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VVVVVV/desktop_version/src/Game.h
Misa e92a21cf8a Fix exiting No Death Mode being one menu too far back
I want exiting No Death Mode to go back to the "play modes" menu, not to
the "start game" menu, because it's too far back. Also do the same if
you either die or complete No Death Mode.

Also I initialized Game::wasinintermission, probably a good thing to
initialize variables.
2020-04-27 15:41:07 -04:00

395 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;
//Menu kludge...
bool wasintimetrial;
bool wasinintermission;
bool wasinnodeathmode;
bool wasincustommode;
//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 menukludge;
bool quickrestartkludge;
bool paused;
//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 */