mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2025-07-07 19:45:00 +00:00

This reworks how the commit hash and date are compiled so that if they're changed (and they're changed often), only one source file needs to be recompiled in order to update it everywhere in the game, no matter how many source files use the hash or date. The commit hash and date are now declared in InterimVersion.h (and they need `extern "C"` guards because otherwise it results in a link fail on MSVC because MSVC is stupid). To do this, what now happens is that upon every rebuild, InterimVersion.in.c is processed to create InterimVersion.out.c, then InterimVersion.out.c is compiled into its own static library that is then linked with VVVVVV. (Why didn't I just simply add it to the list of VVVVVV source files? Well, doing it _now_ does nothing because at that point the horse is already out of the barn, and the VVVVVV executable has already been declared, so I can't modify its sources. And I can't do it before either, because we depend on the VVVVVV executable existing to do the interim version logic. I could probably work around this by cleverly moving around lines, but that'd separate related logic from each other.) And yes, the naming convention has changed. Not only did I rename Version to InterimVersion (to clearly differentiate it from ReleaseVersion, which I'll be adding later), I also named the files InterimVersion.in.c and InterimVersion.out.c instead of InterimVersion.c.in and InterimVersion.c.out. I needed to put the file extension on the end because otherwise CMake wouldn't recognize what kind of language it is, and I mean like yeah duh of course it doesn't, my text editor doesn't recognize it either.
878 lines
22 KiB
C++
878 lines
22 KiB
C++
#include <SDL.h>
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#ifdef __EMSCRIPTEN__
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#endif
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#include "CustomLevels.h"
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#include "DeferCallbacks.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 "Exit.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 "InterimVersion.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 "UtilityClass.h"
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#include "Vlogging.h"
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scriptclass script;
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#ifndef NO_CUSTOM_LEVELS
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std::vector<CustomEntity> customentities;
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customlevelclass cl;
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# ifndef NO_EDITOR
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editorclass ed;
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# endif
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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 Uint64 time_ = 0;
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static volatile Uint64 timePrev = 0;
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static volatile Uint32 accumulator = 0;
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#ifndef __EMSCRIPTEN__
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static volatile Uint64 f_time = 0;
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static volatile Uint64 f_timePrev = 0;
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#endif
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enum FuncType
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{
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Func_null,
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Func_fixed,
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Func_input,
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Func_delta
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};
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struct ImplFunc
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{
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enum FuncType type;
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void (*func)(void);
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};
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static void runscript(void)
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{
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script.run();
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}
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static void teleportermodeinput(void)
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{
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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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script.run();
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gameinput();
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}
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}
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/* Only gets used in EDITORMODE. I assume the compiler will optimize this away
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* if this is a NO_CUSTOM_LEVELS or NO_EDITOR build
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*/
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static void flipmodeoff(void)
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{
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graphics.flipmode = false;
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}
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static void focused_begin(void);
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static void focused_end(void);
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static const inline struct ImplFunc* get_gamestate_funcs(
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const int gamestate,
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int* num_implfuncs
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) {
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switch (gamestate)
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{
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#define FUNC_LIST_BEGIN(GAMESTATE) \
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case GAMESTATE: \
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{ \
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static const struct ImplFunc implfuncs[] = { \
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{Func_fixed, focused_begin},
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#define FUNC_LIST_END \
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{Func_fixed, focused_end} \
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}; \
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*num_implfuncs = SDL_arraysize(implfuncs); \
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return implfuncs; \
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}
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FUNC_LIST_BEGIN(GAMEMODE)
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{Func_fixed, runscript},
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{Func_fixed, gamerenderfixed},
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{Func_delta, gamerender},
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{Func_input, gameinput},
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{Func_fixed, gamelogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(TITLEMODE)
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{Func_input, titleinput},
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{Func_fixed, titlerenderfixed},
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{Func_delta, titlerender},
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{Func_fixed, titlelogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(MAPMODE)
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{Func_fixed, maprenderfixed},
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{Func_delta, maprender},
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{Func_input, mapinput},
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{Func_fixed, maplogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(TELEPORTERMODE)
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{Func_fixed, teleporterrenderfixed},
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{Func_delta, teleporterrender},
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{Func_input, teleportermodeinput},
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{Func_fixed, maplogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(GAMECOMPLETE)
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{Func_fixed, gamecompleterenderfixed},
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{Func_delta, gamecompleterender},
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{Func_input, gamecompleteinput},
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{Func_fixed, gamecompletelogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(GAMECOMPLETE2)
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{Func_delta, gamecompleterender2},
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{Func_input, gamecompleteinput2},
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{Func_fixed, gamecompletelogic2},
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FUNC_LIST_END
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#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
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FUNC_LIST_BEGIN(EDITORMODE)
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{Func_fixed, flipmodeoff},
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{Func_input, editorinput},
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{Func_fixed, editorrenderfixed},
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{Func_delta, editorrender},
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{Func_fixed, editorlogic},
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FUNC_LIST_END
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#endif
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FUNC_LIST_BEGIN(PRELOADER)
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{Func_input, preloaderinput},
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{Func_fixed, preloaderrenderfixed},
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{Func_delta, preloaderrender},
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FUNC_LIST_END
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#undef FUNC_LIST_END
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#undef FUNC_LIST_BEGIN
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}
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SDL_assert(0 && "Invalid gamestate!");
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return NULL;
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}
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enum IndexCode
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{
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Index_none,
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Index_end
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};
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static const struct ImplFunc* gamestate_funcs = NULL;
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static int num_gamestate_funcs = 0;
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static int gamestate_func_index = -1;
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static enum IndexCode increment_gamestate_func_index(void)
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{
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gamestate_func_index++;
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if (gamestate_func_index == num_gamestate_funcs)
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{
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/* Reached the end of current gamestate order.
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* Re-fetch for new order if gamestate changed.
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*/
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gamestate_funcs = get_gamestate_funcs(
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game.gamestate,
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&num_gamestate_funcs
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);
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/* Also run callbacks that were deferred to end of func sequence. */
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DEFER_execute_callbacks();
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gamestate_func_index = 0;
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return Index_end;
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}
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return Index_none;
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}
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static void unfocused_run(void);
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static const struct ImplFunc unfocused_func_list[] = {
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{
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Func_input, /* we still need polling when unfocused */
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NULL
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},
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{
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Func_delta,
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unfocused_run
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}
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};
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static const struct ImplFunc* unfocused_funcs = unfocused_func_list;
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static int num_unfocused_funcs = SDL_arraysize(unfocused_func_list);
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static int unfocused_func_index = 0; // This does not get incremented on start, do NOT use -1!
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static enum IndexCode increment_unfocused_func_index(void)
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{
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unfocused_func_index++;
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if (unfocused_func_index == num_unfocused_funcs)
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{
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unfocused_func_index = 0;
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return Index_end;
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}
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return Index_none;
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}
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static const struct ImplFunc** active_funcs = NULL;
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static int* num_active_funcs = NULL;
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static int* active_func_index = NULL;
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static enum IndexCode (*increment_func_index)(void) = NULL;
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enum LoopCode
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{
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Loop_continue,
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Loop_stop
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};
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static enum LoopCode loop_assign_active_funcs(void)
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{
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if (key.isActive)
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{
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active_funcs = &gamestate_funcs;
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num_active_funcs = &num_gamestate_funcs;
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active_func_index = &gamestate_func_index;
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increment_func_index = &increment_gamestate_func_index;
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}
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else
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{
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active_funcs = &unfocused_funcs;
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num_active_funcs = &num_unfocused_funcs;
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active_func_index = &unfocused_func_index;
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increment_func_index = &increment_unfocused_func_index;
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}
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return Loop_continue;
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}
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static enum LoopCode loop_run_active_funcs(void)
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{
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while ((*active_funcs)[*active_func_index].type != Func_delta)
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{
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const struct ImplFunc* implfunc = &(*active_funcs)[*active_func_index];
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enum IndexCode index_code;
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if (implfunc->type == Func_input && !game.inputdelay)
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{
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key.Poll();
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}
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if (implfunc->type != Func_null && implfunc->func != NULL)
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{
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implfunc->func();
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}
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index_code = increment_func_index();
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if (index_code == Index_end)
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{
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return Loop_continue;
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}
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}
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/* About to switch over to rendering... but call this first. */
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graphics.renderfixedpre();
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return Loop_stop;
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}
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static enum LoopCode loop_begin(void);
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static enum LoopCode loop_end(void);
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static enum LoopCode (*const meta_funcs[])(void) = {
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loop_begin,
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loop_assign_active_funcs,
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loop_run_active_funcs,
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loop_end
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};
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static int meta_func_index = 0;
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static void inline fixedloop(void)
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{
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while (true)
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{
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enum LoopCode loop_code = meta_funcs[meta_func_index]();
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if (loop_code == Loop_stop)
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{
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break;
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}
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meta_func_index = (meta_func_index + 1) % SDL_arraysize(meta_funcs);
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}
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}
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static void inline deltaloop(void);
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static void cleanup(void);
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#ifdef __EMSCRIPTEN__
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static void emscriptenloop(void)
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{
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timePrev = time_;
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time_ = SDL_GetTicks64();
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deltaloop();
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}
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#endif
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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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vlog_init();
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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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vlog_error("%s option requires one argument.", argv[i]); \
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VVV_exit(1); \
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}
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if (ARG("-version"))
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{
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/* Just print the version and exit. No vlogging. */
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/* TODO: Version should be de-duplicated and only set in one place... TwT */
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/* TODO: Also print commit date and hash, if applicable. */
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puts("VVVVVV v2.4");
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VVV_exit(0);
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}
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else 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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else if (ARG("-nooutput"))
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{
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vlog_toggle_output(0);
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}
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else if (ARG("-forcecolor") || ARG("-forcecolour"))
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{
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vlog_toggle_color(1);
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}
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else if (ARG("-nocolor") || ARG("-nocolour"))
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{
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vlog_toggle_color(0);
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}
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else if (ARG("-debug"))
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{
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vlog_toggle_debug(1);
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}
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else if (ARG("-noinfo"))
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{
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vlog_toggle_info(0);
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}
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else if (ARG("-nowarn"))
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{
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vlog_toggle_warn(0);
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}
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else if (ARG("-noerror"))
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{
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vlog_toggle_error(0);
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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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vlog_error("Error: invalid option: %s", argv[i]);
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VVV_exit(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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vlog_error("Unable to initialize filesystem!");
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VVV_exit(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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vlog_info("\t\t");
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vlog_info("\t\t");
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vlog_info("\t\t VVVVVV");
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vlog_info("\t\t");
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vlog_info("\t\t");
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vlog_info("\t\t 8888888888888888 ");
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vlog_info("\t\t88888888888888888888");
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vlog_info("\t\t888888 8888 88");
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vlog_info("\t\t888888 8888 88");
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vlog_info("\t\t88888888888888888888");
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vlog_info("\t\t88888888888888888888");
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vlog_info("\t\t888888 88");
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vlog_info("\t\t88888888 8888");
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vlog_info("\t\t 8888888888888888 ");
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vlog_info("\t\t 88888888 ");
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vlog_info("\t\t 8888888888888888 ");
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vlog_info("\t\t88888888888888888888");
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vlog_info("\t\t88888888888888888888");
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vlog_info("\t\t88888888888888888888");
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vlog_info("\t\t8888 88888888 8888");
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vlog_info("\t\t8888 88888888 8888");
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vlog_info("\t\t 888888888888 ");
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vlog_info("\t\t 8888 8888 ");
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vlog_info("\t\t 888888 888888 ");
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vlog_info("\t\t 888888 888888 ");
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vlog_info("\t\t 888888 888888 ");
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vlog_info("\t\t");
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vlog_info("\t\t");
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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...
|
|
if (!graphics.reloadresources())
|
|
{
|
|
/* Something wrong with the default assets? We can't use them to
|
|
* display the error message, and we have to bail. */
|
|
SDL_ShowSimpleMessageBox(
|
|
SDL_MESSAGEBOX_ERROR,
|
|
graphics.error_title,
|
|
graphics.error,
|
|
NULL
|
|
);
|
|
|
|
VVV_exit(1);
|
|
}
|
|
|
|
game.gamestate = PRELOADER;
|
|
|
|
game.menustart = false;
|
|
|
|
// Initialize title screen to cyan
|
|
graphics.titlebg.colstate = 10;
|
|
map.nexttowercolour();
|
|
|
|
map.ypos = (700-29) * 8;
|
|
map.oldypos = map.ypos;
|
|
map.setbgobjlerp(graphics.towerbg);
|
|
map.setbgobjlerp(graphics.titlebg);
|
|
|
|
{
|
|
// Prioritize unlock.vvv first (2.2 and below),
|
|
// but settings have been migrated to settings.vvv (2.3 and up)
|
|
struct ScreenSettings screen_settings;
|
|
SDL_zero(screen_settings);
|
|
ScreenSettings_default(&screen_settings);
|
|
game.loadstats(&screen_settings);
|
|
game.loadsettings(&screen_settings);
|
|
gameScreen.init(&screen_settings);
|
|
}
|
|
|
|
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;
|
|
|
|
LevelMetaData meta;
|
|
CliPlaytestArgs pt_args;
|
|
if (cl.getLevelMetaDataAndPlaytestArgs(playtestname, meta, &pt_args)) {
|
|
cl.ListOfMetaData.clear();
|
|
cl.ListOfMetaData.push_back(meta);
|
|
} else {
|
|
cl.loadZips();
|
|
if (cl.getLevelMetaDataAndPlaytestArgs(playtestname, meta, &pt_args)) {
|
|
cl.ListOfMetaData.clear();
|
|
cl.ListOfMetaData.push_back(meta);
|
|
} else {
|
|
vlog_error("Level not found");
|
|
VVV_exit(1);
|
|
}
|
|
}
|
|
|
|
if (pt_args.valid)
|
|
{
|
|
savefileplaytest = true;
|
|
savex = pt_args.x;
|
|
savey = pt_args.y;
|
|
saverx = pt_args.rx;
|
|
savery = pt_args.ry;
|
|
savegc = pt_args.gc;
|
|
savemusic = pt_args.music;
|
|
}
|
|
|
|
game.loadcustomlevelstats();
|
|
game.customleveltitle=cl.ListOfMetaData[game.playcustomlevel].title;
|
|
game.customlevelfilename=cl.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 = FADE_NONE;
|
|
}
|
|
#endif
|
|
|
|
/* Only create the window after we have loaded all the assets. */
|
|
SDL_ShowWindow(gameScreen.m_window);
|
|
|
|
key.isActive = true;
|
|
|
|
gamestate_funcs = get_gamestate_funcs(game.gamestate, &num_gamestate_funcs);
|
|
loop_assign_active_funcs();
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
emscripten_set_main_loop(emscriptenloop, 0, 0);
|
|
#else
|
|
while (true)
|
|
{
|
|
f_time = SDL_GetTicks64();
|
|
|
|
const Uint64 f_timetaken = f_time - f_timePrev;
|
|
if (!game.over30mode && f_timetaken < 34)
|
|
{
|
|
const volatile Uint64 f_delay = 34 - f_timetaken;
|
|
SDL_Delay((Uint32) f_delay);
|
|
f_time = SDL_GetTicks64();
|
|
}
|
|
|
|
f_timePrev = f_time;
|
|
|
|
timePrev = time_;
|
|
time_ = SDL_GetTicks64();
|
|
|
|
deltaloop();
|
|
}
|
|
|
|
cleanup();
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void cleanup(void)
|
|
{
|
|
/* Order matters! */
|
|
if (FILESYSTEM_isInit()) /* not necessary but silences logs */
|
|
{
|
|
game.savestatsandsettings();
|
|
}
|
|
gameScreen.destroy();
|
|
graphics.grphx.destroy();
|
|
graphics.destroy_buffers();
|
|
graphics.destroy();
|
|
music.destroy();
|
|
NETWORK_shutdown();
|
|
SDL_Quit();
|
|
FILESYSTEM_deinit();
|
|
}
|
|
|
|
SDL_NORETURN void VVV_exit(const int exit_code)
|
|
{
|
|
cleanup();
|
|
exit(exit_code);
|
|
}
|
|
|
|
static void inline deltaloop(void)
|
|
{
|
|
//timestep limit to 30
|
|
const float rawdeltatime = static_cast<float>(time_ - timePrev);
|
|
accumulator += rawdeltatime;
|
|
|
|
Uint32 timesteplimit = game.get_timestep();
|
|
|
|
while (accumulator >= timesteplimit)
|
|
{
|
|
enum IndexCode index_code = increment_func_index();
|
|
|
|
if (index_code == Index_end)
|
|
{
|
|
loop_assign_active_funcs();
|
|
}
|
|
|
|
accumulator = SDL_fmodf(accumulator, timesteplimit);
|
|
|
|
/* We are done rendering. */
|
|
graphics.renderfixedpost();
|
|
|
|
fixedloop();
|
|
}
|
|
const float alpha = game.over30mode ? static_cast<float>(accumulator) / timesteplimit : 1.0f;
|
|
graphics.alpha = alpha;
|
|
|
|
if (active_func_index == NULL
|
|
|| *active_func_index == -1
|
|
|| active_funcs == NULL)
|
|
{
|
|
/* Somehow the first deltatime has been too small and things haven't
|
|
* initialized. We'll just no-op for now.
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
const struct ImplFunc* implfunc = &(*active_funcs)[*active_func_index];
|
|
|
|
if (implfunc->type == Func_delta && implfunc->func != NULL)
|
|
{
|
|
implfunc->func();
|
|
|
|
gameScreen.FlipScreen(graphics.flipmode);
|
|
}
|
|
}
|
|
}
|
|
|
|
static enum LoopCode loop_begin(void)
|
|
{
|
|
if (game.inputdelay)
|
|
{
|
|
key.Poll();
|
|
}
|
|
|
|
// Update network per frame.
|
|
NETWORK_update();
|
|
|
|
return Loop_continue;
|
|
}
|
|
|
|
static void unfocused_run(void)
|
|
{
|
|
if (!game.blackout)
|
|
{
|
|
ClearSurface(graphics.backBuffer);
|
|
#define FLIP(YPOS) graphics.flipmode ? 232 - YPOS : YPOS
|
|
graphics.bprint(5, FLIP(110), "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
|
|
graphics.bprint(5, FLIP(120), "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
|
|
graphics.bprint(5, FLIP(220), "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
|
|
graphics.bprint(5, FLIP(230), "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
|
|
#undef FLIP
|
|
}
|
|
graphics.render();
|
|
//We are minimised, so lets put a bit of a delay to save CPU
|
|
#ifndef __EMSCRIPTEN__
|
|
SDL_Delay(100);
|
|
#endif
|
|
}
|
|
|
|
static void focused_begin(void)
|
|
{
|
|
map.nexttowercolour_set = false;
|
|
}
|
|
|
|
static void focused_end(void)
|
|
{
|
|
game.gameclock();
|
|
music.processmusic();
|
|
graphics.processfade();
|
|
}
|
|
|
|
static enum LoopCode loop_end(void)
|
|
{
|
|
//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--;
|
|
}
|
|
|
|
music.updatemutestate();
|
|
|
|
if (key.resetWindow)
|
|
{
|
|
key.resetWindow = false;
|
|
gameScreen.ResizeScreen(-1, -1);
|
|
}
|
|
|
|
return Loop_continue;
|
|
}
|