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VVVVVV/desktop_version/src/editor.h
Info Teddy 4be6d58b82 Reset warp directions when exiting playtesting
This fixes a bug where if warpdir() was used during in-editor
playtesting, the changed warp direction would persist even when leaving
playtesting.

This would be very annoying to correct back every time you playtested
and warpdir() was used, so I've added some kludge to store the actual
warp direction of each room when entering playtesting, and then set the
warp directions back when leaving playtesting.
2020-01-30 22:15:45 -05:00

264 lines
5.6 KiB
C++

#ifndef EDITOR_H
#define EDITOR_H
#include <vector>
#include <string>
#include "Script.h"
class KeyPoll; class Graphics; class Game; class mapclass; class entityclass; class UtilityClass;
class edentities{
public:
int x, y, t;
//parameters
int p1, p2, p3, p4, p5, p6;
std::string scriptname;
};
class edlevelclass{
public:
edlevelclass();
int tileset, tilecol;
std::string roomname;
int warpdir;
int platx1, platy1, platx2, platy2, platv;
int enemyx1, enemyy1, enemyx2, enemyy2, enemytype;
int directmode;
};
struct LevelMetaData
{
std::string title;
std::string creator;
std::string Desc1;
std::string Desc2;
std::string Desc3;
std::string website;
std::string filename;
std::string modifier;
std::string timeCreated;
std::string timeModified;
int version;
};
extern edentities edentity[3000];
extern scriptclass script;
class EditorData
{
public:
static EditorData& GetInstance()
{
static EditorData instance; // Guaranteed to be destroyed.
// Instantiated on first use.
return instance;
}
int numedentities;
std::string title;
std::string creator;
std::string modifier;
std::string timeCreated;
std::string timeModified;
private:
EditorData():
numedentities(0)
{
}
};
class editorclass{
//Special class to handle ALL editor variables locally
public:
editorclass();
std::string Desc1;
std::string Desc2;
std::string Desc3;
std::string website;
std::vector<std::string> directoryList;
std::vector<LevelMetaData> ListOfMetaData;
void getDirectoryData();
bool getLevelMetaData(std::string& filename, LevelMetaData& _data );
void saveconvertor();
void reset();
void loadlevel(int rxi, int ryi);
void placetile(int x, int y, int t);
void placetilelocal(int x, int y, int t);
int getenemyframe(int t);
int base(int x, int y);
int backbase(int x, int y);
int at(int x, int y);
int freewrap(int x, int y);
int backonlyfree(int x, int y);
int backfree(int x, int y);
int spikefree(int x, int y);
int free(int x, int y);
int absfree(int x, int y);
int match(int x, int y);
int warpzonematch(int x, int y);
int outsidematch(int x, int y);
int backmatch(int x, int y);
void load(std::string& _path);
void save(std::string& _path);
void generatecustomminimap(Graphics& dwgfx, mapclass& map);
int edgetile(int x, int y);
int warpzoneedgetile(int x, int y);
int outsideedgetile(int x, int y);
int backedgetile(int x, int y);
int labspikedir(int x, int y, int t);
int spikedir(int x, int y);
int findtrinket(int t);
int findcrewmate(int t);
int findwarptoken(int t);
void countstuff();
void findstartpoint(Game& game);
void weirdloadthing(std::string t);
int getlevelcol(int t);
int getenemycol(int t);
int entcol;
//Colouring stuff
int getwarpbackground(int rx, int ry);
std::vector<std::string> getLevelDirFileNames( );
std::vector <int> swapmap;
std::vector <int> contents;
std::vector <int> vmult;
int numtrinkets;
int numcrewmates;
edlevelclass level[400]; //Maxwidth*maxheight
int kludgewarpdir[400]; //Also maxwidth*maxheight
int temp;
int notedelay;
std::string note;
std::string keybuffer;
std::string filename;
int drawmode;
int tilex, tiley;
int keydelay, lclickdelay;
bool savekey, loadkey;
int levx, levy;
int entframe, entframedelay;
bool roomtextmod;
bool scripttextmod;
int textent;
int scripttexttype;
std::string oldenttext;
bool xmod, zmod, spacemod, warpmod, roomnamemod, textentry, savemod, loadmod;
bool titlemod, creatormod, desc1mod, desc2mod, desc3mod, websitemod;
int roomnamehide;
bool saveandquit;
bool shiftmenu, shiftkey;
int spacemenu;
bool settingsmod, settingskey;
int warpent;
bool updatetiles, changeroom;
int deletekeyheld;
int boundarymod, boundarytype;
int boundx1, boundx2, boundy1, boundy2;
int levmusic;
int mapwidth, mapheight; //Actual width and height of stage
int maxwidth, maxheight; //Special; the physical max the engine allows
int version;
//Script editor stuff
void removeline(int t);
void insertline(int t);
bool scripteditmod;
int scripthelppage, scripthelppagedelay;
std::string sb[500];
std::string sbscript;
int sblength;
int sbx, sby;
int pagey;
std::string author;
std::string description;
std::string title;
//Functions for interfacing with the script:
void addhook(std::string t);
void removehook(std::string t);
void addhooktoscript(std::string t);
void removehookfromscript(std::string t);
void loadhookineditor(std::string t);
void clearscriptbuffer();
void gethooks();
bool checkhook(std::string t);
std::string hooklist[500];
int numhooks;
int hookmenupage, hookmenu;
//Direct Mode variables
int dmtile;
int dmtileeditor;
};
void addedentity(int xp, int yp, int tp, int p1=0, int p2=0, int p3=0, int p4=0, int p5=320, int p6=240);
void naddedentity(int xp, int yp, int tp, int p1=0, int p2=0, int p3=0, int p4=0, int p5=320, int p6=240);
void copyedentity(int a, int b);
void removeedentity(int t);
int edentat(int xp, int yp);
bool edentclear(int xp, int yp);
void fillbox(Graphics& dwgfx, int x, int y, int x2, int y2, int c);
void fillboxabs(Graphics& dwgfx, int x, int y, int x2, int y2, int c);
void editorrender(KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map, entityclass& obj, UtilityClass& help);
void editorlogic(KeyPoll& key, Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music, mapclass& map, UtilityClass& help);
void editorinput(KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map,
entityclass& obj, UtilityClass& help, musicclass& music);
#endif /* EDITOR_H */