mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-25 22:18:30 +02:00
c49ae404af
The roomname background used to just be a simple SDL_Rect that was drawn using SDL_FillRect with a color of 0. Unfortunately, it seems that you cannot use transparent colors with SDL_FillRect, it just defaults to being fully opaque. However, you CAN draw surfaces with translucency, which seems like the easiest thing to do. But the first step is to convert the roomname background to an SDL_Surface. This replaces the FillRect()s with SDL_BlitSurface() in the three places roomnames are drawn: in towerrender, in gamerender, and in editorrender.
551 lines
17 KiB
C++
551 lines
17 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;
|
|
edentities edentity[3000];
|
|
|
|
editorclass ed;
|
|
|
|
int main(int argc, char *argv[])
|
|
{
|
|
if(!FILESYSTEM_init(argv[0]))
|
|
{
|
|
return 1;
|
|
}
|
|
SDL_Init(
|
|
SDL_INIT_VIDEO |
|
|
SDL_INIT_AUDIO |
|
|
SDL_INIT_JOYSTICK |
|
|
SDL_INIT_GAMECONTROLLER
|
|
);
|
|
|
|
if (argc > 2 && strcmp(argv[1], "-renderer") == 0)
|
|
{
|
|
SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[2], SDL_HINT_OVERRIDE);
|
|
}
|
|
|
|
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;
|
|
|
|
|
|
|
|
musicclass music;
|
|
Game game;
|
|
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);
|
|
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;
|
|
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;
|
|
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 (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !ed.textentry && ed.scripthelppage != 1)
|
|
{
|
|
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
|
|
NETWORK_shutdown();
|
|
SDL_Quit();
|
|
FILESYSTEM_deinit();
|
|
|
|
return 0;
|
|
}
|