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Refactor room properties to use setter and getter funcs
This replaces all raw ed.level accesses with new setter and getter funcs, which makes it easier to add bounds checks later. And I've also removed all the manually-written bounds checks, since they will go into the new getter and setter. To get the room properties of a specific room, you use editorclass::getroomprop(), which returns a pointer to the room properties - then you just read off of that pointer. To set a room property, you use editorclass::setroom<PROP>(), where <PROP> is the name of the property. These are maintained using X macros to avoid copy-pasting. editorclass::getroompropidx() is a helper function and shouldn't be used directly.
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@@ -1250,9 +1250,8 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
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#if !defined(NO_CUSTOM_LEVELS)
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// Special case for gray Warp Zone tileset!
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int room = game.roomx-100 + (game.roomy-100) * ed.maxwidth;
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bool custom_gray = INBOUNDS_ARR(room, ed.level)
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&& ed.level[room].tileset == 3 && ed.level[room].tilecol == 6;
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const edlevelclass* const room = ed.getroomprop(game.roomx - 100, game.roomy - 100);
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bool custom_gray = room->tileset == 3 && room->tilecol == 6;
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#else
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bool custom_gray = false;
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#endif
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