hedgewars/hwengine.pas
author dag10 <gottlieb.drew@gmail.com>
Wed, 16 Jan 2013 18:34:43 -0500
changeset 8393 85bd6c7b2641
parent 8370 0c79946e96f8
child 8437 93b647d6a00f
permissions -rw-r--r--
Can now change theme for static and mission maps. Fixed mission map descriptions that had commas which broke them. Now, you must escape commas in map descriptions. Made bgwidget repaint on animation tick to avoid buffer-not-clearing issue with widgets that change overtop the background leaving a ghost image of the widget's previous state. Generated map is now the default map in the mapconfig widget.

(*
 * 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, uInputHandler
     , uSound, uScript, uTeams, uStats, uIO, uLocale, uChat, uAI, uAIMisc, uAILandMarks, uLandTexture, uCollisions
     , SysUtils, uTypes, uVariables, uCommands, uUtils, uCaptions, uDebug, uCommandHandlers, uLandPainted
     , uPhysFSLayer, uCursor
     {$IFDEF USE_VIDEO_RECORDING}, uVideoRec {$ENDIF}
     {$IFDEF USE_TOUCH_INTERFACE}, uTouch {$ENDIF}
     {$IFDEF ANDROID}, GLUnit{$ENDIF}
     ;

var isInternal: Boolean;

{$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}

{$INCLUDE "ArgParsers.inc"}

///////////////////////////////////////////////////////////////////////////////
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
            if HasBorder then
                DisableSomeWeapons;
            AddClouds;
            AddFlakes;
            AssignHHCoords;
            AddMiscGears;
            StoreLoad(false);
            InitWorld;
            ResetKbd;
            if GameType = gmtSave then
                SetSound(false);
            FinishProgress;
            PlayMusic;
            SetScale(zoom);
            ScriptCall('onGameStart');
            GameState:= gsGame;
            end;
        gsConfirm, gsGame:
            begin
            if not cOnlyStats then DrawWorld(Lag);
            DoGameTick(Lag);
            if not cOnlyStats then ProcessVisualGears(Lag);
            end;
        gsChat:
            begin
            if not cOnlyStats then 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;
        {$IFDEF PAS2C}
        s:= '/Screenshots/hw';
        {$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;
{$IFDEF SDL13}
    previousGameState: TGameState;
{$ELSE}
    prevFocusState: boolean;
{$ENDIF}
begin
    isTerminated:= false;
    PrevTime:= SDL_GetTicks;
    while isTerminated = false do
    begin
        SDL_PumpEvents();
 
        while SDL_PeepEvents(@event, 1, SDL_GETEVENT, {$IFDEF SDL13}SDL_FIRSTEVENT, SDL_LASTEVENT{$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(SDL_GetKeyFromScancode(event.key.keysym.sym))//TODO correct for keymodifiers
                    else
                        ProcessKey(event.key);
                SDL_KEYUP:
                    if GameState <> gsChat 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;
                        
                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)
                    else
                        ProcessKey(event.key);
                SDL_KEYUP:
                    if GameState <> gsChat then
                        ProcessKey(event.key);
                    
                SDL_MOUSEBUTTONDOWN:
                    if GameState = gsConfirm then
                    begin
                        resetPosition();
                        ParseCommand('quit', true);
                    end
                    else
                        ProcessMouse(event.button, true);
                    
                SDL_MOUSEBUTTONUP:
                    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 ' + cVersionString + ' engine (network protocol: ' + inttostr(cNetProtoVersion) + ')');
    AddFileLog('Prefix: "' + PathPrefix +'"');
    AddFileLog('UserPrefix: "' + 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);

    SDL_EnableUNICODE(1);
    SDL_ShowCursor(0);

    WriteToConsole('Init SDL_ttf... ');
    SDLTry(TTF_Init() <> -1, true);
    WriteLnToConsole(msgOK);

{$IFDEF USE_VIDEO_RECORDING}
    if GameType = gmtRecord then
        InitOffscreenOpenGL()
    else
{$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 recordFileName = '' then
        begin
        InitIPC;
        SendIPCAndWaitReply(_S'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 GameType = gmtRecord then
        SetSound(false);

    InitSound();

    isDeveloperMode:= false;
    TryDo(InitStepsFlags = cifAllInited, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true);
    ParseCommand('rotmask', true);

{$IFDEF USE_VIDEO_RECORDING}
    if GameType = gmtRecord then
        RecorderMainLoop()
    else
{$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
    uConsole.initModule;            // opens stdout
    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

    if complete then
    begin
        uPhysFSLayer.initModule;
{$IFDEF ANDROID}GLUnit.initModule;{$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}uTouch.initModule;{$ENDIF}
{$IFDEF USE_VIDEO_RECORDING}uVideoRec.initModule;{$ENDIF}   //stub
        uAI.initModule;
        uAIMisc.initModule;
        uAILandMarks.initModule;    //stub
        uAmmos.initModule;
        uCaptions.initModule;

        uChat.initModule;
        uCollisions.initModule;
        uGears.initModule;
        uInputHandler.initModule;   //stub
        uMisc.initModule;
        uLandTexture.initModule;    //stub
        uScript.initModule;
        uSound.initModule;
        uStats.initModule;
        uStore.initModule;
        uTeams.initModule;
        uVisualGears.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;
        uScript.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}
        uPhysFSLayer.freeModule;
    end;

    uIO.freeModule;
    uLand.freeModule;
    uLandPainted.freeModule;

    uCommandHandlers.freeModule;
    uCommands.freeModule;
    uConsole.freeModule;            // closes stdout
    uVariables.freeModule;
    uUtils.freeModule;              // closes debug file
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);

    GenPreview(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
    preInitEverything();
    GetParams();

    if GameType = gmtLandPreview then
        GenLandPreview()
    else if GameType <> gmtSyntax then
        Game();

    // return 1 when engine is not called correctly
    halt(LongInt(GameType = gmtSyntax));
{$ENDIF}
end.