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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-26 06:28:30 +02:00
VVVVVV/desktop_version/src/main.cpp
Misa efbaeeffde Clean up all leftover resources in cleanup()
If there's a resource that doesn't otherwise need to be cleaned up and
is still alive upon program shutdown, then it should go in cleanup().

This cleans up Screen, GraphicsResources, Graphics buffers, Graphics
tiles, and musicclass audio upon program shutdown.

Even we technically don't NEED to clean these resources up ourselves
(the kernel is going to get rid of all of it anyway, else it'd be a
security problem), I'm doing this because otherwise Valgrind will
complain about these, and then it'd be difficult to see which memory
leaks are real and which are just "well this isn't really a leak but you
haven't freed this thing when the process exited, and that's technically
what a memory leak is".

These are all resources whose cleanup functions can be safely called
even if they haven't initialized anything yet.
2021-02-15 23:07:35 -05:00

662 lines
16 KiB
C++

#include <SDL.h>
#include <stdio.h>
#include <string.h>
#include "editor.h"
#include "Enums.h"
#include "Entity.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "Graphics.h"
#include "Input.h"
#include "KeyPoll.h"
#include "Logic.h"
#include "Map.h"
#include "Music.h"
#include "Network.h"
#include "preloader.h"
#include "Render.h"
#include "RenderFixed.h"
#include "Screen.h"
#include "Script.h"
#include "SoundSystem.h"
#include "UtilityClass.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;
static bool startinplaytest = false;
static bool savefileplaytest = false;
static int savex = 0;
static int savey = 0;
static int saverx = 0;
static int savery = 0;
static int savegc = 0;
static int savemusic = 0;
static std::string playassets;
static std::string playtestname;
static volatile Uint32 time_ = 0;
static volatile Uint32 timePrev = 0;
static volatile Uint32 accumulator = 0;
static volatile Uint32 f_time = 0;
static volatile Uint32 f_timePrev = 0;
static inline Uint32 get_framerate(const int slowdown)
{
switch (slowdown)
{
case 30:
return 34;
case 24:
return 41;
case 18:
return 55;
case 12:
return 83;
}
return 34;
}
static void inline deltaloop();
static void inline fixedloop();
static void cleanup();
int main(int argc, char *argv[])
{
char* baseDir = NULL;
char* assetsPath = NULL;
for (int i = 1; i < argc; ++i)
{
#define ARG(name) (SDL_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 = help.Int(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
else
{
printf("Error: invalid option: %s\n", argv[i]);
return 1;
}
}
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
);
if (SDL_IsTextInputActive() == SDL_TRUE)
{
SDL_StopTextInput();
}
NETWORK_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();
game.gamestate = PRELOADER;
game.menustart = false;
game.mainmenu = 0;
// Initialize title screen to cyan
graphics.titlebg.colstate = 10;
map.nexttowercolour();
map.ypos = (700-29) * 8;
graphics.towerbg.bypos = map.ypos / 2;
graphics.titlebg.bypos = map.ypos / 2;
{
// Prioritize unlock.vvv first (2.2 and below),
// but settings have been migrated to settings.vvv (2.3 and up)
ScreenSettings screen_settings;
game.loadstats(&screen_settings);
game.loadsettings(&screen_settings);
gameScreen.init(screen_settings);
}
graphics.screenbuffer = &gameScreen;
graphics.create_buffers(gameScreen.GetFormat());
if (game.skipfakeload)
game.gamestate = TITLEMODE;
if (game.slowdown == 0) game.slowdown = 30;
//Check to see if you've already unlocked some achievements here from before the update
if (game.swnbestrank > 0){
if(game.swnbestrank >= 1) game.unlockAchievement("vvvvvvsupgrav5");
if(game.swnbestrank >= 2) game.unlockAchievement("vvvvvvsupgrav10");
if(game.swnbestrank >= 3) game.unlockAchievement("vvvvvvsupgrav15");
if(game.swnbestrank >= 4) game.unlockAchievement("vvvvvvsupgrav20");
if(game.swnbestrank >= 5) game.unlockAchievement("vvvvvvsupgrav30");
if(game.swnbestrank >= 6) game.unlockAchievement("vvvvvvsupgrav60");
}
if(game.unlock[5]) game.unlockAchievement("vvvvvvgamecomplete");
if(game.unlock[19]) game.unlockAchievement("vvvvvvgamecompleteflip");
if(game.unlock[20]) game.unlockAchievement("vvvvvvmaster");
if (game.bestgamedeaths > -1) {
if (game.bestgamedeaths <= 500) {
game.unlockAchievement("vvvvvvcomplete500");
}
if (game.bestgamedeaths <= 250) {
game.unlockAchievement("vvvvvvcomplete250");
}
if (game.bestgamedeaths <= 100) {
game.unlockAchievement("vvvvvvcomplete100");
}
if (game.bestgamedeaths <= 50) {
game.unlockAchievement("vvvvvvcomplete50");
}
}
if(game.bestrank[0]>=3) game.unlockAchievement("vvvvvvtimetrial_station1_fixed");
if(game.bestrank[1]>=3) game.unlockAchievement("vvvvvvtimetrial_lab_fixed");
if(game.bestrank[2]>=3) game.unlockAchievement("vvvvvvtimetrial_tower_fixed");
if(game.bestrank[3]>=3) game.unlockAchievement("vvvvvvtimetrial_station2_fixed");
if(game.bestrank[4]>=3) game.unlockAchievement("vvvvvvtimetrial_warp_fixed");
if(game.bestrank[5]>=3) game.unlockAchievement("vvvvvvtimetrial_final_fixed");
obj.init();
#if !defined(NO_CUSTOM_LEVELS)
if (startinplaytest) {
game.levelpage = 0;
game.playcustomlevel = 0;
game.playassets = playassets;
game.menustart = true;
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.playmusic = savemusic;
game.cliplaytest = true;
script.startgamemode(23);
} else {
script.startgamemode(22);
}
graphics.fademode = 0;
}
#endif
key.isActive = true;
game.gametimer = 0;
while(!key.quitProgram)
{
f_time = SDL_GetTicks();
const Uint32 f_timetaken = f_time - f_timePrev;
if (!game.over30mode && f_timetaken < 34)
{
const volatile Uint32 f_delay = 34 - f_timetaken;
SDL_Delay(f_delay);
f_time = SDL_GetTicks();
}
f_timePrev = f_time;
timePrev = time_;
time_ = SDL_GetTicks();
deltaloop();
}
cleanup();
return 0;
}
static void cleanup()
{
/* Order matters! */
game.savestatsandsettings();
gameScreen.destroy();
graphics.grphx.destroy();
graphics.destroy_buffers();
graphics.destroy();
music.destroy();
NETWORK_shutdown();
SDL_Quit();
FILESYSTEM_deinit();
}
static 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)
{
timesteplimit = get_framerate(game.slowdown);
}
else
{
timesteplimit = 34;
}
while (accumulator >= timesteplimit)
{
accumulator = SDL_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();
}
}
static void inline fixedloop()
{
// Update network per frame.
NETWORK_update();
key.Poll();
if(key.toggleFullscreen)
{
gameScreen.toggleFullScreen();
key.toggleFullscreen = false;
key.keymap.clear(); //we lost the input due to a new window.
if (game.glitchrunnermode)
{
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:
preloaderinput();
preloaderrenderfixed();
break;
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
case EDITORMODE:
//Input
editorinput();
////Logic
editorlogic();
editorrenderfixed();
break;
#endif
case TITLEMODE:
//Input
titleinput();
////Logic
titlelogic();
titlerenderfixed();
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
{
script.run();
}
//Update old lerp positions of entities - has to be done BEFORE gameinput!
for (size_t i = 0; i < obj.entities.size(); i++)
{
obj.entities[i].lerpoldxp = obj.entities[i].xp;
obj.entities[i].lerpoldyp = obj.entities[i].yp;
}
gameinput();
gamerenderfixed();
gamelogic();
break;
case MAPMODE:
mapinput();
maplogic();
maprenderfixed();
break;
case TELEPORTERMODE:
if(game.useteleporter)
{
teleporterinput();
}
else
{
script.run();
gameinput();
}
maplogic();
maprenderfixed();
break;
case GAMECOMPLETE:
//Input
gamecompleteinput();
//Logic
gamecompletelogic();
gamecompleterenderfixed();
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;
//Mute button
if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !key.textentry())
{
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 && !key.textentry())
{
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)
{
Mix_VolumeMusic(0);
}
else
{
Mix_VolumeMusic(music.musicVolume);
}
}
if (key.resetWindow)
{
key.resetWindow = false;
gameScreen.ResizeScreen(-1, -1);
}
music.processmusic();
graphics.processfade();
game.gameclock();
}