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VVVVVV/desktop_version/src/Game.h
Misa 0e561f23f8 Remove global args from Game
I've decided to call dwgfx/game/map/obj/key/help/music the "global args".
Because they're essentially global variables that are being passed
around in args.

This commit removes global args from all functions on the Game class,
and deals with updating the callsites of said functions accordingly. It
also renames all usages of 'dwgfx' in Game.cpp to 'graphics', since the
global variable is called 'graphics' now.

Interesting to note, I was removing the class defines from Game.h, but
it turns out that Graphics.h depends on the mapclass and entityclass
defines from Game.h. And also Graphics.h spelled mapclass wrong (it
forgot the "class") so I just decided to use that existing line instead.
This is only temporary and after all is said and done, at the end of
this pull request those class defines will be gone.
2020-04-03 10:40:50 -04:00

364 lines
7.5 KiB
C++

#ifndef GAME_H
#define GAME_H
#include <vector>
#include <string>
#include "SDL.h"
#include "Maths.h"
#include "UtilityClass.h"
#include "GraphicsUtil.h"
class Game
{
public:
void init(void);
~Game(void);
void setGlobalSoundVol(const float _vol)
{
m_globalVol = _vol;
}
float getGlobalSoundVol()
{
return m_globalVol;
}
int crewrescued();
std::string unrescued();
void resetgameclock();
void customsavequick(std::string savfile);
void savequick();
void gameclock();
std::string giventimestring(int hrs, int min, int sec);
std::string timestring();
std::string partimestring();
std::string resulttimestring();
std::string timetstring(int t);
void createmenu(std::string t);
void lifesequence();
void gethardestroom();
void updatestate();
void unlocknum(int t);
void loadstats();
void savestats();
void deletestats();
void deletequick();
void savetele();
void loadtele();
void deletetele();
void customstart();
void start();
void startspecial(int t);
void starttrial(int t);
void telegotoship()
{
//Special function to move the telesave to the ship teleporter.
//telecookie.data.savex = 13*8;
//telecookie.data.savey = 129;
//telecookie.data.saverx = 102;
//telecookie.data.savery = 111;
//telecookie.data.savegc = 0;
//telecookie.data.savedir = 1;
//telecookie.data.savepoint = 0;
//telecookie.data.currentsong = 4;
//telecookie.data.companion = 0;
//telecookie.data.finalmode = false;
//telecookie.data.finalstretch = false;
}
void swnpenalty();
void deathsequence();
void customloadquick(std::string savfile);
void loadquick();
void loadsummary();
void initteleportermode();
std::string saveFilePath;
int door_left;
int door_right;
int door_up;
int door_down;
int roomx, roomy, roomchangedir;
int prevroomx, prevroomy;
int temp, j, k;
int savex, savey, saverx, savery;
int savegc, savedir;
//Added for port
int edsavex, edsavey, edsaverx, edsavery;
int edsavegc, edsavedir;
//State logic stuff
int state, statedelay;
bool glitchrunkludge;
int usingmmmmmm;
int gamestate;
bool hascontrol, jumpheld;
int jumppressed;
int gravitycontrol;
bool infocus;
bool muted;
int mutebutton;
private:
float m_globalVol;
public:
int tapleft, tapright;
//Menu interaction stuff
bool mapheld;
int menupage;
//public var crewstats:Array = new Array();
int lastsaved;
int deathcounts;
int timerStartTime;
int frames, seconds, minutes, hours;
bool gamesaved;
std::string savetime;
std::string savearea;
int savetrinkets;
bool startscript;
std::string newscript;
int mainmenu;
bool menustart;
//Teleporting
bool teleport_to_new_area;
int teleport_to_x, teleport_to_y;
std::string teleportscript;
bool useteleporter;
int teleport_to_teleporter;
//Main Menu Variables
std::vector<std::string> menuoptions;
std::vector<bool> menuoptionsactive;
int nummenuoptions, currentmenuoption ;
std::string menuselection, currentmenuname, previousmenuname;
int current_credits_list_index;
int menuxoff, menuyoff;
int menucountdown;
std::string menudest;
int creditposx, creditposy, creditposdelay;
//60 fps mode!
bool sfpsmode;
//Sine Wave Ninja Minigame
bool swnmode;
int swngame, swnstate, swnstate2, swnstate3, swnstate4, swndelay, swndeaths;
int swntimer, swncolstate, swncoldelay;
int swnrecord, swnbestrank, swnrank, swnmessage;
//SuperCrewMate Stuff
bool supercrewmate, scmhurt, scmmoveme;
int scmprogress;
//Accessibility Options
bool colourblindmode;
bool noflashingmode;
int slowdown;
Uint32 gameframerate;
bool nodeathmode;
int gameoverdelay;
bool nocutscenes;
//Time Trials
bool intimetrial, timetrialparlost;
int timetrialcountdown, timetrialshinytarget, timetriallevel;
int timetrialpar, timetrialresulttime, timetrialrank;
int creditposition;
int creditmaxposition;
std::vector<const char*> superpatrons;
std::vector<const char*> patrons;
std::vector<const char*> githubfriends;
bool insecretlab;
bool inintermission;
std::vector<bool> crewstats;
bool alarmon;
int alarmdelay;
bool blackout;
std::vector<bool> tele_crewstats;
std::vector<bool> quick_crewstats;
std::vector<int> unlock;
std::vector<int> unlocknotify;
std::vector<int> temp_unlock;
std::vector<int> temp_unlocknotify;
int stat_trinkets;
bool fullscreen;
int bestgamedeaths;
bool stat_screenshakes;
bool stat_backgrounds;
bool stat_flipmode;
bool stat_invincibility;
int stat_slowdown;
std::vector<int>besttimes;
std::vector<int>besttrinkets;
std::vector<int>bestlives;
std::vector<int> bestrank;
bool telecookieexists;
bool quickcookieexists;
std::string tele_gametime;
int tele_trinkets;
std::string tele_currentarea;
std::string quick_gametime;
int quick_trinkets;
std::string quick_currentarea;
int mx, my;
int screenshake, flashlight;
bool test;
std::string teststring, tempstring;
bool advancetext, pausescript;
int deathseq, lifeseq;
int coins, trinkets, crewmates, trinkencollect;
int savepoint, teleport, teleportxpos;
int edteleportent;
bool completestop;
float inertia;
int companion;
bool roomchange;
SDL_Rect teleblock;
bool activetele;
int readytotele;
int activity_r, activity_g, activity_b;
std::string activity_lastprompt;
std::string telesummary, quicksummary, customquicksummary;
bool backgroundtext;
int activeactivity, act_fade;
bool press_left, press_right, press_action, press_map;
//Some stats:
int totalflips;
std::string hardestroom;
int hardestroomdeaths, currentroomdeaths;
bool savemystats;
bool advanced_mode;
bool fullScreenEffect_badSignal;
bool useLinearFilter;
int stretchMode;
int controllerSensitivity;
//Screenrecording stuff, for beta/trailer
int recording;
std::string recordstring;
bool combomode;
int combolen;
std::string comboaction;
std::string currentaction;
bool recordinit;
std::vector<int> playback;
int playbackpos;
int playbacksize;
int playmove;
int playcombo;
bool playbackfinished;
bool menukludge;
bool quickrestartkludge;
bool paused;
int globalsound;
//Custom stuff
std::string customscript[50];
int customcol;
int levelpage;
int playcustomlevel;
std::string customleveltitle;
std::string customlevelfilename;
void clearcustomlevelstats();
void loadcustomlevelstats();
void savecustomlevelstats();
void updatecustomlevelstats(std::string clevel, int cscore);
std::string customlevelstats[200]; //string array containing level filenames
int customlevelscore[200];//0 - not played, 1 - finished, 2 - all trinkets, 3 - finished, all trinkets
int numcustomlevelstats;
bool customlevelstatsloaded;
std::vector<SDL_GameControllerButton> controllerButton_map;
std::vector<SDL_GameControllerButton> controllerButton_flip;
std::vector<SDL_GameControllerButton> controllerButton_esc;
bool skipfakeload;
};
extern Game game;
#endif /* GAME_H */