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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 ebd381c228 Fix the two-frame-delay when entering a room with an "init" script
This patch is very kludge-y, but at least it fixes a semi-noticeable
visual issue in custom levels that use internal scripts to spawn
entities when loading a room.

Basically, the problem here is that when the game checks for script
boxes and sets newscript, newscript has already been processed for that
frame, and when the game does load a script, script.run() has already
been processed for that frame.

That issue can be fixed, but it turns out that due to my over-30-FPS
game loop changes, there's now ANOTHER visible frame of delay between
room load and entity creation, because the render function gets called
in between the script being loaded at the end of gamelogic() and the
script actually getting run.

So... I have to temporary move script.run() to the end of gamelogic()
(in map.twoframedelayfix()), and make sure it doesn't get run next
frame, because double-evaluations are bad. To do that, I have to
introduce the kludge variable script.dontrunnextframe, which does
exactly as it says.

And with all that work, the two-frame (now three-frame) delay is fixed.
2020-06-29 15:42:51 -04:00

697 lines
19 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;
Screen gameScreen;
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 playassets;
std::string playtestname;
volatile Uint32 time_ = 0;
volatile Uint32 timePrev = 0;
volatile Uint32 accumulator = 0;
volatile Uint32 f_time = 0;
volatile Uint32 f_timePrev = 0;
volatile Uint32 f_accumulator = 0;
void inline gameloop();
void inline deltaloop();
void inline fixedloop();
int main(int argc, char *argv[])
{
char* baseDir = NULL;
char* assetsPath = NULL;
for (int i = 1; i < argc; ++i)
{
#define ARG(name) (strcmp(argv[i], name) == 0)
#define ARG_INNER(code) \
if (i + 1 < argc) \
{ \
code \
} \
else \
{ \
printf("%s option requires one argument.\n", argv[i]); \
return 1; \
}
if (ARG("-renderer"))
{
ARG_INNER({
i++;
SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE);
})
}
else if (ARG("-basedir"))
{
ARG_INNER({
i++;
baseDir = argv[i];
})
}
else if (ARG("-assets"))
{
ARG_INNER({
i++;
assetsPath = argv[i];
})
}
else if (ARG("-playing") || ARG("-p"))
{
ARG_INNER({
i++;
startinplaytest = true;
playtestname = std::string("levels/");
playtestname.append(argv[i]);
playtestname.append(std::string(".vvvvvv"));
})
}
else if (ARG("-playx") || ARG("-playy") ||
ARG("-playrx") || ARG("-playry") ||
ARG("-playgc") || ARG("-playmusic"))
{
ARG_INNER({
savefileplaytest = true;
int v = std::atoi(argv[i+1]);
if (ARG("-playx")) savex = v;
else if (ARG("-playy")) savey = v;
else if (ARG("-playrx")) saverx = v;
else if (ARG("-playry")) savery = v;
else if (ARG("-playgc")) savegc = v;
else if (ARG("-playmusic")) savemusic = v;
i++;
})
}
else if (ARG("-playassets"))
{
ARG_INNER({
i++;
// Even if this is a directory, FILESYSTEM_mountassets() expects '.vvvvvv' on the end
playassets = "levels/" + std::string(argv[i]) + ".vvvvvv";
})
}
#undef ARG_INNER
#undef ARG_IS
}
if(!FILESYSTEM_init(argv[0], baseDir, assetsPath))
{
puts("Unable to initialize filesystem!");
return 1;
}
SDL_Init(
SDL_INIT_VIDEO |
SDL_INIT_AUDIO |
SDL_INIT_JOYSTICK |
SDL_INIT_GAMECONTROLLER
);
NETWORK_init();
gameScreen.init();
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();
game.init();
// This loads music too...
graphics.reloadresources();
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.ghostbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 240, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
SDL_SetSurfaceBlendMode(graphics.ghostbuffer, SDL_BLENDMODE_BLEND);
SDL_SetSurfaceAlphaMod(graphics.ghostbuffer, 127);
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+16 ,240+16 ,fmt->BitsPerPixel,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask );
SDL_SetSurfaceBlendMode(graphics.towerbuffer, SDL_BLENDMODE_NONE);
graphics.towerbuffer_lerp = SDL_CreateRGBSurface(SDL_SWSURFACE, 320+16, 240+16, 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();
// FIXME: Thanks to having to work around an SDL2 bug, this destroys the
// renderer created by Screen::init(), which is a bit wasteful!
// This is annoying to fix because we'd have to call gameScreen.init() after
// game.loadstats(), but game.loadstats() assumes gameScreen.init() is already called!
graphics.processVsync();
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;
game.playassets = playassets;
ed.directoryList.clear();
ed.directoryList.push_back(playtestname);
LevelMetaData meta;
if (ed.getLevelMetaData(playtestname, meta)) {
ed.ListOfMetaData.clear();
ed.ListOfMetaData.push_back(meta);
} else {
ed.loadZips();
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
key.isActive = true;
game.gametimer = 0;
while(!key.quitProgram)
{
f_timePrev = f_time;
f_time = SDL_GetTicks();
const float f_rawdeltatime = static_cast<float>(f_time - f_timePrev);
if (!game.over30mode)
{
f_accumulator += f_rawdeltatime;
}
gameloop();
}
game.savestats();
NETWORK_shutdown();
SDL_Quit();
FILESYSTEM_deinit();
return 0;
}
void inline gameloop()
{
while ((game.over30mode || f_accumulator >= 34) && !key.quitProgram)
{
if (game.over30mode)
{
f_accumulator = 0;
}
else
{
f_accumulator = fmodf(f_accumulator, 34);
}
timePrev = time_;
time_ = SDL_GetTicks();
deltaloop();
}
}
void inline deltaloop()
{
//timestep limit to 30
const float rawdeltatime = static_cast<float>(time_ - timePrev);
accumulator += rawdeltatime;
Uint32 timesteplimit;
if (game.gamestate == EDITORMODE)
{
timesteplimit = 24;
}
else if (game.gamestate == GAMEMODE || game.gamestate == MAPMODE || game.gamestate == TELEPORTERMODE)
{
timesteplimit = game.gameframerate;
}
else
{
timesteplimit = 34;
}
while (accumulator >= timesteplimit)
{
accumulator = fmodf(accumulator, timesteplimit);
fixedloop();
}
const float alpha = game.over30mode ? static_cast<float>(accumulator) / timesteplimit : 1.0f;
graphics.alpha = alpha;
if (key.isActive)
{
switch (game.gamestate)
{
case PRELOADER:
preloaderrender();
break;
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
case EDITORMODE:
graphics.flipmode = false;
editorrender();
break;
#endif
case TITLEMODE:
titlerender();
break;
case GAMEMODE:
gamerender();
break;
case MAPMODE:
maprender();
break;
case TELEPORTERMODE:
teleporterrender();
break;
case GAMECOMPLETE:
gamecompleterender();
break;
case GAMECOMPLETE2:
gamecompleterender2();
break;
case CLICKTOSTART:
help.updateglow();
break;
}
gameScreen.FlipScreen();
}
}
void inline fixedloop()
{
// Update network per frame.
NETWORK_update();
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;
}
if(!key.isActive)
{
Mix_Pause(-1);
Mix_PauseMusic();
if (!game.blackout)
{
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, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
}
graphics.render();
gameScreen.FlipScreen();
//We are minimised, so lets put a bit of a delay to save CPU
SDL_Delay(100);
}
else
{
Mix_Resume(-1);
Mix_ResumeMusic();
game.gametimer++;
graphics.cutscenebarstimer();
switch(game.gamestate)
{
case PRELOADER:
preloaderlogic();
break;
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
case EDITORMODE:
//Input
editorinput();
////Logic
editorlogic();
break;
#endif
case TITLEMODE:
//Input
titleinput();
////Logic
titlelogic();
break;
case GAMEMODE:
// WARNING: If updating this code, don't forget to update Map.cpp mapclass::twoframedelayfix()
// Ugh, I hate this kludge variable but it's the only way to do it
if (script.dontrunnextframe)
{
script.dontrunnextframe = false;
}
else if (script.running)
{
script.run();
}
//Update old positions of entities - has to be done BEFORE gameinput!
for (size_t i = 0; i < obj.entities.size(); i++)
{
obj.entities[i].oldxp = obj.entities[i].xp;
obj.entities[i].oldyp = obj.entities[i].yp;
}
gameinput();
gamelogic();
break;
case MAPMODE:
mapinput();
maplogic();
break;
case TELEPORTERMODE:
if(game.useteleporter)
{
teleporterinput();
}
else
{
if (script.running)
{
script.run();
}
gameinput();
}
maplogic();
break;
case GAMECOMPLETE:
//Input
gamecompleteinput();
//Logic
gamecompletelogic();
break;
case GAMECOMPLETE2:
//Input
gamecompleteinput2();
//Logic
gamecompletelogic2();
break;
case CLICKTOSTART:
break;
default:
break;
}
}
//Screen effects timers
if (key.isActive && game.flashlight > 0)
{
game.flashlight--;
}
if (key.isActive && game.screenshake > 0)
{
game.screenshake--;
graphics.updatescreenshake();
}
if (graphics.screenbuffer->badSignalEffect)
{
UpdateFilter();
}
//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) && !defined(NO_EDITOR)
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 (key.isDown(KEYBOARD_n) && game.musicmutebutton <= 0 && !inEditor)
{
game.musicmutebutton = 8;
game.musicmuted = !game.musicmuted;
}
if (game.musicmutebutton > 0)
{
game.musicmutebutton--;
}
if (game.muted)
{
Mix_VolumeMusic(0) ;
Mix_Volume(-1,0);
}
else
{
Mix_Volume(-1,MIX_MAX_VOLUME);
if (game.musicmuted || game.completestop)
{
Mix_VolumeMusic(0);
}
else
{
Mix_VolumeMusic(MIX_MAX_VOLUME);
}
}
if (key.resetWindow)
{
key.resetWindow = false;
gameScreen.ResizeScreen(-1, -1);
}
music.processmusic();
graphics.processfade();
game.gameclock();
}