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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-01 02:23:32 +02:00
VVVVVV/desktop_version/src/Map.h
Misa 17d06f06be Remove map.finalx/y and map.customx/y
These variables basically serve no purpose. map.customx and map.customy
are clearly never used. map.finalx and map.finaly, on the other hand,
are basically always game.roomx and game.roomy respectively if
map.finalmode is on, and if it's off, then they don't matter.

Also, there are some weird and redundant variable assignments going on
with these; most notably in map.gotoroom(), where rx/ry (local
variables) get assigned to finalx/finaly, then finalx/finaly get
assigned to game.roomx/game.roomy, then finalx/finaly get assigned to
rx/ry. If finalx/finaly made a difference, then there'd be no need to
assign finalx/finaly back to rx/ry. So it makes the code clearer to
remove these weird bits of code.
2021-01-11 00:24:59 -05:00

173 lines
3.3 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();
int intpol(int a, int b, float c);
void setteleporter(int x, int y);
void settrinket(int x, int y);
void resetmap();
void resetnames();
void transformname(int t);
std::string getglitchname(int x, int y);
void initmapdata();
void initcustommapdata();
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 updatetowerglow(TowerBG& bg_obj);
void nexttowercolour();
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 hideship();
void showship();
void resetplayer(const bool player_died);
void resetplayer();
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();
int roomdeaths[20 * 20];
int roomdeathsfinal[20 * 20];
static const int areamap[20 * 20];
short contents[40 * 30];
bool explored[20 * 20];
int vmult[30];
int background;
int rcol;
int tileset;
bool warpx;
bool warpy;
std::string roomname;
std::string hiddenname;
//Special tower stuff
bool towermode;
float ypos;
float 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 */