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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/CustomLevels.h
Misa 6192269128 Remove vmult lookup tables
There's really no need to put the y-multiplication in a lookup table.
The compiler will optimize the multiplication better than putting it in
a lookup table will.

To improve readability and to hardcode things less, the new
SCREEN_WIDTH_TILES and SCREEN_HEIGHT_TILES constant names are used, as
well as adding a new TILE_IDX macro to calculate the index of a tile in
a concatenated-rows (row-major in formal parlance) array. Also, tile
numbers are stored in a temporary variable to improve readability as
well (no more copy-pasting `contents[i + vmult[j]]` over and over
again).
2021-09-24 16:37:27 -07:00

158 lines
3.4 KiB
C++

#if !defined(NO_CUSTOM_LEVELS)
#ifndef CUSTOMLEVELS_H
#define CUSTOMLEVELS_H
#include <SDL.h>
#include <string>
#include <vector>
class CustomEntity
{
public:
int x, y, t;
//parameters
int p1, p2, p3, p4, p5, p6;
std::string scriptname;
};
#define ROOM_PROPERTIES \
FOREACH_PROP(tileset, int) \
FOREACH_PROP(tilecol, int) \
FOREACH_PROP(roomname, std::string) \
FOREACH_PROP(warpdir, int) \
FOREACH_PROP(platx1, int) \
FOREACH_PROP(platy1, int) \
FOREACH_PROP(platx2, int) \
FOREACH_PROP(platy2, int) \
FOREACH_PROP(platv, int) \
FOREACH_PROP(enemyx1, int) \
FOREACH_PROP(enemyy1, int) \
FOREACH_PROP(enemyx2, int) \
FOREACH_PROP(enemyy2, int) \
FOREACH_PROP(enemytype, int) \
FOREACH_PROP(directmode, int)
class RoomProperty
{
public:
RoomProperty(void);
#define FOREACH_PROP(NAME, TYPE) TYPE NAME;
ROOM_PROPERTIES
#undef FOREACH_PROP
};
struct LevelMetaData
{
std::string title;
std::string creator;
std::string Desc1;
std::string Desc2;
std::string Desc3;
std::string website;
std::string filename;
std::string modifier;
std::string timeCreated;
std::string timeModified;
int version;
};
extern std::vector<CustomEntity> customentities;
class customlevelclass
{
public:
customlevelclass(void);
std::string title;
std::string creator;
std::string modifier;
std::string Desc1;
std::string Desc2;
std::string Desc3;
std::string website;
std::vector<LevelMetaData> ListOfMetaData;
void loadZips(void);
void getDirectoryData(void);
bool getLevelMetaData(const std::string& filename, LevelMetaData& _data );
void reset(void);
const int* loadlevel(int rxi, int ryi);
int gettileidx(
const int rx,
const int ry,
const int x,
const int y
);
void settile(
const int rx,
const int ry,
const int x,
const int y,
const int t
);
int gettile(
const int rx,
const int ry,
const int x,
const int y
);
int getabstile(const int x, const int y);
int getroompropidx(const int rx, const int ry);
const RoomProperty* getroomprop(const int rx, const int ry);
#define FOREACH_PROP(NAME, TYPE) \
void setroom##NAME(const int rx, const int ry, const TYPE NAME);
ROOM_PROPERTIES
#undef FOREACH_PROP
int absfree(int x, int y);
bool load(std::string& _path);
#ifndef NO_EDITOR
bool save(const std::string& _path);
#endif
void generatecustomminimap(void);
int findtrinket(int t);
int findcrewmate(int t);
int findwarptoken(int t);
void findstartpoint(void);
int getlevelcol(const int tileset, const int tilecol);
int getenemycol(int t);
//Colouring stuff
int getwarpbackground(int rx, int ry);
static const int maxwidth = 20, maxheight = 20; //Special; the physical max the engine allows
static const int numrooms = maxwidth * maxheight;
int contents[40 * 30 * numrooms];
int numtrinkets(void);
int numcrewmates(void);
RoomProperty roomproperties[numrooms]; //Maxwidth*maxheight
int levmusic;
int mapwidth, mapheight; //Actual width and height of stage
int version;
Uint32 getonewaycol(const int rx, const int ry);
Uint32 getonewaycol(void);
bool onewaycol_override;
};
#ifndef CL_DEFINITION
extern customlevelclass cl;
#endif
#endif /* CUSTOMLEVELS_H */
#endif /* NO_CUSTOM_LEVELS */