hedgewars/hwengine.pas
author koda
Thu, 22 Nov 2012 00:41:53 +0100
branchwebgl
changeset 8096 453917e94e55
parent 8026 4a4f21070479
parent 8057 93e16240f178
child 8330 aaefa587e277
permissions -rw-r--r--
updated branch

(*
 * 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, uLandTexture, uCollisions,
     uAILandMarks, SysUtils, uTypes, uVariables, uCommands, uUtils, uCaptions, uDebug, uCommandHandlers,
     uLandPainted, uFloat, uPhysFSLayer
     {$IFDEF USE_VIDEO_RECORDING}, uVideoRec {$ENDIF}
     {$IFDEF USE_TOUCH_INTERFACE}, uTouch {$ENDIF}
     {$IFDEF ANDROID}, GLUnit{$ENDIF}
     {$IFDEF WEBGL}, uWeb{$ENDIF}
     ;

{$IFDEF HWLIBRARY}
procedure preInitEverything();
procedure initEverything(complete:boolean);
procedure freeEverything(complete:boolean);
procedure Game(gameArgs: 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}

{$IFDEF WEBGL}
procedure playFile(path: PChar); forward;
function isEngineRunning():Integer; forward;
procedure shutdown();forward;
function getRealTicks():Integer; forward;
procedure mainhook(); forward;
var
    args: array[0..3] of PChar;
    PrevTime, CurrTime: LongInt;
    isTerminated: boolean;
    prevFocusState: boolean;
    isRunning : boolean;
{$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
            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
{$IFDEF WEBGL}
                drawworld_hook();
{$ELSE}
                // never place between ProcessKbd and DoGameTick - bugs due to /put cmd and isCursorVisible
                DrawWorld(Lag);
{$ENDIF}
            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;
{$IFNDEF WEBGL}
    PrevTime, CurrTime: LongInt;
    isTerminated: boolean;
{$IFDEF SDL13}
    previousGameState: TGameState;
{$ELSE}
    prevFocusState: boolean;
{$ENDIF}

{$ENDIF}

begin

{$IFNDEF WEBGL}
    isTerminated:= false;
    PrevTime:= SDL_GetTicks;
    while isTerminated = false do
    begin
{$ENDIF}

        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:
                    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 (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;

        CurrTime:= SDL_GetTicks();
        if PrevTime + longword(cTimerInterval) <= CurrTime then
        begin
            isTerminated:= isTerminated or DoTimer(CurrTime - PrevTime);
            PrevTime:= CurrTime;
            {$IFDEF WEBGL}
            if not isTerminated then
                mainloop_hook();
            else
            begin
                freeEverything(true);
                isRunning := false;
            end
            {$ENDIF}
        end
        else {$IFNDEF WEBGL}SDL_Delay(1){$ELSE}mainloop_hook(){$ENDIF};
        IPCCheckSock();

{$IFNDEF WEBGL}
    end;
{$ENDIF}
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{$IFDEF HWLIBRARY}(gameArgs: PPChar); cdecl; export{$ENDIF};
var p: TPathType;
    s: shortstring;
    i: LongInt;
{$IFDEF WEBGL}
    l:TResourceList;
{$ENDIF}

begin
{$IFDEF HWLIBRARY}
    preInitEverything();
    cShowFPS:= {$IFDEF DEBUGFILE}true{$ELSE}false{$ENDIF};
    ipcPort:= StrToInt(gameArgs[0]);
    cScreenWidth:= StrToInt(gameArgs[1]);
    cScreenHeight:= StrToInt(gameArgs[2]);
    cReducedQuality:= StrToInt(gameArgs[3]);
    cLocaleFName:= gameArgs[4];
    UserNick:= gameArgs[5];
    SetSound(gameArgs[6] = '1');
    SetMusic(gameArgs[7] = '1');
    cAltDamage:= gameArgs[8] = '1';
    PathPrefix:= gameArgs[9];
    UserPathPrefix:= '../Documents';
    recordFileName:= gameArgs[10];
{$ENDIF}
    initEverything(true);

    WriteLnToConsole('Hedgewars ' + cVersionString + ' engine (network protocol: ' + inttostr(cNetProtoVersion) + ')');
    
    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);

{$IFDEF USE_VIDEO_RECORDING}
    if GameType = gmtRecord then
    begin
        RecorderMainLoop();
        freeEverything(true);
        exit;
    end;
{$ENDIF}
	
{$IFDEF WEBGL}
    l := generateResourceList();
    clear_filelist_hook();
    for i:= 0 to l.count - 1 do
    add_file_hook(PChar(l.files[i] + '.png'));
    isTerminated := false;
    isRunning := true;
    PrevTime := SDL_GetTicks();
    idb_loader_hook();
{$ELSE}
    MainLoop;
    // clean up all the memory allocated
    freeEverything(true);
{$ENDIF}
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}
///////////////////////////////////////////////////////////////////////////////
procedure DisplayUsage;
var i: LongInt;
begin
    WriteLn(stdout, 'Wrong argument format: correct configurations is');
    WriteLn(stdout, '');
    WriteLn(stdout, '  hwengine <path to user hedgewars folder> <path to global data folder> <path to replay file> [options]');
    WriteLn(stdout, '');
    WriteLn(stdout, 'where [options] must be specified either as:');
    WriteLn(stdout, ' --set-video [screen width] [screen height] [color dept]');
    WriteLn(stdout, ' --set-audio [volume] [enable music] [enable sounds]');
    WriteLn(stdout, ' --set-other [language file] [full screen] [show FPS]');
    WriteLn(stdout, ' --set-multimedia [screen width] [screen height] [color dept] [volume] [enable music] [enable sounds] [language file] [full screen]');
    WriteLn(stdout, ' --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(stdout, ' --stats-only');
    WriteLn(stdout, '');
    WriteLn(stdout, 'Read documentation online at http://code.google.com/p/hedgewars/wiki/CommandLineOptions for more information');
    WriteLn(stdout, '');
    Write(stdout, 'PARSED COMMAND: ');
    
    for i:=0 to ParamCount do
        Write(stdout, ParamStr(i) + ' ');
        
    WriteLn(stdout, '');
end;

///////////////////////////////////////////////////////////////////////////////
{$INCLUDE "ArgParsers.inc"}

procedure GetParams;
begin
    if (ParamCount < 3) then
        GameType:= gmtSyntax
    else
        if (ParamCount = 3) and (ParamStr(3) = 'landpreview') then
            begin
            ipcPort:= StrToInt(ParamStr(2));
            GameType:= gmtLandPreview;
            end
        else
            begin
            if (ParamCount = 3) and (ParamStr(3) = '--stats-only') then
                playReplayFileWithParameters()
            else
                if ParamCount = cDefaultParamNum then
                    internalStartGameWithParameters()
{$IFDEF USE_VIDEO_RECORDING}
                else if ParamCount = cVideorecParamNum then
                    internalStartVideoRecordingWithParameters()
{$ENDIF}
                else
                    playReplayFileWithParameters();
            end
end;

///////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// m a i n ///////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
{$IFDEF WEBGL}
procedure hwmain(argc:Integer; argv:PPChar);
{$ENDIF}
begin
{$IFDEF PAS2C}
    // workaround for pascal's ParamStr and ParamCount
    init(argc, argv);
{$IFDEF WEBGL}
    // patch emscripten's SDL implementation
    SDL_InitPatch();
{$ENDIF}
{$ENDIF}
    preInitEverything();
    GetParams();

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

    // return 1 when engine is not called correctly
    {$IFDEF PAS2C}
       {$IFNDEF WEBGL}
       exit(LongInt(GameType = gmtSyntax));
       {$ENDIF}
    {$ELSE}
       halt(LongInt(GameType = gmtSyntax));
    {$ENDIF}


{$IFDEF WEBGL}
end;

// hook
procedure playFile(path: PChar);
begin
    args[0] := PChar('');
    args[1] := PChar('');
    args[2] := PChar('Data');
    args[3] := path;
    hwmain(4, args);
end;

// hook
function isEngineRunning:Integer;
begin
    isEngineRunning := isRunning;
end;

// hook
procedure shutdown;
begin
    GameState := gsExit;
end;

// hook
function getRealTicks():Integer;
begin
    getRealTicks := RealTicks;
end;

// main
begin
    isRunning := false;

    // avoid hooks to be eliminated by optimizer
    if argc = 1234 then
    begin
        mainhook();
        isRunning := isEngineRunning();
        playFile(argv);
        argc := getRealTicks();
        DrawWorld(argc);
        MainLoop;
        shutdown;
    end
{$ENDIF}

{$ENDIF}
end.