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VVVVVV/desktop_version/src/Game.h
Misa fc2f269548 Move returning to lab to separate variables
Again, what I've done here is removed the over-reliance on Terry's State
Machine to return to the lab, and just moved it into separate variables
instead. This means that returning to the lab is ALMOST entirely
self-contained in MAPMODE, except there's a quick jaunt over to GAMEMODE
to run a script because you can only run scripts in GAMEMODE.
2020-05-08 08:34:46 -04:00

392 lines
7.8 KiB
C++

#ifndef GAME_H
#define GAME_H
#include <vector>
#include <string>
#include "SDL.h"
#include "Maths.h"
#include "UtilityClass.h"
#include "GraphicsUtil.h"
struct MenuOption
{
std::string text;
bool active;
};
//Menu IDs
namespace Menu
{
enum MenuName
{
mainmenu,
playerworlds,
levellist,
quickloadlevel,
youwannaquit,
errornostart,
graphicoptions,
ed_settings,
ed_desc,
ed_music,
ed_quit,
options,
accessibility,
controller,
cleardatamenu,
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,
};
};
struct MenuStackFrame
{
int option;
enum Menu::MenuName name;
};
class Game
{
public:
void init(void);
~Game(void);
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 returnmenu();
void returntomenu(enum Menu::MenuName t);
void createmenu(enum Menu::MenuName t, bool samemenu = false);
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 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;
bool musicmuted;
int musicmutebutton;
int tapleft, tapright;
//Menu interaction stuff
bool mapheld;
int menupage;
//public var crewstats:Array = new Array();
int lastsaved;
int deathcounts;
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<MenuOption> menuoptions;
int currentmenuoption ;
enum Menu::MenuName currentmenuname;
int current_credits_list_index;
int menuxoff, menuyoff;
std::vector<MenuStackFrame> menustack;
void inline option(std::string text, bool active = true)
{
MenuOption menuoption;
menuoption.text = text;
menuoption.active = active;
menuoptions.push_back(menuoption);
}
int menucountdown;
enum Menu::MenuName 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;
bool anything_unlocked();
int stat_trinkets;
bool fullscreen;
int bestgamedeaths;
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 trinkets();
int crewmates();
int savepoint, teleportxpos;
bool teleport;
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 save_exists();
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 quickrestartkludge;
//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;
void quittomenu();
void returntolab();
bool fadetomenu;
int fadetomenudelay;
bool fadetolab;
int fadetolabdelay;
};
extern Game game;
#endif /* GAME_H */