hedgewars/uMisc.pas
author smxx
Mon, 15 Feb 2010 21:54:26 +0000
changeset 2814 71e80c6e74bb
parent 2803 1f446fc5c8ec
child 2882 b9aceb3fe3d6
permissions -rw-r--r--
Engine: * Removed some commented out lines * Added "SetHealth" script command * Added support for global variables (between lua and game) Training Missions: * Once again fail if your time runs out * Training missions show a "You've lost!" message * Changed Shotgun training back to mushrooms map

(*
 * 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;
{$IFNDEF IPHONEOS}var i: LongInt;{$ENDIF}
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';
	WeaponTooltipTex	:= nil;

	// 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}
	if ParamStr(1) <> '' then
		begin
		for i:= 0 to 7 do
		begin
			assign(f, ParamStr(1) + '/debug' + inttostr(i) + '.txt');
			rewrite(f);
			if IOResult = 0 then break;
		end;
		if IOResult <> 0 then f:= stderr; // if everything fails, write to stderr
		end
	else
		f:= stderr;
{$ENDIF}
{$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.