when Lua is not found, fallback to compiling the one that comes bundled in our sources
(*
* 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
*)
{$INCLUDE "options.inc"}
unit PascalExports;
(*
* If the engine is compiled as library this unit will export functions
* as C declarations for convenient library usage in your application and
* language of choice.
*
* See also: C declarations on wikipedia
* http://en.wikipedia.org/wiki/X86_calling_conventions#cdecl
*)
interface
uses uTypes, uConsts, uVariables, GLunit, uInputHandler, uSound, uAmmos, uUtils, uCommands;
{$INCLUDE "config.inc"}
procedure HW_versionInfo(netProto: PLongInt; versionStr: PPChar); cdecl; export;
function HW_getNumberOfWeapons:LongInt; cdecl; export;
function HW_getMaxNumberOfTeams:LongInt; cdecl; export;
function HW_getMaxNumberOfHogs:LongInt; cdecl; export;
procedure HW_terminate(closeFrontend: Boolean); cdecl; export;
implementation
{$IFDEF HWLIBRARY}
var cZoomVal: GLfloat;
// retrieve protocol information
procedure HW_versionInfo(netProto: PLongInt; versionStr: PPChar); cdecl; export;
begin
netProto^:= cNetProtoVersion;
versionStr^:= cVersionString;
end;
procedure HW_zoomSet(value: GLfloat); cdecl; export;
begin
cZoomVal:= value;
ZoomValue:= value;
end;
procedure HW_zoomReset; cdecl; export;
begin
ZoomValue:= cZoomVal;
// center the camera at current hog
if CurrentHedgehog <> nil then
followGear:= CurrentHedgehog^.Gear;
end;
function HW_zoomFactor: GLfloat; cdecl; export;
begin
HW_zoomFactor:= ZoomValue / cDefaultZoomLevel;
end;
function HW_zoomLevel: LongInt; cdecl; export;
begin
HW_zoomLevel:= trunc((ZoomValue - cDefaultZoomLevel) / cZoomDelta);
end;
procedure HW_screenshot; cdecl; export;
begin
flagMakeCapture:= true;
end;
function HW_isPaused: boolean; cdecl; export;
begin
HW_isPaused:= isPaused;
end;
// equivalent to esc+y; when closeFrontend = true the game exits after memory cleanup
procedure HW_terminate(closeFrontend: boolean); cdecl; export;
begin
closeFrontend:= closeFrontend; // avoid hint
ParseCommand('forcequit', true);
end;
function HW_getSDLWindow: pointer; cdecl; export;
begin
HW_getSDLWindow:={$IFDEF SDL13}SDLwindow{$ELSE}nil{$ENDIF};
end;
// cursor handling
procedure HW_setCursor(x,y: LongInt); cdecl; export;
begin
CursorPoint.X:= x;
CursorPoint.Y:= y;
end;
procedure HW_getCursor(x,y: PLongInt); cdecl; export;
begin
x^:= CursorPoint.X;
y^:= CursorPoint.Y;
end;
// ammo menu related functions
function HW_isAmmoMenuOpen: boolean; cdecl; export;
begin
HW_isAmmoMenuOpen:= bShowAmmoMenu;
end;
function HW_isAmmoMenuNotAllowed: boolean; cdecl; export;
begin;
HW_isAmmoMenuNotAllowed:= ( (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) );
end;
function HW_isWeaponRequiringClick: boolean; cdecl; export;
begin
HW_isWeaponRequiringClick:= false;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.BotLevel = 0) then
HW_isWeaponRequiringClick:= (CurrentHedgehog^.Gear^.State and gstHHChooseTarget) <> 0;
end;
function HW_isWeaponTimerable: boolean; cdecl; export;
begin
HW_isWeaponTimerable:= false;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then
HW_isWeaponTimerable:= (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Timerable) <> 0;
end;
function HW_isWeaponSwitch: boolean cdecl; export;
begin
HW_isWeaponSwitch:= false;
if (CurAmmoGear <> nil) and (CurrentHedgehog^.BotLevel = 0) then
HW_isWeaponSwitch:= (CurAmmoGear^.AmmoType = amSwitch);
end;
function HW_isWeaponRope: boolean cdecl; export;
begin
HW_isWeaponRope:= false;
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then
HW_isWeaponRope:= (CurrentHedgehog^.CurAmmoType = amRope);
end;
procedure HW_setGrenadeTime(time: LongInt); cdecl; export;
begin
ParseCommand('/timer ' + inttostr(time), true);
end;
function HW_getGrenadeTime: LongInt; cdecl; export;
var CurWeapon: PAmmo;
begin
HW_getGrenadeTime:= 3;
if HW_isWeaponTimerable then
begin
CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
HW_getGrenadeTime:= CurWeapon^.Timer div 1000;
end;
end;
procedure HW_setPianoSound(snd: LongInt); cdecl; export;
begin
// this most likely won't work in network game
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0)
and (CurrentHedgehog^.CurAmmoType = amPiano) then
case snd of
0: PlaySound(sndPiano0);
1: PlaySound(sndPiano1);
2: PlaySound(sndPiano2);
3: PlaySound(sndPiano3);
4: PlaySound(sndPiano4);
5: PlaySound(sndPiano5);
6: PlaySound(sndPiano6);
7: PlaySound(sndPiano7);
else PlaySound(sndPiano8);
end;
end;
function HW_getWeaponNameByIndex(whichone: LongInt): PChar; cdecl; export;
begin
HW_getWeaponNameByIndex:= (str2pchar(trammo[Ammoz[TAmmoType(whichone+1)].NameId]));
end;
function HW_getWeaponCaptionByIndex(whichone: LongInt): PChar; cdecl; export;
begin
HW_getWeaponCaptionByIndex:= (str2pchar(trammoc[Ammoz[TAmmoType(whichone+1)].NameId]));
end;
function HW_getWeaponDescriptionByIndex(whichone: LongInt): PChar; cdecl; export;
begin
HW_getWeaponDescriptionByIndex:= (str2pchar(trammod[Ammoz[TAmmoType(whichone+1)].NameId]));
end;
function HW_getNumberOfWeapons: LongInt; cdecl; export;
begin
HW_getNumberOfWeapons:= ord(high(TAmmoType));
end;
procedure HW_setWeapon(whichone: LongInt); cdecl; export;
begin
if (CurrentTeam = nil) then exit;
if (not CurrentTeam^.ExtDriven) and (CurrentTeam^.Hedgehogs[0].BotLevel = 0) then
SetWeapon(TAmmoType(whichone+1));
end;
function HW_isWeaponAnEffect(whichone: LongInt): boolean; cdecl; export;
begin
HW_isWeaponAnEffect:= Ammoz[TAmmoType(whichone+1)].Ammo.Propz and ammoprop_Effect <> 0;
end;
function HW_getAmmoCounts(counts: PLongInt): LongInt; cdecl; export;
var a : PHHAmmo;
slot, index, res: LongInt;
begin
HW_getAmmoCounts:= -1;
// nil check
if (CurrentHedgehog = nil) or (CurrentHedgehog^.Ammo = nil) or (CurrentTeam = nil) then
exit;
// hog controlled by opponent (net or ai)
if (CurrentTeam^.ExtDriven) or (CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then
exit;
a:= CurrentHedgehog^.Ammo;
for slot:= 0 to cMaxSlotIndex do
for index:= 0 to cMaxSlotAmmoIndex do
if a^[slot,index].Count <> 0 then // yes, ammomenu is hell
counts[ord(a^[slot,index].AmmoType)-1]:= a^[slot,index].Count;
HW_getAmmoCounts:= 0;
end;
procedure HW_getAmmoDelays (skipTurns: PByte); cdecl; export;
var a : TAmmoType;
begin
for a:= Low(TAmmoType) to High(TAmmoType) do
skipTurns[ord(a)-1]:= byte(Ammoz[a].SkipTurns);
end;
function HW_getTurnsForCurrentTeam: LongInt; cdecl; export;
begin
HW_getTurnsForCurrentTeam:= 0;
if (CurrentTeam <> nil) and (CurrentTeam^.Clan <> nil) then
HW_getTurnsForCurrentTeam:= CurrentTeam^.Clan^.TurnNumber;
end;
function HW_getMaxNumberOfHogs: LongInt; cdecl; export;
begin
HW_getMaxNumberOfHogs:= cMaxHHIndex + 1;
end;
function HW_getMaxNumberOfTeams: LongInt; cdecl; export;
begin
HW_getMaxNumberOfTeams:= cMaxTeams;
end;
procedure HW_memoryWarningCallback; cdecl; export;
begin
ReleaseSound(false);
end;
{$ENDIF}
end.