mirror of
https://github.com/TerryCavanagh/VVVVVV.git
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511de0c5c1
Firstly, menu options are no longer ad-hoc objects, and are added by using Game::option() (this is the biggest change). This removes the vector Game::menuoptionsactive, and Game::menuoptions is now a vector of MenuOption instead of std::string. Secondly, the manual tracker variable of the amount of menu options, Game::nummenuoptions, has been removed, in favor of using vectors properly and using Game::menuoptions::size(). As a result, a lot of copy-pasted code has been removed from Game::createmenu(), mostly due to having to have different versions of menus depending on whether or not we have certain defines, or having an mmmmmm.vvv file inside the VVVVVV directory. In the old days, you couldn't just add or remove a menu option conveniently, you had to shuffle around the position of every other menu option too, which resulted in lots of copy-pasted code. But now this copy-pasted code has been de-duplicated, at least in Game::createmenu().
334 lines
6.5 KiB
C++
334 lines
6.5 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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struct MenuOption
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{
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std::string text;
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bool active;
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};
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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 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<MenuOption> menuoptions;
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int 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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void inline option(std::string text, bool active = true)
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{
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MenuOption menuoption;
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menuoption.text = text;
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menuoption.active = active;
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menuoptions.push_back(menuoption);
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}
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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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int stat_trinkets;
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bool fullscreen;
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int bestgamedeaths;
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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 advancetext, pausescript;
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int deathseq, lifeseq;
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int trinkets();
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int crewmates();
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int savepoint, teleportxpos;
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bool teleport;
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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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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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bool cliplaytest;
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int playx;
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int playy;
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int playrx;
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int playry;
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int playgc;
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};
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extern Game game;
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#endif /* GAME_H */
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