Move all editor-specific attributes to a new editorclass

This is a pretty hefty commit! But essentially, I made a new editorclass
object, and moved all functions and variables that only get used in the
in-game level editor to that class. This cleanly demarcates which things
are in the editor and which things are just general custom level stuff.

Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS
and NO_EDITOR ifdefs, too, in several places.
This commit is contained in:
Misa
2021-02-20 15:40:11 -08:00
committed by Misa Elizabeth Kai
parent 987ae88909
commit a23014350f
13 changed files with 1336 additions and 1268 deletions

View File

@@ -1257,7 +1257,7 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
#if !defined(NO_CUSTOM_LEVELS)
// Special case for gray Warp Zone tileset!
const edlevelclass* const room = ed.getroomprop(game.roomx - 100, game.roomy - 100);
const edlevelclass* const room = cl.getroomprop(game.roomx - 100, game.roomy - 100);
bool custom_gray = room->tileset == 3 && room->tilecol == 6;
#else
bool custom_gray = false;