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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-25 22:18:30 +02:00
VVVVVV/desktop_version/src/main.cpp
Misa a46d5b126c Write unlock.vvv when pressing Alt+F4
Previously, the only way to guarantee that the game actually saved your
unlock.vvv after changing an option, was to ensure you pressed ACTION on
the "quit game" menu option.

This makes Alt+F4 graceful in that pressing it will also save
unlock.vvv, as it should. Now truly UN-graceful ways of exiting the
game, such as SIGSEGV, SIGABRT, or pkill -9 or pkill -15 will not save
unlock.vvv, as should be the case.
2020-03-04 17:20:42 -05:00

585 lines
18 KiB
C++

#include <SDL.h>
#include "SoundSystem.h"
#include "UtilityClass.h"
#include "Game.h"
#include "Graphics.h"
#include "KeyPoll.h"
#include "titlerender.h"
#include "Tower.h"
#include "WarpClass.h"
#include "Labclass.h"
#include "Finalclass.h"
#include "Map.h"
#include "Screen.h"
#include "Script.h"
#include "Logic.h"
#include "Input.h"
#include "editor.h"
#include "preloader.h"
#include "FileSystemUtils.h"
#include "Network.h"
#include <stdio.h>
#include <string.h>
scriptclass script;
#if !defined(NO_CUSTOM_LEVELS)
std::vector<edentities> edentity;
editorclass ed;
#endif
UtilityClass help;
Graphics graphics;
musicclass music;
Game game;
KeyPoll key;
mapclass map;
entityclass obj;
int main(int argc, char *argv[])
{
char* baseDir = NULL;
char* assetsPath = NULL;
for (int i = 1; i < argc; ++i) {
if (strcmp(argv[i], "-renderer") == 0) {
++i;
SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE);
} else if (strcmp(argv[i], "-basedir") == 0) {
++i;
baseDir = argv[i];
} else if (strcmp(argv[i], "-assets") == 0) {
++i;
assetsPath = argv[i];
}
}
if(!FILESYSTEM_init(argv[0], baseDir, assetsPath))
{
return 1;
}
SDL_Init(
SDL_INIT_VIDEO |
SDL_INIT_AUDIO |
SDL_INIT_JOYSTICK |
SDL_INIT_GAMECONTROLLER
);
NETWORK_init();
Screen gameScreen;
printf("\t\t\n");
printf("\t\t\n");
printf("\t\t VVVVVV\n");
printf("\t\t\n");
printf("\t\t\n");
printf("\t\t 8888888888888888 \n");
printf("\t\t88888888888888888888\n");
printf("\t\t888888 8888 88\n");
printf("\t\t888888 8888 88\n");
printf("\t\t88888888888888888888\n");
printf("\t\t88888888888888888888\n");
printf("\t\t888888 88\n");
printf("\t\t88888888 8888\n");
printf("\t\t 8888888888888888 \n");
printf("\t\t 88888888 \n");
printf("\t\t 8888888888888888 \n");
printf("\t\t88888888888888888888\n");
printf("\t\t88888888888888888888\n");
printf("\t\t88888888888888888888\n");
printf("\t\t8888 88888888 8888\n");
printf("\t\t8888 88888888 8888\n");
printf("\t\t 888888888888 \n");
printf("\t\t 8888 8888 \n");
printf("\t\t 888888 888888 \n");
printf("\t\t 888888 888888 \n");
printf("\t\t 888888 888888 \n");
printf("\t\t\n");
printf("\t\t\n");
//Set up screen
//UtilityClass help;
// Load Ini
//Graphics graphics;
graphics.init();
//musicclass music;
music.init();
//Game game;
game.init();
game.infocus = true;
graphics.MakeTileArray();
graphics.MakeSpriteArray();
graphics.maketelearray();
graphics.images.push_back(graphics.grphx.im_image0);
graphics.images.push_back(graphics.grphx.im_image1);
graphics.images.push_back(graphics.grphx.im_image2);
graphics.images.push_back(graphics.grphx.im_image3);
graphics.images.push_back(graphics.grphx.im_image4);
graphics.images.push_back(graphics.grphx.im_image5);
graphics.images.push_back(graphics.grphx.im_image6);
graphics.images.push_back(graphics.grphx.im_image7);
graphics.images.push_back(graphics.grphx.im_image8);
graphics.images.push_back(graphics.grphx.im_image9);
graphics.images.push_back(graphics.grphx.im_image10);
graphics.images.push_back(graphics.grphx.im_image11);
graphics.images.push_back(graphics.grphx.im_image12);
const SDL_PixelFormat* fmt = gameScreen.GetFormat();
graphics.backBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,32,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask ) ;
SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE);
graphics.footerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 10, 32, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
SDL_SetSurfaceBlendMode(graphics.footerbuffer, SDL_BLENDMODE_BLEND);
SDL_SetSurfaceAlphaMod(graphics.footerbuffer, 127);
FillRect(graphics.footerbuffer, SDL_MapRGB(fmt, 0, 0, 0));
graphics.Makebfont();
graphics.foregroundBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_NONE);
graphics.screenbuffer = &gameScreen;
graphics.menubuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
graphics.towerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
graphics.tempBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE);
//Make a temporary rectangle to hold the offsets
// SDL_Rect offset;
//Give the offsets to the rectangle
// offset.x = 60;
// offset.y = 80;
//game.gamestate = TITLEMODE;
//game.gamestate=EDITORMODE;
game.gamestate = PRELOADER; //Remember to uncomment this later!
game.menustart = false;
game.mainmenu = 0;
//KeyPoll key;
//mapclass map;
map.ypos = (700-29) * 8;
map.bypos = map.ypos / 2;
//Moved screensetting init here from main menu V2.1
game.loadstats(map, graphics);
if (game.skipfakeload)
game.gamestate = TITLEMODE;
if(game.usingmmmmmm==0) music.usingmmmmmm=false;
if(game.usingmmmmmm==1) music.usingmmmmmm=true;
if (game.slowdown == 0) game.slowdown = 30;
switch(game.slowdown){
case 30: game.gameframerate=34; break;
case 24: game.gameframerate=41; break;
case 18: game.gameframerate=55; break;
case 12: game.gameframerate=83; break;
default: game.gameframerate=34; break;
}
//Check to see if you've already unlocked some achievements here from before the update
if (game.swnbestrank > 0){
if(game.swnbestrank >= 1) NETWORK_unlockAchievement("vvvvvvsupgrav5");
if(game.swnbestrank >= 2) NETWORK_unlockAchievement("vvvvvvsupgrav10");
if(game.swnbestrank >= 3) NETWORK_unlockAchievement("vvvvvvsupgrav15");
if(game.swnbestrank >= 4) NETWORK_unlockAchievement("vvvvvvsupgrav20");
if(game.swnbestrank >= 5) NETWORK_unlockAchievement("vvvvvvsupgrav30");
if(game.swnbestrank >= 6) NETWORK_unlockAchievement("vvvvvvsupgrav60");
}
if(game.unlock[5]) NETWORK_unlockAchievement("vvvvvvgamecomplete");
if(game.unlock[19]) NETWORK_unlockAchievement("vvvvvvgamecompleteflip");
if(game.unlock[20]) NETWORK_unlockAchievement("vvvvvvmaster");
if (game.bestgamedeaths > -1) {
if (game.bestgamedeaths <= 500) {
NETWORK_unlockAchievement("vvvvvvcomplete500");
}
if (game.bestgamedeaths <= 250) {
NETWORK_unlockAchievement("vvvvvvcomplete250");
}
if (game.bestgamedeaths <= 100) {
NETWORK_unlockAchievement("vvvvvvcomplete100");
}
if (game.bestgamedeaths <= 50) {
NETWORK_unlockAchievement("vvvvvvcomplete50");
}
}
if(game.bestrank[0]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_station1_fixed");
if(game.bestrank[1]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_lab_fixed");
if(game.bestrank[2]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_tower_fixed");
if(game.bestrank[3]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_station2_fixed");
if(game.bestrank[4]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_warp_fixed");
if(game.bestrank[5]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_final_fixed");
//entityclass obj;
obj.init();
//Quick hack to start in final level ---- //Might be useful to leave this commented in for testing
/*
//game.gamestate=GAMEMODE;
//game.start(obj,music);
//script.startgamemode(8, key, graphics, game, map, obj, help, music);
// map.finalmode = true; //Enable final level mode
//map.finalx = 41; map.finaly = 52; //Midpoint
//map.finalstretch = true;
//map.final_colormode = true;
//map.final_mapcol = 0;
//map.final_colorframe = 0;
//game.starttest(obj, music);
game.savex = 5 * 8; game.savey = 15 * 8; game.saverx = 41; game.savery = 52;
game.savegc = 0; game.savedir = 1;
game.state = 0; game.deathseq = -1; game.lifeseq = 10;
//obj.createentity(game, game.savex, game.savey, 0);
map.gotoroom(game.saverx, game.savery, graphics, game, obj, music);
//music.play(1);
*/
//End hack here ----
volatile Uint32 time, timePrev = 0;
game.infocus = true;
key.isActive = true;
while(!key.quitProgram)
{
//gameScreen.ClearScreen(0x00);
time = SDL_GetTicks();
// Update network per frame.
NETWORK_update();
//framerate limit to 30
Uint32 timetaken = time - timePrev;
if(game.gamestate==EDITORMODE)
{
if (timetaken < 24)
{
volatile Uint32 delay = 24 - timetaken;
SDL_Delay( delay );
time = SDL_GetTicks();
}
timePrev = time;
}else{
if (timetaken < game.gameframerate)
{
volatile Uint32 delay = game.gameframerate - timetaken;
SDL_Delay( delay );
time = SDL_GetTicks();
}
timePrev = time;
}
key.Poll();
if(key.toggleFullscreen)
{
if(!gameScreen.isWindowed)
{
//SDL_WM_GrabInput(SDL_GRAB_ON);
SDL_ShowCursor(SDL_DISABLE);
SDL_ShowCursor(SDL_ENABLE);
}
else
{
SDL_ShowCursor(SDL_ENABLE);
}
if(game.gamestate == EDITORMODE)
{
SDL_ShowCursor(SDL_ENABLE);
}
gameScreen.toggleFullScreen();
game.fullscreen = !game.fullscreen;
key.toggleFullscreen = false;
key.keymap.clear(); //we lost the input due to a new window.
game.press_left = false;
game.press_right = false;
game.press_action = true;
game.press_map = false;
printf("Error: failed: %s\n", SDL_GetError());
}
/*if(key.quitProgram)
{
music.playef(2);
}*/
game.infocus = key.isActive;
if(!game.infocus)
{
if(game.getGlobalSoundVol()> 0)
{
game.setGlobalSoundVol(0);
}
FillRect(graphics.backBuffer, 0x00000000);
graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
graphics.bprint(5, 230, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
graphics.render();
//We are minimised, so lets put a bit of a delay to save CPU
SDL_Delay(100);
}
else
{
switch(game.gamestate)
{
case PRELOADER:
//Render
preloaderrender(graphics, game, help);
break;
#if !defined(NO_CUSTOM_LEVELS)
case EDITORMODE:
graphics.flipmode = false;
//Input
editorinput(key, graphics, game, map, obj, help, music);
//Render
editorrender(key, graphics, game, map, obj, help);
////Logic
editorlogic(key, graphics, game, obj, music, map, help);
break;
#endif
case TITLEMODE:
//Input
titleinput(key, graphics, map, game, obj, help, music);
//Render
titlerender(graphics, map, game, obj, help, music);
////Logic
titlelogic(graphics, game, obj, help, music, map);
break;
case GAMEMODE:
if (map.towermode)
{
gameinput(key, graphics, game, map, obj, help, music);
//if(game.recording==1)
//{
// ///recordinput(key, graphics, game, map, obj, help, music);
//}
//else
//{
//}
towerrender(graphics, game, map, obj, help);
towerlogic(graphics, game, obj, music, map, help);
}
else
{
if (game.recording == 1)
{
//recordinput(key, dwgfx, game, map, obj, help, music);
}
else
{
if (script.running)
{
script.run(key, graphics, game, map, obj, help, music);
}
gameinput(key, graphics, game, map, obj, help, music);
//}
gamerender(graphics,map, game, obj, help);
gamelogic(graphics, game,obj, music, map, help);
}
break;
case MAPMODE:
maprender(graphics, game, map, obj, help);
if (game.recording == 1)
{
//recordinput(key, dwgfx, game, map, obj, help, music); //will implement this later if it's actually needed
}
else
{
mapinput(key, graphics, game, map, obj, help, music);
}
maplogic(graphics, game, obj ,music , map, help );
break;
case TELEPORTERMODE:
teleporterrender(graphics, game, map, obj, help);
if (game.recording == 1)
{
//recordinput(key, graphics, game, map, obj, help, music);
}
else
{
if(game.useteleporter)
{
teleporterinput(key, graphics, game, map, obj, help, music);
}
else
{
if (script.running)
{
script.run(key, graphics, game, map, obj, help, music);
}
gameinput(key, graphics, game, map, obj, help, music);
}
}
maplogic(graphics, game, obj, music, map, help);
break;
case GAMECOMPLETE:
gamecompleterender(graphics, game, obj, help, map);
//Input
gamecompleteinput(key, graphics, game, map, obj, help, music);
//Logic
gamecompletelogic(graphics, game, obj, music, map, help);
break;
case GAMECOMPLETE2:
gamecompleterender2(graphics, game, obj, help);
//Input
gamecompleteinput2(key, graphics, game, map, obj, help, music);
//Logic
gamecompletelogic2(graphics, game, obj, music, map, help);
break;
case CLICKTOSTART:
//dwgfx.bprint(5, 115, "[Click to start]", 196 - help.glow, 196 - help.glow, 255 - help.glow, true);
//dwgfx.drawgui(help);
//dwgfx.render();
//dwgfx.backbuffer.unlock();
help.updateglow();
// if (key.click) {
// dwgfx.textboxremove();
// }
// if (dwgfx.ntextbox == 0) {
// //music.play(6);
// map.ypos = (700-29) * 8;
// map.bypos = map.ypos / 2;
// map.cameramode = 0;
// game.gamestate = TITLEMODE;
// }
break;
default:
break;
}
}
}
//We did editorinput, now it's safe to turn this off
key.linealreadyemptykludge = false;
if (game.savemystats)
{
game.savemystats = false;
game.savestats(map, graphics);
}
//Mute button
#if !defined(NO_CUSTOM_LEVELS)
bool inEditor = ed.textentry || ed.scripthelppage == 1;
#else
bool inEditor = false;
#endif
if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !inEditor)
{
game.mutebutton = 8;
if (game.muted)
{
game.muted = false;
}
else
{
game.muted = true;
}
}
if(game.mutebutton>0)
{
game.mutebutton--;
}
if (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
game.savestats(map, graphics);
NETWORK_shutdown();
SDL_Quit();
FILESYSTEM_deinit();
return 0;
}