1
0
mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-26 06:28:30 +02:00
VVVVVV/desktop_version/src/Map.h
Misa f0aa1a8cae Don't treat spikes as solid for non-humanoid entities
There's always been a bit of an inconsistency in the game where enabling
invincibility would make spikes so solid that enemies and moving
platforms would treat spikes as solid and bounces off of them.

This fixes that by adding an `invincible` parameter to collision
functions, so the functions will only treat spikes as solid if that
parameter is true, and the parameter passed will only be true if it's
called for an entity that is a humanoid and invincibility mode is
enabled.

Also, for clarity, `spikecollide` is renamed to `towerspikecollide`
because it's only used for tower spikes. And as a small optimization,
`checktowerspikes` returns early if invincibility mode is enabled.
2022-06-05 20:21:51 -07:00

180 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 towerspikecollide(int x, int y);
bool collide(int x, int y, bool invincible);
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];
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 */