VVVVVV/desktop_version/src/Game.h

492 lines
11 KiB
C++

#ifndef GAME_H
#define GAME_H
#include <SDL.h>
#include <string>
#include <vector>
#include "ScreenSettings.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,
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 partimestring(void);
std::string resulttimestring(void);
std::string timetstring(int t);
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(ScreenSettings* screen_settings);
bool savestats(const ScreenSettings* screen_settings, bool sync = true);
bool savestats(bool sync = true);
void deletestats(void);
void deserializesettings(tinyxml2::XMLElement* dataNode, ScreenSettings* screen_settings);
void serializesettings(tinyxml2::XMLElement* dataNode, const ScreenSettings* screen_settings);
void loadsettings(ScreenSettings* screen_settings);
bool savesettings(const 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 door_left;
int door_right;
int door_up;
int door_down;
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;
int gamestate;
int 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 int 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 */