hedgewars/uFLTypes.pas
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Thu, 10 Dec 2015 00:33:45 +0300
branchqmlfrontend
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- Use queues instead of single buffer to communicate between threads - Fix build
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unit uFLTypes;
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interface
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uses SDLh;
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const
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    MAXARGS = 32;
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type
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    TMessageType = (mtRenderingPreview, mtPreview, mtAddPlayingTeam, mtRemovePlayingTeam
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                    , mtAddTeam, mtRemoveTeam, mtTeamColor, mtHedgehogsNumber, mtNetData
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                    , mtFlibEvent, mtConnected, mtDisconnected, mtAddLobbyClient
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                    , mtRemoveLobbyClient, mtLobbyChatLine, mtAddRoomClient
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                    , mtRemoveRoomClient, mtRoomChatLine, mtAddRoom, mtUpdateRoom
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                    , mtRemoveRoom, mtError, mtWarning, mtMoveToLobby, mtMoveToRoom
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                    , mtNickname, mtSeed, mtTheme, mtScript, mtFeatureSize, mtMapGen
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                    , mtMap, mtMazeSize, mtTemplate, mtAmmo, mtScheme);
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    TFLIBEvent = (flibGameFinished);
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    TClientFlag = (cfReady, cfRegistered, cfInRoom, cfContributor, cfInGame, cfRoomAdmin, cfServerAdmin);
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    PIPCMessage = ^TIPCMessage;
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    TIPCMessage = record
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                   str: shortstring;
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                   len: Longword;
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                   buf: Pointer;
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                   next: PIPCMessage;
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               end;
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    PIPCQueue = ^TIPCQueue;
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    TIPCQueue = record
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                   msg: TIPCMessage;
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                   mut: PSDL_Mutex;
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                   cond: PSDL_Cond;
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                   last: PIPCMessage;
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               end;
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    TIPCCallback = procedure (p: pointer; msg: PChar; len: Longword);
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    TUICallback = procedure (p: pointer; msgType: TMessageType; msg: PChar; len: Longword); cdecl;
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    TGameType = (gtPreview, gtLocal);
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    THedgehog = record
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            name: shortstring;
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            hat: shortstring;
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            end;
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    TTeam = record
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            teamName
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            , flag
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            , grave
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            , fort
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            , voice
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            , owner: shortstring;
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            color: Longword;
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            extDriven: boolean;
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            botLevel: Longword;
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            hedgehogs: array[0..7] of THedgehog;
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            hogsNumber: Longword;
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        end;
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    PTeam = ^TTeam;
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    TScheme = record
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            schemeName
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            , scriptparam : shortstring;
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            fortsmode
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            , divteams
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            , solidland
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            , border
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            , lowgrav
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            , laser
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            , invulnerability
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            , mines
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            , vampiric
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            , karma
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            , artillery
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            , randomorder
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            , king
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            , placehog
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            , sharedammo
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            , disablegirders
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            , disablewind
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            , morewind
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            , tagteam
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            , resethealth
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            , disablelandobjects
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            , aisurvival
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            , infattack
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            , resetweps
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            , perhogammo
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            , bottomborder: boolean;
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            damagefactor
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            , turntime
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            , health
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            , suddendeath
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            , caseprobability
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            , minestime
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            , landadds
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            , minedudpct
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            , explosives
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            , minesnum
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            , healthprobability
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            , healthcaseamount
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            , waterrise
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            , healthdecrease
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            , ropepct
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            , getawaytime
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            , airmines
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            , worldedge: LongInt
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        end;
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    PScheme = ^TScheme;
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    TAmmo = record
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            ammoName: shortstring;
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            a, b, c, d: shortstring;
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        end;
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    PAmmo = ^TAmmo;
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    PGameConfig = ^TGameConfig;
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    TGameConfig = record
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            seed: shortstring;
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            theme: shortstring;
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            script: shortstring;
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            map: shortstring;
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            scheme: TScheme;
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            ammo: TAmmo;
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            mapgen: LongInt;
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            featureSize: LongInt;
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            mazesize: LongInt;
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            template: LongInt;
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            gameType: TGameType;
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            teams: array[0..7] of TTeam;
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            arguments: array[0..Pred(MAXARGS)] of shortstring;
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            argv: array[0..Pred(MAXARGS)] of PChar;
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            argumentsNumber: Longword;
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            nextConfig: PGameConfig;
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            end;
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implementation
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end.