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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
Info Teddy c49ae404af Convert roomname background to a surface, then draw that
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.
2020-01-25 23:29:37 -05:00

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;
}