Add a new script hook. onNewAmmoStore. This will allow scripts like The Specialists to define separate ammo sets for each hog
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
{$IFDEF WIN32}
{$R hwengine.rc}
{$ENDIF}
{$IFDEF HWLIBRARY}
unit hwengine;
interface
{$ELSE}
program hwengine;
{$ENDIF}
uses SDLh, uMisc, uConsole, uGame, uConsts, uLand, uAmmos, uVisualGears, uGears, uStore, uWorld, uKeys, uSound,
uScript, uTeams, uStats, uIO, uLocale, uChat, uAI, uAIMisc, uRandom, uLandTexture, uCollisions,
sysutils, uTypes, uVariables, uCommands, uUtils, uCaptions, uDebug, uCommandHandlers, uLandPainted
{$IFDEF SDL13}, uTouch{$ENDIF}{$IFDEF ANDROID}, GLUnit{$ENDIF};
{$IFDEF HWLIBRARY}
procedure initEverything(complete:boolean);
procedure freeEverything(complete:boolean);
procedure Game(gameArgs: PPChar); cdecl; export;
procedure GenLandPreview(port: Longint); cdecl; export;
implementation
{$ELSE}
procedure OnDestroy; forward;
procedure initEverything(complete:boolean); forward;
procedure freeEverything(complete:boolean); forward;
{$ENDIF}
////////////////////////////////
procedure DoTimer(Lag: LongInt);
var s: shortstring;
begin
inc(RealTicks, Lag);
case GameState of
gsLandGen:
begin
GenMap;
ParseCommand('sendlanddigest', true);
GameState:= gsStart;
end;
gsStart:
begin
if HasBorder then
DisableSomeWeapons;
AddClouds;
AddFlakes;
AssignHHCoords;
AddMiscGears;
StoreLoad;
InitWorld;
ResetKbd;
SoundLoad;
if GameType = gmtSave then
begin
isSEBackup:= isSoundEnabled;
isSoundEnabled:= false
end;
FinishProgress;
PlayMusic;
SetScale(zoom);
ScriptCall('onGameStart');
GameState:= gsGame;
end;
gsConfirm, gsGame:
begin
DrawWorld(Lag); // never place between ProcessKbd and DoGameTick - bugs due to /put cmd and isCursorVisible
ProcessKbd;
DoGameTick(Lag);
ProcessVisualGears(Lag);
end;
gsChat:
begin
DrawWorld(Lag);
DoGameTick(Lag);
ProcessVisualGears(Lag);
end;
gsExit:
begin
isTerminated:= true;
end;
gsSuspend:
exit;
end;
{$IFDEF SDL13}
SDL_GL_SwapWindow(SDLwindow);
{$ELSE}
SDL_GL_SwapBuffers();
{$ENDIF}
if flagMakeCapture then
begin
flagMakeCapture:= false;
s:= 'hw_' + FormatDateTime('YYYY-MM-DD_HH-mm-ss', Now()) + inttostr(GameTicks);
playSound(sndShutter);
if MakeScreenshot(s) then
WriteLnToConsole('Screenshot saved: ' + s)
else
begin
WriteLnToConsole('Screenshot failed.');
AddChatString(#5 + 'screen capture failed (lack of memory or write permissions)');
end
end;
end;
////////////////////
procedure OnDestroy;
begin
WriteLnToConsole('Freeing resources...');
FreeActionsList();
StoreRelease();
ControllerClose();
CloseIPC();
TTF_Quit();
{$IFDEF SDL13}
SDL_GL_DeleteContext(SDLGLcontext);
SDL_DestroyWindow(SDLwindow);
SDLGLcontext:= nil;
SDLwindow:= nil;
{$ENDIF}
SDL_Quit();
isTerminated:= false;
end;
///////////////////
procedure MainLoop;
var event: TSDL_Event;
PrevTime, CurrTime: Longword;
{$IFDEF SDL13}
previousGameState: TGameState;
{$ELSE}
prevFocusState: boolean;
{$ENDIF}
begin
PrevTime:= SDL_GetTicks;
while isTerminated = false do
begin
SDL_PumpEvents();
while SDL_PeepEvents(@event, 1, SDL_GETEVENT, {$IFDEF SDL13}SDL_FIRSTEVENT, SDL_LASTEVENT{$ELSE}SDL_ALLEVENTS{$ENDIF}) > 0 do
begin
case event.type_ of
{$IFDEF SDL13}
SDL_KEYDOWN:
if GameState = gsChat then
// sdl on iphone supports only ashii keyboards and the unicode field is deprecated in sdl 1.3
KeyPressChat(event.key.keysym.sym);
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;
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);
{$ELSE}
SDL_KEYDOWN:
if GameState = gsChat then
KeyPressChat(event.key.keysym.unicode);
SDL_MOUSEBUTTONDOWN:
if event.button.button = SDL_BUTTON_WHEELDOWN then
wheelDown:= true;
SDL_MOUSEBUTTONUP:
if event.button.button = SDL_BUTTON_WHEELUP then
wheelUp:= true;
SDL_ACTIVEEVENT:
if (event.active.state and SDL_APPINPUTFOCUS) <> 0 then
begin
prevFocusState:= cHasFocus;
cHasFocus:= event.active.gain = 1;
if prevFocusState xor cHasFocus then
onFocusStateChanged()
end;
SDL_VIDEORESIZE:
begin
// using lower values than cMinScreenWidth or cMinScreenHeight causes widget overlap and off-screen widget parts
// Change by sheepluva:
// Let's only use even numbers for custom width/height since I ran into scaling issues with odd width values.
// Maybe just fixes the symptom not the actual cause(?), I'm too tired to find out :P
cNewScreenWidth:= max(2 * (event.resize.w div 2), cMinScreenWidth);
cNewScreenHeight:= max(2 * (event.resize.h div 2), cMinScreenHeight);
cScreenResizeDelay:= RealTicks+500;
end;
{$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 (cScreenResizeDelay <> 0) and (cScreenResizeDelay < RealTicks)
and ((cNewScreenWidth <> cScreenWidth) or (cNewScreenHeight <> cScreenHeight)) then
begin
cScreenResizeDelay:= 0;
cScreenWidth:= cNewScreenWidth;
cScreenHeight:= cNewScreenHeight;
ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
WriteLnToConsole('window resize: ' + IntToStr(cScreenWidth) + ' x ' + IntToStr(cScreenHeight));
ScriptOnScreenResize();
InitCameraBorders();
InitTouchInterface();
end;
if isTerminated = false then
begin
CurrTime:= SDL_GetTicks;
if PrevTime + longword(cTimerInterval) <= CurrTime then
begin
DoTimer(CurrTime - PrevTime);
PrevTime:= CurrTime
end
else SDL_Delay(1);
IPCCheckSock();
end;
end;
end;
///////////////
procedure Game{$IFDEF HWLIBRARY}(gameArgs: PPChar); cdecl; export{$ENDIF};
var
p: TPathType;
s: shortstring;
i: LongInt;
begin
{$IFDEF HWLIBRARY}
cBits:= 32;
cTimerInterval:= 8;
cShowFPS:= {$IFDEF DEBUGFILE}true{$ELSE}false{$ENDIF};
val(gameArgs[0], ipcPort);
val(gameArgs[1], cScreenWidth);
val(gameArgs[2], cScreenHeight);
val(gameArgs[3], cReducedQuality);
cLocaleFName:= gameArgs[4];
// cFullScreen functionality is platform dependent, ifdef it if you need to modify it
cFullScreen:= false;
if (Length(cLocaleFName) > 6) then
cLocale := Copy(cLocaleFName,1,5)
else
cLocale := Copy(cLocaleFName,1,2);
UserNick:= gameArgs[5];
isSoundEnabled:= gameArgs[6] = '1';
isMusicEnabled:= gameArgs[7] = '1';
cAltDamage:= gameArgs[8] = '1';
PathPrefix:= gameArgs[9];
UserPathPrefix:= '../Documents';
recordFileName:= gameArgs[10];
cStereoMode:= smNone;
{$ENDIF}
cMinScreenWidth:= min(cScreenWidth, cMinScreenWidth);
cMinScreenHeight:= min(cScreenHeight, cMinScreenHeight);
cOrigScreenWidth:= cScreenWidth;
cOrigScreenHeight:= cScreenHeight;
initEverything(true);
WriteLnToConsole('Hedgewars ' + cVersionString + ' engine (network protocol: ' + inttostr(cNetProtoVersion) + ')');
AddFileLog('Prefix: "' + PathPrefix +'"');
AddFileLog('UserPrefix: "' + UserPathPrefix +'"');
for i:= 0 to ParamCount do
AddFileLog(inttostr(i) + ': ' + ParamStr(i));
for p:= Succ(Low(TPathType)) to High(TPathType) do
if (p <> ptMapCurrent) and (p <> ptData) then
UserPathz[p]:= UserPathPrefix + '/Data/' + Pathz[p];
UserPathz[ptData]:= UserPathPrefix + '/Data';
for p:= Succ(Low(TPathType)) to High(TPathType) do
if p <> ptMapCurrent then
Pathz[p]:= PathPrefix + '/' + Pathz[p];
WriteToConsole('Init SDL... ');
SDLTry(SDL_Init(SDL_INIT_VIDEO or SDL_INIT_NOPARACHUTE) >= 0, true);
WriteLnToConsole(msgOK);
SDL_EnableUNICODE(1);
SDL_ShowCursor(0);
WriteToConsole('Init SDL_ttf... ');
SDLTry(TTF_Init() <> -1, true);
WriteLnToConsole(msgOK);
// show main window
if cFullScreen then
ParseCommand('fullscr 1', true)
else
ParseCommand('fullscr 0', true);
ControllerInit(); // has to happen before InitKbdKeyTable to map keys
InitKbdKeyTable();
AddProgress();
LoadLocale(UserPathz[ptLocale] + '/en.txt'); // Do an initial load with english
LoadLocale(Pathz[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) > 2) and (Copy(cLocale,1,2) <> 'en') then
begin
LoadLocale(UserPathz[ptLocale] + '/' + Copy(cLocale,1,2)+'.txt');
LoadLocale(Pathz[ptLocale] + '/' + Copy(cLocale,1,2)+'.txt')
end;
LoadLocale(UserPathz[ptLocale] + '/' + cLocaleFName);
LoadLocale(Pathz[ptLocale] + '/' + cLocaleFName)
end
else cLocale := 'en';
WriteLnToConsole(msgGettingConfig);
if recordFileName = '' then
begin
InitIPC;
SendIPCAndWaitReply('C'); // ask for game config
end
else
LoadRecordFromFile(recordFileName);
ScriptOnGameInit;
s:= 'eproto ' + inttostr(cNetProtoVersion);
SendIPCRaw(@s[0], Length(s) + 1); // send proto version
InitTeams();
AssignStores();
if isSoundEnabled then
InitSound();
isDeveloperMode:= false;
TryDo(InitStepsFlags = cifAllInited, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true);
ParseCommand('rotmask', true);
MainLoop();
// clean up SDL and GL context
OnDestroy();
// clean up all the other memory allocated
freeEverything(true);
if alsoShutdownFrontend then
halt;
end;
procedure initEverything (complete:boolean);
begin
Randomize();
if complete then
cLogfileBase:= 'game'
else
cLogfileBase:= 'preview';
// uConsts does not need initialization as they are all consts
uUtils.initModule;
uMisc.initModule;
uVariables.initModule;
uConsole.initModule; // MUST happen after uMisc
uCommands.initModule;
uCommandHandlers.initModule;
uLand.initModule;
uLandPainted.initModule;
uIO.initModule;
if complete then
begin
{$IFDEF ANDROID}GLUnit.init;{$ENDIF}
{$IFDEF SDL13}uTouch.initModule;{$ENDIF}
uAI.initModule;
//uAIActions does not need initialization
//uAIAmmoTests does not need initialization
uAIMisc.initModule;
uAmmos.initModule;
uChat.initModule;
uCollisions.initModule;
//uFloat does not need initialization
//uGame does not need initialization
uGears.initModule;
uKeys.initModule;
//uLandGraphics does not need initialization
//uLandObjects does not need initialization
//uLandTemplates does not need initialization
uLandTexture.initModule;
//uLocale does not need initialization
uRandom.initModule;
uScript.initModule;
uSound.initModule;
uStats.initModule;
uStore.initModule;
uTeams.initModule;
uVisualGears.initModule;
uWorld.initModule;
uCaptions.initModule;
end;
end;
procedure freeEverything (complete:boolean);
begin
if complete then
begin
uCaptions.freeModule;
uWorld.freeModule;
uVisualGears.freeModule;
uTeams.freeModule;
uStore.freeModule; //stub
uStats.freeModule; //stub
uSound.freeModule;
uScript.freeModule;
uRandom.freeModule; //stub
//uLocale does not need to be freed
//uLandTemplates does not need to be freed
uLandTexture.freeModule;
//uLandObjects does not need to be freed
//uLandGraphics does not need to be freed
uKeys.freeModule; //stub
uGears.freeModule;
//uGame does not need to be freed
//uFloat does not need to be freed
uCollisions.freeModule; //stub
uChat.freeModule;
uAmmos.freeModule;
uAIMisc.freeModule; //stub
//uAIAmmoTests does not need to be freed
//uAIActions does not need to be freed
uAI.freeModule; //stub
end;
uIO.freeModule; //stub
uLand.freeModule;
uLandPainted.freeModule;
uCommandHandlers.freeModule;
uCommands.freeModule;
uConsole.freeModule;
uVariables.freeModule;
uUtils.freeModule;
uMisc.freeModule; // uMisc closes the debug log.
end;
/////////////////////////
procedure GenLandPreview{$IFDEF HWLIBRARY}(port: LongInt); cdecl; export{$ENDIF};
var
Preview: TPreview;
begin
initEverything(false);
{$IFDEF HWLIBRARY}
WriteLnToConsole('Preview connecting on port ' + inttostr(port));
ipcPort:= port;
InitStepsFlags:= cifRandomize;
{$ENDIF}
InitIPC;
IPCWaitPongEvent;
TryDo(InitStepsFlags = cifRandomize, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true);
Preview:= GenPreview();
WriteLnToConsole('Sending preview...');
SendIPCRaw(@Preview, sizeof(Preview));
SendIPCRaw(@MaxHedgehogs, sizeof(byte));
WriteLnToConsole('Preview sent, disconnect');
CloseIPC();
freeEverything(false);
end;
{$IFNDEF HWLIBRARY}
/////////////////////
procedure DisplayUsage;
var i: LongInt;
begin
WriteLn('Wrong argument format: correct configurations is');
WriteLn();
WriteLn(' hwengine <path to user hedgewars folder> <path to global data folder> <path to replay file> [options]');
WriteLn();
WriteLn('where [options] must be specified either as:');
WriteLn(' --set-video [screen width] [screen height] [color dept]');
WriteLn(' --set-audio [volume] [enable music] [enable sounds]');
WriteLn(' --set-other [language file] [full screen] [show FPS]');
WriteLn(' --set-multimedia [screen width] [screen height] [color dept] [volume] [enable music] [enable sounds] [language file] [full screen]');
WriteLn(' --set-everything [screen width] [screen height] [color dept] [volume] [enable music] [enable sounds] [language file] [full screen] [show FPS] [alternate damage] [timer value] [reduced quality]');
WriteLn(' --stats-only');
WriteLn();
WriteLn('Read documentation online at http://code.google.com/p/hedgewars/wiki/CommandLineOptions for more information');
WriteLn();
Write('PARSED COMMAND: ');
for i:=0 to ParamCount do
Write(ParamStr(i) + ' ');
WriteLn();
end;
////////////////////
{$INCLUDE "ArgParsers.inc"}
procedure GetParams;
begin
if (ParamCount < 3) then
GameType:= gmtSyntax
else
if (ParamCount = 3) and ((ParamStr(3) = '--stats-only') or (ParamStr(3) = 'landpreview')) then
internalSetGameTypeLandPreviewFromParameters()
else
if (ParamCount = cDefaultParamNum) then
internalStartGameWithParameters()
else
playReplayFileWithParameters();
end;
////////////////////////////////////////////////////////////////////////////////
/////////////////////////////// m a i n ////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
begin
GetParams();
if (Length(cLocaleFName) > 6) then
cLocale := Copy(cLocaleFName,1,5)
else
cLocale := Copy(cLocaleFName,1,2);
if GameType = gmtLandPreview then
GenLandPreview()
else if GameType = gmtSyntax then
DisplayUsage()
else Game();
// return 1 when engine is not called correctly
ExitCode:= LongInt(GameType = gmtSyntax);
{$ENDIF}
end.