(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2008 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
*)
{$INCLUDE "options.inc"}
unit uMisc;
interface
uses SDLh, uConsts, uFloat,
{$IFDEF GLES11}
gles11;
{$ELSE}
GL;
{$ENDIF}
var
isCursorVisible : boolean;
isTerminated : boolean;
isInLag : boolean;
isPaused : boolean;
isSoundEnabled : boolean;
isMusicEnabled : boolean;
isSEBackup : boolean;
isInMultiShoot : boolean;
isSpeed : boolean;
fastUntilLag : boolean;
GameState : TGameState;
GameType : TGameType;
GameFlags : Longword;
TrainingFlags : Longword;
TurnTimeLeft : Longword;
cSuddenDTurns : LongInt;
cDamagePercent : LongInt;
cTemplateFilter : LongInt;
cHedgehogTurnTime: Longword;
cMinesTime : LongInt;
cMaxAIThinkTime : Longword;
cCloudsNumber : LongInt;
cScreenWidth : LongInt;
cScreenHeight : LongInt;
cInitWidth : LongInt;
cInitHeight : LongInt;
cVSyncInUse : boolean;
cBits : LongInt;
cBitsStr : string[2];
cTagsMaskIndex : byte;
zoom : GLfloat;
ZoomValue : GLfloat;
cWaterLine : LongInt;
cGearScrEdgesDist: LongInt;
cAltDamage : boolean;
GameTicks : LongWord;
TrainingTimeInc : Longword;
TrainingTimeInD : Longword;
TrainingTimeInM : Longword;
TrainingTimeMax : Longword;
TimeTrialStartTime: Longword;
TimeTrialStopTime : Longword;
recordFileName : shortstring;
cShowFPS : boolean;
cCaseFactor : Longword;
cLandAdditions : Longword;
cFullScreen : boolean;
cReducedQuality : boolean;
cLocaleFName : shortstring;
cSeed : shortstring;
cInitVolume : LongInt;
cVolumeDelta : LongInt;
cTimerInterval : Longword;
cHasFocus : boolean;
cInactDelay : Longword;
bBetweenTurns : boolean;
cHealthDecrease : LongWord;
bWaterRising : Boolean;
ShowCrosshair : boolean;
CursorMovementX : Integer;
CursorMovementY : Integer;
cDrownSpeed : hwFloat;
cMaxWindSpeed : hwFloat;
cWindSpeed : hwFloat;
cGravity : hwFloat;
cDamageModifier : hwFloat;
cLaserSighting : boolean;
cVampiric : boolean;
cArtillery : boolean;
WeaponTooltipTex : PTexture;
cWeaponTooltips: boolean;
flagMakeCapture : boolean;
InitStepsFlags : Longword;
RealTicks : Longword;
AttackBar : LongInt;
WaterColorArray : array[0..3] of HwColor4f;
CursorPoint : TPoint;
TargetPoint : TPoint;
TextureList : PTexture;
procedure init_uMisc;
procedure free_uMisc;
procedure SplitBySpace(var a, b: shortstring);
procedure SplitByChar(var a, b: string; c: char);
procedure movecursor(dx, dy: Integer);
function hwSign(r: hwFloat): LongInt;
function Min(a, b: LongInt): LongInt;
function Max(a, b: LongInt): LongInt;
procedure OutError(Msg: String; isFatalError: boolean);
procedure TryDo(Assert: boolean; Msg: string; isFatal: boolean);
procedure SDLTry(Assert: boolean; isFatal: boolean);
function IntToStr(n: LongInt): shortstring;
function FloatToStr(n: hwFloat): shortstring;
function DxDy2Angle(const _dY, _dX: hwFloat): GLfloat;
function DxDy2Angle32(const _dY, _dX: hwFloat): LongInt;
function DxDy2AttackAngle(const _dY, _dX: hwFloat): LongInt;
procedure AdjustColor(var Color: Longword);
procedure SetKB(n: Longword);
procedure SendKB;
procedure SetLittle(var r: hwFloat);
procedure SendStat(sit: TStatInfoType; s: shortstring);
function Str2PChar(const s: shortstring): PChar;
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
procedure FreeTexture(tex: PTexture);
function toPowerOf2(i: Longword): Longword;
function DecodeBase64(s: shortstring): shortstring;
function doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
function endian(independent: LongWord): LongWord;
{$IFDEF DEBUGFILE}
procedure AddFileLog(s: shortstring);
function RectToStr(Rect: TSDL_Rect): shortstring;
{$ENDIF}
{$IFNDEF IPHONEOS}
procedure MakeScreenshot(filename: shortstring);
{$ENDIF}
implementation
uses Math, uConsole, uStore, uIO, uRandom, uSound;
var KBnum: Longword;
{$IFDEF DEBUGFILE}
f: textfile;
{$ENDIF}
// should this include "strtolower()" for the split string?
procedure SplitBySpace(var a, b: shortstring);
var i, t: LongInt;
begin
i:= Pos(' ', a);
if i > 0 then
begin
for t:= 1 to Pred(i) do
if (a[t] >= 'A')and(a[t] <= 'Z') then Inc(a[t], 32);
b:= copy(a, i + 1, Length(a) - i);
byte(a[0]):= Pred(i)
end else b:= '';
end;
procedure SplitByChar(var a, b: string; c: char);
var i: LongInt;
begin
i:= Pos(c, a);
if i > 0 then
begin
b:= copy(a, i + 1, Length(a) - i);
byte(a[0]):= Pred(i)
end else b:= '';
end;
procedure movecursor(dx, dy: Integer);
var x, y: LongInt;
begin
if (dx = 0) and (dy = 0) then exit;
SDL_GetMouseState(@x, @y);
Inc(x, dx);
Inc(y, dy);
SDL_WarpMouse(x, y);
end;
function hwSign(r: hwFloat): LongInt;
begin
// yes, we have negative zero for a reason
if r.isNegative then hwSign:= -1 else hwSign:= 1
end;
function Min(a, b: LongInt): LongInt;
begin
if a < b then Min:= a else Min:= b
end;
function Max(a, b: LongInt): LongInt;
begin
if a > b then Max:= a else Max:= b
end;
procedure OutError(Msg: String; isFatalError: boolean);
begin
{$IFDEF DEBUGFILE}AddFileLog(Msg);{$ENDIF}
WriteLnToConsole(Msg);
if isFatalError then
begin
SendIPC('E' + GetLastConsoleLine);
SDL_Quit;
halt(1)
end
end;
procedure TryDo(Assert: boolean; Msg: string; isFatal: boolean);
begin
if not Assert then OutError(Msg, isFatal)
end;
procedure SDLTry(Assert: boolean; isFatal: boolean);
begin
if not Assert then OutError(SDL_GetError, isFatal)
end;
procedure AdjustColor(var Color: Longword);
begin
Color:= SDL_MapRGB(PixelFormat, (Color shr 16) and $FF, (Color shr 8) and $FF, Color and $FF)
end;
function IntToStr(n: LongInt): shortstring;
begin
str(n, IntToStr)
end;
function FloatToStr(n: hwFloat): shortstring;
begin
FloatToStr:= cstr(n) + '_' + inttostr(Lo(n.QWordValue))
end;
procedure SetTextureParameters(enableClamp: Boolean);
begin
if enableClamp and not cReducedQuality then
begin
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
end;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
end;
function DxDy2Angle(const _dY, _dX: hwFloat): GLfloat;
var dY, dX: Extended;
begin
dY:= _dY.QWordValue / $100000000;
if _dY.isNegative then dY:= - dY;
dX:= _dX.QWordValue / $100000000;
if _dX.isNegative then dX:= - dX;
DxDy2Angle:= arctan2(dY, dX) * 180 / pi
end;
function DxDy2Angle32(const _dY, _dX: hwFloat): LongInt;
const _16divPI: Extended = 16/pi;
var dY, dX: Extended;
begin
dY:= _dY.QWordValue / $100000000;
if _dY.isNegative then dY:= - dY;
dX:= _dX.QWordValue / $100000000;
if _dX.isNegative then dX:= - dX;
DxDy2Angle32:= trunc(arctan2(dY, dX) * _16divPI) and $1f
end;
function DxDy2AttackAngle(const _dY, _dX: hwFloat): LongInt;
const MaxAngleDivPI: Extended = cMaxAngle/pi;
var dY, dX: Extended;
begin
dY:= _dY.QWordValue / $100000000;
if _dY.isNegative then dY:= - dY;
dX:= _dX.QWordValue / $100000000;
if _dX.isNegative then dX:= - dX;
DxDy2AttackAngle:= trunc(arctan2(dY, dX) * MaxAngleDivPI)
end;
procedure SetKB(n: Longword);
begin
KBnum:= n
end;
procedure SendKB;
var s: shortstring;
begin
if KBnum <> 0 then
begin
s:= 'K' + inttostr(KBnum);
SendIPCRaw(@s, Length(s) + 1)
end
end;
procedure SetLittle(var r: hwFloat);
begin
r:= SignAs(cLittle, r)
end;
procedure SendStat(sit: TStatInfoType; s: shortstring);
const stc: array [TStatInfoType] of char = 'rDkKH';
var buf: shortstring;
begin
buf:= 'i' + stc[sit] + s;
SendIPCRaw(@buf[0], length(buf) + 1)
end;
function Str2PChar(const s: shortstring): PChar;
const CharArray: array[byte] of Char = '';
begin
CharArray:= s;
CharArray[Length(s)]:= #0;
Str2PChar:= @CharArray
end;
function isPowerOf2(i: Longword): boolean;
begin
if i = 0 then exit(true);
while (i and 1) = 0 do i:= i shr 1;
isPowerOf2:= (i = 1)
end;
function toPowerOf2(i: Longword): Longword;
begin
toPowerOf2:= 1;
while (toPowerOf2 < i) do toPowerOf2:= toPowerOf2 shl 1
end;
procedure ResetVertexArrays(texture: PTexture);
begin
with texture^ do
begin
vb[0].X:= 0;
vb[0].Y:= 0;
vb[1].X:= w;
vb[1].Y:= 0;
vb[2].X:= w;
vb[2].Y:= h;
vb[3].X:= 0;
vb[3].Y:= h;
tb[0].X:= 0;
tb[0].Y:= 0;
tb[1].X:= rx;
tb[1].Y:= 0;
tb[2].X:= rx;
tb[2].Y:= ry;
tb[3].X:= 0;
tb[3].Y:= ry
end;
end;
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
begin
new(NewTexture);
NewTexture^.PrevTexture:= nil;
NewTexture^.NextTexture:= nil;
if TextureList <> nil then
begin
TextureList^.PrevTexture:= NewTexture;
NewTexture^.NextTexture:= TextureList
end;
TextureList:= NewTexture;
NewTexture^.w:= width;
NewTexture^.h:= height;
NewTexture^.rx:= 1.0;
NewTexture^.ry:= 1.0;
ResetVertexArrays(NewTexture);
glGenTextures(1, @NewTexture^.id);
glBindTexture(GL_TEXTURE_2D, NewTexture^.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
SetTextureParameters(true);
end;
function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
var tw, th, x, y: Longword;
tmpp: pointer;
fromP4, toP4: PLongWordArray;
begin
new(Surface2Tex);
Surface2Tex^.PrevTexture:= nil;
Surface2Tex^.NextTexture:= nil;
if TextureList <> nil then
begin
TextureList^.PrevTexture:= Surface2Tex;
Surface2Tex^.NextTexture:= TextureList
end;
TextureList:= Surface2Tex;
Surface2Tex^.w:= surf^.w;
Surface2Tex^.h:= surf^.h;
if (surf^.format^.BytesPerPixel <> 4) then
begin
TryDo(false, 'Surface2Tex failed, expecting 32 bit surface', true);
Surface2Tex^.id:= 0;
exit
end;
glGenTextures(1, @Surface2Tex^.id);
glBindTexture(GL_TEXTURE_2D, Surface2Tex^.id);
if SDL_MustLock(surf) then
SDLTry(SDL_LockSurface(surf) >= 0, true);
if (not SupportNPOTT) and (not (isPowerOf2(Surf^.w) and isPowerOf2(Surf^.h))) then
begin
tw:= toPowerOf2(Surf^.w);
th:= toPowerOf2(Surf^.h);
Surface2Tex^.rx:= Surf^.w / tw;
Surface2Tex^.ry:= Surf^.h / th;
GetMem(tmpp, tw * th * surf^.format^.BytesPerPixel);
fromP4:= Surf^.pixels;
toP4:= tmpp;
for y:= 0 to Pred(Surf^.h) do
begin
for x:= 0 to Pred(Surf^.w) do toP4^[x]:= fromP4^[x];
for x:= Surf^.w to Pred(tw) do toP4^[x]:= 0;
toP4:= @(toP4^[tw]);
fromP4:= @(fromP4^[Surf^.pitch div 4]);
end;
for y:= Surf^.h to Pred(th) do
begin
for x:= 0 to Pred(tw) do toP4^[x]:= 0;
toP4:= @(toP4^[tw]);
end;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmpp);
FreeMem(tmpp, tw * th * surf^.format^.BytesPerPixel)
end
else
begin
Surface2Tex^.rx:= 1.0;
Surface2Tex^.ry:= 1.0;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf^.w, surf^.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf^.pixels);
end;
ResetVertexArrays(Surface2Tex);
if SDL_MustLock(surf) then
SDL_UnlockSurface(surf);
SetTextureParameters(enableClamp);
end;
procedure FreeTexture(tex: PTexture);
begin
if tex <> nil then
begin
if tex^.NextTexture <> nil then tex^.NextTexture^.PrevTexture:= tex^.PrevTexture;
if tex^.PrevTexture <> nil then tex^.PrevTexture^.NextTexture:= tex^.NextTexture
else TextureList:= tex^.NextTexture;
glDeleteTextures(1, @tex^.id);
Dispose(tex)
end
end;
function DecodeBase64(s: shortstring): shortstring;
const table = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/';
var i, t, c: Longword;
begin
c:= 0;
for i:= 1 to Length(s) do
begin
t:= Pos(s[i], table);
if s[i] = '=' then inc(c);
if t > 0 then byte(s[i]):= t - 1 else byte(s[i]):= 0
end;
i:= 1;
t:= 1;
while i <= length(s) do
begin
DecodeBase64[t ]:= char((byte(s[i ]) shl 2) or (byte(s[i + 1]) shr 4));
DecodeBase64[t + 1]:= char((byte(s[i + 1]) shl 4) or (byte(s[i + 2]) shr 2));
DecodeBase64[t + 2]:= char((byte(s[i + 2]) shl 6) or (byte(s[i + 3]) ));
inc(t, 3);
inc(i, 4)
end;
if c < 3 then t:= t - c;
byte(DecodeBase64[0]):= t - 1
end;
{$IFNDEF IPHONEOS}
procedure MakeScreenshot(filename: shortstring);
var p: Pointer;
size: Longword;
f: file;
{$IFNDEF WIN32}
// TGA Header
head: array[0..8] of Word = (0, 2, 0, 0, 0, 0, 0, 0, 24);
{$ELSE}
// Windows Bitmap Header
head: array[0..53] of Byte = (
$42, $4D, // identifier ("BM")
0, 0, 0, 0, // file size
0, 0, 0, 0, // reserved
54, 0, 0, 0, // starting offset
40, 0, 0, 0, // header size
0, 0, 0, 0, // width
0, 0, 0, 0, // height
1, 0, // color planes
24, 0, // bit depth
0, 0, 0, 0, // compression method (uncompressed)
0, 0, 0, 0, // image size
96, 0, 0, 0, // horizontal resolution
96, 0, 0, 0, // vertical resolution
0, 0, 0, 0, // number of colors (all)
0, 0, 0, 0 // number of important colors
);
{$ENDIF}
begin
playSound(sndShutter);
size:= cScreenWidth * cScreenHeight * 3;
p:= GetMem(size);
// update header information and file name
{$IFNDEF WIN32}
filename:= ParamStr(1) + '/' + filename + '.tga';
head[6]:= cScreenWidth;
head[7]:= cScreenHeight;
{$ELSE}
filename:= ParamStr(1) + '/' + filename + '.bmp';
head[$02]:= (size + 54) and $ff;
head[$03]:= ((size + 54) shr 8) and $ff;
head[$04]:= ((size + 54) shr 16) and $ff;
head[$05]:= ((size + 54) shr 24) and $ff;
head[$12]:= cScreenWidth and $ff;
head[$13]:= (cScreenWidth shr 8) and $ff;
head[$14]:= (cScreenWidth shr 16) and $ff;
head[$15]:= (cScreenWidth shr 24) and $ff;
head[$16]:= cScreenHeight and $ff;
head[$17]:= (cScreenHeight shr 8) and $ff;
head[$18]:= (cScreenHeight shr 16) and $ff;
head[$19]:= (cScreenHeight shr 24) and $ff;
head[$22]:= size and $ff;
head[$23]:= (size shr 8) and $ff;
head[$24]:= (size shr 16) and $ff;
head[$25]:= (size shr 24) and $ff;
{$ENDIF}
//remember that opengles operates on a single surface, so GL_FRONT *should* be implied
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, cScreenWidth, cScreenHeight, GL_BGR, GL_UNSIGNED_BYTE, p);
{$I-}
Assign(f, filename);
Rewrite(f, 1);
if IOResult = 0 then
begin
BlockWrite(f, head, sizeof(head));
BlockWrite(f, p^, size);
Close(f);
end;
{$I+}
FreeMem(p)
end;
{$ENDIF}
{$IFDEF DEBUGFILE}
procedure AddFileLog(s: shortstring);
begin
writeln(f, GameTicks: 6, ': ', s);
flush(f)
end;
function RectToStr(Rect: TSDL_Rect): shortstring;
begin
RectToStr:= '(x: ' + inttostr(rect.x) + '; y: ' + inttostr(rect.y) + '; w: ' + inttostr(rect.w) + '; h: ' + inttostr(rect.h) + ')'
end;
{$ENDIF}
function doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
{* for more information http://www.idevgames.com/forum/showpost.php?p=85864&postcount=7 *}
var convertedSurf: PSDL_Surface = nil;
begin
if (tmpsurf^.format^.bitsperpixel = 24) or ((tmpsurf^.format^.bitsperpixel = 32) and (tmpsurf^.format^.rshift > tmpsurf^.format^.bshift)) then
begin
convertedSurf:= SDL_ConvertSurface(tmpsurf, @conversionFormat, SDL_SWSURFACE);
SDL_FreeSurface(tmpsurf);
exit(convertedSurf);
end;
exit(tmpsurf);
end;
function endian(independent: LongWord): LongWord;
begin
{$IFDEF ENDIAN_LITTLE}
endian:= independent;
{$ELSE}
endian:= (((independent and $FF000000) shr 24) or
((independent and $00FF0000) shr 8) or
((independent and $0000FF00) shl 8) or
((independent and $000000FF) shl 24))
{$ENDIF}
end;
procedure init_uMisc;
var i: LongInt;
begin
cDrownSpeed.QWordValue := 257698038; // 0.06
cMaxWindSpeed.QWordValue:= 2147484; // 0.0005
cWindSpeed.QWordValue := 429496; // 0.0001
cGravity := cMaxWindSpeed;
cDamageModifier := _1;
TargetPoint := cTargetPointRef;
TextureList := nil;
// int, longint longword and byte
CursorMovementX := 0;
CursorMovementY := 0;
GameTicks := 0;
TrainingTimeInc := 10000;
TrainingTimeInD := 500;
TrainingTimeInM := 5000;
TrainingTimeMax := 60000;
TimeTrialStartTime := 0;
TimeTrialStopTime := 0;
cWaterLine := LAND_HEIGHT;
cGearScrEdgesDist := 240;
cHealthDecrease := 0;
GameFlags := 0;
TrainingFlags := 0;
TurnTimeLeft := 0;
cSuddenDTurns := 15;
cDamagePercent := 100;
cTemplateFilter := 0;
cHedgehogTurnTime := 45000;
cMinesTime := 3000;
cMaxAIThinkTime := 9000;
cCloudsNumber := 9;
cScreenWidth := 1024;
cScreenHeight := 768;
cInitWidth := cScreenWidth;
cInitHeight := cScreenHeight;
cBits := 32;
cTagsMaskIndex := Low(cTagsMasks);
KBnum := 0;
InitStepsFlags := 0;
RealTicks := 0;
AttackBar := 0; // 0 - none, 1 - just bar at the right-down corner, 2 - like in WWP
// tgametype and glfloat and string
GameState := Low(TGameState);
GameType := gmtLocal;
zoom := 2.0;
ZoomValue := 2.0;
cBitsStr := '32';
// booleans
cLaserSighting := false;
cVampiric := false;
cArtillery := false;
flagMakeCapture := false;
bBetweenTurns := false;
bWaterRising := false;
isCursorVisible := false;
isTerminated := false;
isInLag := false;
isPaused := false;
isMusicEnabled := false;
isInMultiShoot := false;
isSpeed := false;
fastUntilLag := false;
cVSyncInUse := true;
isSoundEnabled := true;
isSEBackup := true;
// init flags
recordFileName := '';
cShowFPS := false;
cCaseFactor := 5; {0..9}
cLandAdditions := 4;
cFullScreen := false;
cReducedQuality := false;
cLocaleFName := 'en.txt';
cSeed := '';
cInitVolume := 50;
cVolumeDelta := 0;
cTimerInterval := 8;
cHasFocus := true;
cInactDelay := 1250;
cAltDamage := true;
{$IFDEF DEBUGFILE}
{$I-}
{$IFDEF IPHONEOS}
f:= stderr;
{$ELSE}
for i:= 0 to 7 do
begin
assign(f, ParamStr(1) + '/debug' + inttostr(i) + '.txt');
rewrite(f);
if IOResult = 5 then
begin
// prevent writing on a directory you do not have permissions on
// should be safe to assume the current directory is writable
assign(f, './debug' + inttostr(i) + '.txt');
rewrite(f);
end;
if IOResult = 0 then break;
end;
{$ENDIF}
{$I+}
{$ENDIF}
end;
procedure free_uMisc;
begin
//uRandom.DumpBuffer;
while TextureList <> nil do FreeTexture(TextureList);
{$IFDEF DEBUGFILE}
writeln(f, 'halt at ', GameTicks, ' ticks. TurnTimeLeft = ', TurnTimeLeft);
flush(f);
close(f);
{$ENDIF}
end;
end.