- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
- Initial implementation of weapon activation only after some turns
(*
* Hedgewars, a worms-like game
* Copyright (c) 2004-2007 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
*)
{$IFNDEF FPC}
WriteLn('Only Freepascal supported');
{$ENDIF}
program hwengine;
uses
SDLh,
GL,
uConsts in 'uConsts.pas',
uGame in 'uGame.pas',
uMisc in 'uMisc.pas',
uStore in 'uStore.pas',
uWorld in 'uWorld.pas',
uIO in 'uIO.pas',
uGears in 'uGears.pas',
uVisualGears in 'uVisualGears.pas',
uConsole in 'uConsole.pas',
uKeys in 'uKeys.pas',
uTeams in 'uTeams.pas',
uSound in 'uSound.pas',
uRandom in 'uRandom.pas',
uAI in 'uAI.pas',
uAIMisc in 'uAIMisc.pas',
uAIAmmoTests in 'uAIAmmoTests.pas',
uAIActions in 'uAIActions.pas',
uCollisions in 'uCollisions.pas',
uLand in 'uLand.pas',
uLandTemplates in 'uLandTemplates.pas',
uLandObjects in 'uLandObjects.pas',
uLandGraphics in 'uLandGraphics.pas',
uLocale in 'uLocale.pas',
uAmmos in 'uAmmos.pas',
uSHA in 'uSHA.pas',
uFloat in 'uFloat.pas',
uStats in 'uStats.pas';
{$INCLUDE options.inc}
// also: GSHandlers.inc
// CCHandlers.inc
// HHHandlers.inc
// SinTable.inc
// proto.inc
procedure OnDestroy; forward;
////////////////////////////////
procedure DoTimer(Lag: LongInt);
const MusicTimerTicks: Longword = 0;
//var s: string;
begin
inc(RealTicks, Lag);
inc(MusicTimerTicks, Lag);
if (MusicTimerTicks > 3000) and (GameState > gsStart) then
begin
PlayMusic;
MusicTimerTicks:= 0
end;
case GameState of
gsLandGen: begin
GenMap;
GameState:= gsStart;
end;
gsStart: begin
InitPlaylistChunk(GetRandom(High(LongWord)));
AssignHHCoords;
AddMiscGears;
StoreLoad;
AdjustColor(cConsoleSplitterColor);
ResetKbd;
SoundLoad;
if GameType = gmtSave then
begin
isSEBackup:= isSoundEnabled;
isSoundEnabled:= false
end;
FinishProgress;
GameState:= gsGame
end;
gsGame : begin
ProcessKbd;
DoGameTick(Lag);
ProcessVisualGears(Lag);
DrawWorld(Lag, SDLPrimSurface);
end;
gsConsole: begin
DoGameTick(Lag);
ProcessVisualGears(Lag);
DrawWorld(Lag, SDLPrimSurface);
DrawConsole(SDLPrimSurface);
end;
gsExit : begin
OnDestroy;
end;
end;
SDL_GL_SwapBuffers();
if flagMakeCapture then
begin
{ flagMakeCapture:= false;
s:= 'hw_' + cSeed + '_' + inttostr(GameTicks) + '.bmp';
WriteLnToConsole('Saving ' + s);
SDL_SaveBMP_RW(SDLPrimSurface, SDL_RWFromFile(Str2PChar(s), 'wb'), 1)
} end;
end;
////////////////////
procedure OnDestroy;
begin
{$IFDEF DEBUGFILE}AddFileLog('Freeing resources...');{$ENDIF}
if isSoundEnabled then ReleaseSound;
StoreRelease;
SendKB;
CloseIPC;
TTF_Quit;
SDL_Quit;
halt
end;
///////////////////
procedure MainLoop;
var PrevTime,
CurrTime: Longword;
event: TSDL_Event;
begin
PrevTime:= SDL_GetTicks;
repeat
while SDL_PollEvent(@event) <> 0 do
case event.type_ of
SDL_KEYDOWN: case GameState of
gsGame: if event.key.keysym.sym = 96 then
begin
cConsoleYAdd:= cConsoleHeight;
GameState:= gsConsole
end;
gsConsole: if event.key.keysym.sym = 96 then
begin
GameState:= gsGame;
cConsoleYAdd:= 0;
ResetKbd
end else KeyPressConsole(event.key.keysym.unicode);
end;
SDL_ACTIVEEVENT: if (event.active.state and SDL_APPINPUTFOCUS) <> 0 then
cHasFocus:= event.active.gain = 1;
SDL_QUITEV: isTerminated:= true
end;
CurrTime:= SDL_GetTicks;
if PrevTime + cTimerInterval <= CurrTime then
begin
DoTimer(CurrTime - PrevTime);
PrevTime:= CurrTime
end else SDL_Delay(1);
IPCCheckSock
until isTerminated
end;
////////////////////
procedure GetParams;
var
{$IFDEF DEBUGFILE}
i: LongInt;
{$ENDIF}
p: TPathType;
begin
{$IFDEF DEBUGFILE}
AddFileLog('Prefix: "' + PathPrefix +'"');
for i:= 0 to ParamCount do
AddFileLog(inttostr(i) + ': ' + ParamStr(i));
{$ENDIF}
case ParamCount of
13: begin
val(ParamStr(2), cScreenWidth);
val(ParamStr(3), cScreenHeight);
cBitsStr:= ParamStr(4);
val(cBitsStr, cBits);
val(ParamStr(5), ipcPort);
cFullScreen:= ParamStr(6) = '1';
isSoundEnabled:= ParamStr(7) = '1';
cLocaleFName:= ParamStr(8);
val(ParamStr(9), cInitVolume);
val(ParamStr(10), cTimerInterval);
PathPrefix:= ParamStr(11);
cShowFPS:= ParamStr(12) = '1';
cAltDamage:= ParamStr(13) = '1';
for p:= Succ(Low(TPathType)) to High(TPathType) do
if p <> ptMapCurrent then Pathz[p]:= PathPrefix + '/' + Pathz[p];
AddClouds
end;
3: begin
val(ParamStr(2), ipcPort);
GameType:= gmtLandPreview;
if ParamStr(3) <> 'landpreview' then OutError(errmsgShouldntRun, true);
end
else
OutError(errmsgShouldntRun, true)
end
end;
procedure ShowMainWindow;
begin
if cFullScreen then ParseCommand('fullscr 1', true)
else ParseCommand('fullscr 0', true);
SDL_ShowCursor(0)
end;
///////////////
procedure Game;
var s: shortstring;
begin
WriteToConsole('Init SDL... ');
SDLTry(SDL_Init(SDL_INIT_VIDEO) >= 0, true);
WriteLnToConsole(msgOK);
SDL_EnableUNICODE(1);
WriteToConsole('Init SDL_ttf... ');
SDLTry(TTF_Init <> -1, true);
WriteLnToConsole(msgOK);
ShowMainWindow;
InitKbdKeyTable;
InitIPC;
WriteLnToConsole(msgGettingConfig);
LoadLocale(Pathz[ptLocale] + '/' + cLocaleFName);
SendIPCAndWaitReply('C'); // ask for game config
s:= 'eproto ' + inttostr(cNetProtoVersion);
SendIPCRaw(@s[0], Length(s) + 1); // send proto version
InitTeams;
AssignStores;
if isSoundEnabled then InitSound;
InitWorld;
StoreInit;
isDeveloperMode:= false;
TryDo(InitStepsFlags = cifAllInited,
'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')',
true);
MainLoop
end;
/////////////////////////
procedure GenLandPreview;
var Preview: TPreview;
begin
InitIPC;
IPCWaitPongEvent;
TryDo(InitStepsFlags = cifRandomize,
'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')',
true);
Preview:= GenPreview;
WriteLnToConsole('Sending preview...');
SendIPCRaw(@Preview, sizeof(Preview));
WriteLnToConsole('Preview sent, disconnect');
CloseIPC
end;
////////////////////////////////////////////////////////////////////////////////
/////////////////////////////// m a i n ////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
begin
WriteLnToConsole('-= Hedgewars ' + cVersionString + ' =-');
WriteLnToConsole(' -= by unC0Rr =- ');
GetParams;
Randomize;
if GameType = gmtLandPreview then GenLandPreview
else Game
end.