mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-30 08:28:29 +02:00
Hiding the mouse cursor does makes sense in a lot of situations I agree, but it's very much a preference thing, and I don't see a good reason to change the original behavour. Some people (i.e. me) don't like cursors disappearing in windowed mode when you move the cursor over the screen, but most importantly, it makes the editor much less pleasant to use (since you're relying on the 30fps editor cursor box). I'd be happy to support, say, a setting that allowed you to disable the mouse cursor, or even a 15 second time-out which makes the cursor disappear if not moved (and reappear once moved), but just having it off by default feels wrong to me.
545 lines
16 KiB
C++
545 lines
16 KiB
C++
#include <SDL.h>
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#include "SoundSystem.h"
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#include "UtilityClass.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "KeyPoll.h"
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#include "titlerender.h"
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#include "Tower.h"
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#include "WarpClass.h"
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#include "Labclass.h"
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#include "Finalclass.h"
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#include "Map.h"
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#include "Screen.h"
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#include "Script.h"
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#include "Logic.h"
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#include "Input.h"
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#include "editor.h"
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#include "preloader.h"
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#include "FileSystemUtils.h"
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#include "Network.h"
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#include <stdio.h>
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#include <string.h>
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scriptclass script;
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edentities edentity[3000];
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editorclass ed;
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int main(int argc, char *argv[])
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{
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if(!FILESYSTEM_init(argv[0]))
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{
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return 1;
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}
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SDL_Init(
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SDL_INIT_VIDEO |
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SDL_INIT_AUDIO |
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SDL_INIT_JOYSTICK |
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SDL_INIT_GAMECONTROLLER
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);
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if (argc > 2 && strcmp(argv[1], "-renderer") == 0)
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{
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SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[2], SDL_HINT_OVERRIDE);
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}
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NETWORK_init();
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Screen gameScreen;
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printf("\t\t\n");
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printf("\t\t\n");
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printf("\t\t VVVVVV\n");
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printf("\t\t\n");
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printf("\t\t\n");
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printf("\t\t 8888888888888888 \n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t888888 8888 88\n");
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printf("\t\t888888 8888 88\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t888888 88\n");
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printf("\t\t88888888 8888\n");
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printf("\t\t 8888888888888888 \n");
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printf("\t\t 88888888 \n");
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printf("\t\t 8888888888888888 \n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t8888 88888888 8888\n");
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printf("\t\t8888 88888888 8888\n");
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printf("\t\t 888888888888 \n");
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printf("\t\t 8888 8888 \n");
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printf("\t\t 888888 888888 \n");
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printf("\t\t 888888 888888 \n");
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printf("\t\t 888888 888888 \n");
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printf("\t\t\n");
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printf("\t\t\n");
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//Set up screen
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UtilityClass help;
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// Load Ini
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Graphics graphics;
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musicclass music;
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Game game;
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game.infocus = true;
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graphics.MakeTileArray();
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graphics.MakeSpriteArray();
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graphics.maketelearray();
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graphics.images.push_back(graphics.grphx.im_image0);
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graphics.images.push_back(graphics.grphx.im_image1);
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graphics.images.push_back(graphics.grphx.im_image2);
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graphics.images.push_back(graphics.grphx.im_image3);
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graphics.images.push_back(graphics.grphx.im_image4);
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graphics.images.push_back(graphics.grphx.im_image5);
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graphics.images.push_back(graphics.grphx.im_image6);
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graphics.images.push_back(graphics.grphx.im_image7);
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graphics.images.push_back(graphics.grphx.im_image8);
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graphics.images.push_back(graphics.grphx.im_image9);
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graphics.images.push_back(graphics.grphx.im_image10);
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graphics.images.push_back(graphics.grphx.im_image11);
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graphics.images.push_back(graphics.grphx.im_image12);
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const SDL_PixelFormat* fmt = gameScreen.GetFormat();
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graphics.backBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,32,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask ) ;
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SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE);
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graphics.Makebfont();
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graphics.foregroundBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_NONE);
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graphics.screenbuffer = &gameScreen;
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graphics.menubuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
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graphics.towerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
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graphics.tempBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE);
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//Make a temporary rectangle to hold the offsets
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// SDL_Rect offset;
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//Give the offsets to the rectangle
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// offset.x = 60;
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// offset.y = 80;
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//game.gamestate = TITLEMODE;
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//game.gamestate=EDITORMODE;
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game.gamestate = PRELOADER; //Remember to uncomment this later!
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game.menustart = false;
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game.mainmenu = 0;
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KeyPoll key;
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mapclass map;
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map.ypos = (700-29) * 8;
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map.bypos = map.ypos / 2;
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//Moved screensetting init here from main menu V2.1
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game.loadstats(map, graphics);
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if (game.skipfakeload)
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game.gamestate = TITLEMODE;
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if(game.usingmmmmmm==0) music.usingmmmmmm=false;
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if(game.usingmmmmmm==1) music.usingmmmmmm=true;
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if (game.slowdown == 0) game.slowdown = 30;
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switch(game.slowdown){
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case 30: game.gameframerate=34; break;
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case 24: game.gameframerate=41; break;
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case 18: game.gameframerate=55; break;
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case 12: game.gameframerate=83; break;
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default: game.gameframerate=34; break;
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}
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//Check to see if you've already unlocked some achievements here from before the update
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if (game.swnbestrank > 0){
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if(game.swnbestrank >= 1) NETWORK_unlockAchievement("vvvvvvsupgrav5");
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if(game.swnbestrank >= 2) NETWORK_unlockAchievement("vvvvvvsupgrav10");
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if(game.swnbestrank >= 3) NETWORK_unlockAchievement("vvvvvvsupgrav15");
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if(game.swnbestrank >= 4) NETWORK_unlockAchievement("vvvvvvsupgrav20");
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if(game.swnbestrank >= 5) NETWORK_unlockAchievement("vvvvvvsupgrav30");
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if(game.swnbestrank >= 6) NETWORK_unlockAchievement("vvvvvvsupgrav60");
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}
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if(game.unlock[5]) NETWORK_unlockAchievement("vvvvvvgamecomplete");
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if(game.unlock[19]) NETWORK_unlockAchievement("vvvvvvgamecompleteflip");
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if(game.unlock[20]) NETWORK_unlockAchievement("vvvvvvmaster");
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if (game.bestgamedeaths > -1) {
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if (game.bestgamedeaths <= 500) {
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NETWORK_unlockAchievement("vvvvvvcomplete500");
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}
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if (game.bestgamedeaths <= 250) {
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NETWORK_unlockAchievement("vvvvvvcomplete250");
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}
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if (game.bestgamedeaths <= 100) {
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NETWORK_unlockAchievement("vvvvvvcomplete100");
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}
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if (game.bestgamedeaths <= 50) {
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NETWORK_unlockAchievement("vvvvvvcomplete50");
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}
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}
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if(game.bestrank[0]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_station1_fixed");
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if(game.bestrank[1]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_lab_fixed");
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if(game.bestrank[2]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_tower_fixed");
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if(game.bestrank[3]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_station2_fixed");
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if(game.bestrank[4]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_warp_fixed");
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if(game.bestrank[5]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_final_fixed");
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entityclass obj;
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obj.init();
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//Quick hack to start in final level ---- //Might be useful to leave this commented in for testing
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/*
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//game.gamestate=GAMEMODE;
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//game.start(obj,music);
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//script.startgamemode(8, key, graphics, game, map, obj, help, music);
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// map.finalmode = true; //Enable final level mode
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//map.finalx = 41; map.finaly = 52; //Midpoint
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//map.finalstretch = true;
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//map.final_colormode = true;
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//map.final_mapcol = 0;
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//map.final_colorframe = 0;
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//game.starttest(obj, music);
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game.savex = 5 * 8; game.savey = 15 * 8; game.saverx = 41; game.savery = 52;
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game.savegc = 0; game.savedir = 1;
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game.state = 0; game.deathseq = -1; game.lifeseq = 10;
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//obj.createentity(game, game.savex, game.savey, 0);
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map.gotoroom(game.saverx, game.savery, graphics, game, obj, music);
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//music.play(1);
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*/
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//End hack here ----
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volatile Uint32 time, timePrev = 0;
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game.infocus = true;
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key.isActive = true;
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while(!key.quitProgram)
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{
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//gameScreen.ClearScreen(0x00);
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time = SDL_GetTicks();
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// Update network per frame.
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NETWORK_update();
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//framerate limit to 30
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Uint32 timetaken = time - timePrev;
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if(game.gamestate==EDITORMODE)
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{
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if (timetaken < 24)
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{
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volatile Uint32 delay = 24 - timetaken;
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SDL_Delay( delay );
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time = SDL_GetTicks();
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}
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timePrev = time;
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}else{
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if (timetaken < game.gameframerate)
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{
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volatile Uint32 delay = game.gameframerate - timetaken;
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SDL_Delay( delay );
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time = SDL_GetTicks();
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}
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timePrev = time;
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}
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key.Poll();
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if(key.toggleFullscreen)
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{
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if(!gameScreen.isWindowed)
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{
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//SDL_WM_GrabInput(SDL_GRAB_ON);
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SDL_ShowCursor(SDL_DISABLE);
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SDL_ShowCursor(SDL_ENABLE);
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}
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else
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{
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SDL_ShowCursor(SDL_ENABLE);
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}
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if(game.gamestate == EDITORMODE)
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{
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SDL_ShowCursor(SDL_ENABLE);
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}
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gameScreen.toggleFullScreen();
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game.fullscreen = !game.fullscreen;
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key.toggleFullscreen = false;
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key.keymap.clear(); //we lost the input due to a new window.
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game.press_left = false;
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game.press_right = false;
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game.press_action = true;
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game.press_map = false;
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printf("Error: failed: %s\n", SDL_GetError());
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}
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/*if(key.quitProgram)
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{
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music.playef(2);
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}*/
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game.infocus = key.isActive;
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if(!game.infocus)
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{
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if(game.getGlobalSoundVol()> 0)
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{
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game.setGlobalSoundVol(0);
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}
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FillRect(graphics.backBuffer, 0x00000000);
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graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 230, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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graphics.render();
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//We are minimised, so lets put a bit of a delay to save CPU
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SDL_Delay(100);
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}
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else
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{
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switch(game.gamestate)
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{
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case PRELOADER:
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//Render
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preloaderrender(graphics, game, help);
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break;
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case EDITORMODE:
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graphics.flipmode = false;
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//Input
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editorinput(key, graphics, game, map, obj, help, music);
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//Render
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editorrender(key, graphics, game, map, obj, help);
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////Logic
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editorlogic(key, graphics, game, obj, music, map, help);
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break;
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case TITLEMODE:
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//Input
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titleinput(key, graphics, map, game, obj, help, music);
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//Render
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titlerender(graphics, map, game, obj, help, music);
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////Logic
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titlelogic(graphics, game, obj, help, music, map);
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break;
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case GAMEMODE:
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if (map.towermode)
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{
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gameinput(key, graphics, game, map, obj, help, music);
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//if(game.recording==1)
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//{
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// ///recordinput(key, graphics, game, map, obj, help, music);
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//}
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//else
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//{
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//}
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towerrender(graphics, game, map, obj, help);
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towerlogic(graphics, game, obj, music, map, help);
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}
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else
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{
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if (game.recording == 1)
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{
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//recordinput(key, dwgfx, game, map, obj, help, music);
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}
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else
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{
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if (script.running)
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{
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script.run(key, graphics, game, map, obj, help, music);
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}
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gameinput(key, graphics, game, map, obj, help, music);
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//}
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gamerender(graphics,map, game, obj, help);
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gamelogic(graphics, game,obj, music, map, help);
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}
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break;
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case MAPMODE:
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maprender(graphics, game, map, obj, help);
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if (game.recording == 1)
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{
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//recordinput(key, dwgfx, game, map, obj, help, music); //will implement this later if it's actually needed
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}
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else
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{
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mapinput(key, graphics, game, map, obj, help, music);
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}
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maplogic(graphics, game, obj ,music , map, help );
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break;
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case TELEPORTERMODE:
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teleporterrender(graphics, game, map, obj, help);
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if (game.recording == 1)
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{
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//recordinput(key, graphics, game, map, obj, help, music);
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}
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else
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{
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if(game.useteleporter)
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{
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teleporterinput(key, graphics, game, map, obj, help, music);
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}
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else
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{
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if (script.running)
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{
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script.run(key, graphics, game, map, obj, help, music);
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}
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gameinput(key, graphics, game, map, obj, help, music);
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}
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}
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maplogic(graphics, game, obj, music, map, help);
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break;
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case GAMECOMPLETE:
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gamecompleterender(graphics, game, obj, help, map);
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//Input
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gamecompleteinput(key, graphics, game, map, obj, help, music);
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//Logic
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gamecompletelogic(graphics, game, obj, music, map, help);
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break;
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case GAMECOMPLETE2:
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gamecompleterender2(graphics, game, obj, help);
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//Input
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gamecompleteinput2(key, graphics, game, map, obj, help, music);
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//Logic
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gamecompletelogic2(graphics, game, obj, music, map, help);
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break;
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case CLICKTOSTART:
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//dwgfx.bprint(5, 115, "[Click to start]", 196 - help.glow, 196 - help.glow, 255 - help.glow, true);
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//dwgfx.drawgui(help);
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//dwgfx.render();
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//dwgfx.backbuffer.unlock();
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help.updateglow();
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// if (key.click) {
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// dwgfx.textboxremove();
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// }
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// if (dwgfx.ntextbox == 0) {
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// //music.play(6);
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// map.ypos = (700-29) * 8;
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// map.bypos = map.ypos / 2;
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// map.cameramode = 0;
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// game.gamestate = TITLEMODE;
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// }
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break;
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default:
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break;
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}
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}
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}
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if (game.savemystats)
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{
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game.savemystats = false;
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game.savestats(map, graphics);
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}
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//Mute button
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if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !ed.textentry && ed.scripthelppage != 1)
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{
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game.mutebutton = 8;
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if (game.muted)
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{
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game.muted = false;
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}
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else
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{
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game.muted = true;
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}
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}
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if(game.mutebutton>0)
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{
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|
game.mutebutton--;
|
|
}
|
|
|
|
if (game.muted)
|
|
{
|
|
//if (game.globalsound == 1)
|
|
//{
|
|
game.globalsound = 0;
|
|
Mix_VolumeMusic(0) ;
|
|
Mix_Volume(-1,0);
|
|
//}
|
|
}
|
|
|
|
if (!game.muted && game.globalsound == 0)
|
|
{
|
|
game.globalsound = 1;
|
|
Mix_VolumeMusic(MIX_MAX_VOLUME) ;
|
|
Mix_Volume(-1,MIX_MAX_VOLUME);
|
|
}
|
|
|
|
if(key.resetWindow)
|
|
{
|
|
key.resetWindow = false;
|
|
gameScreen.ResizeScreen(-1, -1);
|
|
}
|
|
|
|
music.processmusic();
|
|
graphics.processfade();
|
|
game.gameclock();
|
|
gameScreen.FlipScreen();
|
|
|
|
//SDL_FillRect( SDL_GetVideoSurface(), NULL, 0 );
|
|
}
|
|
|
|
|
|
//SDL_Delay(300);
|
|
|
|
//TODO
|
|
//Free the loaded image
|
|
//SDL_FreeSurface( gameScreen );
|
|
|
|
//Quit SDL
|
|
NETWORK_shutdown();
|
|
SDL_Quit();
|
|
FILESYSTEM_deinit();
|
|
|
|
return 0;
|
|
}
|