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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-26 06:28:30 +02:00
VVVVVV/desktop_version/src/Game.h
Misa 9510c3c871 Don't use separate variable for number of collected trinkets
game.trinkets is supposed to be correlated with obj.collect, however why
not just count obj.collect directly?

This turns game.trinkets into a function, game.trinkets(), which will
directly count the number of collected trinkets and return it. This will
fix a few corner cases where the number of trinkets can desync with the
actual collection statuses of trinkets.

In order to keep save compatibility with previous versions of VVVVVV,
the game will still write the <trinkets> variable. However, it will not
read the <trinkets> variable from a save file.
2020-04-09 19:20:31 -04:00

329 lines
6.6 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 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;
//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;
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 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;
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;
bool cliplaytest;
int playx;
int playy;
int playrx;
int playry;
int playgc;
};
extern Game game;
#endif /* GAME_H */