Allow speech bubble/small damage tags in "reduced quality"
First is needed for game context, 2nd has little impact on framerate
(*
* 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
*)
unit uMisc;
interface
uses uConsts, SDLh,
{$IFDEF IPHONE}
gles11,
{$ELSE}
GL,
{$ENDIF}
uFloat;
{$INCLUDE options.inc}
var
isCursorVisible : boolean = false;
isTerminated : boolean = false;
isInLag : boolean = false;
isPaused : boolean = false;
isSoundEnabled : boolean = true;
isMusicEnabled : boolean = false;
isSEBackup : boolean = true;
isInMultiShoot : boolean = false;
isSpeed : boolean = false;
fastUntilLag : boolean = false;
GameState : TGameState = Low(TGameState);
GameType : TGameType = gmtLocal;
GameFlags : Longword = 0;
TurnTimeLeft : Longword = 0;
cSuddenDTurns : LongInt = 15;
cDamagePercent : LongInt = 100;
cTemplateFilter : LongInt = 0;
cHedgehogTurnTime: Longword = 45000;
cMinesTime : LongInt = 3000;
cMaxAIThinkTime : Longword = 9000;
cCloudsNumber : LongInt = 9;
cScreenWidth : LongInt = 1024;
cScreenHeight : LongInt = 768;
cInitWidth : LongInt = 1024;
cInitHeight : LongInt = 768;
cBits : LongInt = 32;
cBitsStr : string[2] = '32';
cTagsMask : byte = 7;
cWaterLine : LongInt = LAND_HEIGHT;
cVisibleWater : LongInt = 128;
cGearScrEdgesDist: LongInt = 240;
cCursorEdgesDist : LongInt = 100;
cTeamHealthWidth : LongInt = 128;
cAltDamage : boolean = true;
GameTicks : LongWord = 0;
cSkyColor : Longword = 0;
cWhiteColor : Longword = $FFFFFFFF;
cColorNearBlack : Longword = $FF000010;
cExplosionBorderColor : LongWord = $808080;
cShowFPS : boolean = false;
cCaseFactor : Longword = 5; {0..9}
cLandAdditions: Longword = 4;
cFullScreen : boolean = false;
cReducedQuality : boolean = false;
cLocaleFName : shortstring = 'en.txt';
cSeed : shortstring = '';
cInitVolume : LongInt = 128;
cVolumeDelta : LongInt = 0;
cTimerInterval : Longword = 8;
cHasFocus : boolean = true;
cInactDelay : Longword = 1250;
bBetweenTurns: boolean = false;
cHealthDecrease: LongWord = 0;
bWaterRising : Boolean = false;
{$WARNINGS OFF}
cAirPlaneSpeed: hwFloat = (isNegative: false; QWordValue: 3006477107); // 1.4
cBombsSpeed : hwFloat = (isNegative: false; QWordValue: 429496729);
{$WARNINGS ON}
var
cSendEmptyPacketTime : LongWord = 2000;
cSendCursorPosTime : LongWord = 50;
ShowCrosshair : boolean;
cDrownSpeed,
cMaxWindSpeed,
cWindSpeed,
cGravity: hwFloat;
cDamageModifier: hwFloat;
cLaserSighting: boolean;
cVampiric: boolean;
cArtillery: boolean;
flagMakeCapture: boolean = false;
InitStepsFlags: Longword = 0;
RealTicks: Longword = 0;
AttackBar: LongInt = 0; // 0 - none, 1 - just bar at the right-down corner, 2 - like in WWP
type HwColor3f = record
r, g, b: byte
end;
var WaterColorArray: array[0..3] of HwColor3f;
function hwSign(r: hwFloat): LongInt;
function Min(a, b: LongInt): LongInt;
function Max(a, b: LongInt): LongInt;
procedure OutError(Msg: String; isFatalError: boolean);
procedure TryDo(Assert: boolean; Msg: string; isFatal: boolean);
procedure SDLTry(Assert: boolean; isFatal: boolean);
function IntToStr(n: LongInt): shortstring;
function FloatToStr(n: hwFloat): shortstring;
function DxDy2Angle(const _dY, _dX: hwFloat): GLfloat;
function DxDy2Angle32(const _dY, _dX: hwFloat): LongInt;
function DxDy2AttackAngle(const _dY, _dX: hwFloat): LongInt;
procedure AdjustColor(var Color: Longword);
{$IFDEF DEBUGFILE}
procedure AddFileLog(s: shortstring);
function RectToStr(Rect: TSDL_Rect): shortstring;
{$ENDIF}
procedure SetKB(n: Longword);
procedure SendKB;
procedure SetLittle(var r: hwFloat);
procedure SendStat(sit: TStatInfoType; s: shortstring);
function Str2PChar(const s: shortstring): PChar;
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
function Surface2Tex(surf: PSDL_Surface): PTexture;
procedure FreeTexture(tex: PTexture);
function toPowerOf2(i: Longword): Longword;
function DecodeBase64(s: shortstring): shortstring;
procedure MakeScreenshot(s: shortstring);
function modifyDamage(dmg: Longword): Longword;
var CursorPoint: TPoint;
TargetPoint: TPoint = (X: NoPointX; Y: 0);
implementation
uses uConsole, uStore, uIO, Math, uRandom;
var KBnum: Longword = 0;
{$IFDEF DEBUGFILE}
var f: textfile;
{$ENDIF}
function hwSign(r: hwFloat): LongInt;
begin
if r.isNegative then hwSign:= -1 else hwSign:= 1
end;
function Min(a, b: LongInt): LongInt;
begin
if a < b then Min:= a else Min:= b
end;
function Max(a, b: LongInt): LongInt;
begin
if a > b then Max:= a else Max:= b
end;
procedure OutError(Msg: String; isFatalError: boolean);
begin
{$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;
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';
begin
SendIPC('i' + stc[sit] + s)
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^.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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
end;
function Surface2Tex(surf: PSDL_Surface): PTexture;
var mode: LongInt;
tw, th, x, y: Longword;
tmpp: pointer;
fromP4, toP4: PLongWordArray;
fromP1, toP1: PByteArray;
begin
new(Surface2Tex);
Surface2Tex^.w:= surf^.w;
Surface2Tex^.h:= surf^.h;
if (surf^.format^.BytesPerPixel = 3) then mode:= GL_RGB else
if (surf^.format^.BytesPerPixel = 4) then mode:= GL_RGBA else
begin
TryDo(false, 'Surface2Tex: BytesPerPixel not in [3, 4]', 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 (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);
if surf^.format^.BytesPerPixel = 4 then
begin
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;
end
else
begin
fromP1:= Surf^.pixels;
toP1:= tmpp;
for y:= 0 to Pred(Surf^.h) do
begin
for x:= 0 to Pred(Surf^.w) do
begin
toP1^[x * 3]:= fromP1^[x * 3];
toP1^[x * 3 + 1]:= fromP1^[x * 3 + 1];
toP1^[x * 3 + 2]:= fromP1^[x * 3 + 2];
end;
for x:= Surf^.w to Pred(tw) do
begin
toP1^[x * 3]:= 0;
toP1^[x * 3 + 1]:= 0;
toP1^[x * 3 + 2]:= 0;
end;
toP1:= @(toP1^[tw * 3]);
fromP1:= @(fromP1^[Surf^.pitch]);
end;
for y:= Surf^.h to Pred(th) do
begin
for x:= 0 to Pred(tw) do
begin
toP1^[x * 3]:= 0;
toP1^[x * 3 + 1]:= 0;
toP1^[x * 3 + 2]:= 0;
end;
toP1:= @(toP1^[tw * 3]);
end;
end;
// gluScaleImage(mode, Surf^.w, Surf^.h, GL_UNSIGNED_BYTE,
// Surf^.pixels, tw, th, GL_UNSIGNED_BYTE,
// tmpp);
glTexImage2D(GL_TEXTURE_2D, 0, mode, tw, th, 0, mode, 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, mode, surf^.w, surf^.h, 0, mode, GL_UNSIGNED_BYTE, surf^.pixels);
end;
ResetVertexArrays(Surface2Tex);
if SDL_MustLock(surf) then
SDL_UnlockSurface(surf);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
end;
procedure FreeTexture(tex: PTexture);
begin
if tex <> nil then
begin
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;
const GL_BGR = $80E0; // some opengl headers don't have that const (?)'
procedure MakeScreenshot(s: shortstring);
const head: array[0..8] of Word = (0, 2, 0, 0, 0, 0, 0, 0, 24);
var p: Pointer;
size: Longword;
f: file;
begin
head[6]:= cScreenWidth;
head[7]:= cScreenHeight;
size:= cScreenWidth * cScreenHeight * 3;
p:= GetMem(size);
{$IFDEF IPHONE}
//since opengl es operates on a single surface GL_FRONT is implied, but how to test that?
{$ELSE}
glReadBuffer(GL_FRONT);
{$ENDIF}
glReadPixels(0, 0, cScreenWidth, cScreenHeight, GL_BGR, GL_UNSIGNED_BYTE, p);
{$I-}
Assign(f, s);
Rewrite(f, 1);
if IOResult = 0 then
begin
BlockWrite(f, head, sizeof(head));
BlockWrite(f, p^, size);
Close(f);
end;
{$I+}
FreeMem(p)
end;
function modifyDamage(dmg: Longword): Longword;
begin
ModifyDamage:= hwRound(_0_01 * cDamageModifier * dmg * cDamagePercent)
end;
{$IFDEF DEBUGFILE}
procedure AddFileLog(s: shortstring);
begin
writeln(f, GameTicks: 6, ': ', s);
flush(f)
end;
function RectToStr(Rect: TSDL_Rect): shortstring;
begin
RectToStr:= '(x: ' + inttostr(rect.x) + '; y: ' + inttostr(rect.y) + '; w: ' + inttostr(rect.w) + '; h: ' + inttostr(rect.h) + ')'
end;
var i: LongInt;
{$ENDIF}
initialization
cDrownSpeed.QWordValue:= 257698038;// 0.06
cMaxWindSpeed.QWordValue:= 2147484;// 0.0005
cWindSpeed.QWordValue:= 429496;// 0.0001
cGravity:= cMaxWindSpeed;
cDamageModifier:= _1;
cLaserSighting:= false;
cVampiric:= false;
cArtillery:= false;
{$IFDEF DEBUGFILE}
{$I-}
if ParamCount >= 0 then
//this check prevents a crash in Mac OS X
if ParamCount = 0 then
begin
Assign(f, '/tmp/debug.txt');
rewrite(f);
end else
begin
for i:= 0 to 7 do
begin
Assign(f, ParamStr(1) + '/debug' + inttostr(i) + '.txt');
rewrite(f);
if IOResult = 0 then break
end;
end;
{$I+}
finalization
//uRandom.DumpBuffer;
writeln(f, '-= halt at ',GameTicks,' ticks =-');
Flush(f);
close(f)
{$ENDIF}
end.