hedgewars/hwengine.pas
author Guillaume Englert
Tue, 11 Oct 2011 10:44:27 -0400
changeset 6125 663e05d9cf66
parent 6072 e3dc802965d6
child 6131 4e8816cf9459
permissions -rw-r--r--
another crystal, spray and landtex tweaks.

(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 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 HWLIBRARY}
procedure initEverything(complete:boolean);
procedure freeEverything(complete:boolean);
procedure Game(gameArgs: PPChar); 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
    if isPaused = false then
        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;
                if not isPaused then
                    begin
                    DoGameTick(Lag);
                    ProcessVisualGears(Lag);
                    end;
                end;
        gsChat: begin
                DrawWorld(Lag);
                if not isPaused then
                    begin
                    DoGameTick(Lag);
                    ProcessVisualGears(Lag);
                    end;
                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);
{$IFNDEF IPHONEOS}
        if not MakeScreenshot(s) then
        begin
            WriteLnToConsole('Screenshot failed.');
            AddChatString(#5 + 'screen capture failed (lack of memory or write permissions)');
        end
        else
{$ENDIF}
            WriteLnToConsole('Screenshot saved: ' + s);
    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;
{$WARNINGS OFF}
// disable "Some fields weren't initialized" warning
const event: TSDL_Event = ();
{$WARNINGS ON}
var 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
{$IFDEF SDL13}
                SDL_KEYDOWN: if GameState = gsChat then
                    // sdl on iphone supports only ashii keyboards and the unicode field is deprecated in sdl 1.3
                    KeyPressChat(event.key.keysym.sym);
                SDL_WINDOWEVENT:
                    if event.window.event = SDL_WINDOWEVENT_SHOWN then
                        begin
                        cHasFocus:= true;
                        onFocusStateChanged()
                        end
                    else if event.window.event = SDL_WINDOWEVENT_MINIMIZED then
                        begin
                        previousGameState:= GameState;
                        GameState:= gsSuspend;
                        end
                    else if event.window.event = SDL_WINDOWEVENT_RESTORED then
                        begin
                        GameState:= previousGameState;
                        end
                    else if event.window.event = SDL_WINDOWEVENT_RESIZED then
                        begin
                        cNewScreenWidth:= max(2 * (event.window.data1 div 2), cMinScreenWidth);
                        cNewScreenHeight:= max(2 * (event.window.data2 div 2), cMinScreenHeight);
                        cScreenResizeDelay:= RealTicks+500;
                        end;
{$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()
            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
{$IFDEF HWLIBRARY}
    cBits:= 32;
    cFullScreen:= false;
    cTimerInterval:= 8;
    PathPrefix:= 'Data';
    UserPathPrefix:= '.';
    cShowFPS:= {$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];
    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';
    val(gameArgs[9], rotationQt);
    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
        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);
{$IFDEF HWLIBRARY}
    WriteLnToConsole('Preview connecting on port ' + inttostr(port));
    ipcPort:= port;
{$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.