mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2025-01-11 11:29:45 +01:00
769f99f590
During 2.3 development, there's been a gradual shift to using SDL stdlib functions instead of libc functions, but there are still some libc functions (or the same libc function but from the STL) in the code. Well, this patch replaces all the rest of them in one fell swoop. SDL's stdlib can replace most of these, but its SDL_min() and SDL_max() are inadequate - they aren't really functions, they're more like macros with a nasty penchant for double-evaluation. So I just made my own VVV_min() and VVV_max() functions and placed them in Maths.h instead, then replaced all the previous usages of min(), max(), std::min(), std::max(), SDL_min(), and SDL_max() with VVV_min() and VVV_max(). Additionally, there's no SDL_isxdigit(), so I just implemented my own VVV_isxdigit(). SDL has SDL_malloc() and SDL_free(), but they have some refcounting built in to them, so in order to use them with LodePNG, I have to replace the malloc() and free() that LodePNG uses. Which isn't too hard, I did it in a new file called ThirdPartyDeps.c, and LodePNG is now compiled with the LODEPNG_NO_COMPILE_ALLOCATORS definition. Lastly, I also refactored the awful strcpy() and strcat() usages in PLATFORM_migrateSaveData() to use SDL_snprintf() instead. I know save migration is getting axed in 2.4, but it still bothers me to have something like that in the codebase otherwise. Without further ado, here is the full list of functions that the codebase now uses: - SDL_strlcpy() instead of strcpy() - SDL_strlcat() instead of strcat() - SDL_snprintf() instead of sprintf(), strcpy(), or strcat() (see above) - VVV_min() instead of min(), std::min(), or SDL_min() - VVV_max() instead of max(), std::max(), or SDL_max() - VVV_isxdigit() instead of isxdigit() - SDL_strcmp() instead of strcmp() - SDL_strcasecmp() instead of strcasecmp() or Win32 strcmpi() - SDL_strstr() instead of strstr() - SDL_strlen() instead of strlen() - SDL_sscanf() instead of sscanf() - SDL_getenv() instead of getenv() - SDL_malloc() instead of malloc() (replacing in LodePNG as well) - SDL_free() instead of free() (replacing in LodePNG as well)
698 lines
18 KiB
C++
698 lines
18 KiB
C++
#include <SDL.h>
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#include <stdio.h>
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#include <string.h>
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#include "editor.h"
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#include "Enums.h"
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#include "Entity.h"
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#include "FileSystemUtils.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Input.h"
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#include "KeyPoll.h"
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#include "Logic.h"
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#include "Map.h"
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#include "Music.h"
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#include "Network.h"
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#include "preloader.h"
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#include "Render.h"
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#include "RenderFixed.h"
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#include "Screen.h"
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#include "Script.h"
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#include "SoundSystem.h"
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#include "UtilityClass.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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static bool startinplaytest = false;
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static bool savefileplaytest = false;
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static int savex = 0;
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static int savey = 0;
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static int saverx = 0;
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static int savery = 0;
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static int savegc = 0;
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static int savemusic = 0;
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static std::string playassets;
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static std::string playtestname;
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static volatile Uint32 time_ = 0;
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static volatile Uint32 timePrev = 0;
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static volatile Uint32 accumulator = 0;
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static volatile Uint32 f_time = 0;
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static volatile Uint32 f_timePrev = 0;
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static inline Uint32 get_framerate(const int slowdown)
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{
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switch (slowdown)
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{
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case 30:
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return 34;
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case 24:
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return 41;
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case 18:
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return 55;
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case 12:
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return 83;
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}
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return 34;
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}
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static void inline deltaloop();
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static void inline fixedloop();
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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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{
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#define ARG(name) (SDL_strcmp(argv[i], name) == 0)
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#define ARG_INNER(code) \
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if (i + 1 < argc) \
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{ \
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code \
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} \
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else \
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{ \
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printf("%s option requires one argument.\n", argv[i]); \
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return 1; \
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}
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if (ARG("-renderer"))
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{
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ARG_INNER({
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i++;
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SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, argv[i], SDL_HINT_OVERRIDE);
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})
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}
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else if (ARG("-basedir"))
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{
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ARG_INNER({
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i++;
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baseDir = argv[i];
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})
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}
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else if (ARG("-assets"))
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{
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ARG_INNER({
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i++;
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assetsPath = argv[i];
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})
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}
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else if (ARG("-playing") || ARG("-p"))
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{
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ARG_INNER({
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i++;
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startinplaytest = true;
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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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})
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}
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else if (ARG("-playx") || ARG("-playy") ||
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ARG("-playrx") || ARG("-playry") ||
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ARG("-playgc") || ARG("-playmusic"))
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{
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ARG_INNER({
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savefileplaytest = true;
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int v = help.Int(argv[i+1]);
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if (ARG("-playx")) savex = v;
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else if (ARG("-playy")) savey = v;
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else if (ARG("-playrx")) saverx = v;
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else if (ARG("-playry")) savery = v;
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else if (ARG("-playgc")) savegc = v;
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else if (ARG("-playmusic")) savemusic = v;
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i++;
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})
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}
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else if (ARG("-playassets"))
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{
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ARG_INNER({
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i++;
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// Even if this is a directory, FILESYSTEM_mountassets() expects '.vvvvvv' on the end
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playassets = "levels/" + std::string(argv[i]) + ".vvvvvv";
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})
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}
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#undef ARG_INNER
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#undef ARG
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else
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{
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printf("Error: invalid option: %s\n", argv[i]);
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return 1;
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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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puts("Unable to initialize filesystem!");
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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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if (SDL_IsTextInputActive() == SDL_TRUE)
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{
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SDL_StopTextInput();
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}
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NETWORK_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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// This loads music too...
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graphics.reloadresources();
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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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// Initialize title screen to cyan
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graphics.titlebg.colstate = 10;
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map.nexttowercolour();
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map.ypos = (700-29) * 8;
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graphics.towerbg.bypos = map.ypos / 2;
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graphics.titlebg.bypos = map.ypos / 2;
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{
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// Prioritize unlock.vvv first (2.2 and below),
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// but settings have been migrated to settings.vvv (2.3 and up)
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ScreenSettings screen_settings;
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game.loadstats(&screen_settings);
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game.loadsettings(&screen_settings);
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gameScreen.init(screen_settings);
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}
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graphics.screenbuffer = &gameScreen;
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const SDL_PixelFormat* fmt = gameScreen.GetFormat();
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#define CREATE_SURFACE(w, h) \
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SDL_CreateRGBSurface( \
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SDL_SWSURFACE, \
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w, h, \
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fmt->BitsPerPixel, \
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fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask \
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)
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graphics.backBuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE);
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graphics.footerbuffer = CREATE_SURFACE(320, 10);
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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 = CREATE_SURFACE(320, 240);
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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 = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.foregroundBuffer, SDL_BLENDMODE_BLEND);
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graphics.menubuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.menubuffer, SDL_BLENDMODE_NONE);
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graphics.warpbuffer = CREATE_SURFACE(320 + 16, 240 + 16);
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SDL_SetSurfaceBlendMode(graphics.warpbuffer, SDL_BLENDMODE_NONE);
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graphics.warpbuffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16);
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SDL_SetSurfaceBlendMode(graphics.warpbuffer_lerp, SDL_BLENDMODE_NONE);
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graphics.towerbg.buffer = CREATE_SURFACE(320 + 16, 240 + 16);
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SDL_SetSurfaceBlendMode(graphics.towerbg.buffer, SDL_BLENDMODE_NONE);
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graphics.towerbg.buffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16);
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SDL_SetSurfaceBlendMode(graphics.towerbg.buffer_lerp, SDL_BLENDMODE_NONE);
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graphics.titlebg.buffer = CREATE_SURFACE(320 + 16, 240 + 16);
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SDL_SetSurfaceBlendMode(graphics.titlebg.buffer, SDL_BLENDMODE_NONE);
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graphics.titlebg.buffer_lerp = CREATE_SURFACE(320 + 16, 240 + 16);
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SDL_SetSurfaceBlendMode(graphics.titlebg.buffer_lerp, SDL_BLENDMODE_NONE);
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graphics.tempBuffer = CREATE_SURFACE(320, 240);
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SDL_SetSurfaceBlendMode(graphics.tempBuffer, SDL_BLENDMODE_NONE);
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#undef CREATE_SURFACE
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if (game.skipfakeload)
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game.gamestate = TITLEMODE;
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if (game.slowdown == 0) game.slowdown = 30;
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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) game.unlockAchievement("vvvvvvsupgrav5");
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if(game.swnbestrank >= 2) game.unlockAchievement("vvvvvvsupgrav10");
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if(game.swnbestrank >= 3) game.unlockAchievement("vvvvvvsupgrav15");
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if(game.swnbestrank >= 4) game.unlockAchievement("vvvvvvsupgrav20");
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if(game.swnbestrank >= 5) game.unlockAchievement("vvvvvvsupgrav30");
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if(game.swnbestrank >= 6) game.unlockAchievement("vvvvvvsupgrav60");
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}
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if(game.unlock[5]) game.unlockAchievement("vvvvvvgamecomplete");
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if(game.unlock[19]) game.unlockAchievement("vvvvvvgamecompleteflip");
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if(game.unlock[20]) game.unlockAchievement("vvvvvvmaster");
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if (game.bestgamedeaths > -1) {
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if (game.bestgamedeaths <= 500) {
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game.unlockAchievement("vvvvvvcomplete500");
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}
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if (game.bestgamedeaths <= 250) {
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game.unlockAchievement("vvvvvvcomplete250");
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}
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if (game.bestgamedeaths <= 100) {
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game.unlockAchievement("vvvvvvcomplete100");
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}
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if (game.bestgamedeaths <= 50) {
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game.unlockAchievement("vvvvvvcomplete50");
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}
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}
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if(game.bestrank[0]>=3) game.unlockAchievement("vvvvvvtimetrial_station1_fixed");
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if(game.bestrank[1]>=3) game.unlockAchievement("vvvvvvtimetrial_lab_fixed");
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if(game.bestrank[2]>=3) game.unlockAchievement("vvvvvvtimetrial_tower_fixed");
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if(game.bestrank[3]>=3) game.unlockAchievement("vvvvvvtimetrial_station2_fixed");
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if(game.bestrank[4]>=3) game.unlockAchievement("vvvvvvtimetrial_warp_fixed");
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if(game.bestrank[5]>=3) game.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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game.playassets = playassets;
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game.menustart = true;
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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.playmusic = savemusic;
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game.cliplaytest = true;
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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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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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f_time = SDL_GetTicks();
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const Uint32 f_timetaken = f_time - f_timePrev;
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if (!game.over30mode && f_timetaken < 34)
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{
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const volatile Uint32 f_delay = 34 - f_timetaken;
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SDL_Delay(f_delay);
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f_time = SDL_GetTicks();
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}
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f_timePrev = f_time;
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timePrev = time_;
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time_ = SDL_GetTicks();
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deltaloop();
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}
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game.savestatsandsettings();
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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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static void inline deltaloop()
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{
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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 if (game.gamestate == GAMEMODE)
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{
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timesteplimit = get_framerate(game.slowdown);
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}
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else
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{
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timesteplimit = 34;
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}
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while (accumulator >= timesteplimit)
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{
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accumulator = SDL_fmodf(accumulator, timesteplimit);
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fixedloop();
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}
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const float alpha = game.over30mode ? static_cast<float>(accumulator) / timesteplimit : 1.0f;
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graphics.alpha = alpha;
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if (key.isActive)
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{
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switch (game.gamestate)
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{
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case PRELOADER:
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preloaderrender();
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break;
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#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
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case EDITORMODE:
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graphics.flipmode = false;
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editorrender();
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break;
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#endif
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case TITLEMODE:
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titlerender();
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break;
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case GAMEMODE:
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gamerender();
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break;
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case MAPMODE:
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maprender();
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break;
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case TELEPORTERMODE:
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teleporterrender();
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break;
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case GAMECOMPLETE:
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gamecompleterender();
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break;
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case GAMECOMPLETE2:
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gamecompleterender2();
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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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}
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gameScreen.FlipScreen();
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}
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}
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static void inline fixedloop()
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{
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// Update network per frame.
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|
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();
|
|
}
|