Script might well override a static map, but can't risk it not doing it, and preview completely failing. Better to just not try it for static maps. Some script cfg might help. Could also avoid unnnecessary preview regenerations even if the script was doing nothing at all.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
{$IFDEF WIN32}
{$R res/hwengine.rc}
{$ENDIF}
{$IFDEF HWLIBRARY}
unit hwengine;
interface
{$ELSE}
program hwengine;
{$ENDIF}
uses SDLh, uMisc, uConsole, uGame, uConsts, uLand, uAmmos, uVisualGears, uGears, uStore, uWorld, uInputHandler
, uSound, uScript, uTeams, uStats, uIO, uLocale, uChat, uAI, uAIMisc, uAILandMarks, uLandTexture, uCollisions
, SysUtils, uTypes, uVariables, uCommands, uUtils, uCaptions, uDebug, uCommandHandlers, uLandPainted
, uPhysFSLayer, uCursor, uRandom, ArgParsers, uVisualGearsHandlers, uTextures
{$IFDEF USE_VIDEO_RECORDING}, uVideoRec {$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}, uTouch {$ENDIF}
{$IFDEF ANDROID}, GLUnit{$ENDIF}
;
{$IFDEF HWLIBRARY}
procedure preInitEverything();
procedure initEverything(complete:boolean);
procedure freeEverything(complete:boolean);
procedure Game(argc: LongInt; argv: PPChar); cdecl; export;
procedure GenLandPreview(port: Longint); cdecl; export;
implementation
{$ELSE}
procedure preInitEverything(); forward;
procedure initEverything(complete:boolean); forward;
procedure freeEverything(complete:boolean); forward;
{$ENDIF}
///////////////////////////////////////////////////////////////////////////////
function DoTimer(Lag: LongInt): boolean;
var s: shortstring;
begin
DoTimer:= false;
inc(RealTicks, Lag);
case GameState of
gsLandGen:
begin
GenMap;
SetLandTexture;
UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false);
setAILandMarks;
ParseCommand('sendlanddigest', true);
GameState:= gsStart;
end;
gsStart:
begin
SetDefaultBinds;
if HasBorder then
DisableSomeWeapons;
AddClouds;
AddFlakes;
SetRandomSeed(cSeed, false);
AssignHHCoords;
AddMiscGears;
StoreLoad(false);
InitWorld;
ResetKbd;
if GameType = gmtSave then
SetSound(false);
FinishProgress;
PlayMusic;
SetScale(zoom);
ScriptCall('onGameStart');
GameState:= gsGame;
end;
gsConfirm, gsGame, gsChat:
begin
if not cOnlyStats then
// never place between ProcessKbd and DoGameTick - bugs due to /put cmd and isCursorVisible
DrawWorld(Lag);
DoGameTick(Lag);
if not cOnlyStats then ProcessVisualGears(Lag);
end;
gsExit:
begin
DoTimer:= true;
end;
gsSuspend:
exit(false);
end;
if not cOnlyStats then SwapBuffers;
{$IFDEF USE_VIDEO_RECORDING}
if flagPrerecording then
SaveCameraPosition;
{$ENDIF}
if flagMakeCapture then
begin
flagMakeCapture:= false;
{$IFDEF PAS2C}
s:= '/Screenshots/hw_' + inttostr(GameTicks);
{$ELSE}
s:= '/Screenshots/hw_' + FormatDateTime('YYYY-MM-DD_HH-mm-ss', Now()) + inttostr(GameTicks);
{$ENDIF}
// flash
playSound(sndShutter);
ScreenFade:= sfFromWhite;
ScreenFadeValue:= sfMax;
ScreenFadeSpeed:= 5;
if MakeScreenshot(s, 1) then
WriteLnToConsole('Screenshot saved: ' + s)
else
begin
WriteLnToConsole('Screenshot failed.');
AddChatString(#5 + 'screen capture failed (lack of memory or write permissions)');
end
end;
end;
///////////////////////////////////////////////////////////////////////////////
procedure MainLoop;
var event: TSDL_Event;
PrevTime, CurrTime: LongWord;
isTerminated: boolean;
{$IFDEF SDL2}
previousGameState: TGameState;
{$ELSE}
prevFocusState: boolean;
{$ENDIF}
begin
isTerminated:= false;
PrevTime:= SDL_GetTicks;
while isTerminated = false do
begin
SDL_PumpEvents();
while SDL_PeepEvents(@event, 1, SDL_GETEVENT, {$IFDEF SDL2}SDL_FIRSTEVENT, SDL_LASTEVENT{$ELSE}SDL_ALLEVENTS{$ENDIF}) > 0 do
begin
case event.type_ of
{$IFDEF SDL2}
SDL_KEYDOWN:
if GameState = gsChat then
begin
// sdl on iphone supports only ashii keyboards and the unicode field is deprecated in sdl 1.3
KeyPressChat(SDL_GetKeyFromScancode(event.key.keysym.sym), event.key.keysym.sym); //TODO correct for keymodifiers
end
else
if GameState >= gsGame then ProcessKey(event.key);
SDL_KEYUP:
if (GameState <> gsChat) and (GameState >= gsGame) then
ProcessKey(event.key);
SDL_WINDOWEVENT:
if event.window.event = SDL_WINDOWEVENT_SHOWN then
begin
cHasFocus:= true;
onFocusStateChanged()
end
else if event.window.event = SDL_WINDOWEVENT_MINIMIZED then
begin
previousGameState:= GameState;
GameState:= gsSuspend;
end
else if event.window.event = SDL_WINDOWEVENT_RESTORED then
begin
GameState:= previousGameState;
{$IFDEF ANDROID}
//This call is used to reinitialize the glcontext and reload the textures
ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
{$ENDIF}
end
else if event.window.event = SDL_WINDOWEVENT_RESIZED then
begin
cNewScreenWidth:= max(2 * (event.window.data1 div 2), cMinScreenWidth);
cNewScreenHeight:= max(2 * (event.window.data2 div 2), cMinScreenHeight);
cScreenResizeDelay:= RealTicks + 500{$IFDEF IPHONEOS}div 2{$ENDIF};
end;
{$IFDEF USE_TOUCH_INTERFACE}
SDL_FINGERMOTION:
onTouchMotion(event.tfinger.x, event.tfinger.y, event.tfinger.dx, event.tfinger.dy, event.tfinger.fingerId);
SDL_FINGERDOWN:
onTouchDown(event.tfinger.x, event.tfinger.y, event.tfinger.fingerId);
SDL_FINGERUP:
onTouchUp(event.tfinger.x, event.tfinger.y, event.tfinger.fingerId);
{$ENDIF}
{$ELSE}
SDL_KEYDOWN:
if GameState = gsChat then
KeyPressChat(event.key.keysym.unicode, event.key.keysym.sym)
else
if GameState >= gsGame then ProcessKey(event.key);
SDL_KEYUP:
if (GameState <> gsChat) and (GameState >= gsGame) then
ProcessKey(event.key);
SDL_MOUSEBUTTONDOWN:
if GameState = gsConfirm then
ParseCommand('quit', true)
else
if (GameState >= gsGame) then ProcessMouse(event.button, true);
SDL_MOUSEBUTTONUP:
if (GameState >= gsGame) then ProcessMouse(event.button, false);
SDL_ACTIVEEVENT:
if (event.active.state and SDL_APPINPUTFOCUS) <> 0 then
begin
prevFocusState:= cHasFocus;
cHasFocus:= event.active.gain = 1;
if prevFocusState xor cHasFocus then
onFocusStateChanged()
end;
SDL_VIDEORESIZE:
begin
// using lower values than cMinScreenWidth or cMinScreenHeight causes widget overlap and off-screen widget parts
// Change by sheepluva:
// Let's only use even numbers for custom width/height since I ran into scaling issues with odd width values.
// Maybe just fixes the symptom not the actual cause(?), I'm too tired to find out :P
cNewScreenWidth:= max(2 * (event.resize.w div 2), cMinScreenWidth);
cNewScreenHeight:= max(2 * (event.resize.h div 2), cMinScreenHeight);
cScreenResizeDelay:= RealTicks+500;
end;
{$ENDIF}
SDL_JOYAXISMOTION:
ControllerAxisEvent(event.jaxis.which, event.jaxis.axis, event.jaxis.value);
SDL_JOYHATMOTION:
ControllerHatEvent(event.jhat.which, event.jhat.hat, event.jhat.value);
SDL_JOYBUTTONDOWN:
ControllerButtonEvent(event.jbutton.which, event.jbutton.button, true);
SDL_JOYBUTTONUP:
ControllerButtonEvent(event.jbutton.which, event.jbutton.button, false);
SDL_QUITEV:
isTerminated:= true
end; //end case event.type_ of
end; //end while SDL_PollEvent(@event) <> 0 do
if (CursorMovementX <> 0) or (CursorMovementY <> 0) then
handlePositionUpdate(CursorMovementX * cameraKeyboardSpeed, CursorMovementY * cameraKeyboardSpeed);
if (cScreenResizeDelay <> 0) and (cScreenResizeDelay < RealTicks) and
((cNewScreenWidth <> cScreenWidth) or (cNewScreenHeight <> cScreenHeight)) then
begin
cScreenResizeDelay:= 0;
cWindowedWidth:= cNewScreenWidth;
cWindowedHeight:= cNewScreenHeight;
cScreenWidth:= cWindowedWidth;
cScreenHeight:= cWindowedHeight;
ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
WriteLnToConsole('window resize: ' + IntToStr(cScreenWidth) + ' x ' + IntToStr(cScreenHeight));
ScriptOnScreenResize();
InitCameraBorders();
InitTouchInterface();
SendIPC('W' + IntToStr(cScreenWidth) + 'x' + IntToStr(cScreenHeight));
end;
CurrTime:= SDL_GetTicks();
if PrevTime + longword(cTimerInterval) <= CurrTime then
begin
isTerminated:= isTerminated or DoTimer(CurrTime - PrevTime);
PrevTime:= CurrTime;
end
else SDL_Delay(1);
IPCCheckSock();
end;
end;
{$IFDEF USE_VIDEO_RECORDING}
procedure RecorderMainLoop;
var oldGameTicks, oldRealTicks, newGameTicks, newRealTicks: LongInt;
begin
if not BeginVideoRecording() then
exit;
DoTimer(0); // gsLandGen -> gsStart
DoTimer(0); // gsStart -> gsGame
if not LoadNextCameraPosition(newRealTicks, newGameTicks) then
exit;
fastScrolling:= true;
DoGameTick(newGameTicks);
fastScrolling:= false;
oldRealTicks:= 0;
oldGameTicks:= newGameTicks;
while LoadNextCameraPosition(newRealTicks, newGameTicks) do
begin
IPCCheckSock();
DoGameTick(newGameTicks - oldGameTicks);
if GameState = gsExit then
break;
ProcessVisualGears(newRealTicks - oldRealTicks);
DrawWorld(newRealTicks - oldRealTicks);
EncodeFrame();
oldRealTicks:= newRealTicks;
oldGameTicks:= newGameTicks;
end;
StopVideoRecording();
end;
{$ENDIF}
///////////////////////////////////////////////////////////////////////////////
procedure Game{$IFDEF HWLIBRARY}(argc: LongInt; argv: PPChar); cdecl; export{$ENDIF};
//var p: TPathType;
var s: shortstring;
i: LongInt;
begin
{$IFDEF HWLIBRARY}
preInitEverything();
parseCommandLine(argc, argv);
{$ENDIF}
initEverything(true);
WriteLnToConsole('Hedgewars engine ' + cVersionString + '-r' + cRevisionString +
' (' + cHashString + ') with protocol #' + inttostr(cNetProtoVersion));
AddFileLog('Prefix: "' + shortstring(PathPrefix) +'"');
AddFileLog('UserPrefix: "' + shortstring(UserPathPrefix) +'"');
for i:= 0 to ParamCount do
AddFileLog(inttostr(i) + ': ' + ParamStr(i));
WriteToConsole('Init SDL... ');
if not cOnlyStats then SDLTry(SDL_Init(SDL_INIT_VIDEO or SDL_INIT_NOPARACHUTE) >= 0, true);
WriteLnToConsole(msgOK);
{$IFDEF SDL2}
SDL_StartTextInput();
{$ELSE}
SDL_EnableUNICODE(1);
{$ENDIF}
SDL_ShowCursor(0);
if not cOnlyStats then
begin
WriteToConsole('Init SDL_ttf... ');
SDLTry(TTF_Init() <> -1, true);
WriteLnToConsole(msgOK);
end;
{$IFDEF USE_VIDEO_RECORDING}
if GameType = gmtRecord then
InitOffscreenOpenGL()
else
{$ENDIF}
begin
// show main window
if cFullScreen then
ParseCommand('fullscr 1', true)
else
ParseCommand('fullscr 0', true);
end;
ControllerInit(); // has to happen before InitKbdKeyTable to map keys
InitKbdKeyTable();
AddProgress();
LoadLocale(cPathz[ptLocale] + '/en.txt'); // Do an initial load with english
if cLocaleFName <> 'en.txt' then
begin
// Try two letter locale first before trying specific locale overrides
if (Length(cLocale) > 3) and (Copy(cLocale, 1, 2) <> 'en') then
begin
LoadLocale(cPathz[ptLocale] + '/' + Copy(cLocale, 1, 2) + '.txt')
end;
LoadLocale(cPathz[ptLocale] + '/' + cLocaleFName)
end
else cLocale := 'en';
WriteLnToConsole(msgGettingConfig);
if cTestLua then
begin
ParseCommand('script ' + cScriptName, true);
end
else
begin
if recordFileName = '' then
begin
InitIPC;
SendIPCAndWaitReply(_S'C'); // ask for game config
end
else
LoadRecordFromFile(recordFileName);
end;
ScriptOnGameInit;
s:= 'eproto ' + inttostr(cNetProtoVersion);
SendIPCRaw(@s[0], Length(s) + 1); // send proto version
InitTeams();
AssignStores();
if GameType = gmtRecord then
SetSound(false);
InitSound();
isDeveloperMode:= false;
TryDo(InitStepsFlags = cifAllInited, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true);
//ParseCommand('rotmask', true);
{$IFDEF USE_VIDEO_RECORDING}
if GameType = gmtRecord then
begin
RecorderMainLoop();
freeEverything(true);
exit;
end;
{$ENDIF}
MainLoop;
// clean up all the memory allocated
freeEverything(true);
end;
///////////////////////////////////////////////////////////////////////////////
// preInitEverything - init variables that are going to be ovewritten by arguments
// initEverything - init variables only. Should be coupled by below
// freeEverything - free above. Pay attention to the init/free order!
procedure preInitEverything;
begin
Randomize();
uVariables.preInitModule;
uSound.preInitModule;
end;
procedure initEverything (complete:boolean);
begin
uUtils.initModule(complete); // opens the debug file, must be the first
uVariables.initModule; // inits all global variables
uCommands.initModule; // helps below
uCommandHandlers.initModule; // registers all messages from frontend
uLand.initModule; // computes land
uLandPainted.initModule; // computes drawn land
uIO.initModule; // sets up sockets
uPhysFSLayer.initModule;
uScript.initModule;
if complete then
begin
uTextures.initModule;
{$IFDEF ANDROID}GLUnit.initModule;{$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}uTouch.initModule;{$ENDIF}
{$IFDEF USE_VIDEO_RECORDING}uVideoRec.initModule;{$ENDIF}
uAI.initModule;
uAIMisc.initModule;
uAILandMarks.initModule; //stub
uAmmos.initModule;
uCaptions.initModule;
uChat.initModule;
uCollisions.initModule;
uGears.initModule;
uInputHandler.initModule;
uMisc.initModule;
uLandTexture.initModule; //stub
uSound.initModule;
uStats.initModule;
uStore.initModule;
uTeams.initModule;
uVisualGears.initModule;
uVisualGearsHandlers.initModule;
uWorld.initModule;
end;
end;
procedure freeEverything (complete:boolean);
begin
if complete then
begin
WriteLnToConsole('Freeing resources...');
uAI.freeModule; // AI things need to be freed first
uAIMisc.freeModule; //stub
uAILandMarks.freeModule;
uCaptions.freeModule;
uWorld.freeModule;
uVisualGears.freeModule;
uTeams.freeModule;
uInputHandler.freeModule;
uStats.freeModule; //stub
uSound.freeModule;
uMisc.freeModule;
uLandTexture.freeModule;
uGears.freeModule;
uCollisions.freeModule; //stub
uChat.freeModule;
uAmmos.freeModule;
uStore.freeModule; // closes SDL
{$IFDEF USE_VIDEO_RECORDING}uVideoRec.freeModule;{$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}uTouch.freeModule;{$ENDIF} //stub
{$IFDEF ANDROID}GLUnit.freeModule;{$ENDIF}
uTextures.freeModule;
end;
uIO.freeModule;
uLand.freeModule;
uLandPainted.freeModule;
uCommandHandlers.freeModule;
uCommands.freeModule;
uVariables.freeModule;
uUtils.freeModule; // closes debug file
uPhysFSLayer.freeModule;
uScript.freeModule;
end;
///////////////////////////////////////////////////////////////////////////////
procedure GenLandPreview{$IFDEF HWLIBRARY}(port: LongInt); cdecl; export{$ENDIF};
var Preview: TPreviewAlpha;
begin
initEverything(false);
{$IFDEF HWLIBRARY}
WriteLnToConsole('Preview connecting on port ' + inttostr(port));
ipcPort:= port;
InitStepsFlags:= cifRandomize;
{$ENDIF}
InitIPC;
IPCWaitPongEvent;
TryDo(InitStepsFlags = cifRandomize, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true);
ScriptOnPreviewInit;
GenPreviewAlpha(Preview);
WriteLnToConsole('Sending preview...');
SendIPCRaw(@Preview, sizeof(Preview));
SendIPCRaw(@MaxHedgehogs, sizeof(byte));
WriteLnToConsole('Preview sent, disconnect');
freeEverything(false);
end;
{$IFNDEF HWLIBRARY}
///////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// m a i n ///////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
begin
{$IFDEF PAS2C}
// workaround for pascal's ParamStr and ParamCount
init(argc, argv);
{$ENDIF}
preInitEverything();
cTagsMask:= htTeamName or htName or htHealth; // this one doesn't fit nicely w/ reset of other variables. suggestions welcome
GetParams();
if GameType = gmtLandPreview then
GenLandPreview()
else if GameType <> gmtSyntax then
Game();
// return 1 when engine is not called correctly
{$IFDEF PAS2C}
exit(LongInt(GameType = gmtSyntax));
{$ELSE}
halt(LongInt(GameType = gmtSyntax));
{$ENDIF}
{$ENDIF}
end.