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VVVVVV/desktop_version/src/Game.h
Dav999 e0e902d717 Change levelstats data type from vector to map
As described in #1016, there used to be a bug that inflated
levelstats.vvv in 2.3, which was fixed in 2.4, but there was no way
for inflated files to get smaller yet.

This commit changes the storage of levelstats from a std::vector of
structs to a std::map, so that uniqueness is guaranteed and thus the
stats can be optimized automatically. And it also simplifies *and*
optimizes the code that handles the levelstats - no more big loops that
iterated over every element to find the matching level.
(Farewell to the "life optimisation and all that" comment, too)

I tested this with both my own levelstats.vvv, as well as some inflated
ones (including Balneor's 93 MB one) and saw this code correctly reduce
the filesize and speed up the levels list.

Fixes #1016.
2023-11-19 16:18:54 -08:00

592 lines
14 KiB
C++

#ifndef GAME_H
#define GAME_H
#include <SDL.h>
#include <map>
#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;
uint32_t print_flags;
};
//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,
ed_font,
options,
gameplayoptions,
speedrunneroptions,
setglitchrunner,
advancedoptions,
audiooptions,
accessibility,
controller,
language,
translator_main,
translator_options,
translator_options_limitscheck,
translator_options_stats,
translator_options_exploregame,
translator_options_cutscenetest,
translator_maintenance,
translator_maintenance_sync,
translator_error_setlangwritedir,
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
};
/* enums for swngame variable */
enum SWNMODE
{
SWN_GRAVITRON,
SWN_SUPERGRAVITRON,
SWN_START_GRAVITRON_STEP_3,
SWN_START_GRAVITRON_STEP_2,
SWN_START_GRAVITRON_STEP_1,
SWN_FINISH_GRAVITRON_STEP_1,
SWN_START_SUPERGRAVITRON_STEP_1,
SWN_START_SUPERGRAVITRON_STEP_2,
SWN_FINISH_GRAVITRON_STEP_2,
SWN_NONE
};
/* enums for unlock, unlocknotify arrays and unlocknum function */
enum
{
Unlock_SPACESTATION1_COMPLETE = 0,
Unlock_LABORATORY_COMPLETE = 1,
Unlock_TOWER_COMPLETE = 2,
Unlock_SPACESTATION2_COMPLETE = 3,
Unlock_WARPZONE_COMPLETE = 4,
UnlockTrophy_GAME_COMPLETE = 5,
Unlock_INTERMISSION1_COMPLETE = 6,
Unlock_INTERMISSION2_COMPLETE = 7,
Unlock_SECRETLAB = 8,
Unlock_TIMETRIAL_SPACESTATION1 = 9,
Unlock_TIMETRIAL_LABORATORY = 10,
Unlock_TIMETRIAL_TOWER = 11,
Unlock_TIMETRIAL_SPACESTATION2 = 12,
Unlock_TIMETRIAL_WARPZONE = 13,
Unlock_TIMETRIAL_FINALLEVEL = 14,
Unlock_INTERMISSION_UNUSED = 15,
Unlock_INTERMISSION_REPLAYS = 16,
Unlock_NODEATHMODE = 17,
Unlock_FLIPMODE = 18,
UnlockTrophy_FLIPMODE_COMPLETE = 19,
UnlockTrophy_NODEATHMODE_COMPLETE = 20
};
/* enums for bestrank, bestlives, besttrinkets, besttimes, bestframes arrays
* and timetriallevel */
enum
{
TimeTrial_SPACESTATION1 = 0,
TimeTrial_LABORATORY = 1,
TimeTrial_TOWER = 2,
TimeTrial_SPACESTATION2 = 3,
TimeTrial_WARPZONE = 4,
TimeTrial_FINALLEVEL = 5
};
struct MenuStackFrame
{
int option;
enum Menu::MenuName name;
};
class Game
{
char magic[16];
public:
void init(void);
void setdefaultcontrollerbuttons(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 color);
void remaining_textbox(void);
void actionprompt_textbox(void);
void savetele_textbox(void);
void setstate(int gamestate);
void incstate(void);
void setstatedelay(int delay);
void lockstate(void);
void unlockstate(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);
static const int numcrew = 6;
struct Summary
{
bool exists;
int seconds;
int minutes;
int hours;
int saverx;
int savery;
int trinkets;
bool crewstats[numcrew];
};
struct Summary last_telesave, last_quicksave;
bool save_exists(void);
void readmaingamesave(const char* savename, tinyxml2::XMLDocument& doc);
struct Summary 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(void);
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 framecounter;
bool seed_use_sdl_getticks;
bool editor_disabled;
int frames, seconds, minutes, hours;
bool gamesaved;
bool gamesavefailed;
std::string savetime;
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 ;
bool menutestmode;
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, uint32_t print_flags = 0)
{
MenuOption menuoption;
SDL_strlcpy(menuoption.text, text, sizeof(menuoption.text));
menuoption.active = active;
menuoption.print_flags = print_flags;
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;
enum SWNMODE swngame;
int 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 physics_frozen(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;
bool timetrialcheater;
int timetrialresultshinytarget, timetrialresulttrinkets, timetrialresultpar;
int timetrialresultdeaths;
bool start_translator_exploring;
bool translator_exploring;
bool translator_exploring_allowtele;
bool translator_cutscene_test;
size_t cutscenetest_menu_page;
std::string cutscenetest_menu_play_id;
int creditposition;
int oldcreditposition;
bool insecretlab;
bool inintermission;
bool crewstats[numcrew];
bool ndmresultcrewstats[numcrew];
bool alarmon;
int alarmdelay;
bool blackout;
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];
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_y;
std::string activity_lastprompt;
bool activity_gettext;
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; // don't change to C string unless you wanna handle language switches (or make it store coords)
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);
// name -> score. 0 - not played, 1 - finished, 2 - all trinkets, 3 - finished, all trinkets
std::map<std::string, int> 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;
void returntoeditor(void);
bool inline inspecial(void)
{
return inintermission || insecretlab || intimetrial || nodeathmode || translator_exploring;
}
bool incompetitive(void);
bool nocompetitive(void);
bool nocompetitive_unless_translator(void);
void sabotage_time_trial(void);
bool over30mode;
bool showingametimer;
bool ingame_titlemode;
bool ingame_editormode;
void returntoingame(void);
void unlockAchievement(const char *name);
bool disablepause;
bool disableaudiopause;
bool disabletemporaryaudiopause;
bool inputdelay;
bool statelocked;
int old_skip_message_timer;
int skip_message_timer;
};
#ifndef GAME_DEFINITION
extern Game game;
#endif
#endif /* GAME_H */