mirror of
https://github.com/TerryCavanagh/VVVVVV.git
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33c5b8b7c0
If it's at all possible to use `const std::string&` when passing `std::string`s around, then we use it. This is to limit the amount of memory usage as a result of the frequent use of `std::string`s, so the game no longer unnecessarily copies strings when it doesn't need to.
159 lines
3.5 KiB
C++
159 lines
3.5 KiB
C++
#if !defined(NO_CUSTOM_LEVELS)
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#ifndef CUSTOMLEVELS_H
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#define CUSTOMLEVELS_H
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#include <SDL.h>
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#include <string>
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#include <vector>
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class CustomEntity
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{
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public:
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int x, y, t;
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//parameters
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int p1, p2, p3, p4, p5, p6;
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std::string scriptname;
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};
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#define ROOM_PROPERTIES \
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FOREACH_PROP(tileset, int) \
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FOREACH_PROP(tilecol, int) \
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FOREACH_PROP(roomname, std::string) \
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FOREACH_PROP(warpdir, int) \
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FOREACH_PROP(platx1, int) \
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FOREACH_PROP(platy1, int) \
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FOREACH_PROP(platx2, int) \
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FOREACH_PROP(platy2, int) \
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FOREACH_PROP(platv, int) \
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FOREACH_PROP(enemyx1, int) \
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FOREACH_PROP(enemyy1, int) \
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FOREACH_PROP(enemyx2, int) \
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FOREACH_PROP(enemyy2, int) \
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FOREACH_PROP(enemytype, int) \
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FOREACH_PROP(directmode, int)
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class RoomProperty
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{
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public:
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RoomProperty(void);
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#define FOREACH_PROP(NAME, TYPE) TYPE NAME;
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ROOM_PROPERTIES
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#undef FOREACH_PROP
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};
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struct LevelMetaData
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{
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std::string title;
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std::string creator;
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std::string Desc1;
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std::string Desc2;
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std::string Desc3;
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std::string website;
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std::string filename;
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std::string modifier;
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std::string timeCreated;
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std::string timeModified;
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int version;
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};
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extern std::vector<CustomEntity> customentities;
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class customlevelclass
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{
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public:
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customlevelclass(void);
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std::string title;
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std::string creator;
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std::string modifier;
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std::string Desc1;
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std::string Desc2;
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std::string Desc3;
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std::string website;
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std::vector<LevelMetaData> ListOfMetaData;
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void loadZips(void);
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void getDirectoryData(void);
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bool getLevelMetaData(const std::string& filename, LevelMetaData& _data );
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void reset(void);
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const int* loadlevel(int rxi, int ryi);
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int gettileidx(
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const int rx,
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const int ry,
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const int x,
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const int y
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);
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void settile(
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const int rx,
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const int ry,
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const int x,
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const int y,
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const int t
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);
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int gettile(
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const int rx,
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const int ry,
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const int x,
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const int y
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);
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int getabstile(const int x, const int y);
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int getroompropidx(const int rx, const int ry);
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const RoomProperty* getroomprop(const int rx, const int ry);
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#define FOREACH_PROP(NAME, TYPE) \
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void setroom##NAME(const int rx, const int ry, const TYPE NAME);
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ROOM_PROPERTIES
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#undef FOREACH_PROP
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int absfree(int x, int y);
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bool load(std::string& _path);
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#ifndef NO_EDITOR
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bool save(const std::string& _path);
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#endif
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void generatecustomminimap(void);
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int findtrinket(int t);
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int findcrewmate(int t);
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int findwarptoken(int t);
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void findstartpoint(void);
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int getlevelcol(const int tileset, const int tilecol);
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int getenemycol(int t);
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//Colouring stuff
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int getwarpbackground(int rx, int ry);
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static const int maxwidth = 20, maxheight = 20; //Special; the physical max the engine allows
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static const int numrooms = maxwidth * maxheight;
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int contents[40 * 30 * numrooms];
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int vmult[30 * maxheight];
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int numtrinkets(void);
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int numcrewmates(void);
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RoomProperty roomproperties[numrooms]; //Maxwidth*maxheight
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int levmusic;
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int mapwidth, mapheight; //Actual width and height of stage
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int version;
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Uint32 getonewaycol(const int rx, const int ry);
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Uint32 getonewaycol(void);
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bool onewaycol_override;
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};
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#ifndef CL_DEFINITION
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extern customlevelclass cl;
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#endif
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#endif /* CUSTOMLEVELS_H */
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#endif /* NO_CUSTOM_LEVELS */
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