#include #include #include "DeferCallbacks.h" #include "editor.h" #include "Enums.h" #include "Entity.h" #include "Exit.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 "RenderFixed.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; static bool startinplaytest = false; static bool savefileplaytest = false; static int savex = 0; static int savey = 0; static int saverx = 0; static int savery = 0; static int savegc = 0; static int savemusic = 0; static std::string playassets; static std::string playtestname; static volatile Uint32 time_ = 0; static volatile Uint32 timePrev = 0; static volatile Uint32 accumulator = 0; static volatile Uint32 f_time = 0; static volatile Uint32 f_timePrev = 0; enum FuncType { Func_null, Func_fixed, Func_input, Func_delta }; struct ImplFunc { enum FuncType type; void (*func)(void); }; static void runscript(void) { script.run(); } static void teleportermodeinput(void) { if (game.useteleporter) { teleporterinput(); } else { script.run(); gameinput(); } } /* Only gets used in EDITORMODE. I assume the compiler will optimize this away * if this is a NO_CUSTOM_LEVELS or NO_EDITOR build */ static void flipmodeoff(void) { graphics.flipmode = false; } static void focused_begin(void); static void focused_end(void); static const inline struct ImplFunc* get_gamestate_funcs( const int gamestate, int* num_implfuncs ) { switch (gamestate) { #define FUNC_LIST_BEGIN(GAMESTATE) \ case GAMESTATE: \ { \ static const struct ImplFunc implfuncs[] = { \ {Func_fixed, focused_begin}, #define FUNC_LIST_END \ {Func_fixed, focused_end} \ }; \ *num_implfuncs = SDL_arraysize(implfuncs); \ return implfuncs; \ } FUNC_LIST_BEGIN(GAMEMODE) {Func_fixed, runscript}, {Func_fixed, gamerenderfixed}, {Func_delta, gamerender}, {Func_input, gameinput}, {Func_fixed, gamelogic}, FUNC_LIST_END FUNC_LIST_BEGIN(TITLEMODE) {Func_input, titleinput}, {Func_fixed, titlerenderfixed}, {Func_delta, titlerender}, {Func_fixed, titlelogic}, FUNC_LIST_END FUNC_LIST_BEGIN(MAPMODE) {Func_fixed, maprenderfixed}, {Func_delta, maprender}, {Func_input, mapinput}, {Func_fixed, maplogic}, FUNC_LIST_END FUNC_LIST_BEGIN(TELEPORTERMODE) {Func_fixed, maprenderfixed}, {Func_delta, teleporterrender}, {Func_input, teleportermodeinput}, {Func_fixed, maplogic}, FUNC_LIST_END FUNC_LIST_BEGIN(GAMECOMPLETE) {Func_fixed, gamecompleterenderfixed}, {Func_delta, gamecompleterender}, {Func_input, gamecompleteinput}, {Func_fixed, gamecompletelogic}, FUNC_LIST_END FUNC_LIST_BEGIN(GAMECOMPLETE2) {Func_delta, gamecompleterender2}, {Func_input, gamecompleteinput2}, {Func_fixed, gamecompletelogic2}, FUNC_LIST_END #if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR) FUNC_LIST_BEGIN(EDITORMODE) {Func_fixed, flipmodeoff}, {Func_input, editorinput}, {Func_fixed, editorrenderfixed}, {Func_delta, editorrender}, {Func_fixed, editorlogic}, FUNC_LIST_END #endif FUNC_LIST_BEGIN(PRELOADER) {Func_input, preloaderinput}, {Func_fixed, preloaderrenderfixed}, {Func_delta, preloaderrender}, FUNC_LIST_END #undef FUNC_LIST_END #undef FUNC_LIST_BEGIN } SDL_assert(0 && "Invalid gamestate!"); return NULL; } enum IndexCode { Index_none, Index_end }; static const struct ImplFunc* gamestate_funcs = NULL; static int num_gamestate_funcs = 0; static int gamestate_func_index = -1; static enum IndexCode increment_gamestate_func_index(void) { gamestate_func_index++; if (gamestate_func_index == num_gamestate_funcs) { /* Reached the end of current gamestate order. * Re-fetch for new order if gamestate changed. */ gamestate_funcs = get_gamestate_funcs( game.gamestate, &num_gamestate_funcs ); /* Also run callbacks that were deferred to end of func sequence. */ DEFER_execute_callbacks(); gamestate_func_index = 0; return Index_end; } return Index_none; } static void unfocused_run(void); static const struct ImplFunc unfocused_func_list[] = { { Func_input, /* we still need polling when unfocused */ unfocused_run } }; static const struct ImplFunc* unfocused_funcs = unfocused_func_list; static int num_unfocused_funcs = SDL_arraysize(unfocused_func_list); static int unfocused_func_index = 0; // This does not get incremented on start, do NOT use -1! static enum IndexCode increment_unfocused_func_index(void) { unfocused_func_index++; if (unfocused_func_index == num_unfocused_funcs) { unfocused_func_index = 0; return Index_end; } return Index_none; } static const struct ImplFunc** active_funcs = NULL; static int* num_active_funcs = NULL; static int* active_func_index = NULL; static enum IndexCode (*increment_func_index)(void) = NULL; enum LoopCode { Loop_continue, Loop_stop }; static enum LoopCode loop_assign_active_funcs(void) { if (key.isActive) { active_funcs = &gamestate_funcs; num_active_funcs = &num_gamestate_funcs; active_func_index = &gamestate_func_index; increment_func_index = &increment_gamestate_func_index; } else { active_funcs = &unfocused_funcs; num_active_funcs = &num_unfocused_funcs; active_func_index = &unfocused_func_index; increment_func_index = &increment_unfocused_func_index; } return Loop_continue; } static enum LoopCode loop_run_active_funcs(void) { while ((*active_funcs)[*active_func_index].type != Func_delta) { const struct ImplFunc* implfunc = &(*active_funcs)[*active_func_index]; enum IndexCode index_code; if (implfunc->type == Func_input && !game.inputdelay) { key.Poll(); } if (implfunc->type != Func_null && implfunc->func != NULL) { implfunc->func(); } index_code = increment_func_index(); if (index_code == Index_end) { return Loop_continue; } } /* About to switch over to rendering... but call this first. */ graphics.renderfixedpre(); return Loop_stop; } static enum LoopCode loop_begin(void); static enum LoopCode loop_end(void); static enum LoopCode (*const meta_funcs[])(void) = { loop_begin, loop_assign_active_funcs, loop_run_active_funcs, loop_end }; static int meta_func_index = 0; static void inline fixedloop(void) { while (true) { enum LoopCode loop_code = meta_funcs[meta_func_index](); if (loop_code == Loop_stop) { break; } meta_func_index = (meta_func_index + 1) % SDL_arraysize(meta_funcs); } } static void inline deltaloop(void); static void cleanup(void); int main(int argc, char *argv[]) { char* baseDir = NULL; char* assetsPath = NULL; for (int i = 1; i < argc; ++i) { #define ARG(name) (SDL_strcmp(argv[i], name) == 0) #define ARG_INNER(code) \ if (i + 1 < argc) \ { \ code \ } \ else \ { \ printf("%s option requires one argument.\n", argv[i]); \ VVV_exit(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]); VVV_exit(1); } } if(!FILESYSTEM_init(argv[0], baseDir, assetsPath)) { puts("Unable to initialize filesystem!"); VVV_exit(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... if (!graphics.reloadresources()) { /* Something wrong with the default assets? We can't use them to * display the error message, and we have to bail. */ SDL_ShowSimpleMessageBox( SDL_MESSAGEBOX_ERROR, graphics.error_title, graphics.error, NULL ); VVV_exit(1); } game.gamestate = PRELOADER; game.menustart = false; // Initialize title screen to cyan graphics.titlebg.colstate = 10; map.nexttowercolour(); map.ypos = (700-29) * 8; map.oldypos = map.ypos; map.setbgobjlerp(graphics.towerbg); map.setbgobjlerp(graphics.titlebg); { // 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; graphics.create_buffers(gameScreen.GetFormat()); if (game.skipfakeload) game.gamestate = TITLEMODE; if (game.slowdown == 0) game.slowdown = 30; //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; 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"); VVV_exit(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; gamestate_funcs = get_gamestate_funcs(game.gamestate, &num_gamestate_funcs); loop_assign_active_funcs(); while (true) { 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(); } cleanup(); return 0; } static void cleanup(void) { /* Order matters! */ game.savestatsandsettings(); gameScreen.destroy(); graphics.grphx.destroy(); graphics.destroy_buffers(); graphics.destroy(); music.destroy(); NETWORK_shutdown(); SDL_Quit(); FILESYSTEM_deinit(); } void VVV_exit(const int exit_code) { cleanup(); exit(exit_code); } static void inline deltaloop(void) { //timestep limit to 30 const float rawdeltatime = static_cast(time_ - timePrev); accumulator += rawdeltatime; Uint32 timesteplimit = game.get_timestep(); while (accumulator >= timesteplimit) { enum IndexCode index_code = increment_func_index(); if (index_code == Index_end) { loop_assign_active_funcs(); } accumulator = SDL_fmodf(accumulator, timesteplimit); /* We are done rendering. */ graphics.renderfixedpost(); fixedloop(); } const float alpha = game.over30mode ? static_cast(accumulator) / timesteplimit : 1.0f; graphics.alpha = alpha; if (active_func_index == NULL || *active_func_index == -1 || active_funcs == NULL) { /* Somehow the first deltatime has been too small and things haven't * initialized. We'll just no-op for now. */ } else { const struct ImplFunc* implfunc = &(*active_funcs)[*active_func_index]; if (implfunc->type == Func_delta && implfunc->func != NULL) { implfunc->func(); gameScreen.FlipScreen(); } } } static enum LoopCode loop_begin(void) { if (game.inputdelay) { key.Poll(); } // Update network per frame. NETWORK_update(); return Loop_continue; } static void unfocused_run(void) { if (!game.blackout) { ClearSurface(graphics.backBuffer); #define FLIP(YPOS) graphics.flipmode ? 232 - YPOS : YPOS graphics.bprint(5, FLIP(110), "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); graphics.bprint(5, FLIP(120), "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true); graphics.bprint(5, FLIP(220), "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); graphics.bprint(5, FLIP(230), "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true); #undef FLIP } graphics.render(); gameScreen.FlipScreen(); //We are minimised, so lets put a bit of a delay to save CPU SDL_Delay(100); } static void focused_begin(void) { map.nexttowercolour_set = false; } static void focused_end(void) { game.gameclock(); music.processmusic(); graphics.processfade(); } static enum LoopCode loop_end(void) { //We did editorinput, now it's safe to turn this off key.linealreadyemptykludge = false; //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 * music.user_sound_volume / USER_VOLUME_MAX); if (game.musicmuted) { Mix_VolumeMusic(0); } else { Mix_VolumeMusic(music.musicVolume * music.user_music_volume / USER_VOLUME_MAX); } } if (key.resetWindow) { key.resetWindow = false; gameScreen.ResizeScreen(-1, -1); } return Loop_continue; }