mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-29 07:58:30 +02:00
606c740b4f
Even though it keeps getting set to true and false everywhere, it never once gets checked. So it's a variable that does nothing.
340 lines
6.8 KiB
C++
340 lines
6.8 KiB
C++
#ifndef GAME_H
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#define GAME_H
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#include <vector>
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#include <string>
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#include "SDL.h"
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#include "Maths.h"
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#include "UtilityClass.h"
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#include "GraphicsUtil.h"
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class Game
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{
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public:
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void init(void);
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~Game(void);
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void setGlobalSoundVol(const float _vol)
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{
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m_globalVol = _vol;
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}
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float getGlobalSoundVol()
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{
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return m_globalVol;
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}
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int crewrescued();
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std::string unrescued();
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void resetgameclock();
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void customsavequick(std::string savfile);
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void savequick();
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void gameclock();
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std::string giventimestring(int hrs, int min, int sec);
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std::string timestring();
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std::string partimestring();
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std::string resulttimestring();
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std::string timetstring(int t);
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void createmenu(std::string t);
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void lifesequence();
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void gethardestroom();
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void updatestate();
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void unlocknum(int t);
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void loadstats();
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void savestats();
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void deletestats();
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void deletequick();
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void savetele();
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void loadtele();
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void deletetele();
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void customstart();
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void start();
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void startspecial(int t);
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void starttrial(int t);
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void swnpenalty();
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void deathsequence();
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void customloadquick(std::string savfile);
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void loadquick();
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void loadsummary();
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void initteleportermode();
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std::string saveFilePath;
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int door_left;
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int door_right;
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int door_up;
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int door_down;
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int roomx, roomy, roomchangedir;
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int prevroomx, prevroomy;
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int temp, j, k;
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int savex, savey, saverx, savery;
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int savegc, savedir;
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//Added for port
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int edsavex, edsavey, edsaverx, edsavery;
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int edsavegc, edsavedir;
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//State logic stuff
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int state, statedelay;
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bool glitchrunkludge;
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int usingmmmmmm;
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int gamestate;
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bool hascontrol, jumpheld;
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int jumppressed;
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int gravitycontrol;
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bool infocus;
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bool muted;
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int mutebutton;
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private:
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float m_globalVol;
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public:
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int tapleft, tapright;
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//Menu interaction stuff
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bool mapheld;
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int menupage;
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//public var crewstats:Array = new Array();
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int lastsaved;
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int deathcounts;
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int timerStartTime;
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int frames, seconds, minutes, hours;
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bool gamesaved;
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std::string savetime;
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std::string savearea;
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int savetrinkets;
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bool startscript;
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std::string newscript;
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int mainmenu;
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bool menustart;
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//Teleporting
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bool teleport_to_new_area;
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int teleport_to_x, teleport_to_y;
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std::string teleportscript;
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bool useteleporter;
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int teleport_to_teleporter;
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//Main Menu Variables
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std::vector<std::string> menuoptions;
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std::vector<bool> menuoptionsactive;
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int nummenuoptions, currentmenuoption ;
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std::string menuselection, currentmenuname, previousmenuname;
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int current_credits_list_index;
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int menuxoff, menuyoff;
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int menucountdown;
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std::string menudest;
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int creditposx, creditposy, creditposdelay;
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//Sine Wave Ninja Minigame
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bool swnmode;
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int swngame, swnstate, swnstate2, swnstate3, swnstate4, swndelay, swndeaths;
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int swntimer, swncolstate, swncoldelay;
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int swnrecord, swnbestrank, swnrank, swnmessage;
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//SuperCrewMate Stuff
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bool supercrewmate, scmhurt, scmmoveme;
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int scmprogress;
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//Accessibility Options
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bool colourblindmode;
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bool noflashingmode;
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int slowdown;
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Uint32 gameframerate;
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bool nodeathmode;
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int gameoverdelay;
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bool nocutscenes;
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//Time Trials
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bool intimetrial, timetrialparlost;
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int timetrialcountdown, timetrialshinytarget, timetriallevel;
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int timetrialpar, timetrialresulttime, timetrialrank;
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int creditposition;
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int creditmaxposition;
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std::vector<const char*> superpatrons;
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std::vector<const char*> patrons;
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std::vector<const char*> githubfriends;
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bool insecretlab;
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bool inintermission;
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std::vector<bool> crewstats;
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bool alarmon;
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int alarmdelay;
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bool blackout;
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std::vector<bool> tele_crewstats;
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std::vector<bool> quick_crewstats;
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std::vector<int> unlock;
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std::vector<int> unlocknotify;
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std::vector<int> temp_unlock;
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std::vector<int> temp_unlocknotify;
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int stat_trinkets;
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bool fullscreen;
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int bestgamedeaths;
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bool stat_screenshakes;
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bool stat_backgrounds;
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bool stat_flipmode;
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bool stat_invincibility;
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int stat_slowdown;
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std::vector<int>besttimes;
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std::vector<int>besttrinkets;
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std::vector<int>bestlives;
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std::vector<int> bestrank;
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std::string tele_gametime;
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int tele_trinkets;
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std::string tele_currentarea;
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std::string quick_gametime;
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int quick_trinkets;
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std::string quick_currentarea;
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int mx, my;
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int screenshake, flashlight;
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bool test;
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std::string teststring, tempstring;
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bool advancetext, pausescript;
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int deathseq, lifeseq;
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int coins, trinkets, crewmates, trinkencollect;
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int savepoint, teleport, teleportxpos;
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int edteleportent;
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bool completestop;
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float inertia;
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int companion;
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bool roomchange;
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SDL_Rect teleblock;
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bool activetele;
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int readytotele;
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int activity_r, activity_g, activity_b;
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std::string activity_lastprompt;
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std::string telesummary, quicksummary, customquicksummary;
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bool backgroundtext;
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int activeactivity, act_fade;
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bool press_left, press_right, press_action, press_map;
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//Some stats:
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int totalflips;
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std::string hardestroom;
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int hardestroomdeaths, currentroomdeaths;
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bool savemystats;
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bool advanced_mode;
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bool fullScreenEffect_badSignal;
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bool useLinearFilter;
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int stretchMode;
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int controllerSensitivity;
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//Screenrecording stuff, for beta/trailer
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int recording;
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std::string recordstring;
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bool combomode;
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int combolen;
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std::string comboaction;
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std::string currentaction;
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bool recordinit;
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std::vector<int> playback;
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int playbackpos;
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int playbacksize;
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int playmove;
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int playcombo;
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bool playbackfinished;
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bool menukludge;
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bool quickrestartkludge;
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bool paused;
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int globalsound;
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//Custom stuff
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std::string customscript[50];
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int customcol;
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int levelpage;
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int playcustomlevel;
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std::string customleveltitle;
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std::string customlevelfilename;
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void clearcustomlevelstats();
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void loadcustomlevelstats();
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void savecustomlevelstats();
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void updatecustomlevelstats(std::string clevel, int cscore);
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std::string customlevelstats[200]; //string array containing level filenames
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int customlevelscore[200];//0 - not played, 1 - finished, 2 - all trinkets, 3 - finished, all trinkets
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int numcustomlevelstats;
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bool customlevelstatsloaded;
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std::vector<SDL_GameControllerButton> controllerButton_map;
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std::vector<SDL_GameControllerButton> controllerButton_flip;
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std::vector<SDL_GameControllerButton> controllerButton_esc;
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bool skipfakeload;
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};
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extern Game game;
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#endif /* GAME_H */
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