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VVVVVV/desktop_version/src/Game.h
Dav999-v 3e36bfd56f Simplify time formatting functions
Here's my notes on all the existing functions and what kind of time
formats they output:

- Game::giventimestring(int hrs, int min, int sec)
	H:MM:SS
	MM:SS

- Game::timestring()
// uses game.hours/minutes/seconds
	H:MM:SS
	MM:SS

- Game::partimestring()
// uses game.timetrialpar (seconds)
	MM:SS

- Game::resulttimestring()
// uses game.timetrialresulttime (sec) + timetrialresultframes (1/30s)
	MM:SS.CC

- Game::timetstring(int t)
// t = seconds
	MM:SS

- Game::timestringcenti(char* buffer, const size_t buffer_size)
// uses game.hours/minutes/seconds/frames
	H:MM:SS.CC
	MM:SS.CC

- UtilityClass::timestring(int t)
// t = frames, 30 frames = 1 second
	S:CC
	M:SS:CC

This is kind of a mess, and there's a lot of functions that do the same
thing except using different variables. For localization, I also want
translators to be able to localize all these time formats - many
languages use the decimal comma instead of the decimal point (12:34,56)
maybe some languages really prefer something like 1時02分11秒44瞬...
Which I don't know to be correct, but it's good to be prepared for it
and not restrict translators arbitrarily to only changing ":" and "."
when we can start making the system better in the first place.

I added a new function, UtilityClass::format_time. This is the place
where all time formats come together, given the number of seconds and
optionally frames. I have simplified the above-mentioned functions
somewhat, but I haven't given them a complete refactor or renaming -
I mainly made sure that they all use the same backend so I can make the
formats consistent and properly localizable.

(And before we start shoving more temporary char buffers everywhere
just to get rid of the std::string's, maybe we need to think of a
globally used working buffer of size SCREEN_WIDTH_CHARS+1, as a
register of sorts, for when any line of text needs to be made or
processed, then printed, and then goes unused. Maybe help.textrow,
or something like that.)

As for this commit, the available time formats are now more consistent
and changed a little in some places. Leading zeroes for the first unit
are now no longer included, time trial results and the Super Gravitron
can now display hours when they went to 60 minutes before, and we now
always use .CC instead of :CC. These are the formats:
- H:MM:SS
- H:MM:SS.CC
- M:SS
- M:SS.CC
- S.CC  (only used when always_minutes=false, for the Gravitrons)

Here's what changes to the current functions:
- Game::partimestring() is removed - it was used in two places, and
  could be replaced by game.timetstring(game.timetrialpar)
- Game::giventimestring(h,m,s) and Game::timestring() are now wrappers
  for the other functions
- The four remaining functions (Game::resulttimestring(),
  Game::timetstring(t), Game::timestringcenti(buffer, buffer_size)
  and UtilityClass::timestring(t)) are now wrappers for the "central
  function", UtilityClass::format_time.
- UtilityClass::twodigits(int t) is now unused so it's also removed.
- I also added int UtilityClass::hms_to_seconds(int h, int m, int s)
2021-12-25 11:38:12 -08:00

497 lines
11 KiB
C++

#ifndef GAME_H
#define GAME_H
#include <SDL.h>
#include <string>
#include <vector>
#include "ScreenSettings.h"
/* FIXME: Can't forward declare this enum in C++, unfortunately.
* In C, enum sizes are always the same, so you can forward declare them.
* In C++ instead, enum sizes are based on how many enums there are.
* You cannot specify the underlying type until C++11.
* But bumping the standard opens up a can of worms. I'd rather just move to C. -Misa */
#include "Enums.h"
// Forward decl without including all of <tinyxml2.h>
namespace tinyxml2
{
class XMLDocument;
class XMLElement;
}
/* 40 chars (160 bytes) covers the entire screen, + 1 more for null terminator */
#define MENU_TEXT_BYTES 161
struct MenuOption
{
char text[MENU_TEXT_BYTES];
bool active;
};
//Menu IDs
namespace Menu
{
enum MenuName
{
mainmenu,
playerworlds,
confirmshowlevelspath,
showlevelspath,
levellist,
quickloadlevel,
deletequicklevel,
youwannaquit,
errornostart,
errorsavingsettings,
errorloadinglevel,
warninglevellist,
graphicoptions,
ed_settings,
ed_desc,
ed_music,
ed_quit,
options,
gameplayoptions,
speedrunneroptions,
setglitchrunner,
advancedoptions,
audiooptions,
accessibility,
controller,
cleardatamenu,
clearcustomdatamenu,
setinvincibility,
setslowdown,
unlockmenu,
credits,
credits2,
credits25,
credits3,
credits4,
credits5,
credits6,
play,
unlocktimetrial,
unlocktimetrials,
unlocknodeathmode,
unlockintermission,
unlockflipmode,
newgamewarning,
playmodes,
intermissionmenu,
playint1,
playint2,
continuemenu,
startnodeathmode,
gameover,
gameover2,
unlockmenutrials,
timetrials,
nodeathmodecomplete,
nodeathmodecomplete2,
timetrialcomplete,
timetrialcomplete2,
timetrialcomplete3,
gamecompletecontinue
};
}
enum SLIDERMODE
{
SLIDER_NONE,
SLIDER_MUSICVOLUME,
SLIDER_SOUNDVOLUME
};
struct MenuStackFrame
{
int option;
enum Menu::MenuName name;
};
struct CustomLevelStat
{
std::string name;
int score; //0 - not played, 1 - finished, 2 - all trinkets, 3 - finished, all trinkets
};
class Game
{
public:
void init(void);
int crewrescued(void);
std::string unrescued(void);
void resetgameclock(void);
bool customsavequick(const std::string& savfile);
bool savequick(void);
void gameclock(void);
std::string giventimestring(int hrs, int min, int sec);
std::string timestring(void);
std::string resulttimestring(void);
std::string timetstring(int t);
void timestringcenti(char* buffer, size_t buffer_size);
void returnmenu(void);
void returntomenu(enum Menu::MenuName t);
void createmenu(enum Menu::MenuName t, bool samemenu = false);
void lifesequence(void);
void gethardestroom(void);
void levelcomplete_textbox(void);
void crewmate_textbox(const int r, const int g, const int b);
void remaining_textbox(void);
void actionprompt_textbox(void);
void savetele_textbox(void);
void updatestate(void);
void unlocknum(int t);
void loadstats(struct ScreenSettings* screen_settings);
bool savestats(const struct ScreenSettings* screen_settings, bool sync = true);
bool savestats(bool sync = true);
void deletestats(void);
void deserializesettings(tinyxml2::XMLElement* dataNode, struct ScreenSettings* screen_settings);
void serializesettings(tinyxml2::XMLElement* dataNode, const struct ScreenSettings* screen_settings);
void loadsettings(struct ScreenSettings* screen_settings);
bool savesettings(const struct ScreenSettings* screen_settings);
bool savesettings(void);
bool savestatsandsettings(void);
void savestatsandsettings_menu(void);
void deletesettings(void);
void deletequick(void);
bool savetele(void);
void loadtele(void);
void deletetele(void);
void customstart(void);
void start(void);
void startspecial(int t);
void starttrial(int t);
void swnpenalty(void);
void deathsequence(void);
void customloadquick(const std::string& savfile);
void loadquick(void);
void customdeletequick(const std::string& file);
void loadsummary(void);
void readmaingamesave(const char* savename, tinyxml2::XMLDocument& doc);
std::string writemaingamesave(tinyxml2::XMLDocument& doc);
void initteleportermode(void);
const char* saveFilePath;
int roomx, roomy;
int prevroomx, prevroomy;
int savex, savey, saverx, savery;
int savegc, savedir;
int savecolour;
//Added for port
int edsavex, edsavey, edsaverx, edsavery;
int edsavegc, edsavedir;
//State logic stuff
int state, statedelay;
bool glitchrunkludge;
enum GameGamestate gamestate;
enum GameGamestate prevgamestate; //only used sometimes
bool hascontrol, jumpheld;
int jumppressed;
int gravitycontrol;
bool isingamecompletescreen();
bool muted;
int mutebutton;
bool musicmuted;
int musicmutebutton;
int tapleft, tapright;
//Menu interaction stuff
void mapmenuchange(const enum GameGamestate newgamestate, const bool user_initiated);
bool mapheld;
int menupage;
int lastsaved;
int deathcounts;
int frames, seconds, minutes, hours;
bool gamesaved;
bool gamesavefailed;
std::string savetime;
std::string savearea;
int savetrinkets;
bool startscript;
std::string newscript;
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<MenuOption> menuoptions;
int currentmenuoption ;
enum Menu::MenuName currentmenuname;
enum Menu::MenuName kludge_ingametemp;
enum SLIDERMODE slidermode;
int current_credits_list_index;
int menuxoff, menuyoff;
int menuspacing;
std::vector<MenuStackFrame> menustack;
void inline option(const char* text, bool active = true)
{
MenuOption menuoption;
SDL_strlcpy(menuoption.text, text, sizeof(menuoption.text));
menuoption.active = active;
menuoptions.push_back(menuoption);
}
int menucountdown;
enum Menu::MenuName menudest;
int creditposx, creditposy, creditposdelay;
int oldcreditposx;
bool silence_settings_error;
//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;
int scmprogress;
//Accessibility Options
bool colourblindmode;
bool noflashingmode;
int slowdown;
int get_timestep(void);
bool nodeathmode;
int gameoverdelay;
bool nocutscenes;
int ndmresultcrewrescued;
int ndmresulttrinkets;
std::string ndmresulthardestroom;
void copyndmresults(void);
//Time Trials
bool intimetrial, timetrialparlost;
int timetrialcountdown, timetrialshinytarget, timetriallevel;
int timetrialpar, timetrialresulttime, timetrialresultframes, timetrialrank;
int timetrialresultshinytarget, timetrialresulttrinkets, timetrialresultpar;
int timetrialresultdeaths;
int creditposition;
int oldcreditposition;
bool insecretlab;
bool inintermission;
static const int numcrew = 6;
bool crewstats[numcrew];
bool ndmresultcrewstats[numcrew];
bool alarmon;
int alarmdelay;
bool blackout;
bool tele_crewstats[numcrew];
bool quick_crewstats[numcrew];
static const int numunlock = 25;
bool unlock[numunlock];
bool unlocknotify[numunlock];
bool anything_unlocked(void);
int stat_trinkets;
int bestgamedeaths;
static const int numtrials = 6;
int besttimes[numtrials];
int bestframes[numtrials];
int besttrinkets[numtrials];
int bestlives[numtrials];
int bestrank[numtrials];
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 trinkets(void);
int crewmates(void);
int savepoint, teleportxpos;
bool teleport;
int edteleportent;
bool completestop;
float inertia;
int companion;
SDL_Rect teleblock;
bool activetele;
int readytotele;
int oldreadytotele;
int activity_r, activity_g, activity_b, activity_x, activity_y;
std::string activity_lastprompt;
std::string telesummary, quicksummary, customquicksummary;
bool save_exists(void);
bool backgroundtext;
int activeactivity, act_fade;
int prev_act_fade;
bool press_left, press_right, press_action, press_map, press_interact;
bool interactheld;
bool separate_interact;
//Some stats:
int totalflips;
std::string hardestroom;
int hardestroomdeaths, currentroomdeaths;
bool quickrestartkludge;
//Custom stuff
std::string customscript[50];
int customcol;
int levelpage;
int playcustomlevel;
std::string customleveltitle;
std::string customlevelfilename;
void clearcustomlevelstats(void);
void loadcustomlevelstats(void);
void savecustomlevelstats(void);
void updatecustomlevelstats(std::string clevel, int cscore);
void deletecustomlevelstats(void);
std::vector<CustomLevelStat> customlevelstats;
std::vector<SDL_GameControllerButton> controllerButton_map;
std::vector<SDL_GameControllerButton> controllerButton_flip;
std::vector<SDL_GameControllerButton> controllerButton_esc;
std::vector<SDL_GameControllerButton> controllerButton_restart;
std::vector<SDL_GameControllerButton> controllerButton_interact;
bool skipfakeload;
bool ghostsenabled;
bool cliplaytest;
int playx;
int playy;
int playrx;
int playry;
int playgc;
int playmusic;
std::string playassets;
void quittomenu(void);
void returntolab(void);
bool fadetomenu;
int fadetomenudelay;
bool fadetolab;
int fadetolabdelay;
#if !defined(NO_CUSTOM_LEVELS)
void returntoeditor(void);
#endif
bool inline inspecial(void)
{
return inintermission || insecretlab || intimetrial || nodeathmode;
}
bool incompetitive(void);
bool nocompetitive(void);
bool over30mode;
bool showingametimer;
bool ingame_titlemode;
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
bool ingame_editormode;
#endif
void returntoingame(void);
void unlockAchievement(const char *name);
bool disablepause;
bool disableaudiopause;
bool disabletemporaryaudiopause;
bool inputdelay;
};
#ifndef GAME_DEFINITION
extern Game game;
#endif
#endif /* GAME_H */