mirror of
https://github.com/TerryCavanagh/VVVVVV.git
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f8fd51fc95
This just adds booleans roomname_special to the level classes in preparation for the localization system to use them. This commit is part of rewritten history of the localization branch. The original (unsquashed) commit history can be found here: https://github.com/Dav999-v/VVVVVV/tree/localization-orig
187 lines
3.6 KiB
C++
187 lines
3.6 KiB
C++
#ifndef MAPGAME_H
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#define MAPGAME_H
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#include <vector>
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#include "Finalclass.h"
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#include "Labclass.h"
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#include "Maths.h"
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#include "Otherlevel.h"
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#include "Spacestation2.h"
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#include "Tower.h"
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#include "TowerBG.h"
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#include "WarpClass.h"
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struct Roomtext
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{
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int x, y;
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const char* text;
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};
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class mapclass
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{
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public:
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mapclass(void);
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void destroy(void);
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int getwidth(void);
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int getheight(void);
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int intpol(int a, int b, float c);
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void setteleporter(int x, int y);
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void settrinket(int x, int y);
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void setroomname(const char* name);
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void resetmap(void);
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void resetnames(void);
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void transformname(int t);
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const char* getglitchname(int x, int y);
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void initmapdata(void);
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void initcustommapdata(void);
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int finalat(int x, int y);
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int maptiletoenemycol(int t);
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void changefinalcol(int t);
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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);
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void updatebgobj(TowerBG& bg_obj);
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void setbgobjlerp(TowerBG& bg_obj);
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void updatetowerglow(TowerBG& bg_obj);
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void nexttowercolour(void);
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bool nexttowercolour_set;
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void settowercolour(int t);
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bool towerspikecollide(int x, int y);
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bool collide(int x, int y, bool invincible);
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void settile(int xp, int yp, int t);
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int area(int _rx, int _ry);
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void exploretower(void);
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void hideship(void);
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void showship(void);
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void resetplayer(const bool player_died);
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void resetplayer(void);
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void warpto(int rx, int ry , int t, int tx, int ty);
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void gotoroom(int rx, int ry);
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void spawncompanion(void);
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const char* currentarea(int t);
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void loadlevel(int rx, int ry);
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void twoframedelayfix(void);
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int roomdeaths[20 * 20];
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int roomdeathsfinal[20 * 20];
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static const int areamap[20 * 20];
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int contents[40 * 30];
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bool explored[20 * 20];
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bool isexplored(const int rx, const int ry);
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void setexplored(const int rx, const int ry, const bool status);
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int background;
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int rcol;
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int tileset;
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bool warpx;
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bool warpy;
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const char* roomname;
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bool roomname_special;
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const char* hiddenname;
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//Special tower stuff
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bool towermode;
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int ypos;
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int oldypos;
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int cameramode;
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int cameraseek, cameraseekframe;
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int resumedelay;
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bool minitowermode;
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int colstatedelay;
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int colsuperstate;
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int spikeleveltop, spikelevelbottom;
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int oldspikeleveltop, oldspikelevelbottom;
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//final level navigation
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bool finalmode;
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bool finalstretch;
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//Variables for playing custom levels
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bool custommode;
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bool custommodeforreal;
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int custommmxoff, custommmyoff, custommmxsize, custommmysize;
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int customzoom;
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bool customshowmm;
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const char* specialnames[8];
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int glitchmode;
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int glitchdelay;
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const char* glitchname;
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//final level colour cycling stuff
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bool final_colormode;
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int final_mapcol;
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int final_aniframe;
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int final_aniframedelay;
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int final_colorframe, final_colorframedelay;
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//Teleporters and Trinkets on the map
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std::vector<point> teleporters;
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std::vector<point> shinytrinkets;
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bool showteleporters, showtargets, showtrinkets;
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//Roomtext
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bool roomtexton;
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std::vector<Roomtext> roomtext;
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//Levels
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otherlevelclass otherlevel;
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spacestation2class spacestation2;
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labclass lablevel;
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finalclass finallevel;
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warpclass warplevel;
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towerclass tower;
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int extrarow;
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//Accessibility options
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bool invincibility;
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//Map cursor
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int cursorstate, cursordelay;
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};
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#ifndef MAP_DEFINITION
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extern mapclass map;
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#endif
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#endif /* MAPGAME_H */
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