Working on game state

This commit is contained in:
Vladislav Khorev committed 2026-06-19 18:39:10 +03:00
1 parent b01e970554
commit 2807d82d51
12 files changed
+501 -445

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+14 -59
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@@ -4,7 +4,7 @@
#include "render/TextureManager.h"
#include "UiManager.h"
#include "items/Item.h"
#include "quest/QuestJournal.h"
#include "GameState.h"
#include <vector>
#include <deque>
#include <string>
@@ -14,7 +14,7 @@ namespace ZL {
extern const char* CONST_ZIP_FILE;
enum class GameState {
enum class GameUiState {
MainMenu,
About,
Gameplay,
@@ -23,29 +23,12 @@ namespace ZL {
PhoneScreen
};
enum class TutorialStep {
Step0, // Dialogue hint: "click to advance"
Step1, // Camera rotation hint
Step2, // Floor tap / walk hint
Step3, // Pinch-zoom hint
Step4, // Pick-up item hint
Step5, // Post-pickup reaction (sub-state: which items were collected)
Step6, // Tutorial complete — both phone and journal opened
};
class MenuManager {
public:
UiManager uiManager;
UiManager topUiManager;
ZL::Quest::QuestJournal questJournal;
std::unordered_map<std::string, int>& globalInts;
// Global night mode state — persists across location transitions.
bool isNight = false;
bool isDawn = false; // sub-variant of night: brighter pink ambient, same lighting
MenuManager(Renderer& iRenderer, std::unordered_map<std::string, int>& globalInts);
MenuManager(Renderer& iRenderer, GameState& gameState);
void setup(Inventory& inv, const std::string& zipFile);
@@ -57,15 +40,15 @@ namespace ZL {
void closeQuestJournal();
void toggleQuestJournal();
bool isInventoryOpen() const { return state == GameState::Inventory; }
bool isQuestJournalOpen() const { return state == GameState::QuestJournal; }
bool isInventoryOpen() const { return uiState_ == GameUiState::Inventory; }
bool isQuestJournalOpen() const { return uiState_ == GameUiState::QuestJournal; }
void showMainMenu();
bool isMainMenuOpen() const { return state == GameState::MainMenu; }
bool isMainMenuOpen() const { return uiState_ == GameUiState::MainMenu; }
void openPhoneScreen();
void closePhoneScreen();
bool isPhoneScreenOpen() const { return state == GameState::PhoneScreen; }
bool isPhoneScreenOpen() const { return uiState_ == GameUiState::PhoneScreen; }
void closePhoneEntirely();
void tutorialShowTaxiHint();
@@ -73,7 +56,7 @@ namespace ZL {
void setChatUnread(int chatIndex, bool unread, const std::string& previewMsg = "");
void spendMoney(int amount);
int getMoney() const { return money_; }
int getMoney() const { return gameState_.money; }
std::function<void()> startGameFunc;
std::function<void(const std::string&)> startDialogueFunc;
@@ -106,12 +89,12 @@ namespace ZL {
void showToast(const std::string& iconPath, const std::string& text);
void update(float deltaMs);
TutorialStep tutorialStep = TutorialStep::Step0;
protected:
Renderer& renderer;
private:
GameState& gameState_;
void enterGameplay();
void refreshQuestJournalUi();
void selectQuestByIndex(int index);
@@ -153,25 +136,12 @@ namespace ZL {
static constexpr float TOAST_FADE_MS = 1000.0f;
static constexpr float TOAST_VISIBLE_MS = 2000.0f;
GameState state = GameState::Gameplay;
GameUiState uiState_ = GameUiState::Gameplay;
Inventory* inventory = nullptr;
//std::string zipFile_;
int inventorySelectedIndex_ = -1;
enum class UniIntTutorialState { Step10, Step11, DarklandsActive, DarklandsStep13, DarklandsFull };
UniIntTutorialState uniIntTutorialState_ = UniIntTutorialState::Step10;
std::string currentLocationName_;
bool currentIsDarklands_ = false;
bool tutorialPhonePickedUp = false;
bool tutorialJournalPickedUp = false;
//bool tutorialPhoneScreenOpened = false;
bool tutorialPhoneChatScreenOpened = false;
bool tutorialJournalScreenOpened = false;
bool tutorialMessengerScreenOpened = false;
//bool tutorialTaxiScreenOpened = false;
bool tutorialNeedOpenTaxiScreen = false;
int selectedQuestIndex = -1;
std::vector<std::string> visibleQuestIds;
std::shared_ptr<UiNode> hudRoot;
std::shared_ptr<UiNode> hudStep1Root;
@@ -190,11 +160,9 @@ namespace ZL {
std::shared_ptr<UiNode> hudUniIntDarkFullRoot;
std::shared_ptr<UiNode> hudUniExtDarkRoot;
std::shared_ptr<UiNode> hudCutsceneRoot_;
std::shared_ptr<UiNode> hudTopHintRoot_;
std::shared_ptr<UiNode> phoneMainRoot;
std::shared_ptr<UiNode> phoneMainHintARoot;
std::shared_ptr<UiNode> phoneMainHintBRoot;
@@ -221,27 +189,14 @@ namespace ZL {
std::shared_ptr<Texture> texItemSelected_;
std::shared_ptr<Texture> texItemTransparent_;
float currentPlayerHp_ = 200.f;
float currentPlayerMaxHp_ = 200.f;
void applyCurrentHealthBar();
int selectedQuestIndex = -1;
std::vector<std::string> visibleQuestIds;
bool chatUnread_[3] = { true, true, true };
std::string chatPreviewMsg_[3]; // empty = keep JSON hardcoded text
int money_ = 5500;
// Phone chat state
// Phone chat UI state (transient — rebuilt from gameState_.chatHistory on open)
struct PhoneChatBubbleInfo {
std::string nodeName;
float height;
};
std::vector<PhoneChatBubbleInfo> phoneChatVisibleBubbles_;
// Per-chat message history (max 5 messages each)
struct StoredChatMessage { std::string text; bool incoming; };
std::vector<StoredChatMessage> chatHistory_[3];
int activeChatIndex_ = -1;
// Preloaded bubble textures