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182
desktop_version/src/Map.h
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182
desktop_version/src/Map.h
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#ifndef MAPGAME_H
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#define MAPGAME_H
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#include "Tower.h"
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#include "WarpClass.h"
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#include "Finalclass.h"
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#include "Labclass.h"
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#include "Spacestation2.h"
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#include "Otherlevel.h"
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#include "Entity.h"
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#include "Graphics.h"
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#include <vector>
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#include "Music.h"
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#include "editor.h"
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extern editorclass ed;
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class mapclass
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{
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public:
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mapclass();
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int RGB(int red,int green,int blue);
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int intpol(int a, int b, float c);
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void setteleporter(int t, int x, int y);
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void settrinket(int t, int x, int y);
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void resetmap();
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void resetnames();
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void transformname(int t);
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std::string getglitchname(int x, int y);
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void initmapdata();
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int finalat(int x, int y);
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int maptiletoenemycol(int t);
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void changefinalcol(int t, entityclass& obj, Game& game);
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void setcol(const int r1, const int g1, const int b1 , const int r2, const int g2, const int b2, const int c);
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void updatetowerglow();
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void nexttowercolour();
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void settowercolour(int t);
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bool spikecollide(int x, int y);
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bool collide(int x, int y);
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void fillareamap(std::vector<std::string>& tmap);
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void settile(int xp, int yp, int t);
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void fillcontent(std::vector<std::string>& tmap);
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int area(int _rx, int _ry);
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void exploretower();
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void hideship();
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void showship();
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void resetplayer(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music);
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void warpto(int rx, int ry , int t, int tx, int ty, Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music);
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void gotoroom(int rx, int ry, Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music);
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std::string currentarea(int t);
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void loadlevel(int rx, int ry, Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music);
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std::vector <int> roomdeaths;
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std::vector <int> roomdeathsfinal;
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std::vector <int> areamap;
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std::vector <int> contents;
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std::vector <int> explored;
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std::vector <int> vmult;
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std::vector <std::string> tmap;
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int temp;
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int temp2;
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int j;
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int background;
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int rcol;
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int tileset;
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bool warpx;
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bool warpy;
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std::string roomname;
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//Special tower stuff
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bool towermode;
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float ypos;
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int bypos;
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int cameramode;
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int cameraseek, cameraseekframe;
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int resumedelay;
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bool minitowermode;
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int scrolldir;
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//This is the old colour cycle
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int r, g,b;
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int check, cmode;
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int towercol;
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int colstate, colstatedelay;
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int colsuperstate;
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int spikeleveltop, spikelevelbottom;
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bool tdrawback;
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int bscroll;
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//final level navigation
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int finalx;
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int finaly;
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bool finalmode;
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bool finalstretch;
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//Variables for playing custom levels
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bool custommode;
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bool custommodeforreal;
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int customx, customy;
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int customwidth, customheight;
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int customtrinkets;
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int customcrewmates;
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int custommmxoff, custommmyoff, custommmxsize, custommmysize;
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int customzoom;
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bool customshowmm;
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std::vector<std::string> specialnames;
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int glitchmode;
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int glitchdelay;
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std::string glitchname;
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//final level colour cycling stuff
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bool final_colormode;
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int final_mapcol;
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int final_aniframe;
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int final_aniframedelay;
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int final_colorframe, final_colorframedelay;
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//Teleporters and Trinkets on the map
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std::vector<point> teleporters;
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std::vector<point> shinytrinkets;
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int numteleporters, numshinytrinkets;
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bool showteleporters, showtargets, showtrinkets;
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//Roomtext
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int roomtextx[100], roomtexty[100];
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bool roomtexton;
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std::vector<std::string> roomtext;
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int roomtextnumlines;
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//Levels
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otherlevelclass otherlevel;
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spacestation2class spacestation2;
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labclass lablevel;
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finalclass finallevel;
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warpclass warplevel;
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towerclass tower;
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int extrarow;
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//Accessibility options
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bool invincibility;
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//Map cursor
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int cursorstate, cursordelay;
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};
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#endif /* MAPGAME_H */
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