#include #include #include #include "editor.h" #include "Enums.h" #include "Entity.h" #include "FileSystemUtils.h" #include "Game.h" #include "Graphics.h" #include "Input.h" #include "KeyPoll.h" #include "Logic.h" #include "Map.h" #include "Music.h" #include "Network.h" #include "preloader.h" #include "Render.h" #include "Screen.h" #include "Script.h" #include "SoundSystem.h" #include "UtilityClass.h" scriptclass script; #if !defined(NO_CUSTOM_LEVELS) std::vector edentity; editorclass ed; #endif UtilityClass help; Graphics graphics; musicclass music; Game game; KeyPoll key; mapclass map; entityclass obj; Screen gameScreen; bool startinplaytest = false; bool savefileplaytest = false; int savex = 0; int savey = 0; int saverx = 0; int savery = 0; int savegc = 0; int savemusic = 0; std::string playassets; std::string playtestname; volatile Uint32 time_ = 0; volatile Uint32 timePrev = 0; volatile Uint32 accumulator = 0; volatile Uint32 f_time = 0; volatile Uint32 f_timePrev = 0; void inline deltaloop(); void inline fixedloop(); int main(int argc, char *argv[]) { char* baseDir = NULL; char* assetsPath = NULL; for (int i = 1; i < argc; ++i) { #define ARG(name) (strcmp(argv[i], name) == 0) #define ARG_INNER(code) \ if (i + 1 < argc) \ { \ code \ } \ else \ { \ printf("%s option requires one argument.\n", argv[i]); \ return 1; \ } if (ARG("-renderer")) { ARG_INNER({ i++; SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE); }) } else if (ARG("-basedir")) { ARG_INNER({ i++; baseDir = argv[i]; }) } else if (ARG("-assets")) { ARG_INNER({ i++; assetsPath = argv[i]; }) } else if (ARG("-playing") || ARG("-p")) { ARG_INNER({ i++; startinplaytest = true; playtestname = std::string("levels/"); playtestname.append(argv[i]); playtestname.append(std::string(".vvvvvv")); }) } else if (ARG("-playx") || ARG("-playy") || ARG("-playrx") || ARG("-playry") || ARG("-playgc") || ARG("-playmusic")) { ARG_INNER({ savefileplaytest = true; int v = help.Int(argv[i+1]); if (ARG("-playx")) savex = v; else if (ARG("-playy")) savey = v; else if (ARG("-playrx")) saverx = v; else if (ARG("-playry")) savery = v; else if (ARG("-playgc")) savegc = v; else if (ARG("-playmusic")) savemusic = v; i++; }) } else if (ARG("-playassets")) { ARG_INNER({ i++; // Even if this is a directory, FILESYSTEM_mountassets() expects '.vvvvvv' on the end playassets = "levels/" + std::string(argv[i]) + ".vvvvvv"; }) } #undef ARG_INNER #undef ARG else { printf("Error: invalid option: %s\n", argv[i]); return 1; } } if(!FILESYSTEM_init(argv[0], baseDir, assetsPath)) { puts("Unable to initialize filesystem!"); return 1; } SDL_Init( SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ); if (SDL_IsTextInputActive() == SDL_TRUE) { SDL_StopTextInput(); } NETWORK_init(); printf("\t\t\n"); printf("\t\t\n"); printf("\t\t VVVVVV\n"); printf("\t\t\n"); printf("\t\t\n"); printf("\t\t 8888888888888888 \n"); printf("\t\t88888888888888888888\n"); printf("\t\t888888 8888 88\n"); printf("\t\t888888 8888 88\n"); printf("\t\t88888888888888888888\n"); printf("\t\t88888888888888888888\n"); printf("\t\t888888 88\n"); printf("\t\t88888888 8888\n"); printf("\t\t 8888888888888888 \n"); printf("\t\t 88888888 \n"); printf("\t\t 8888888888888888 \n"); printf("\t\t88888888888888888888\n"); printf("\t\t88888888888888888888\n"); printf("\t\t88888888888888888888\n"); printf("\t\t8888 88888888 8888\n"); printf("\t\t8888 88888888 8888\n"); printf("\t\t 888888888888 \n"); printf("\t\t 8888 8888 \n"); printf("\t\t 888888 888888 \n"); printf("\t\t 888888 888888 \n"); printf("\t\t 888888 888888 \n"); printf("\t\t\n"); printf("\t\t\n"); //Set up screen // Load Ini graphics.init(); game.init(); // This loads music too... graphics.reloadresources(); game.gamestate = PRELOADER; game.menustart = false; game.mainmenu = 0; map.ypos = (700-29) * 8; graphics.towerbg.bypos = map.ypos / 2; graphics.titlebg.bypos = map.ypos / 2; { // Prioritize unlock.vvv first (2.2 and below), // but settings have been migrated to settings.vvv (2.3 and up) ScreenSettings screen_settings; game.loadstats(&screen_settings); game.loadsettings(&screen_settings); gameScreen.init(screen_settings); } graphics.screenbuffer = &gameScreen; const SDL_PixelFormat* fmt = gameScreen.GetFormat(); #define CREATE_SURFACE(w, h) \ SDL_CreateRGBSurface( \ SDL_SWSURFACE, \ w, h, \ fmt->BitsPerPixel, \ fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask \ ) graphics.backBuffer = CREATE_SURFACE(320, 240); SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE); graphics.footerbuffer = CREATE_SURFACE(320, 10); SDL_SetSurfaceBlendMode(graphics.footerbuffer, SDL_BLENDMODE_BLEND); SDL_SetSurfaceAlphaMod(graphics.footerbuffer, 127); FillRect(graphics.footerbuffer, SDL_MapRGB(fmt, 0, 0, 0)); graphics.ghostbuffer = CREATE_SURFACE(320, 240); SDL_SetSurfaceBlendMode(graphics.ghostbuffer, SDL_BLENDMODE_BLEND); SDL_SetSurfaceAlphaMod(graphics.ghostbuffer, 127); graphics.Makebfont(); graphics.foregroundBuffer = CREATE_SURFACE(320, 240); SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_BLEND); graphics.menubuffer = CREATE_SURFACE(320, 240); SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE); graphics.warpbuffer = CREATE_SURFACE(320 + 16, 240 + 16); SDL_SetSurfaceBlendMode(graphics.warpbuffer, SDL_BLENDMODE_NONE); graphics.warpbuffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16); SDL_SetSurfaceBlendMode(graphics.warpbuffer_lerp, SDL_BLENDMODE_NONE); graphics.towerbg.buffer = CREATE_SURFACE(320 + 16, 240 + 16); SDL_SetSurfaceBlendMode(graphics.towerbg.buffer, SDL_BLENDMODE_NONE); graphics.towerbg.buffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16); SDL_SetSurfaceBlendMode(graphics.towerbg.buffer_lerp, SDL_BLENDMODE_NONE); graphics.titlebg.buffer = CREATE_SURFACE(320 + 16, 240 + 16); SDL_SetSurfaceBlendMode(graphics.titlebg.buffer, SDL_BLENDMODE_NONE); graphics.titlebg.buffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16); SDL_SetSurfaceBlendMode(graphics.titlebg.buffer_lerp, SDL_BLENDMODE_NONE); graphics.tempBuffer = CREATE_SURFACE(320, 240); SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE); #undef CREATE_SURFACE if (game.skipfakeload) game.gamestate = TITLEMODE; if(game.usingmmmmmm==0) music.usingmmmmmm=false; if(game.usingmmmmmm==1) music.usingmmmmmm=true; if (game.slowdown == 0) game.slowdown = 30; switch(game.slowdown){ case 30: game.gameframerate=34; break; case 24: game.gameframerate=41; break; case 18: game.gameframerate=55; break; case 12: game.gameframerate=83; break; default: game.gameframerate=34; break; } //Check to see if you've already unlocked some achievements here from before the update if (game.swnbestrank > 0){ if(game.swnbestrank >= 1) game.unlockAchievement("vvvvvvsupgrav5"); if(game.swnbestrank >= 2) game.unlockAchievement("vvvvvvsupgrav10"); if(game.swnbestrank >= 3) game.unlockAchievement("vvvvvvsupgrav15"); if(game.swnbestrank >= 4) game.unlockAchievement("vvvvvvsupgrav20"); if(game.swnbestrank >= 5) game.unlockAchievement("vvvvvvsupgrav30"); if(game.swnbestrank >= 6) game.unlockAchievement("vvvvvvsupgrav60"); } if(game.unlock[5]) game.unlockAchievement("vvvvvvgamecomplete"); if(game.unlock[19]) game.unlockAchievement("vvvvvvgamecompleteflip"); if(game.unlock[20]) game.unlockAchievement("vvvvvvmaster"); if (game.bestgamedeaths > -1) { if (game.bestgamedeaths <= 500) { game.unlockAchievement("vvvvvvcomplete500"); } if (game.bestgamedeaths <= 250) { game.unlockAchievement("vvvvvvcomplete250"); } if (game.bestgamedeaths <= 100) { game.unlockAchievement("vvvvvvcomplete100"); } if (game.bestgamedeaths <= 50) { game.unlockAchievement("vvvvvvcomplete50"); } } if(game.bestrank[0]>=3) game.unlockAchievement("vvvvvvtimetrial_station1_fixed"); if(game.bestrank[1]>=3) game.unlockAchievement("vvvvvvtimetrial_lab_fixed"); if(game.bestrank[2]>=3) game.unlockAchievement("vvvvvvtimetrial_tower_fixed"); if(game.bestrank[3]>=3) game.unlockAchievement("vvvvvvtimetrial_station2_fixed"); if(game.bestrank[4]>=3) game.unlockAchievement("vvvvvvtimetrial_warp_fixed"); if(game.bestrank[5]>=3) game.unlockAchievement("vvvvvvtimetrial_final_fixed"); obj.init(); #if !defined(NO_CUSTOM_LEVELS) if (startinplaytest) { game.levelpage = 0; game.playcustomlevel = 0; game.playassets = playassets; game.menustart = true; ed.directoryList.clear(); ed.directoryList.push_back(playtestname); LevelMetaData meta; if (ed.getLevelMetaData(playtestname, meta)) { ed.ListOfMetaData.clear(); ed.ListOfMetaData.push_back(meta); } else { ed.loadZips(); if (ed.getLevelMetaData(playtestname, meta)) { ed.ListOfMetaData.clear(); ed.ListOfMetaData.push_back(meta); } else { printf("Level not found\n"); return 1; } } game.loadcustomlevelstats(); game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title; game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename; if (savefileplaytest) { game.playx = savex; game.playy = savey; game.playrx = saverx; game.playry = savery; game.playgc = savegc; game.playmusic = savemusic; game.cliplaytest = true; script.startgamemode(23); } else { script.startgamemode(22); } graphics.fademode = 0; } #endif key.isActive = true; game.gametimer = 0; while(!key.quitProgram) { f_time = SDL_GetTicks(); const Uint32 f_timetaken = f_time - f_timePrev; if (!game.over30mode && f_timetaken < 34) { const volatile Uint32 f_delay = 34 - f_timetaken; SDL_Delay(f_delay); f_time = SDL_GetTicks(); } f_timePrev = f_time; timePrev = time_; time_ = SDL_GetTicks(); deltaloop(); } game.savestats(); NETWORK_shutdown(); SDL_Quit(); FILESYSTEM_deinit(); return 0; } void inline deltaloop() { //timestep limit to 30 const float rawdeltatime = static_cast(time_ - timePrev); accumulator += rawdeltatime; Uint32 timesteplimit; if (game.gamestate == EDITORMODE) { timesteplimit = 24; } else if (game.gamestate == GAMEMODE) { timesteplimit = game.gameframerate; } else { timesteplimit = 34; } while (accumulator >= timesteplimit) { accumulator = SDL_fmodf(accumulator, timesteplimit); fixedloop(); } const float alpha = game.over30mode ? static_cast(accumulator) / timesteplimit : 1.0f; graphics.alpha = alpha; if (key.isActive) { switch (game.gamestate) { case PRELOADER: preloaderrender(); break; #if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR) case EDITORMODE: graphics.flipmode = false; editorrender(); break; #endif case TITLEMODE: titlerender(); break; case GAMEMODE: gamerender(); break; case MAPMODE: maprender(); break; case TELEPORTERMODE: teleporterrender(); break; case GAMECOMPLETE: gamecompleterender(); break; case GAMECOMPLETE2: gamecompleterender2(); break; case CLICKTOSTART: help.updateglow(); break; } gameScreen.FlipScreen(); } } void inline fixedloop() { // Update network per frame. NETWORK_update(); key.Poll(); if(key.toggleFullscreen) { gameScreen.toggleFullScreen(); key.toggleFullscreen = false; key.keymap.clear(); //we lost the input due to a new window. if (game.glitchrunnermode) { game.press_left = false; game.press_right = false; game.press_action = true; game.press_map = false; } } if(!key.isActive) { Mix_Pause(-1); Mix_PauseMusic(); if (!game.blackout) { FillRect(graphics.backBuffer, 0x00000000); graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); } graphics.render(); gameScreen.FlipScreen(); //We are minimised, so lets put a bit of a delay to save CPU SDL_Delay(100); } else { Mix_Resume(-1); Mix_ResumeMusic(); game.gametimer++; graphics.cutscenebarstimer(); switch(game.gamestate) { case PRELOADER: preloaderlogic(); break; #if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR) case EDITORMODE: //Input editorinput(); ////Logic editorlogic(); break; #endif case TITLEMODE: //Input titleinput(); ////Logic titlelogic(); break; case GAMEMODE: // WARNING: If updating this code, don't forget to update Map.cpp mapclass::twoframedelayfix() // Ugh, I hate this kludge variable but it's the only way to do it if (script.dontrunnextframe) { script.dontrunnextframe = false; } else if (script.running) { script.run(); } //Update old lerp positions of entities - has to be done BEFORE gameinput! for (size_t i = 0; i < obj.entities.size(); i++) { obj.entities[i].lerpoldxp = obj.entities[i].xp; obj.entities[i].lerpoldyp = obj.entities[i].yp; } gameinput(); gamelogic(); break; case MAPMODE: mapinput(); maplogic(); break; case TELEPORTERMODE: if(game.useteleporter) { teleporterinput(); } else { if (script.running) { script.run(); } gameinput(); } maplogic(); break; case GAMECOMPLETE: //Input gamecompleteinput(); //Logic gamecompletelogic(); break; case GAMECOMPLETE2: //Input gamecompleteinput2(); //Logic gamecompletelogic2(); break; case CLICKTOSTART: break; default: break; } } //Screen effects timers if (key.isActive && game.flashlight > 0) { game.flashlight--; } if (key.isActive && game.screenshake > 0) { game.screenshake--; graphics.updatescreenshake(); } if (graphics.screenbuffer->badSignalEffect) { UpdateFilter(); } //We did editorinput, now it's safe to turn this off key.linealreadyemptykludge = false; if (game.savemystats) { game.savemystats = false; game.savestats(); } //Mute button if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !key.textentry()) { game.mutebutton = 8; if (game.muted) { game.muted = false; } else { game.muted = true; } } if(game.mutebutton>0) { game.mutebutton--; } if (key.isDown(KEYBOARD_n) && game.musicmutebutton <= 0 && !key.textentry()) { game.musicmutebutton = 8; game.musicmuted = !game.musicmuted; } if (game.musicmutebutton > 0) { game.musicmutebutton--; } if (game.muted) { Mix_VolumeMusic(0) ; Mix_Volume(-1,0); } else { Mix_Volume(-1,MIX_MAX_VOLUME); if (game.musicmuted) { Mix_VolumeMusic(0); } else { Mix_VolumeMusic(music.musicVolume); } } if (key.resetWindow) { key.resetWindow = false; gameScreen.ResizeScreen(-1, -1); } music.processmusic(); graphics.processfade(); game.gameclock(); }