mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-25 22:18:30 +02:00
e2fe2d4c2b
Alright, this is the start of the over-30-FPS patch! First things first, we'll need to make it possible to have a separate deltatime loop outside of the fixed timestep loop. And for that, we can't be using SDL_Delay(), as SDL_Delay() (as you might imagine) blocks the whole program. Instead we'll be using this thing called an accumulator. It looks at how long the previous poll took (the raw deltatime), and lets timesteps pass accordingly. On a side note, I've had to split the `time` and `timePrev` declaration each onto their own separate line, otherwise there's undefined behavior from `time` not being initialized. I use `accumulator = fmodf(...)` instead of `accumulator -= timesteplimit` because otherwise it'll fast-forward if it's behind, which is a jarring thing to see. Also in preparation for what's going to come down the over-30-FPS road, I've also added `deltatime` and `alpha`. `deltatime` is going to be used if the game is in slowdown mode, and `alpha` is going to be used for linear interpolation of animations. By the way, what was the main game loop previously (and is now the new timestep loop) is now in an extra set of curly braces, but I haven't indented it yet to reduce the noise in this commit.
567 lines
17 KiB
C++
567 lines
17 KiB
C++
#include <SDL.h>
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#include "SoundSystem.h"
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#include "UtilityClass.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "KeyPoll.h"
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#include "Render.h"
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#include "Tower.h"
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#include "WarpClass.h"
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#include "Labclass.h"
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#include "Finalclass.h"
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#include "Map.h"
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#include "Screen.h"
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#include "Script.h"
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#include "Logic.h"
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#include "Input.h"
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#include "editor.h"
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#include "preloader.h"
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#include "FileSystemUtils.h"
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#include "Network.h"
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#include <stdio.h>
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#include <string.h>
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scriptclass script;
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#if !defined(NO_CUSTOM_LEVELS)
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std::vector<edentities> edentity;
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editorclass ed;
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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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bool startinplaytest = false;
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bool savefileplaytest = false;
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int savex = 0;
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int savey = 0;
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int saverx = 0;
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int savery = 0;
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int savegc = 0;
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int savemusic = 0;
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std::string playtestname;
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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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for (int i = 1; i < argc; ++i) {
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if (strcmp(argv[i], "-renderer") == 0) {
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++i;
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SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE);
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} else if (strcmp(argv[i], "-basedir") == 0) {
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++i;
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baseDir = argv[i];
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} else if (strcmp(argv[i], "-assets") == 0) {
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++i;
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assetsPath = argv[i];
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} else if (strcmp(argv[i], "-playing") == 0 || strcmp(argv[i], "-p") == 0) {
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if (i + 1 < argc) {
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startinplaytest = true;
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i++;
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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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} else {
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printf("-playing option requires one argument.\n");
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return 1;
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}
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} else if (strcmp(argv[i], "-playx") == 0 ||
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strcmp(argv[i], "-playy") == 0 ||
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strcmp(argv[i], "-playrx") == 0 ||
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strcmp(argv[i], "-playry") == 0 ||
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strcmp(argv[i], "-playgc") == 0 ||
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strcmp(argv[i], "-playmusic") == 0) {
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if (i + 1 < argc) {
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savefileplaytest = true;
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int v = std::atoi(argv[i+1]);
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if (strcmp(argv[i], "-playx") == 0) savex = v;
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else if (strcmp(argv[i], "-playy") == 0) savey = v;
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else if (strcmp(argv[i], "-playrx") == 0) saverx = v;
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else if (strcmp(argv[i], "-playry") == 0) savery = v;
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else if (strcmp(argv[i], "-playgc") == 0) savegc = v;
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else if (strcmp(argv[i], "-playmusic") == 0) savemusic = v;
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i++;
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} else {
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printf("-playing option requires one argument.\n");
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return 1;
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}
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}
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if (std::string(argv[i]) == "-renderer") {
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SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[2], SDL_HINT_OVERRIDE);
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}
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}
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if(!FILESYSTEM_init(argv[0], baseDir, assetsPath))
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{
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return 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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NETWORK_init();
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gameScreen.init();
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printf("\t\t\n");
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printf("\t\t\n");
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printf("\t\t VVVVVV\n");
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printf("\t\t\n");
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printf("\t\t\n");
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printf("\t\t 8888888888888888 \n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t888888 8888 88\n");
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printf("\t\t888888 8888 88\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t888888 88\n");
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printf("\t\t88888888 8888\n");
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printf("\t\t 8888888888888888 \n");
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printf("\t\t 88888888 \n");
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printf("\t\t 8888888888888888 \n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t88888888888888888888\n");
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printf("\t\t8888 88888888 8888\n");
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printf("\t\t8888 88888888 8888\n");
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printf("\t\t 888888888888 \n");
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printf("\t\t 8888 8888 \n");
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printf("\t\t 888888 888888 \n");
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printf("\t\t 888888 888888 \n");
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printf("\t\t 888888 888888 \n");
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printf("\t\t\n");
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printf("\t\t\n");
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//Set up screen
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// Load Ini
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graphics.init();
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game.init();
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game.infocus = true;
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// This loads music too...
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graphics.reloadresources();
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const SDL_PixelFormat* fmt = gameScreen.GetFormat();
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graphics.backBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 240, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE);
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graphics.footerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 10, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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SDL_SetSurfaceBlendMode(graphics.footerbuffer, SDL_BLENDMODE_BLEND);
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SDL_SetSurfaceAlphaMod(graphics.footerbuffer, 127);
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FillRect(graphics.footerbuffer, SDL_MapRGB(fmt, 0, 0, 0));
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graphics.ghostbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 240, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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SDL_SetSurfaceBlendMode(graphics.ghostbuffer, SDL_BLENDMODE_BLEND);
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SDL_SetSurfaceAlphaMod(graphics.ghostbuffer, 127);
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graphics.Makebfont();
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graphics.foregroundBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_NONE);
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graphics.screenbuffer = &gameScreen;
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graphics.menubuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
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graphics.towerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
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graphics.tempBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
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SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE);
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game.gamestate = PRELOADER;
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game.menustart = false;
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game.mainmenu = 0;
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map.ypos = (700-29) * 8;
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map.bypos = map.ypos / 2;
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//Moved screensetting init here from main menu V2.1
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game.loadstats();
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if (game.skipfakeload)
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game.gamestate = TITLEMODE;
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if(game.usingmmmmmm==0) music.usingmmmmmm=false;
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if(game.usingmmmmmm==1) music.usingmmmmmm=true;
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if (game.slowdown == 0) game.slowdown = 30;
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switch(game.slowdown){
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case 30: game.gameframerate=34; break;
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case 24: game.gameframerate=41; break;
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case 18: game.gameframerate=55; break;
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case 12: game.gameframerate=83; break;
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default: game.gameframerate=34; break;
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}
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//Check to see if you've already unlocked some achievements here from before the update
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if (game.swnbestrank > 0){
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if(game.swnbestrank >= 1) NETWORK_unlockAchievement("vvvvvvsupgrav5");
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if(game.swnbestrank >= 2) NETWORK_unlockAchievement("vvvvvvsupgrav10");
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if(game.swnbestrank >= 3) NETWORK_unlockAchievement("vvvvvvsupgrav15");
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if(game.swnbestrank >= 4) NETWORK_unlockAchievement("vvvvvvsupgrav20");
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if(game.swnbestrank >= 5) NETWORK_unlockAchievement("vvvvvvsupgrav30");
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if(game.swnbestrank >= 6) NETWORK_unlockAchievement("vvvvvvsupgrav60");
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}
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if(game.unlock[5]) NETWORK_unlockAchievement("vvvvvvgamecomplete");
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if(game.unlock[19]) NETWORK_unlockAchievement("vvvvvvgamecompleteflip");
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if(game.unlock[20]) NETWORK_unlockAchievement("vvvvvvmaster");
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if (game.bestgamedeaths > -1) {
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if (game.bestgamedeaths <= 500) {
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NETWORK_unlockAchievement("vvvvvvcomplete500");
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}
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if (game.bestgamedeaths <= 250) {
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NETWORK_unlockAchievement("vvvvvvcomplete250");
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}
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if (game.bestgamedeaths <= 100) {
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NETWORK_unlockAchievement("vvvvvvcomplete100");
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}
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if (game.bestgamedeaths <= 50) {
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NETWORK_unlockAchievement("vvvvvvcomplete50");
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}
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}
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if(game.bestrank[0]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_station1_fixed");
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if(game.bestrank[1]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_lab_fixed");
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if(game.bestrank[2]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_tower_fixed");
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if(game.bestrank[3]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_station2_fixed");
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if(game.bestrank[4]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_warp_fixed");
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if(game.bestrank[5]>=3) NETWORK_unlockAchievement("vvvvvvtimetrial_final_fixed");
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obj.init();
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#if !defined(NO_CUSTOM_LEVELS)
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if (startinplaytest) {
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game.levelpage = 0;
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game.playcustomlevel = 0;
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ed.directoryList.clear();
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ed.directoryList.push_back(playtestname);
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LevelMetaData meta;
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if (ed.getLevelMetaData(playtestname, meta)) {
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ed.ListOfMetaData.clear();
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ed.ListOfMetaData.push_back(meta);
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} else {
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ed.loadZips();
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if (ed.getLevelMetaData(playtestname, meta)) {
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ed.ListOfMetaData.clear();
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ed.ListOfMetaData.push_back(meta);
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} else {
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printf("Level not found\n");
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return 1;
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}
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}
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game.loadcustomlevelstats();
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game.customleveltitle=ed.ListOfMetaData[game.playcustomlevel].title;
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game.customlevelfilename=ed.ListOfMetaData[game.playcustomlevel].filename;
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if (savefileplaytest) {
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game.playx = savex;
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game.playy = savey;
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game.playrx = saverx;
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game.playry = savery;
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game.playgc = savegc;
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game.cliplaytest = true;
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music.play(savemusic);
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script.startgamemode(23);
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} else {
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script.startgamemode(22);
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}
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graphics.fademode = 0;
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}
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#endif
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volatile Uint32 time = 0;
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volatile Uint32 timePrev = 0;
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volatile Uint32 accumulator = 0;
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game.infocus = true;
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key.isActive = true;
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game.gametimer = 0;
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while(!key.quitProgram)
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{
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timePrev = time;
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time = SDL_GetTicks();
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// Update network per frame.
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NETWORK_update();
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//timestep limit to 30
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const float rawdeltatime = static_cast<float>(time - timePrev);
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accumulator += rawdeltatime;
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Uint32 timesteplimit;
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if (game.gamestate == EDITORMODE)
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{
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timesteplimit = 24;
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}
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else
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{
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timesteplimit = game.gameframerate;
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}
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while (accumulator >= timesteplimit)
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{
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accumulator = fmodf(accumulator, timesteplimit);
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key.Poll();
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if(key.toggleFullscreen)
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{
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if(!gameScreen.isWindowed)
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{
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SDL_ShowCursor(SDL_DISABLE);
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SDL_ShowCursor(SDL_ENABLE);
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}
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else
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{
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SDL_ShowCursor(SDL_ENABLE);
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}
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if(game.gamestate == EDITORMODE)
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{
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SDL_ShowCursor(SDL_ENABLE);
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}
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gameScreen.toggleFullScreen();
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game.fullscreen = !game.fullscreen;
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key.toggleFullscreen = false;
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key.keymap.clear(); //we lost the input due to a new window.
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game.press_left = false;
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game.press_right = false;
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game.press_action = true;
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game.press_map = false;
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}
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game.infocus = key.isActive;
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if(!game.infocus)
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{
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Mix_Pause(-1);
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Mix_PauseMusic();
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if (!game.blackout)
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{
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FillRect(graphics.backBuffer, 0x00000000);
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graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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}
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graphics.render();
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//We are minimised, so lets put a bit of a delay to save CPU
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SDL_Delay(100);
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}
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else
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{
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Mix_Resume(-1);
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Mix_ResumeMusic();
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game.gametimer++;
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switch(game.gamestate)
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{
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case PRELOADER:
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//Render
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preloaderrender();
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break;
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#if !defined(NO_CUSTOM_LEVELS)
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case EDITORMODE:
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graphics.flipmode = false;
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//Input
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editorinput();
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//Render
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editorrender();
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////Logic
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editorlogic();
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break;
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#endif
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case TITLEMODE:
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//Input
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titleinput();
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//Render
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titlerender();
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////Logic
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titlelogic();
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break;
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case GAMEMODE:
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if (script.running)
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{
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script.run();
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}
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gameinput();
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gamerender();
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gamelogic();
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break;
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case MAPMODE:
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maprender();
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mapinput();
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maplogic();
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break;
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case TELEPORTERMODE:
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teleporterrender();
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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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if (script.running)
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{
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script.run();
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}
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gameinput();
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}
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maplogic();
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break;
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case GAMECOMPLETE:
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gamecompleterender();
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//Input
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gamecompleteinput();
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//Logic
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gamecompletelogic();
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break;
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case GAMECOMPLETE2:
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gamecompleterender2();
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//Input
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gamecompleteinput2();
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//Logic
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gamecompletelogic2();
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break;
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case CLICKTOSTART:
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help.updateglow();
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break;
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default:
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break;
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}
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}
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//Screen effects timers
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if (game.infocus && game.flashlight > 0)
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{
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game.flashlight--;
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}
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if (game.infocus && game.screenshake > 0)
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{
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game.screenshake--;
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}
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//We did editorinput, now it's safe to turn this off
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key.linealreadyemptykludge = false;
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if (game.savemystats)
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{
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game.savemystats = false;
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game.savestats();
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}
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//Mute button
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#if !defined(NO_CUSTOM_LEVELS)
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bool inEditor = ed.textentry || ed.scripthelppage == 1;
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#else
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bool inEditor = false;
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#endif
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if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !inEditor)
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{
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game.mutebutton = 8;
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if (game.muted)
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{
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game.muted = false;
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}
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else
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{
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game.muted = true;
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}
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}
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if(game.mutebutton>0)
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{
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game.mutebutton--;
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}
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if (key.isDown(KEYBOARD_n) && game.musicmutebutton <= 0 && !inEditor)
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{
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game.musicmutebutton = 8;
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game.musicmuted = !game.musicmuted;
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}
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if (game.musicmutebutton > 0)
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{
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game.musicmutebutton--;
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}
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if (game.muted)
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{
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Mix_VolumeMusic(0) ;
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Mix_Volume(-1,0);
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}
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else
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{
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Mix_Volume(-1,MIX_MAX_VOLUME);
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if (game.musicmuted || game.completestop)
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{
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Mix_VolumeMusic(0);
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}
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else
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{
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Mix_VolumeMusic(MIX_MAX_VOLUME);
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}
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}
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if(key.resetWindow)
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{
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key.resetWindow = false;
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gameScreen.ResizeScreen(-1, -1);
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}
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music.processmusic();
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graphics.processfade();
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game.gameclock();
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gameScreen.FlipScreen();
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}
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const float deltatime = rawdeltatime/1000.0f * 34.0f / timesteplimit;
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const float alpha = static_cast<float>(accumulator) / timesteplimit;
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}
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game.savestats();
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NETWORK_shutdown();
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SDL_Quit();
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FILESYSTEM_deinit();
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return 0;
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}
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