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https://github.com/TerryCavanagh/VVVVVV.git
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b53d2ae53f
The only class that actually needs its i/j/k kept is scriptclass, because some custom levels rely on it for creating custom activity zones. So I haven't touched that. Other than that, there's no chance that anything important relies on i/j/k in any other class. For that to be the case, it would have to use i/j/k without initializing it beforehand, and that can simply be detected by removing the attribute from the header file and seeing where the compiler complains. And the compiler complains only about cases where it's initialized first. (Note that due to this check, I *haven't* removed Graphics's `m` as it precisely does exactly this, using it without initializing it first.) Interestingly enough, otherlevelclass and towerclass have unused i/k variables for whatever reason.
41 lines
591 B
C++
41 lines
591 B
C++
#ifndef OTHERLEVEL_H
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#define OTHERLEVEL_H
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#include "Game.h"
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#include "Entity.h"
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#include <string>
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#include <vector>
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struct Roomtext
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{
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int x, y;
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std::string text;
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};
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class otherlevelclass
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{
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public:
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enum
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{
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BLOCK = 0,
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TRIGGER,
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DAMAGE,
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DIRECTIONAL,
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SAFE,
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ACTIVITY
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};
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void addline(std::string t);
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std::vector<int> loadlevel(int rx, int ry);
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std::string roomname;
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int roomtileset;
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// roomtext thing in other level
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bool roomtexton;
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std::vector<Roomtext> roomtext;
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};
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#endif /* OTHERLEVEL_H */
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