#include #include "SoundSystem.h" #include "UtilityClass.h" #include "Game.h" #include "Graphics.h" #include "KeyPoll.h" #include "Render.h" #include "Tower.h" #include "WarpClass.h" #include "Labclass.h" #include "Finalclass.h" #include "Map.h" #include "Screen.h" #include "Script.h" #include "Logic.h" #include "Input.h" #include "editor.h" #include "preloader.h" #include "FileSystemUtils.h" #include "Network.h" #include #include 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; 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 playtestname; int main(int argc, char *argv[]) { char* baseDir = NULL; char* assetsPath = NULL; for (int i = 1; i < argc; ++i) { if (strcmp(argv[i], "-renderer") == 0) { ++i; SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE); } else if (strcmp(argv[i], "-basedir") == 0) { ++i; baseDir = argv[i]; } else if (strcmp(argv[i], "-assets") == 0) { ++i; assetsPath = argv[i]; } else if (strcmp(argv[i], "-playing") == 0 || strcmp(argv[i], "-p") == 0) { if (i + 1 < argc) { startinplaytest = true; i++; playtestname = std::string("levels/"); playtestname.append(argv[i]); playtestname.append(std::string(".vvvvvv")); } else { printf("-playing option requires one argument.\n"); return 1; } } else if (strcmp(argv[i], "-playx") == 0 || strcmp(argv[i], "-playy") == 0 || strcmp(argv[i], "-playrx") == 0 || strcmp(argv[i], "-playry") == 0 || strcmp(argv[i], "-playgc") == 0 || strcmp(argv[i], "-playmusic") == 0) { if (i + 1 < argc) { savefileplaytest = true; int v = std::atoi(argv[i+1]); if (strcmp(argv[i], "-playx") == 0) savex = v; else if (strcmp(argv[i], "-playy") == 0) savey = v; else if (strcmp(argv[i], "-playrx") == 0) saverx = v; else if (strcmp(argv[i], "-playry") == 0) savery = v; else if (strcmp(argv[i], "-playgc") == 0) savegc = v; else if (strcmp(argv[i], "-playmusic") == 0) savemusic = v; i++; } else { printf("-playing option requires one argument.\n"); return 1; } } if (std::string(argv[i]) == "-renderer") { SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[2], SDL_HINT_OVERRIDE); } } if(!FILESYSTEM_init(argv[0], baseDir, assetsPath)) { return 1; } SDL_Init( SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER ); NETWORK_init(); Screen gameScreen; 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(); game.infocus = true; // This loads music too... graphics.reloadresources(); const SDL_PixelFormat* fmt = gameScreen.GetFormat(); graphics.backBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 240, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask); SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE); graphics.footerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 10, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask); SDL_SetSurfaceBlendMode(graphics.footerbuffer, SDL_BLENDMODE_BLEND); SDL_SetSurfaceAlphaMod(graphics.footerbuffer, 127); FillRect(graphics.footerbuffer, SDL_MapRGB(fmt, 0, 0, 0)); graphics.ghostbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 240, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask); SDL_SetSurfaceBlendMode(graphics.ghostbuffer, SDL_BLENDMODE_BLEND); SDL_SetSurfaceAlphaMod(graphics.ghostbuffer, 127); graphics.Makebfont(); graphics.foregroundBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask ); SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_NONE); graphics.screenbuffer = &gameScreen; graphics.menubuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask ); SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE); graphics.towerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask ); SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE); graphics.tempBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask ); SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE); game.gamestate = PRELOADER; game.menustart = false; game.mainmenu = 0; map.ypos = (700-29) * 8; map.bypos = map.ypos / 2; //Moved screensetting init here from main menu V2.1 game.loadstats(); 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) NETWORK_unlockAchievement("vvvvvvsupgrav5"); if(game.swnbestrank >= 2) NETWORK_unlockAchievement("vvvvvvsupgrav10"); if(game.swnbestrank >= 3) NETWORK_unlockAchievement("vvvvvvsupgrav15"); if(game.swnbestrank >= 4) NETWORK_unlockAchievement("vvvvvvsupgrav20"); if(game.swnbestrank >= 5) NETWORK_unlockAchievement("vvvvvvsupgrav30"); if(game.swnbestrank >= 6) NETWORK_unlockAchievement("vvvvvvsupgrav60"); } if(game.unlock[5]) NETWORK_unlockAchievement("vvvvvvgamecomplete"); if(game.unlock[19]) NETWORK_unlockAchievement("vvvvvvgamecompleteflip"); if(game.unlock[20]) NETWORK_unlockAchievement("vvvvvvmaster"); if (game.bestgamedeaths > -1) { if (game.bestgamedeaths <= 500) { NETWORK_unlockAchievement("vvvvvvcomplete500"); } if (game.bestgamedeaths <= 250) { NETWORK_unlockAchievement("vvvvvvcomplete250"); } if (game.bestgamedeaths <= 100) { NETWORK_unlockAchievement("vvvvvvcomplete100"); } if (game.bestgamedeaths <= 50) { NETWORK_unlockAchievement("vvvvvvcomplete50"); } } if(game.bestrank[0]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_station1_fixed"); if(game.bestrank[1]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_lab_fixed"); if(game.bestrank[2]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_tower_fixed"); if(game.bestrank[3]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_station2_fixed"); if(game.bestrank[4]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_warp_fixed"); if(game.bestrank[5]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_final_fixed"); obj.init(); #if !defined(NO_CUSTOM_LEVELS) if (startinplaytest) { game.levelpage = 0; game.playcustomlevel = 0; 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.cliplaytest = true; music.play(savemusic); script.startgamemode(23); } else { script.startgamemode(22); } graphics.fademode = 0; } #endif volatile Uint32 time, timePrev = 0; game.infocus = true; key.isActive = true; game.gametimer = 0; while(!key.quitProgram) { time = SDL_GetTicks(); // Update network per frame. NETWORK_update(); //framerate limit to 30 Uint32 timetaken = time - timePrev; if(game.gamestate==EDITORMODE) { if (timetaken < 24) { volatile Uint32 delay = 24 - timetaken; SDL_Delay( delay ); time = SDL_GetTicks(); } timePrev = time; }else{ if (timetaken < game.gameframerate) { volatile Uint32 delay = game.gameframerate - timetaken; SDL_Delay( delay ); time = SDL_GetTicks(); } timePrev = time; } key.Poll(); if(key.toggleFullscreen) { if(!gameScreen.isWindowed) { SDL_ShowCursor(SDL_DISABLE); SDL_ShowCursor(SDL_ENABLE); } else { SDL_ShowCursor(SDL_ENABLE); } if(game.gamestate == EDITORMODE) { SDL_ShowCursor(SDL_ENABLE); } gameScreen.toggleFullScreen(); game.fullscreen = !game.fullscreen; key.toggleFullscreen = false; key.keymap.clear(); //we lost the input due to a new window. game.press_left = false; game.press_right = false; game.press_action = true; game.press_map = false; } game.infocus = key.isActive; if(!game.infocus) { 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(); //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++; switch(game.gamestate) { case PRELOADER: //Render preloaderrender(); break; #if !defined(NO_CUSTOM_LEVELS) case EDITORMODE: graphics.flipmode = false; //Input editorinput(); //Render editorrender(); ////Logic editorlogic(); break; #endif case TITLEMODE: //Input titleinput(); //Render titlerender(); ////Logic titlelogic(); break; case GAMEMODE: if (script.running) { script.run(); } gameinput(); gamerender(); gamelogic(); break; case MAPMODE: maprender(); mapinput(); maplogic(); break; case TELEPORTERMODE: teleporterrender(); if(game.useteleporter) { teleporterinput(); } else { if (script.running) { script.run(); } gameinput(); } maplogic(); break; case GAMECOMPLETE: gamecompleterender(); //Input gamecompleteinput(); //Logic gamecompletelogic(); break; case GAMECOMPLETE2: gamecompleterender2(); //Input gamecompleteinput2(); //Logic gamecompletelogic2(); break; case CLICKTOSTART: help.updateglow(); break; default: break; } } //Screen effects timers if (game.infocus && game.flashlight > 0) { game.flashlight--; } if (game.infocus && game.screenshake > 0) { game.screenshake--; } //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 !defined(NO_CUSTOM_LEVELS) bool inEditor = ed.textentry || ed.scripthelppage == 1; #else bool inEditor = false; #endif if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !inEditor) { 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 && !inEditor) { 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 || game.completestop) { Mix_VolumeMusic(0); } else { Mix_VolumeMusic(MIX_MAX_VOLUME); } } if(key.resetWindow) { key.resetWindow = false; gameScreen.ResizeScreen(-1, -1); } music.processmusic(); graphics.processfade(); game.gameclock(); gameScreen.FlipScreen(); } game.savestats(); NETWORK_shutdown(); SDL_Quit(); FILESYSTEM_deinit(); return 0; }