ void customlevelclass::generatecustomminimap(void)
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// Much kudos to Dav999 for saving me a lot of work, because I stole these colors from const.lua in Ved! -Info Teddy
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Uint32 customlevelclass::getonewaycol(const int rx, const int ry)
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{
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const edlevelclass* const room = getroomprop(rx, ry);
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const RoomProperty* const room = getroomprop(rx, ry);
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switch (room->tileset) {
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case 0: // Space Station
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@ -33,9 +33,10 @@ public:
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FOREACH_PROP(enemytype, int) \
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FOREACH_PROP(directmode, int)
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class edlevelclass{
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class RoomProperty
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{
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public:
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edlevelclass(void);
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RoomProperty(void);
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#define FOREACH_PROP(NAME, TYPE) TYPE NAME;
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ROOM_PROPERTIES
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#undef FOREACH_PROP
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@ -119,7 +120,7 @@ public:
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int getabstile(const int x, const int y);
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int getroompropidx(const int rx, const int ry);
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const edlevelclass* getroomprop(const int rx, const int ry);
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const RoomProperty* getroomprop(const int rx, const int ry);
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#define FOREACH_PROP(NAME, TYPE) \
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void setroom##NAME(const int rx, const int ry, const TYPE NAME);
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ROOM_PROPERTIES
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@ -149,8 +150,8 @@ public:
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int vmult[30 * maxheight];
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int numtrinkets(void);
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int numcrewmates(void);
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edlevelclass level[numrooms]; //Maxwidth*maxheight
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RoomProperty level[numrooms]; //Maxwidth*maxheight
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int levmusic;
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int mapwidth, mapheight; //Actual width and height of stage
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@ -474,7 +474,7 @@ static void editormenurender(int tr, int tg, int tb)
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void editorrender(void)
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{
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extern editorclass ed;
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const edlevelclass* const room = cl.getroomprop(ed.levx, ed.levy);
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const RoomProperty* const room = cl.getroomprop(ed.levx, ed.levy);
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//Draw grid
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@ -1545,7 +1545,7 @@ void editorrender(void)
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void editorrenderfixed(void)
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{
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extern editorclass ed;
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const edlevelclass* const room = cl.getroomprop(ed.levx, ed.levy);
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const RoomProperty* const room = cl.getroomprop(ed.levx, ed.levy);
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graphics.updatetitlecolours();
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game.customcol=cl.getlevelcol(room->tileset, room->tilecol)+1;
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@ -3716,7 +3716,7 @@ void editorclass::placetilelocal( int x, int y, int t )
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int editorclass::base( int x, int y )
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{
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//Return the base tile for the given tileset and colour
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const edlevelclass* const room = cl.getroomprop(x, y);
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const RoomProperty* const room = cl.getroomprop(x, y);
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if(room->tileset==0) //Space Station
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{
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if(room->tilecol>=22)
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@ -3754,7 +3754,7 @@ int editorclass::base( int x, int y )
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int editorclass::backbase( int x, int y )
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{
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//Return the base tile for the background of the given tileset and colour
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const edlevelclass* const room = cl.getroomprop(x, y);
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const RoomProperty* const room = cl.getroomprop(x, y);
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if(room->tileset==0) //Space Station
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{
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//Pick depending on tilecol
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@ -4212,7 +4212,7 @@ void editorclass::switch_tilecol(const bool reversed)
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void editorclass::clamp_tilecol(const int rx, const int ry, const bool wrap)
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{
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const edlevelclass* const room = cl.getroomprop(rx, ry);
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const RoomProperty* const room = cl.getroomprop(rx, ry);
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const int tileset = room->tileset;
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int tilecol = room->tilecol;
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@ -4256,7 +4256,7 @@ void editorclass::clamp_tilecol(const int rx, const int ry, const bool wrap)
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void editorclass::switch_enemy(const bool reversed)
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{
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const edlevelclass* const room = cl.getroomprop(levx, levy);
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const RoomProperty* const room = cl.getroomprop(levx, levy);
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int enemy = room->enemytype;
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@ -4280,7 +4280,7 @@ void editorclass::switch_enemy(const bool reversed)
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void editorclass::switch_warpdir(const bool reversed)
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{
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static const int modulus = 4;
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const edlevelclass* const room = cl.getroomprop(levx, levy);
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const RoomProperty* const room = cl.getroomprop(levx, levy);
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int warpdir = room->warpdir;
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@ -1257,7 +1257,7 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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#if !defined(NO_CUSTOM_LEVELS)
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// Special case for gray Warp Zone tileset!
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const edlevelclass* const room = cl.getroomprop(game.roomx - 100, game.roomy - 100);
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const RoomProperty* const room = cl.getroomprop(game.roomx - 100, game.roomy - 100);
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bool custom_gray = room->tileset == 3 && room->tilecol == 6;
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#else
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bool custom_gray = false;
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@ -1896,7 +1896,7 @@ void Graphics::drawentity(const int i, const int yoff)
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#if !defined(NO_CUSTOM_LEVELS)
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// Special case for gray Warp Zone tileset!
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const edlevelclass* const room = cl.getroomprop(game.roomx - 100, game.roomy - 100);
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const RoomProperty* const room = cl.getroomprop(game.roomx - 100, game.roomy - 100);
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const bool custom_gray = room->tileset == 3 && room->tilecol == 6;
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#else
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const bool custom_gray = false;
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@ -1562,7 +1562,7 @@ void mapclass::loadlevel(int rx, int ry)
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#if !defined(NO_CUSTOM_LEVELS)
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case 12: //Custom level
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{
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const edlevelclass* const room = cl.getroomprop(rx - 100, ry - 100);
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const RoomProperty* const room = cl.getroomprop(rx - 100, ry - 100);
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game.customcol = cl.getlevelcol(room->tileset, room->tilecol) + 1;
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obj.customplatformtile = game.customcol * 12;
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@ -159,7 +159,7 @@ void scriptclass::run(void)
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{
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int temprx=ss_toi(words[1])-1;
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int tempry=ss_toi(words[2])-1;
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const edlevelclass* room;
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const RoomProperty* room;
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cl.setroomwarpdir(temprx, tempry, ss_toi(words[3]));
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room = cl.getroomprop(temprx, tempry);
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@ -197,7 +197,7 @@ void scriptclass::run(void)
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}
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if (words[0] == "ifwarp")
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{
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const edlevelclass* const room = cl.getroomprop(ss_toi(words[1])-1, ss_toi(words[2])-1);
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const RoomProperty* const room = cl.getroomprop(ss_toi(words[1])-1, ss_toi(words[2])-1);
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if (room->warpdir == ss_toi(words[3]))
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{
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load("custom_"+words[4]);
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