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.
This commit is contained in:
Misa
2021-02-20 15:45:48 -08:00
committed by Misa Elizabeth Kai
parent 86b47878f9
commit d549a535e0
7 changed files with 40 additions and 39 deletions

View File

@@ -474,7 +474,7 @@ static void editormenurender(int tr, int tg, int tb)
void editorrender(void)
{
extern editorclass ed;
const edlevelclass* const room = cl.getroomprop(ed.levx, ed.levy);
const RoomProperty* const room = cl.getroomprop(ed.levx, ed.levy);
//Draw grid
@@ -1545,7 +1545,7 @@ void editorrender(void)
void editorrenderfixed(void)
{
extern editorclass ed;
const edlevelclass* const room = cl.getroomprop(ed.levx, ed.levy);
const RoomProperty* const room = cl.getroomprop(ed.levx, ed.levy);
graphics.updatetitlecolours();
game.customcol=cl.getlevelcol(room->tileset, room->tilecol)+1;
@@ -3716,7 +3716,7 @@ void editorclass::placetilelocal( int x, int y, int t )
int editorclass::base( int x, int y )
{
//Return the base tile for the given tileset and colour
const edlevelclass* const room = cl.getroomprop(x, y);
const RoomProperty* const room = cl.getroomprop(x, y);
if(room->tileset==0) //Space Station
{
if(room->tilecol>=22)
@@ -3754,7 +3754,7 @@ int editorclass::base( int x, int y )
int editorclass::backbase( int x, int y )
{
//Return the base tile for the background of the given tileset and colour
const edlevelclass* const room = cl.getroomprop(x, y);
const RoomProperty* const room = cl.getroomprop(x, y);
if(room->tileset==0) //Space Station
{
//Pick depending on tilecol
@@ -4212,7 +4212,7 @@ void editorclass::switch_tilecol(const bool reversed)
void editorclass::clamp_tilecol(const int rx, const int ry, const bool wrap)
{
const edlevelclass* const room = cl.getroomprop(rx, ry);
const RoomProperty* const room = cl.getroomprop(rx, ry);
const int tileset = room->tileset;
int tilecol = room->tilecol;
@@ -4256,7 +4256,7 @@ void editorclass::clamp_tilecol(const int rx, const int ry, const bool wrap)
void editorclass::switch_enemy(const bool reversed)
{
const edlevelclass* const room = cl.getroomprop(levx, levy);
const RoomProperty* const room = cl.getroomprop(levx, levy);
int enemy = room->enemytype;
@@ -4280,7 +4280,7 @@ void editorclass::switch_enemy(const bool reversed)
void editorclass::switch_warpdir(const bool reversed)
{
static const int modulus = 4;
const edlevelclass* const room = cl.getroomprop(levx, levy);
const RoomProperty* const room = cl.getroomprop(levx, levy);
int warpdir = room->warpdir;