mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 01:48:15 +03:00
Rename edlevelclass to RoomProperty
That's what edlevelclass is... so that's what it should be named. (Also removes that "ed", too, making this less coupled to the in-game editor.) Unfortunately, for compatibility reasons, the name of the XML element will still remain the same.
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@@ -35,7 +35,7 @@
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#include <inttypes.h>
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#endif
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edlevelclass::edlevelclass(void)
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RoomProperty::RoomProperty(void)
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{
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tileset=0;
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tilecol=0;
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@@ -464,7 +464,7 @@ int customlevelclass::getenemycol(int t)
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int customlevelclass::getwarpbackground(int rx, int ry)
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{
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const edlevelclass* const room = getroomprop(rx, ry);
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const RoomProperty* const room = getroomprop(rx, ry);
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switch(room->tileset)
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{
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case 0: //Space Station
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@@ -786,7 +786,7 @@ int customlevelclass::getroompropidx(const int rx, const int ry)
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return rx + ry*maxwidth;
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}
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const edlevelclass* customlevelclass::getroomprop(const int rx, const int ry)
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const RoomProperty* customlevelclass::getroomprop(const int rx, const int ry)
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{
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const int idx = getroompropidx(rx, ry);
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@@ -795,7 +795,7 @@ const edlevelclass* customlevelclass::getroomprop(const int rx, const int ry)
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return &level[idx];
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}
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static edlevelclass blank;
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static RoomProperty blank;
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blank.tileset = 1;
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blank.directmode = 1;
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blank.roomname.clear();
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@@ -1400,24 +1400,24 @@ bool customlevelclass::save(std::string& _path)
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for(size_t i = 0; i < SDL_arraysize(level); i++)
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{
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tinyxml2::XMLElement *edlevelclassElement = doc.NewElement( "edLevelClass" );
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edlevelclassElement->SetAttribute( "tileset", level[i].tileset);
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edlevelclassElement->SetAttribute( "tilecol", level[i].tilecol);
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edlevelclassElement->SetAttribute( "platx1", level[i].platx1);
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edlevelclassElement->SetAttribute( "platy1", level[i].platy1);
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edlevelclassElement->SetAttribute( "platx2", level[i].platx2);
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edlevelclassElement->SetAttribute( "platy2", level[i].platy2);
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edlevelclassElement->SetAttribute( "platv", temp_platv[i]);
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edlevelclassElement->SetAttribute( "enemyx1", level[i].enemyx1);
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edlevelclassElement->SetAttribute( "enemyy1", level[i].enemyy1);
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edlevelclassElement->SetAttribute( "enemyx2", level[i].enemyx2);
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edlevelclassElement->SetAttribute( "enemyy2", level[i].enemyy2);
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edlevelclassElement->SetAttribute( "enemytype", level[i].enemytype);
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edlevelclassElement->SetAttribute( "directmode", level[i].directmode);
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edlevelclassElement->SetAttribute( "warpdir", level[i].warpdir);
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tinyxml2::XMLElement *roompropertyElement = doc.NewElement( "edLevelClass" );
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roompropertyElement->SetAttribute( "tileset", level[i].tileset);
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roompropertyElement->SetAttribute( "tilecol", level[i].tilecol);
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roompropertyElement->SetAttribute( "platx1", level[i].platx1);
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roompropertyElement->SetAttribute( "platy1", level[i].platy1);
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roompropertyElement->SetAttribute( "platx2", level[i].platx2);
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roompropertyElement->SetAttribute( "platy2", level[i].platy2);
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roompropertyElement->SetAttribute( "platv", temp_platv[i]);
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roompropertyElement->SetAttribute( "enemyx1", level[i].enemyx1);
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roompropertyElement->SetAttribute( "enemyy1", level[i].enemyy1);
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roompropertyElement->SetAttribute( "enemyx2", level[i].enemyx2);
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roompropertyElement->SetAttribute( "enemyy2", level[i].enemyy2);
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roompropertyElement->SetAttribute( "enemytype", level[i].enemytype);
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roompropertyElement->SetAttribute( "directmode", level[i].directmode);
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roompropertyElement->SetAttribute( "warpdir", level[i].warpdir);
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edlevelclassElement->LinkEndChild( doc.NewText( level[i].roomname.c_str() )) ;
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msg->LinkEndChild( edlevelclassElement );
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roompropertyElement->LinkEndChild( doc.NewText( level[i].roomname.c_str() )) ;
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msg->LinkEndChild( roompropertyElement );
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}
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std::string scriptString;
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@@ -1569,7 +1569,7 @@ void customlevelclass::generatecustomminimap(void)
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// Much kudos to Dav999 for saving me a lot of work, because I stole these colors from const.lua in Ved! -Info Teddy
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Uint32 customlevelclass::getonewaycol(const int rx, const int ry)
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{
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const edlevelclass* const room = getroomprop(rx, ry);
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const RoomProperty* const room = getroomprop(rx, ry);
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switch (room->tileset) {
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case 0: // Space Station
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