Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
(*
* 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"}
unit uSound;
(*
* This unit controls the sounds and music of the game.
* Doesn't really do anything if isSoundEnabled = false.
*
* There are three basic types of sound controls:
* Music - The background music of the game:
* * will only be played if isMusicEnabled = true
* * can be started, changed, paused and resumed
* Sound - Can be started and stopped
* Looped Sound - Subtype of sound: plays in a loop using a
* "channel", of which the id is returned on start.
* The channel id can be used to stop a specific sound loop.
*)
interface
uses SDLh, uConsts, uTypes, SysUtils;
procedure initModule;
procedure freeModule;
procedure InitSound; // Initiates sound-system if isSoundEnabled.
procedure ReleaseSound(complete: boolean); // Releases sound-system and used resources.
procedure ResetSound; // Reset sound state to the previous state.
procedure SetSound(enabled: boolean); // Enable/disable sound-system and backup status.
// MUSIC
// Obvious music commands for music track
procedure SetMusic(enabled: boolean); // Enable/disable music.
procedure SetMusicName(musicname: shortstring); // Enable/disable music and set name of musicfile to play.
procedure PlayMusic; // Play music from the start.
procedure PauseMusic; // Pause music.
procedure ResumeMusic; // Resume music from pause point.
procedure ChangeMusic(musicname: shortstring); // Replaces music track with musicname and plays it.
procedure StopMusic; // Stops and releases the current track.
// SOUNDS
// Plays the sound snd [from a given voicepack],
// if keepPlaying is given and true,
// then the sound's playback won't be interrupted if asked to play again.
procedure PlaySound(snd: TSound);
procedure PlaySound(snd: TSound; keepPlaying: boolean);
procedure PlaySoundV(snd: TSound; voicepack: PVoicepack);
procedure PlaySoundV(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);
// Plays sound snd [of voicepack] in a loop, but starts with fadems milliseconds of fade-in.
// Returns sound channel of the looped sound.
function LoopSound(snd: TSound): LongInt;
function LoopSound(snd: TSound; fadems: LongInt): LongInt;
function LoopSoundV(snd: TSound; voicepack: PVoicepack): LongInt; // WTF?
function LoopSoundV(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;
// Stops the normal/looped sound of the given type/in the given channel
// [with a fade-out effect for fadems milliseconds].
procedure StopSound(snd: TSound);
procedure StopSoundChan(chn: LongInt);
procedure StopSoundChan(chn, fadems: LongInt);
procedure AddVoice(snd: TSound; voicepack: PVoicepack);
procedure PlayNextVoice;
// MISC
// Set the initial volume
procedure SetVolume(volume: LongInt);
// Modifies the sound volume of the game by voldelta and returns the new volume level.
function ChangeVolume(voldelta: LongInt): LongInt;
// Returns a pointer to the voicepack with the given name.
function AskForVoicepack(name: shortstring): Pointer;
// Drastically lower the volume when we lose focus (and restore the previous value).
procedure DampenAudio;
procedure UndampenAudio;
implementation
uses uVariables, uConsole, uUtils, uCommands, uDebug;
const chanTPU = 32;
var Volume: LongInt;
lastChan: array [TSound] of LongInt;
voicepacks: array[0..cMaxTeams] of TVoicepack;
defVoicepack: PVoicepack;
Mus: PMixMusic = nil;
MusicFN: shortstring; // music file name
previousVolume: LongInt; // cached volume value
isMusicEnabled: boolean;
isSoundEnabled: boolean;
isSEBackup: boolean;
cInitVolume: LongInt;
function AskForVoicepack(name: shortstring): Pointer;
var i: Longword;
locName, path: shortstring;
begin
i:= 0;
// First, attempt to locate a localised version of the voice
if cLocale <> 'en' then
begin
locName:= name+'_'+cLocale;
path:= UserPathz[ptVoices] + '/' + locName;
if DirectoryExists(path) then
name:= locName
else
begin
path:= Pathz[ptVoices] + '/' + locName;
if DirectoryExists(path) then
name:= locName
else if Length(cLocale) > 2
then
begin
locName:= name+'_'+Copy(cLocale,1,2);
path:= UserPathz[ptVoices] + '/' + locName;
if DirectoryExists(path) then
name:= locName
else
begin
path:= Pathz[ptVoices] + '/' + locName;
if DirectoryExists(path) then
name:= locName
end
end
end
end;
// If that fails, use the unmodified one
while (voicepacks[i].name <> name) and (voicepacks[i].name <> '') do
begin
inc(i);
TryDo(i <= cMaxTeams, 'Engine bug: AskForVoicepack i > cMaxTeams', true)
end;
voicepacks[i].name:= name;
AskForVoicepack:= @voicepacks[i]
end;
procedure InitSound;
const channels: LongInt = {$IFDEF MOBILE}1{$ELSE}2{$ENDIF};
begin
if not isSoundEnabled then
exit;
WriteToConsole('Init sound...');
isSoundEnabled:= SDL_InitSubSystem(SDL_INIT_AUDIO) >= 0;
if isSoundEnabled then
isSoundEnabled:= Mix_OpenAudio(44100, $8010, channels, 1024) = 0;
if isSoundEnabled then
WriteLnToConsole(msgOK)
else
WriteLnToConsole(msgFailed);
WriteToConsole('Init SDL_mixer... ');
SDLTry(Mix_Init(MIX_INIT_OGG) <> 0, true);
WriteLnToConsole(msgOK);
Mix_AllocateChannels(Succ(chanTPU));
ChangeVolume(cInitVolume);
end;
procedure ResetSound;
begin
isSoundEnabled:= isSEBackup;
end;
procedure SetSound(enabled: boolean);
begin
isSEBackup:= isSoundEnabled;
isSoundEnabled:= enabled;
end;
// when complete is false, this procedure just releases some of the chucks on inactive channels
// in this way music is not stopped, nor are chucks currently being played
procedure ReleaseSound(complete: boolean);
var i: TSound;
t: Longword;
begin
// release and nil all sounds
for t:= 0 to cMaxTeams do
if voicepacks[t].name <> '' then
for i:= Low(TSound) to High(TSound) do
if voicepacks[t].chunks[i] <> nil then
if complete or (Mix_Playing(lastChan[i]) = 0) then
begin
Mix_HaltChannel(lastChan[i]);
lastChan[i]:= -1;
Mix_FreeChunk(voicepacks[t].chunks[i]);
voicepacks[t].chunks[i]:= nil;
end;
// stop music
if complete then
begin
if Mus <> nil then
begin
Mix_HaltMusic();
Mix_FreeMusic(Mus);
Mus:= nil;
end;
// make sure all instances of sdl_mixer are unloaded before continuing
while Mix_Init(0) <> 0 do
Mix_Quit();
Mix_CloseAudio();
end;
end;
procedure PlaySound(snd: TSound);
begin
PlaySoundV(snd, nil, false);
end;
procedure PlaySound(snd: TSound; keepPlaying: boolean);
begin
PlaySoundV(snd, nil, keepPlaying);
end;
procedure PlaySoundV(snd: TSound; voicepack: PVoicepack);
begin
PlaySoundV(snd, voicepack, false);
end;
procedure PlaySoundV(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);
var s:shortstring;
begin
if (not isSoundEnabled) or fastUntilLag then
exit;
if keepPlaying and (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then
exit;
if (voicepack <> nil) then
begin
if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then
begin
s:= UserPathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
if not FileExists(s) then
s:= Pathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
WriteToConsole(msgLoading + s + ' ');
voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), _P'rb'), 1);
if voicepack^.chunks[snd] = nil then
WriteLnToConsole(msgFailed)
else
WriteLnToConsole(msgOK)
end;
lastChan[snd]:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], 0, -1)
end
else
begin
if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then
begin
s:= UserPathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
if not FileExists(s) then
s:= Pathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
WriteToConsole(msgLoading + s + ' ');
defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), _P'rb'), 1);
SDLTry(defVoicepack^.chunks[snd] <> nil, true);
WriteLnToConsole(msgOK);
end;
lastChan[snd]:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], 0, -1)
end;
end;
procedure AddVoice(snd: TSound; voicepack: PVoicepack);
var i : LongInt;
begin
if (not isSoundEnabled) or fastUntilLag or ((LastVoice.snd = snd) and (LastVoice.voicepack = voicepack)) then
exit;
if (snd = sndVictory) or (snd = sndFlawless) then
begin
Mix_FadeOutChannel(-1, 800);
for i:= 0 to 7 do
VoiceList[i].snd:= sndNone;
LastVoice.snd:= sndNone;
end;
i:= 0;
while (i<8) and (VoiceList[i].snd <> sndNone) do
inc(i);
// skip playing same sound for same hog twice
if (i>0) and (VoiceList[i-1].snd = snd) and (VoiceList[i-1].voicepack = voicepack) then
exit;
VoiceList[i].snd:= snd;
VoiceList[i].voicepack:= voicepack;
end;
procedure PlayNextVoice;
var i : LongInt;
begin
if (not isSoundEnabled) or fastUntilLag or ((LastVoice.snd <> sndNone) and (lastChan[LastVoice.snd] <> -1) and (Mix_Playing(lastChan[LastVoice.snd]) <> 0)) then
exit;
i:= 0;
while (i<8) and (VoiceList[i].snd = sndNone) do
inc(i);
if (VoiceList[i].snd <> sndNone) then
begin
LastVoice.snd:= VoiceList[i].snd;
LastVoice.voicepack:= VoiceList[i].voicepack;
VoiceList[i].snd:= sndNone;
PlaySoundV(LastVoice.snd, LastVoice.voicepack)
end
else LastVoice.snd:= sndNone;
end;
function LoopSound(snd: TSound): LongInt;
begin
LoopSound:= LoopSoundV(snd, nil)
end;
function LoopSound(snd: TSound; fadems: LongInt): LongInt;
begin
LoopSound:= LoopSoundV(snd, nil, fadems)
end;
function LoopSoundV(snd: TSound; voicepack: PVoicepack): LongInt;
begin
voicepack:= voicepack; // avoid compiler hint
LoopSoundV:= LoopSoundV(snd, nil, 0)
end;
function LoopSoundV(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;
var s: shortstring;
begin
if (not isSoundEnabled) or fastUntilLag then
begin
LoopSoundV:= -1;
exit
end;
if (voicepack <> nil) then
begin
if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then
begin
s:= UserPathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
if not FileExists(s) then
s:= Pathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
WriteToConsole(msgLoading + s + ' ');
voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), _P'rb'), 1);
if voicepack^.chunks[snd] = nil then
WriteLnToConsole(msgFailed)
else
WriteLnToConsole(msgOK)
end;
LoopSoundV:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], -1, -1)
end
else
begin
if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then
begin
s:= UserPathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
if not FileExists(s) then
s:= Pathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
WriteToConsole(msgLoading + s + ' ');
defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), _P'rb'), 1);
SDLTry(defVoicepack^.chunks[snd] <> nil, true);
WriteLnToConsole(msgOK);
end;
if fadems > 0 then
LoopSoundV:= Mix_FadeInChannelTimed(-1, defVoicepack^.chunks[snd], -1, fadems, -1)
else
LoopSoundV:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], -1, -1);
end;
end;
procedure StopSound(snd: TSound);
begin
if not isSoundEnabled then
exit;
if (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then
begin
Mix_HaltChannel(lastChan[snd]);
lastChan[snd]:= -1;
end;
end;
procedure StopSoundChan(chn: LongInt);
begin
if not isSoundEnabled then
exit;
if (chn <> -1) and (Mix_Playing(chn) <> 0) then
Mix_HaltChannel(chn);
end;
procedure StopSoundChan(chn, fadems: LongInt);
begin
if not isSoundEnabled then
exit;
if (chn <> -1) and (Mix_Playing(chn) <> 0) then
Mix_FadeOutChannel(chn, fadems);
end;
procedure PlayMusic;
var s: shortstring;
begin
if (not isSoundEnabled) or (MusicFN = '') or (not isMusicEnabled) then
exit;
s:= UserPathPrefix + '/Data/Music/' + MusicFN;
if not FileExists(s) then
s:= PathPrefix + '/Music/' + MusicFN;
WriteToConsole(msgLoading + s + ' ');
Mus:= Mix_LoadMUS(Str2PChar(s));
SDLTry(Mus <> nil, false);
WriteLnToConsole(msgOK);
SDLTry(Mix_FadeInMusic(Mus, -1, 3000) <> -1, false)
end;
procedure SetVolume(volume: LongInt);
begin
cInitVolume:= volume;
end;
function ChangeVolume(voldelta: LongInt): LongInt;
begin
ChangeVolume:= 0;
if not isSoundEnabled then
exit;
inc(Volume, voldelta);
if Volume < 0 then
Volume:= 0;
// apply Volume to all channels
Mix_Volume(-1, Volume);
// get assigned Volume
Volume:= Mix_Volume(-1, -1);
if isMusicEnabled then
Mix_VolumeMusic(Volume * 4 div 8);
ChangeVolume:= Volume * 100 div MIX_MAX_VOLUME
end;
procedure DampenAudio;
begin
previousVolume:= Volume;
ChangeVolume(-Volume * 7 div 9);
end;
procedure UndampenAudio;
begin
ChangeVolume(previousVolume - Volume);
end;
procedure SetMusic(enabled: boolean);
begin
isMusicEnabled:= enabled;
MusicFN:= '';
end;
procedure SetMusicName(musicname: shortstring);
begin
isMusicEnabled:= not (musicname = '');
MusicFN:= musicname;
end;
procedure PauseMusic;
begin
if (MusicFN = '') or (not isMusicEnabled) then
exit;
if Mus <> nil then
Mix_PauseMusic(Mus);
end;
procedure ResumeMusic;
begin
if (MusicFN = '') or (not isMusicEnabled) then
exit;
if Mus <> nil then
Mix_ResumeMusic(Mus);
end;
procedure ChangeMusic(musicname: shortstring);
begin
MusicFN:= musicname;
if (MusicFN = '') or (not isMusicEnabled) then
exit;
StopMusic;
PlayMusic;
end;
procedure StopMusic;
begin
if (MusicFN = '') or (not isMusicEnabled) then
exit;
if Mus <> nil then
begin
Mix_FreeMusic(Mus);
Mus:= nil;
end
end;
procedure chVoicepack(var s: shortstring);
begin
if CurrentTeam = nil then
OutError(errmsgIncorrectUse + ' "/voicepack"', true);
if s[1]='"' then Delete(s, 1, 1);
if s[byte(s[0])]='"' then
Delete(s, byte(s[0]), 1);
CurrentTeam^.voicepack:= AskForVoicepack(s)
end;
procedure initModule;
var t: LongInt;
i: TSound;
begin
RegisterVariable('voicepack', @chVoicepack, false);
MusicFN:='';
isMusicEnabled:= true;
isSoundEnabled:= true;
isSEBackup:= isSoundEnabled;
cInitVolume:= 100;
Volume:= 0;
defVoicepack:= AskForVoicepack('Default');
for i:= Low(TSound) to High(TSound) do
lastChan[i]:= -1;
// initialize all voices to nil so that they can be loaded lazily
for t:= 0 to cMaxTeams do
if voicepacks[t].name <> '' then
for i:= Low(TSound) to High(TSound) do
voicepacks[t].chunks[i]:= nil;
(* on MOBILE SDL_mixer has to be compiled against Tremor (USE_OGG_TREMOR)
or sound files bigger than 32k will lockup the game*)
for i:= Low(TSound) to High(TSound) do
defVoicepack^.chunks[i]:= nil;
end;
procedure freeModule;
begin
if isSoundEnabled then
ReleaseSound(true);
end;
end.