mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-26 14:38:30 +02:00
28c3ec9572
So... I did see that map.ypos was a float when I added over-30-FPS mode, because map.oldypos wasn't there before... I'm guessing that I kind of just ignored it at the time. But, c'mon, map.ypos and map.oldypos are always treated as ints, so there's literally no reason for them to be actually floats in reality. I didn't even know they were anything other than ints until I checked Map.h.
176 lines
3.4 KiB
C++
176 lines
3.4 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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std::string 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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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 resetmap(void);
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void resetnames(void);
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void transformname(int t);
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std::string 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 updatetowerglow(TowerBG& bg_obj);
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void nexttowercolour(void);
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void settowercolour(int t);
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bool spikecollide(int x, int y);
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bool collide(int x, int y);
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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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std::string 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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short contents[40 * 30];
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bool explored[20 * 20];
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int vmult[30];
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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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std::string roomname;
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std::string 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 customwidth, customheight;
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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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std::string specialnames[8];
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int glitchmode;
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int glitchdelay;
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std::string 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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