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VVVVVV/desktop_version/src/main.cpp

554 lines
16 KiB
C++

#include <SDL.h>
#include "SoundSystem.h"
#include "UtilityClass.h"
#include "Game.h"
#include "Graphics.h"
#include "KeyPoll.h"
#include "Render.h"
#include "Tower.h"
#include "WarpClass.h"
#include "Labclass.h"
#include "Finalclass.h"
#include "Map.h"
#include "Screen.h"
#include "Script.h"
#include "Logic.h"
#include "Input.h"
#include "editor.h"
#include "preloader.h"
#include "FileSystemUtils.h"
#include "Network.h"
#include <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;
bool startinplaytest = false;
bool savefileplaytest = false;
int savex = 0;
int savey = 0;
int saverx = 0;
int savery = 0;
int savegc = 0;
int savemusic = 0;
std::string playtestname;
int main(int argc, char *argv[])
{
char* baseDir = NULL;
char* assetsPath = NULL;
for (int i = 1; i < argc; ++i) {
if (strcmp(argv[i], "-renderer") == 0) {
++i;
SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE);
} else if (strcmp(argv[i], "-basedir") == 0) {
++i;
baseDir = argv[i];
} else if (strcmp(argv[i], "-assets") == 0) {
++i;
assetsPath = argv[i];
} else if (strcmp(argv[i], "-playing") == 0 || strcmp(argv[i], "-p") == 0) {
if (i + 1 < argc) {
startinplaytest = true;
i++;
playtestname = std::string("levels/");
playtestname.append(argv[i]);
playtestname.append(std::string(".vvvvvv"));
} else {
printf("-playing option requires one argument.\n");
return 1;
}
} else if (strcmp(argv[i], "-playx") == 0 ||
strcmp(argv[i], "-playy") == 0 ||
strcmp(argv[i], "-playrx") == 0 ||
strcmp(argv[i], "-playry") == 0 ||
strcmp(argv[i], "-playgc") == 0 ||
strcmp(argv[i], "-playmusic") == 0) {
if (i + 1 < argc) {
savefileplaytest = true;
int v = std::atoi(argv[i+1]);
if (strcmp(argv[i], "-playx") == 0) savex = v;
else if (strcmp(argv[i], "-playy") == 0) savey = v;
else if (strcmp(argv[i], "-playrx") == 0) saverx = v;
else if (strcmp(argv[i], "-playry") == 0) savery = v;
else if (strcmp(argv[i], "-playgc") == 0) savegc = v;
else if (strcmp(argv[i], "-playmusic") == 0) savemusic = v;
i++;
} else {
printf("-playing option requires one argument.\n");
return 1;
}
}
if (std::string(argv[i]) == "-renderer") {
SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[2], SDL_HINT_OVERRIDE);
}
}
if(!FILESYSTEM_init(argv[0], baseDir, assetsPath))
{
return 1;
}
SDL_Init(
SDL_INIT_VIDEO |
SDL_INIT_AUDIO |
SDL_INIT_JOYSTICK |
SDL_INIT_GAMECONTROLLER
);
NETWORK_init();
Screen gameScreen;
printf("\t\t\n");
printf("\t\t\n");
printf("\t\t VVVVVV\n");
printf("\t\t\n");
printf("\t\t\n");
printf("\t\t 8888888888888888 \n");
printf("\t\t88888888888888888888\n");
printf("\t\t888888 8888 88\n");
printf("\t\t888888 8888 88\n");
printf("\t\t88888888888888888888\n");
printf("\t\t88888888888888888888\n");
printf("\t\t888888 88\n");
printf("\t\t88888888 8888\n");
printf("\t\t 8888888888888888 \n");
printf("\t\t 88888888 \n");
printf("\t\t 8888888888888888 \n");
printf("\t\t88888888888888888888\n");
printf("\t\t88888888888888888888\n");
printf("\t\t88888888888888888888\n");
printf("\t\t8888 88888888 8888\n");
printf("\t\t8888 88888888 8888\n");
printf("\t\t 888888888888 \n");
printf("\t\t 8888 8888 \n");
printf("\t\t 888888 888888 \n");
printf("\t\t 888888 888888 \n");
printf("\t\t 888888 888888 \n");
printf("\t\t\n");
printf("\t\t\n");
//Set up screen
// Load Ini
graphics.init();
music.init();
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, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE);
graphics.footerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 10, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
SDL_SetSurfaceBlendMode(graphics.footerbuffer, SDL_BLENDMODE_BLEND);
SDL_SetSurfaceAlphaMod(graphics.footerbuffer, 127);
FillRect(graphics.footerbuffer, SDL_MapRGB(fmt, 0, 0, 0));
graphics.Makebfont();
graphics.foregroundBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_NONE);
graphics.screenbuffer = &gameScreen;
graphics.menubuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
graphics.towerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
graphics.tempBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE);
game.gamestate = PRELOADER;
game.menustart = false;
game.mainmenu = 0;
map.ypos = (700-29) * 8;
map.bypos = map.ypos / 2;
//Moved screensetting init here from main menu V2.1
game.loadstats();
if (game.skipfakeload)
game.gamestate = TITLEMODE;
if(game.usingmmmmmm==0) music.usingmmmmmm=false;
if(game.usingmmmmmm==1) music.usingmmmmmm=true;
if (game.slowdown == 0) game.slowdown = 30;
switch(game.slowdown){
case 30: game.gameframerate=34; break;
case 24: game.gameframerate=41; break;
case 18: game.gameframerate=55; break;
case 12: game.gameframerate=83; break;
default: game.gameframerate=34; break;
}
//Check to see if you've already unlocked some achievements here from before the update
if (game.swnbestrank > 0){
if(game.swnbestrank >= 1) NETWORK_unlockAchievement("vvvvvvsupgrav5");
if(game.swnbestrank >= 2) NETWORK_unlockAchievement("vvvvvvsupgrav10");
if(game.swnbestrank >= 3) NETWORK_unlockAchievement("vvvvvvsupgrav15");
if(game.swnbestrank >= 4) NETWORK_unlockAchievement("vvvvvvsupgrav20");
if(game.swnbestrank >= 5) NETWORK_unlockAchievement("vvvvvvsupgrav30");
if(game.swnbestrank >= 6) NETWORK_unlockAchievement("vvvvvvsupgrav60");
}
if(game.unlock[5]) NETWORK_unlockAchievement("vvvvvvgamecomplete");
if(game.unlock[19]) NETWORK_unlockAchievement("vvvvvvgamecompleteflip");
if(game.unlock[20]) NETWORK_unlockAchievement("vvvvvvmaster");
if (game.bestgamedeaths > -1) {
if (game.bestgamedeaths <= 500) {
NETWORK_unlockAchievement("vvvvvvcomplete500");
}
if (game.bestgamedeaths <= 250) {
NETWORK_unlockAchievement("vvvvvvcomplete250");
}
if (game.bestgamedeaths <= 100) {
NETWORK_unlockAchievement("vvvvvvcomplete100");
}
if (game.bestgamedeaths <= 50) {
NETWORK_unlockAchievement("vvvvvvcomplete50");
}
}
if(game.bestrank[0]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_station1_fixed");
if(game.bestrank[1]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_lab_fixed");
if(game.bestrank[2]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_tower_fixed");
if(game.bestrank[3]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_station2_fixed");
if(game.bestrank[4]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_warp_fixed");
if(game.bestrank[5]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_final_fixed");
obj.init();
#if !defined(NO_CUSTOM_LEVELS)
if (startinplaytest) {
game.levelpage = 0;
game.playcustomlevel = 0;
ed.directoryList.clear();
ed.directoryList.push_back(playtestname);
LevelMetaData meta;
if (ed.getLevelMetaData(playtestname, meta)) {
ed.ListOfMetaData.clear();
ed.ListOfMetaData.push_back(meta);
} else {
printf("Level not found\n");
return 1;
}
game.loadcustomlevelstats();
game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
if (savefileplaytest) {
game.playx = savex;
game.playy = savey;
game.playrx = saverx;
game.playry = savery;
game.playgc = savegc;
game.cliplaytest = true;
music.play(savemusic);
script.startgamemode(23);
} else {
script.startgamemode(22);
}
graphics.fademode = 0;
}
#endif
volatile Uint32 time, timePrev = 0;
game.infocus = true;
key.isActive = true;
while(!key.quitProgram)
{
time = SDL_GetTicks();
// Update network per frame.
NETWORK_update();
//framerate limit to 30
Uint32 timetaken = time - timePrev;
if(game.gamestate==EDITORMODE)
{
if (timetaken < 24)
{
volatile Uint32 delay = 24 - timetaken;
SDL_Delay( delay );
time = SDL_GetTicks();
}
timePrev = time;
}else{
if (timetaken < game.gameframerate)
{
volatile Uint32 delay = game.gameframerate - timetaken;
SDL_Delay( delay );
time = SDL_GetTicks();
}
timePrev = time;
}
key.Poll();
if(key.toggleFullscreen)
{
if(!gameScreen.isWindowed)
{
SDL_ShowCursor(SDL_DISABLE);
SDL_ShowCursor(SDL_ENABLE);
}
else
{
SDL_ShowCursor(SDL_ENABLE);
}
if(game.gamestate == EDITORMODE)
{
SDL_ShowCursor(SDL_ENABLE);
}
gameScreen.toggleFullScreen();
game.fullscreen = !game.fullscreen;
key.toggleFullscreen = false;
key.keymap.clear(); //we lost the input due to a new window.
game.press_left = false;
game.press_right = false;
game.press_action = true;
game.press_map = false;
}
game.infocus = key.isActive;
if(!game.infocus)
{
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();
break;
#if !defined(NO_CUSTOM_LEVELS)
case EDITORMODE:
graphics.flipmode = false;
//Input
editorinput();
//Render
editorrender();
////Logic
editorlogic();
break;
#endif
case TITLEMODE:
//Input
titleinput();
//Render
titlerender();
////Logic
titlelogic();
break;
case GAMEMODE:
if (map.towermode)
{
gameinput();
towerrender();
towerlogic();
}
else
{
if (script.running)
{
script.run();
}
gameinput();
gamerender();
gamelogic();
break;
case MAPMODE:
maprender();
mapinput();
maplogic();
break;
case TELEPORTERMODE:
teleporterrender();
if(game.useteleporter)
{
teleporterinput();
}
else
{
if (script.running)
{
script.run();
}
gameinput();
}
maplogic();
break;
case GAMECOMPLETE:
gamecompleterender();
//Input
gamecompleteinput();
//Logic
gamecompletelogic();
break;
case GAMECOMPLETE2:
gamecompleterender2();
//Input
gamecompleteinput2();
//Logic
gamecompletelogic2();
break;
case CLICKTOSTART:
help.updateglow();
break;
default:
break;
}
}
}
//We did editorinput, now it's safe to turn this off
key.linealreadyemptykludge = false;
if (game.savemystats)
{
game.savemystats = false;
game.savestats();
}
//Mute button
#if !defined(NO_CUSTOM_LEVELS)
bool inEditor = ed.textentry || ed.scripthelppage == 1;
#else
bool inEditor = false;
#endif
if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !inEditor)
{
game.mutebutton = 8;
if (game.muted)
{
game.muted = false;
}
else
{
game.muted = true;
}
}
if(game.mutebutton>0)
{
game.mutebutton--;
}
if (game.muted)
{
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();
}
game.savestats();
NETWORK_shutdown();
SDL_Quit();
FILESYSTEM_deinit();
return 0;
}