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60 commits

Author SHA1 Message Date
Misa
5b9c6a9680 Remove now-unused parameter 't' from mapclass::setteleporter()
This was previously used to set the indice of the teleporter, but now
that we do push_back() it's no longer necessary and is now unused.
2020-04-14 22:54:16 -04:00
Misa
6b317c5ab9 Remove map.customcrewmates
Same as the previous commit, except for the amount of custom crewmates.
2020-04-09 19:20:31 -04:00
Misa
85bd7d9a2d Remove map.customtrinkets
This variable's sole purpose is to copy ed.numtrinkets, even though ed
has always been a name that's been accessible globally. So let's not
dupe cope.
2020-04-09 19:20:31 -04:00
Misa
5ba1cf7571 Fix mixed indentation in Map.h and Map.cpp
Again, not that much. These files more-or-less consistently use their
respective indentation.
2020-04-03 10:40:50 -04:00
Misa
35d9bcce05 Remove global args from mapclass
This commit removes the global args being passed around from the
function args on the mapclass object, as well as updating all callers in
other files to not have those args. Furthermore, 'dwgfx' has been
renamed to 'graphics' in Map.cpp.
2020-04-03 10:40:50 -04:00
Misa
a4d7fc017c Refactor roomtext to not use ad-hoc objects / separate length trackers
This refactors the roomtext code to (1) not use ad-hoc objects and (2)
not use a separate length-tracking variable to keep track of the actual
amount of roomtext in a room.

What I mean by ad-hoc object is, instead of formally creating a
fully-fledged struct or class and storing one vector containing that
object, this game instead hacks together an object by storing each
attribute of an object in different vectors.

In the case of roomtext, instead of making a Roomtext object that has
attributes 'x', 'y', and 'text', the 'text' attribute of each is stored
in the vector 'roomtext', the 'x' attribute of each is stored in the
vector 'roomtextx', and the 'y' attribute of each is stored in the
vector 'roomtexty'. It's only an object in the sense that you can grab
the attributes of each roomtext by using the same index across all three
vectors.

This makes it somewhat annoying to maintain and deal with, like when I
wanted add sub-tile positions to roomtext in VVVVVV: Community Edition.
Instead of being able to add attributes to an already-existing
formalized Roomtext object, I would instead have to add two more
vectors, which is inelegant. Or I could refactor the whole system, which
is what I decided to do instead.

Furthermore, this removes the separate length-tracking variable
'roomtextnumlines', which makes the code much more easy to maintain and
deal with, as the amount of roomtext is naturally tracked by C++ instead
of us having to keep track of the actual amount of roomtext manually.
2020-02-29 23:02:52 -05:00
Matt Penny
1b00d12600 Add option to allow custom levels when the editor is disabled 2020-02-09 23:31:44 -05:00
Matt Penny
7d35c5ce4e Add option to compile without the level editor 2020-02-09 23:31:44 -05:00
Info Teddy
5a316d65e6 Allow using help/graphics/music/game/key/map/obj everywhere
This commit makes `help`, `graphics`, `music`, `game`, `key`, `map`, and
`obj` essentially static global objects that can be used everywhere.
This is useful in case we ever need to add a new function in the future,
so we don't have to bother with passing a new argument in which means we
have to pass a new argument in to the function that calls that function
which means having to pass a new argument into the function that calls
THAT function, etc. which is a real headache when working on fan mods of
the source code.

Note that this changes NONE of the existing function signatures, it
merely just makes those variables accessible everywhere in the same way
`script` and `ed` are.

Also note that some classes had to be initialized after the filesystem
was initialized, but C++ would keep initializing them before the
filesystem got initialized, because I *had* to put them at the top of
`main.cpp`, or else they wouldn't be global variables.

The only way to work around this was to use entityclass's initialization
style (which I'm pretty sure entityclass of all things doesn't need to
be initialized this way), where you actually initialize the class in an
`init()` function, and so then you do `graphics.init()` after the
filesystem initialization, AFTER doing `Graphics graphics` up at the
top.

I've had to do this for `graphics` (but only because its child
GraphicsResources `grphx` needs to be initialized this way), `music`,
and `game`. I don't think this will affect anything. Other than that,
`help`, `key`, and `map` are still using the C++-intended method of
having ClassName::ClassName() functions.
2020-01-29 07:58:23 -05:00
Ethan Lee
f7c0321b71 Hello WWWWWWorld! 2020-01-08 10:37:50 -05:00