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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-01 18:43:33 +02:00
VVVVVV/desktop_version/src/Map.h
Misa 6a3a1fe147
Explicitly declare void for all void parameter functions (#628)
Apparently in C, if you have `void test();`, it's completely okay to do
`test(2);`. The function will take in the argument, but just discard it
and throw it away. It's like a trash can, and a rude one at that. If you
declare it like `void test(void);`, this is prevented.

This is not a problem in C++ - doing `void test();` and `test(2);` is
guaranteed to result in a compile error (this also means that right now,
at least in all `.cpp` files, nobody is ever calling a void parameter
function with arguments and having their arguments be thrown away).
However, we may not be using C++ in the future, so I just want to lay
down the precedent that if a function takes in no arguments, you must
explicitly declare it as such.

I would've added `-Wstrict-prototypes`, but it produces an annoying
warning message saying it doesn't work in C++ mode if you're compiling
in C++ mode. So it can be added later.
2021-02-25 17:23:59 -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(void);
int intpol(int a, int b, float c);
void setteleporter(int x, int y);
void settrinket(int x, int y);
void resetmap(void);
void resetnames(void);
void transformname(int t);
std::string getglitchname(int x, int y);
void initmapdata(void);
void initcustommapdata(void);
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);
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);
void hideship(void);
void showship(void);
void resetplayer(const bool player_died);
void resetplayer(void);
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(void);
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 */