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VVVVVV/desktop_version/src/Map.h
Misa a50e8ecf48 Replace roomnames/hiddennames/glitchnames with const char*
Since those are all downstream recipients of either static storage or
memory that doesn't move for the duration of the custom level, it's okay
to make these be `const char*`s without having to redo any of the RAII
memory management.

mapclass::currentarea() is included in this as well. I also cleaned up
Tower.cpp's headers to fix some transitive includes because I was
removing UtilityClass.h includes from all other level files too.

The "Untitled room" names no longer show any coordinates, because doing
so would require complicated memory management that's completely
unneeded. No one will ever see them, and if they do they already know
they have a problem anyway. The only time they might be able to see them
is if they corrupted the areamap, but this was only possible in 2.2 and
previous by dying outside the room deaths array in Outside Dimension
VVVVVV, which has since been patched out. Besides, sometimes the
"Untitled room" gets overwritten by something else anyway (especially in
Finalclass.cpp), so it really, really doesn't matter.
2021-09-12 21:06:26 -07:00

181 lines
3.5 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;
const char* 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);
const char* 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 setbgobjlerp(TowerBG& bg_obj);
void updatetowerglow(TowerBG& bg_obj);
void nexttowercolour(void);
bool nexttowercolour_set;
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);
void spawncompanion(void);
const char* 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];
int contents[40 * 30];
bool explored[20 * 20];
int vmult[30];
bool isexplored(const int rx, const int ry);
void setexplored(const int rx, const int ry, const bool status);
int background;
int rcol;
int tileset;
bool warpx;
bool warpy;
const char* roomname;
const char* hiddenname;
//Special tower stuff
bool towermode;
int ypos;
int 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;
const char* specialnames[8];
int glitchmode;
int glitchdelay;
const char* 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 */