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https://github.com/TerryCavanagh/VVVVVV.git
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By "hidden names", I'm referring to "Dimension VVVVVV" and "The Ship" popping up on the quit/pause/teleporter screens, even though those rooms don't have any roomnames. Apparently my commit to fix roomname re-draw bleed on the quit/pause/teleporter screens exposed yet another hardreset()-caused bug. The issue here is that since hardreset() sets game.roomx and game.roomy to 0, map.area() will no longer work properly, and since the hidden roomname check is based on map.area(), it will no longer display "Dimension VVVVVV" or "The Ship" once you press ACTION to quit. It used to do this due to the re-draw bleed, but now it doesn't. I saw that roomnames didn't get reset in hardreset(), so the solution here is to re-factor hidden names to be an actual variable, instead of being implicit. map.hiddenname is a variable that's set in mapclass::loadlevel(), and if isn't empty, it will be drawn on the quit/pause/teleporter screens. That way it will still display "Dimension VVVVVV" and "The Ship" when you press ACTION to quit to the menu. EDIT: Since PR #230 got merged, this commit is no longer strictly necessary, but it's still good to refactor hidden names like this.
175 lines
3.4 KiB
C++
175 lines
3.4 KiB
C++
#ifndef MAPGAME_H
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#define MAPGAME_H
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#include "Tower.h"
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#include "WarpClass.h"
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#include "Finalclass.h"
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#include "Labclass.h"
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#include "Spacestation2.h"
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#include "Otherlevel.h"
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#include "Entity.h"
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#include "Graphics.h"
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#include <vector>
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#include "Music.h"
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#include "editor.h"
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class mapclass
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{
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public:
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mapclass();
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int RGB(int red,int green,int blue);
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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();
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void resetnames();
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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();
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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(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 updatetowerglow();
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void nexttowercolour();
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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();
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void hideship();
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void showship();
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void resetplayer();
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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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std::vector <int> roomdeaths;
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std::vector <int> roomdeathsfinal;
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std::vector <int> areamap;
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std::vector <int> contents;
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std::vector <int> explored;
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std::vector <int> vmult;
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std::vector <std::string> tmap;
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int temp;
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int temp2;
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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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float ypos;
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float oldypos;
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int bypos;
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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 scrolldir;
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//This is the old colour cycle
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int r, g,b;
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int check, cmode;
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int towercol;
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int colstate, 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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bool tdrawback;
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int bscroll;
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//final level navigation
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int finalx;
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int finaly;
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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 customx, customy;
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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::vector<std::string> specialnames;
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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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extern mapclass map;
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#endif /* MAPGAME_H */
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