mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-26 06:28:30 +02:00
This overhauls scriptclass::gamemode massively. The first change is that it now uses an enum, and enforces using that enum via using its type instead of an int. This is because whenever you're reading any calls to startgamemode, you have no idea what magic number actually corresponds to what unless you read startgamemode itself. And when you do read it, not every case is commented adequately, so you'd have to do more work to figure out what each case is. With the enum, it's obvious and self-evident, and that also removes the need for all the comments in the function too. Some math is still done on mode variables (to simplify time trial code), but it's okay, we can just cast between int and the enum as needed. The second is that common code is now de-duplicated. There was a lot of code that every case does, such as calling hardreset, setting Flip Mode, resetting the player, calling gotoroom and so on. Now some code may be duplicated between cases, so I've tried to group up similar cases where possible (most notable example is grouping up the main game and No Death Mode cases together). But some code still might be duplicated in the end. Which is okay - I could've tried to de-duplicate it further but that just results in logic relevant to a specific case that's located far from the actual case itself. It's much better to leave things like setting fademode or loading scripts in the case itself. This also fixes a bug since 2.3 where playing No Death Mode (and never opening and closing the options menu) and beating it would also give you the Flip Mode trophy, since turning on the flag to invalidate Flip Mode in startgamemode only happened for the main game cases and in previous versions the game relied upon this flag being set when using a teleporter for some reason (which I removed in 2.3). Now instead of specifying it per case, I just do a !map.custommode check instead so it covers every single case at once.
907 lines
22 KiB
C++
907 lines
22 KiB
C++
#include <SDL.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#endif
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#include "CustomLevels.h"
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#include "DeferCallbacks.h"
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#include "Editor.h"
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#include "Enums.h"
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#include "Entity.h"
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#include "Exit.h"
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#include "FileSystemUtils.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Input.h"
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#include "InterimVersion.h"
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#include "KeyPoll.h"
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#include "Logic.h"
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#include "Map.h"
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#include "Music.h"
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#include "Network.h"
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#include "preloader.h"
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#include "ReleaseVersion.h"
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#include "Render.h"
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#include "RenderFixed.h"
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#include "Screen.h"
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#include "Script.h"
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#include "UtilityClass.h"
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#include "Vlogging.h"
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scriptclass script;
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#ifndef NO_CUSTOM_LEVELS
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std::vector<CustomEntity> customentities;
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customlevelclass cl;
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# ifndef NO_EDITOR
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editorclass ed;
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# endif
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#endif
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UtilityClass help;
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Graphics graphics;
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musicclass music;
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Game game;
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KeyPoll key;
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mapclass map;
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entityclass obj;
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Screen gameScreen;
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static bool startinplaytest = false;
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static bool savefileplaytest = false;
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static int savex = 0;
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static int savey = 0;
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static int saverx = 0;
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static int savery = 0;
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static int savegc = 0;
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static int savemusic = 0;
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static std::string playassets;
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static std::string playtestname;
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static volatile Uint64 time_ = 0;
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static volatile Uint64 timePrev = 0;
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static volatile Uint32 accumulator = 0;
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#ifndef __EMSCRIPTEN__
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static volatile Uint64 f_time = 0;
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static volatile Uint64 f_timePrev = 0;
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#endif
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enum FuncType
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{
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Func_null,
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Func_fixed,
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Func_input,
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Func_delta
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};
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struct ImplFunc
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{
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enum FuncType type;
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void (*func)(void);
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};
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static void runscript(void)
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{
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script.run();
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}
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static void teleportermodeinput(void)
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{
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if (game.useteleporter)
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{
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teleporterinput();
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}
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else
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{
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script.run();
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gameinput();
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}
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}
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/* Only gets used in EDITORMODE. I assume the compiler will optimize this away
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* if this is a NO_CUSTOM_LEVELS or NO_EDITOR build
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*/
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static void flipmodeoff(void)
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{
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graphics.flipmode = false;
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}
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static void focused_begin(void);
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static void focused_end(void);
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static const inline struct ImplFunc* get_gamestate_funcs(
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const int gamestate,
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int* num_implfuncs
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) {
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switch (gamestate)
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{
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#define FUNC_LIST_BEGIN(GAMESTATE) \
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case GAMESTATE: \
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{ \
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static const struct ImplFunc implfuncs[] = { \
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{Func_fixed, focused_begin},
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#define FUNC_LIST_END \
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{Func_fixed, focused_end} \
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}; \
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*num_implfuncs = SDL_arraysize(implfuncs); \
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return implfuncs; \
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}
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FUNC_LIST_BEGIN(GAMEMODE)
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{Func_fixed, runscript},
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{Func_fixed, gamerenderfixed},
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{Func_delta, gamerender},
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{Func_input, gameinput},
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{Func_fixed, gamelogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(TITLEMODE)
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{Func_input, titleinput},
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{Func_fixed, titlerenderfixed},
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{Func_delta, titlerender},
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{Func_fixed, titlelogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(MAPMODE)
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{Func_fixed, maprenderfixed},
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{Func_delta, maprender},
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{Func_input, mapinput},
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{Func_fixed, maplogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(TELEPORTERMODE)
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{Func_fixed, teleporterrenderfixed},
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{Func_delta, teleporterrender},
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{Func_input, teleportermodeinput},
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{Func_fixed, maplogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(GAMECOMPLETE)
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{Func_fixed, gamecompleterenderfixed},
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{Func_delta, gamecompleterender},
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{Func_input, gamecompleteinput},
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{Func_fixed, gamecompletelogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(GAMECOMPLETE2)
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{Func_delta, gamecompleterender2},
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{Func_input, gamecompleteinput2},
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{Func_fixed, gamecompletelogic2},
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FUNC_LIST_END
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#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
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FUNC_LIST_BEGIN(EDITORMODE)
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{Func_fixed, flipmodeoff},
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{Func_input, editorinput},
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{Func_fixed, editorrenderfixed},
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{Func_delta, editorrender},
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{Func_fixed, editorlogic},
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FUNC_LIST_END
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#endif
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FUNC_LIST_BEGIN(PRELOADER)
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{Func_input, preloaderinput},
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{Func_fixed, preloaderrenderfixed},
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{Func_delta, preloaderrender},
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FUNC_LIST_END
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#undef FUNC_LIST_END
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#undef FUNC_LIST_BEGIN
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}
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SDL_assert(0 && "Invalid gamestate!");
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return NULL;
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}
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enum IndexCode
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{
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Index_none,
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Index_end
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};
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static const struct ImplFunc* gamestate_funcs = NULL;
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static int num_gamestate_funcs = 0;
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static int gamestate_func_index = -1;
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static enum IndexCode increment_gamestate_func_index(void)
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{
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gamestate_func_index++;
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if (gamestate_func_index == num_gamestate_funcs)
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{
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/* Reached the end of current gamestate order.
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* Re-fetch for new order if gamestate changed.
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*/
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gamestate_funcs = get_gamestate_funcs(
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game.gamestate,
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&num_gamestate_funcs
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);
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/* Also run callbacks that were deferred to end of func sequence. */
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DEFER_execute_callbacks();
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gamestate_func_index = 0;
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return Index_end;
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}
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return Index_none;
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}
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static void unfocused_run(void);
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static const struct ImplFunc unfocused_func_list[] = {
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{
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Func_input, /* we still need polling when unfocused */
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NULL
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},
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{
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Func_delta,
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unfocused_run
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}
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};
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static const struct ImplFunc* unfocused_funcs = unfocused_func_list;
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static int num_unfocused_funcs = SDL_arraysize(unfocused_func_list);
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static int unfocused_func_index = 0; // This does not get incremented on start, do NOT use -1!
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static enum IndexCode increment_unfocused_func_index(void)
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{
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unfocused_func_index++;
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if (unfocused_func_index == num_unfocused_funcs)
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{
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unfocused_func_index = 0;
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return Index_end;
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}
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return Index_none;
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}
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static const struct ImplFunc** active_funcs = NULL;
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static int* num_active_funcs = NULL;
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static int* active_func_index = NULL;
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static enum IndexCode (*increment_func_index)(void) = NULL;
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enum LoopCode
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{
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Loop_continue,
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Loop_stop
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};
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static enum LoopCode loop_assign_active_funcs(void)
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{
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if (key.isActive)
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{
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active_funcs = &gamestate_funcs;
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num_active_funcs = &num_gamestate_funcs;
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active_func_index = &gamestate_func_index;
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increment_func_index = &increment_gamestate_func_index;
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}
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else
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{
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active_funcs = &unfocused_funcs;
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num_active_funcs = &num_unfocused_funcs;
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active_func_index = &unfocused_func_index;
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increment_func_index = &increment_unfocused_func_index;
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}
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return Loop_continue;
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}
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static enum LoopCode loop_run_active_funcs(void)
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{
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while ((*active_funcs)[*active_func_index].type != Func_delta)
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{
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const struct ImplFunc* implfunc = &(*active_funcs)[*active_func_index];
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enum IndexCode index_code;
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if (implfunc->type == Func_input && !game.inputdelay)
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{
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key.Poll();
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}
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if (implfunc->type != Func_null && implfunc->func != NULL)
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{
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implfunc->func();
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}
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index_code = increment_func_index();
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if (index_code == Index_end)
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{
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return Loop_continue;
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}
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}
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/* About to switch over to rendering... but call this first. */
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graphics.renderfixedpre();
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return Loop_stop;
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}
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static enum LoopCode loop_begin(void);
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static enum LoopCode loop_end(void);
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static enum LoopCode (*const meta_funcs[])(void) = {
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loop_begin,
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loop_assign_active_funcs,
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loop_run_active_funcs,
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loop_end
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};
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static int meta_func_index = 0;
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static void inline fixedloop(void)
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{
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while (true)
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{
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enum LoopCode loop_code = meta_funcs[meta_func_index]();
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if (loop_code == Loop_stop)
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{
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break;
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}
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meta_func_index = (meta_func_index + 1) % SDL_arraysize(meta_funcs);
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}
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}
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static void inline deltaloop(void);
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static void cleanup(void);
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#ifdef __EMSCRIPTEN__
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static void emscriptenloop(void)
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{
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timePrev = time_;
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time_ = SDL_GetTicks64();
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deltaloop();
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}
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#endif
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int main(int argc, char *argv[])
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{
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char* baseDir = NULL;
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char* assetsPath = NULL;
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bool seed_use_sdl_getticks = false;
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#ifdef _WIN32
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bool open_console = false;
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#endif
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vlog_init();
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for (int i = 1; i < argc; ++i)
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{
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#define ARG(name) (SDL_strcmp(argv[i], name) == 0)
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#define ARG_INNER(code) \
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if (i + 1 < argc) \
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{ \
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code \
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} \
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else \
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{ \
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vlog_error("%s option requires one argument.", argv[i]); \
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VVV_exit(1); \
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}
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if (ARG("-version"))
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{
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/* Just print the version and exit. No vlogging. */
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puts("VVVVVV " RELEASE_VERSION);
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#ifdef INTERIM_VERSION_EXISTS
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puts(COMMIT_DATE);
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puts(INTERIM_COMMIT);
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#endif
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VVV_exit(0);
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}
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else if (ARG("-renderer"))
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{
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ARG_INNER({
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i++;
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SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE);
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})
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}
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else if (ARG("-basedir"))
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{
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ARG_INNER({
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i++;
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baseDir = argv[i];
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})
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}
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else if (ARG("-assets"))
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{
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ARG_INNER({
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i++;
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assetsPath = argv[i];
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})
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}
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else if (ARG("-playing") || ARG("-p"))
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{
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ARG_INNER({
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i++;
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startinplaytest = true;
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playtestname = std::string("levels/");
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playtestname.append(argv[i]);
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playtestname.append(std::string(".vvvvvv"));
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})
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}
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else if (ARG("-playx") || ARG("-playy") ||
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ARG("-playrx") || ARG("-playry") ||
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ARG("-playgc") || ARG("-playmusic"))
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{
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ARG_INNER({
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savefileplaytest = true;
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int v = help.Int(argv[i+1]);
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if (ARG("-playx")) savex = v;
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else if (ARG("-playy")) savey = v;
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else if (ARG("-playrx")) saverx = v;
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else if (ARG("-playry")) savery = v;
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else if (ARG("-playgc")) savegc = v;
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else if (ARG("-playmusic")) savemusic = v;
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i++;
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})
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}
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else if (ARG("-playassets"))
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{
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ARG_INNER({
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i++;
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// Even if this is a directory, FILESYSTEM_mountAssets() expects '.vvvvvv' on the end
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playassets = "levels/" + std::string(argv[i]) + ".vvvvvv";
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})
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}
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else if (ARG("-nooutput"))
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{
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vlog_toggle_output(0);
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}
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else if (ARG("-forcecolor") || ARG("-forcecolour"))
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{
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vlog_toggle_color(1);
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}
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else if (ARG("-nocolor") || ARG("-nocolour"))
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{
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vlog_toggle_color(0);
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}
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else if (ARG("-debug"))
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{
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vlog_toggle_debug(1);
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}
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else if (ARG("-noinfo"))
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{
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vlog_toggle_info(0);
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}
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else if (ARG("-nowarn"))
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{
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vlog_toggle_warn(0);
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}
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else if (ARG("-noerror"))
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{
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vlog_toggle_error(0);
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}
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#ifdef _WIN32
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else if (ARG("-console"))
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{
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open_console = true;
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}
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#endif
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else if (ARG("-seed-use-sdl-getticks"))
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{
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seed_use_sdl_getticks = true;
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}
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#undef ARG_INNER
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#undef ARG
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else
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{
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vlog_error("Error: invalid option: %s", argv[i]);
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VVV_exit(1);
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}
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}
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#ifdef _WIN32
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if (open_console)
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{
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vlog_open_console();
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}
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#endif
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if(!FILESYSTEM_init(argv[0], baseDir, assetsPath))
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{
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vlog_error("Unable to initialize filesystem!");
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VVV_exit(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 (SDL_IsTextInputActive() == SDL_TRUE)
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{
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SDL_StopTextInput();
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}
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NETWORK_init();
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vlog_info("\t\t");
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vlog_info("\t\t");
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vlog_info("\t\t VVVVVV");
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vlog_info("\t\t");
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vlog_info("\t\t");
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vlog_info("\t\t 8888888888888888 ");
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vlog_info("\t\t88888888888888888888");
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vlog_info("\t\t888888 8888 88");
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vlog_info("\t\t888888 8888 88");
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vlog_info("\t\t88888888888888888888");
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vlog_info("\t\t88888888888888888888");
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vlog_info("\t\t888888 88");
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vlog_info("\t\t88888888 8888");
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vlog_info("\t\t 8888888888888888 ");
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vlog_info("\t\t 88888888 ");
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vlog_info("\t\t 8888888888888888 ");
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vlog_info("\t\t88888888888888888888");
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vlog_info("\t\t88888888888888888888");
|
|
vlog_info("\t\t88888888888888888888");
|
|
vlog_info("\t\t8888 88888888 8888");
|
|
vlog_info("\t\t8888 88888888 8888");
|
|
vlog_info("\t\t 888888888888 ");
|
|
vlog_info("\t\t 8888 8888 ");
|
|
vlog_info("\t\t 888888 888888 ");
|
|
vlog_info("\t\t 888888 888888 ");
|
|
vlog_info("\t\t 888888 888888 ");
|
|
vlog_info("\t\t");
|
|
vlog_info("\t\t");
|
|
|
|
//Set up screen
|
|
|
|
|
|
|
|
|
|
// Load Ini
|
|
|
|
|
|
graphics.init();
|
|
|
|
game.init();
|
|
game.seed_use_sdl_getticks = seed_use_sdl_getticks;
|
|
|
|
// 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)
|
|
struct ScreenSettings screen_settings;
|
|
SDL_zero(screen_settings);
|
|
ScreenSettings_default(&screen_settings);
|
|
game.loadstats(&screen_settings);
|
|
game.loadsettings(&screen_settings);
|
|
gameScreen.init(&screen_settings);
|
|
}
|
|
|
|
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;
|
|
CliPlaytestArgs pt_args;
|
|
if (cl.getLevelMetaDataAndPlaytestArgs(playtestname, meta, &pt_args)) {
|
|
cl.ListOfMetaData.clear();
|
|
cl.ListOfMetaData.push_back(meta);
|
|
} else {
|
|
cl.loadZips();
|
|
if (cl.getLevelMetaDataAndPlaytestArgs(playtestname, meta, &pt_args)) {
|
|
cl.ListOfMetaData.clear();
|
|
cl.ListOfMetaData.push_back(meta);
|
|
} else {
|
|
vlog_error("Level not found");
|
|
VVV_exit(1);
|
|
}
|
|
}
|
|
|
|
if (pt_args.valid)
|
|
{
|
|
savefileplaytest = true;
|
|
savex = pt_args.x;
|
|
savey = pt_args.y;
|
|
saverx = pt_args.rx;
|
|
savery = pt_args.ry;
|
|
savegc = pt_args.gc;
|
|
savemusic = pt_args.music;
|
|
}
|
|
|
|
game.loadcustomlevelstats();
|
|
game.customleveltitle=cl.ListOfMetaData[game.playcustomlevel].title;
|
|
game.customlevelfilename=cl.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(Start_CUSTOM_QUICKSAVE);
|
|
} else {
|
|
script.startgamemode(Start_CUSTOM);
|
|
}
|
|
|
|
graphics.fademode = FADE_NONE;
|
|
}
|
|
#endif
|
|
|
|
/* Only create the window after we have loaded all the assets. */
|
|
SDL_ShowWindow(gameScreen.m_window);
|
|
|
|
key.isActive = true;
|
|
|
|
gamestate_funcs = get_gamestate_funcs(game.gamestate, &num_gamestate_funcs);
|
|
loop_assign_active_funcs();
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_main_loop(emscriptenloop, 0, 0);
|
|
#else
|
|
while (true)
|
|
{
|
|
f_time = SDL_GetTicks64();
|
|
|
|
const Uint64 f_timetaken = f_time - f_timePrev;
|
|
if (!game.over30mode && f_timetaken < 34)
|
|
{
|
|
const volatile Uint64 f_delay = 34 - f_timetaken;
|
|
SDL_Delay((Uint32) f_delay);
|
|
f_time = SDL_GetTicks64();
|
|
}
|
|
|
|
f_timePrev = f_time;
|
|
|
|
timePrev = time_;
|
|
time_ = SDL_GetTicks64();
|
|
|
|
deltaloop();
|
|
}
|
|
|
|
cleanup();
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void cleanup(void)
|
|
{
|
|
/* Order matters! */
|
|
if (FILESYSTEM_isInit()) /* not necessary but silences logs */
|
|
{
|
|
game.savestatsandsettings();
|
|
}
|
|
gameScreen.destroy();
|
|
graphics.grphx.destroy();
|
|
graphics.destroy_buffers();
|
|
graphics.destroy();
|
|
music.destroy();
|
|
map.destroy();
|
|
NETWORK_shutdown();
|
|
SDL_Quit();
|
|
FILESYSTEM_deinit();
|
|
}
|
|
|
|
SDL_NORETURN 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<float>(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<float>(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(graphics.flipmode);
|
|
}
|
|
}
|
|
}
|
|
|
|
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();
|
|
//We are minimised, so lets put a bit of a delay to save CPU
|
|
#ifndef __EMSCRIPTEN__
|
|
SDL_Delay(100);
|
|
#endif
|
|
}
|
|
|
|
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)
|
|
{
|
|
++game.framecounter;
|
|
|
|
//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--;
|
|
}
|
|
|
|
music.updatemutestate();
|
|
|
|
if (key.resetWindow)
|
|
{
|
|
key.resetWindow = false;
|
|
gameScreen.ResizeScreen(-1, -1);
|
|
}
|
|
|
|
return Loop_continue;
|
|
}
|