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VVVVVV/desktop_version/src/Map.h
Misa 01ae5c6c70 Allow custom levels to use 2 billion tile numbers once again
Ever since tilesheets got expanded, custom levels could use as many
tiles as they wanted, as long as it fit under the 32-bit signed integer
limit.

Until 6c85fae339 happened and they were
reduced to 32,767 tiles.

So I'm being generous again and changing the type of the contents array
(in mapclass and editorclass) back to int. This won't affect the
existing tilemaps of the main game, they'll still stay short arrays. But
it means level makers can use 2 billion tiles once again.
2021-08-22 21:30:53 -07:00

179 lines
3.5 KiB
C++

#ifndef MAPGAME_H
#define MAPGAME_H
#include <vector>
#include "Finalclass.h"
#include "Labclass.h"
#include "Maths.h"
#include "Otherlevel.h"
#include "Spacestation2.h"
#include "Tower.h"
#include "TowerBG.h"
#include "WarpClass.h"
struct Roomtext
{
int x, y;
std::string text;
};
class mapclass
{
public:
mapclass(void);
int intpol(int a, int b, float c);
void setteleporter(int x, int y);
void settrinket(int x, int y);
void resetmap(void);
void resetnames(void);
void transformname(int t);
std::string getglitchname(int x, int y);
void initmapdata(void);
void initcustommapdata(void);
int finalat(int x, int y);
int maptiletoenemycol(int t);
void changefinalcol(int t);
void setcol(TowerBG& bg_obj, const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c);
void updatebgobj(TowerBG& bg_obj);
void setbgobjlerp(TowerBG& bg_obj);
void updatetowerglow(TowerBG& bg_obj);
void nexttowercolour(void);
bool nexttowercolour_set;
void settowercolour(int t);
bool spikecollide(int x, int y);
bool collide(int x, int y);
void settile(int xp, int yp, int t);
int area(int _rx, int _ry);
void exploretower(void);
void hideship(void);
void showship(void);
void resetplayer(const bool player_died);
void resetplayer(void);
void warpto(int rx, int ry , int t, int tx, int ty);
void gotoroom(int rx, int ry);
std::string currentarea(int t);
void loadlevel(int rx, int ry);
void twoframedelayfix(void);
int roomdeaths[20 * 20];
int roomdeathsfinal[20 * 20];
static const int areamap[20 * 20];
int contents[40 * 30];
bool explored[20 * 20];
int vmult[30];
bool isexplored(const int rx, const int ry);
void setexplored(const int rx, const int ry, const bool status);
int background;
int rcol;
int tileset;
bool warpx;
bool warpy;
std::string roomname;
std::string hiddenname;
//Special tower stuff
bool towermode;
int ypos;
int oldypos;
int cameramode;
int cameraseek, cameraseekframe;
int resumedelay;
bool minitowermode;
int colstatedelay;
int colsuperstate;
int spikeleveltop, spikelevelbottom;
int oldspikeleveltop, oldspikelevelbottom;
//final level navigation
bool finalmode;
bool finalstretch;
//Variables for playing custom levels
bool custommode;
bool custommodeforreal;
int customwidth, customheight;
int custommmxoff, custommmyoff, custommmxsize, custommmysize;
int customzoom;
bool customshowmm;
std::string specialnames[8];
int glitchmode;
int glitchdelay;
std::string glitchname;
//final level colour cycling stuff
bool final_colormode;
int final_mapcol;
int final_aniframe;
int final_aniframedelay;
int final_colorframe, final_colorframedelay;
//Teleporters and Trinkets on the map
std::vector<point> teleporters;
std::vector<point> shinytrinkets;
bool showteleporters, showtargets, showtrinkets;
//Roomtext
bool roomtexton;
std::vector<Roomtext> roomtext;
//Levels
otherlevelclass otherlevel;
spacestation2class spacestation2;
labclass lablevel;
finalclass finallevel;
warpclass warplevel;
towerclass tower;
int extrarow;
//Accessibility options
bool invincibility;
//Map cursor
int cursorstate, cursordelay;
};
#ifndef MAP_DEFINITION
extern mapclass map;
#endif
#endif /* MAPGAME_H */