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VVVVVV/desktop_version/src/Map.h
Misa fbc9b3ddd7 Use SDL_Point instead of rolling our own point struct
The `point` struct was a relic of ActionScript and was added because of
the Flash 'point' object. However, it seems like Simon Roth didn't
realize that SDL has its own point struct.

With this, `Maths.h` can be un-included from a couple headers, which
exposes the fact that `preloader.cpp` was relying on `Maths.h` being
transitively included from `Graphics.h`.
2023-01-28 23:32:14 -08:00

186 lines
3.6 KiB
C++

#ifndef MAPGAME_H
#define MAPGAME_H
#include <vector>
#include "Finalclass.h"
#include "Labclass.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);
void destroy(void);
int getwidth(void);
int getheight(void);
int intpol(int a, int b, float c);
void setteleporter(int x, int y);
void settrinket(int x, int y);
void setroomname(const char* name);
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;
bool roomname_special;
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 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<SDL_Point> teleporters;
std::vector<SDL_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 */