Prevent entering “/”, “\” and “:” in team and scheme names.
The name of teams and schems is saved in the file name itself, so these characters would cause trouble as they are used in path names in Linux and Windows.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
{$IFDEF WINDOWS}
{$R res/hwengine.rc}
{$ENDIF}
{$IFDEF HWLIBRARY}
unit hwengine;
interface
{$ELSE}
program hwengine;
{$ENDIF}
uses {$IFDEF IPHONEOS}cmem, {$ENDIF} SDLh, uMisc, uConsole, uGame, uConsts, uLand, uAmmos, uVisualGears, uGears, uStore, uWorld, uInputHandler
, uSound, uScript, uTeams, uStats, uIO, uLocale, uChat, uAI, uAIMisc, uAILandMarks, uLandTexture, uCollisions
, SysUtils, uTypes, uVariables, uCommands, uUtils, uCaptions, uDebug, uCommandHandlers, uLandPainted
, uPhysFSLayer, uCursor, uRandom, ArgParsers, uVisualGearsHandlers, uTextures, uRender
{$IFDEF USE_VIDEO_RECORDING}, uVideoRec {$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}, uTouch {$ENDIF}
{$IFDEF ANDROID}, GLUnit{$ENDIF}
{$IFDEF UNIX}, clocale{$ENDIF}
{$IFDEF WINDOWS}, dynlibs{$ENDIF}
;
{$IFDEF HWLIBRARY}
function RunEngine(argc: LongInt; argv: PPChar): LongInt; cdecl; export;
procedure preInitEverything();
procedure initEverything(complete:boolean);
procedure freeEverything(complete:boolean);
{$IFNDEF PAS2C}
procedure catchUnhandledException(Obj: TObject; Addr: Pointer; FrameCount: Longint; Frames: PPointer);
{$ENDIF}
implementation
{$ELSE}
procedure preInitEverything(); forward;
procedure initEverything(complete:boolean); forward;
procedure freeEverything(complete:boolean); forward;
{$IFNDEF PAS2C}
procedure catchUnhandledException(Obj: TObject; Addr: Pointer; FrameCount: Longint; Frames: PPointer); forward;
{$ENDIF}
{$ENDIF}
{$IFDEF WINDOWS}
type TSetProcessDpiAwareness = function(value: Integer): Integer; stdcall;
var SetProcessDpiAwareness: TSetProcessDpiAwareness;
var ShcoreLibHandle: TLibHandle;
{$ENDIF}
///////////////////////////////////////////////////////////////////////////////
function DoTimer(Lag: LongInt): boolean;
var s: shortstring;
t: LongWord;
begin
DoTimer:= false;
inc(RealTicks, Lag);
case GameState of
gsLandGen:
begin
GenMap;
SetLandTexture;
UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false);
setAILandMarks;
GameState:= gsStart;
end;
gsStart:
begin
SetDefaultBinds;
if HasBorder then
DisableSomeWeapons;
// wave "clouds" on underwater theme look weird w/ weSea, esp the blended bottom portion
if (WorldEdge <> weSea) or (Theme <> 'Underwater') then
AddClouds;
AddFlakes;
SetRandomSeed(cSeed, false);
StoreLoad(false);
ParseCommand('sendlanddigest', true); // extending land digest to all synced pixels (anything that could modify land)
if not allOK then exit;
AssignHHCoords;
AddMiscGears;
InitWorld;
ResetKbd;
if GameType = gmtSave then
SetSound(false);
FinishProgress;
PlayMusic;
InitZoom(zoom);
ScriptCall('onGameStart');
RandomizeHHAnim;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
MaxTeamHealth:= TeamHealth;
RecountAllTeamsHealth;
GameState:= gsGame;
end;
gsConfirm, gsGame:
begin
// disable screenshot flash effect when about to make another screenshot
if flagMakeCapture and (ScreenFade = sfFromWhite) then
ScreenFade:= sfNone;
if not cOnlyStats then
// never place between ProcessKbd and DoGameTick - bugs due to /put cmd and isCursorVisible
DrawWorld(Lag);
DoGameTick(Lag);
if not cOnlyStats then ProcessVisualGears(Lag);
end;
gsExit:
begin
DoTimer:= true;
end;
gsSuspend:
exit(false);
end;
if not cOnlyStats then SwapBuffers;
{$IFDEF USE_VIDEO_RECORDING}
if flagPrerecording then
SaveCameraPosition;
{$ENDIF}
if flagMakeCapture then
begin
flagMakeCapture:= false;
if flagDumpLand then
s:= '/Screenshots/mapdump_'
else s:= '/Screenshots/hw_';
{$IFDEF PAS2C}
s:= s + inttostr(GameTicks);
{$ELSE}
s:= s + FormatDateTime('YYYY-MM-DD_HH-mm-ss', Now()) + inttostr(GameTicks);
{$ENDIF}
// flash
playSound(sndShutter);
ScreenFade:= sfFromWhite;
ScreenFadeValue:= sfMax;
ScreenFadeSpeed:= 5;
if (not flagDumpLand and MakeScreenshot(s, 1, 0)) or
(flagDumpLand and MakeScreenshot(s, 1, 1) and ((cReducedQuality and rqBlurryLand <> 0) or MakeScreenshot(s, 1, 2))) then
WriteLnToConsole('Screenshot saved: ' + s)
else
begin
WriteLnToConsole('Screenshot failed.');
AddChatString(#5 + 'screen capture failed (lack of memory or write permissions)');
end
end;
end;
///////////////////////////////////////////////////////////////////////////////
procedure MainLoop;
var event: TSDL_Event;
PrevTime, CurrTime: LongWord;
isTerminated: boolean;
previousGameState: TGameState;
wheelEvent: boolean;
begin
previousGameState:= gsStart;
isTerminated:= false;
PrevTime:= SDL_GetTicks;
while (not isTerminated) and allOK do
begin
wheelEvent:= false;
SDL_PumpEvents();
while SDL_PeepEvents(@event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) > 0 do
begin
case event.type_ of
SDL_KEYDOWN:
if isInChatMode then
begin
// sdl on iphone supports only ashii keyboards and the unicode field is deprecated in sdl 1.3
KeyPressChat(event.key.keysym);
end
else
if GameState >= gsGame then ProcessKey(event.key);
SDL_KEYUP:
if (not isInChatMode) and (GameState >= gsGame) then
ProcessKey(event.key);
SDL_TEXTINPUT: if isInChatMode then uChat.TextInput(event.text);
SDL_WINDOWEVENT:
begin
case event.window.event of
SDL_WINDOWEVENT_FOCUS_GAINED:
begin
cHasFocus:= true;
onFocusStateChanged();
end;
SDL_WINDOWEVENT_FOCUS_LOST:
begin
cHasFocus:= false;
onFocusStateChanged();
end;
{$IFDEF MOBILE}
(* Suspend game if minimized on mobile.
NOTE: Mobile doesn't support online multiplayer yet, so it's not a problem.
BUT: This section WILL become a bug when online multiplayer is added to
Hedgewars and needs to be rethought. This is because it will cause the
game to freeze if one online player minimizes Hedgewars. *)
SDL_WINDOWEVENT_MINIMIZED:
begin
previousGameState:= GameState;
GameState:= gsSuspend;
end;
{$ENDIF}
SDL_WINDOWEVENT_RESTORED:
begin
if GameState = gsSuspend then
GameState:= previousGameState;
{$IFDEF ANDROID}
//This call is used to reinitialize the glcontext and reload the textures
ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
{$ENDIF}
end;
SDL_WINDOWEVENT_RESIZED:
begin
cNewScreenWidth:= max(2 * (event.window.data1 div 2), cMinScreenWidth);
cNewScreenHeight:= max(2 * (event.window.data2 div 2), cMinScreenHeight);
cScreenResizeDelay:= RealTicks + 500{$IFDEF IPHONEOS}div 2{$ENDIF};
end;
end; // case closed
end;
{$IFDEF USE_TOUCH_INTERFACE}
SDL_FINGERMOTION:
onTouchMotion(event.tfinger.x, event.tfinger.y, event.tfinger.dx, event.tfinger.dy, event.tfinger.fingerId);
SDL_FINGERDOWN:
onTouchDown(event.tfinger.x, event.tfinger.y, event.tfinger.fingerId);
SDL_FINGERUP:
onTouchUp(event.tfinger.x, event.tfinger.y, event.tfinger.fingerId);
{$ELSE}
SDL_MOUSEMOTION:
ProcessMouseMotion(event.motion.xrel, event.motion.yrel);
SDL_MOUSEBUTTONDOWN:
if GameState = gsConfirm then
ParseCommand('quit', true)
else
if (GameState >= gsGame) then ProcessMouseButton(event.button, true);
SDL_MOUSEBUTTONUP:
if (GameState >= gsGame) then ProcessMouseButton(event.button, false);
SDL_MOUSEWHEEL:
begin
wheelEvent:= true;
ProcessMouseWheel(event.wheel.y);
end;
{$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 (not wheelEvent) then
ResetMouseWheel();
if (CursorMovementX <> 0) or (CursorMovementY <> 0) then
handlePositionUpdate(CursorMovementX * cameraKeyboardSpeed, CursorMovementY * cameraKeyboardSpeed);
if (cScreenResizeDelay <> 0) and (cScreenResizeDelay < RealTicks) and
((cNewScreenWidth <> cScreenWidth) or (cNewScreenHeight <> cScreenHeight)) then
begin
cScreenResizeDelay:= 0;
cWindowedWidth:= cNewScreenWidth;
cWindowedHeight:= cNewScreenHeight;
cScreenWidth:= cWindowedWidth;
cScreenHeight:= cWindowedHeight;
ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
WriteLnToConsole('window resize: ' + IntToStr(cScreenWidth) + ' x ' + IntToStr(cScreenHeight));
ScriptOnScreenResize();
InitCameraBorders();
InitTouchInterface();
InitZoom(zoomValue);
SendIPC('W' + IntToStr(cScreenWidth) + 'x' + IntToStr(cScreenHeight));
end;
CurrTime:= SDL_GetTicks();
if PrevTime + longword(cTimerInterval) <= CurrTime then
begin
isTerminated:= isTerminated or DoTimer(CurrTime - PrevTime);
PrevTime:= CurrTime;
end
else SDL_Delay(1);
IPCCheckSock();
end;
end;
{$IFDEF USE_VIDEO_RECORDING}
procedure RecorderMainLoop;
var oldGameTicks, oldRealTicks, newGameTicks, newRealTicks: LongInt;
begin
if not BeginVideoRecording() then
exit;
DoTimer(0); // gsLandGen -> gsStart
DoTimer(0); // gsStart -> gsGame
newGameTicks:= 0;
newRealTicks:= 0;
if not LoadNextCameraPosition(newRealTicks, newGameTicks) then
exit;
fastScrolling:= true;
DoGameTick(newGameTicks);
fastScrolling:= false;
oldRealTicks:= 0;
oldGameTicks:= newGameTicks;
while LoadNextCameraPosition(newRealTicks, newGameTicks) do
begin
IPCCheckSock();
RealTicks:= newRealTicks;
DoGameTick(newGameTicks - oldGameTicks);
if GameState = gsExit then
break;
ProcessVisualGears(newRealTicks - oldRealTicks);
DrawWorld(newRealTicks - oldRealTicks);
EncodeFrame();
oldRealTicks:= newRealTicks;
oldGameTicks:= newGameTicks;
end;
StopVideoRecording();
end;
{$ENDIF}
///////////////////////////////////////////////////////////////////////////////
procedure GameRoutine;
var s: shortstring;
i: LongInt;
begin
{$IFDEF PAS2C}
AddFileLog('Generated using pas2c');
{$ENDIF}
WriteLnToConsole('Hedgewars engine ' + cVersionString + '-r' + cRevisionString +
' (' + cHashString + ') with protocol #' + inttostr(cNetProtoVersion));
AddFileLog('Prefix: "' + shortstring(PathPrefix) +'"');
AddFileLog('UserPrefix: "' + shortstring(UserPathPrefix) +'"');
for i:= 0 to ParamCount do
AddFileLog(inttostr(i) + ': ' + ParamStr(i));
WriteToConsole('Init SDL... ');
if not cOnlyStats then SDLCheck(SDL_Init(SDL_INIT_VIDEO or SDL_INIT_NOPARACHUTE) >= 0, 'SDL_Init', true);
WriteLnToConsole(msgOK);
if not cOnlyStats then
begin
WriteToConsole('Init SDL_ttf... ');
SDLCheck(TTF_Init() <> -1, 'TTF_Init', true);
WriteLnToConsole(msgOK);
end;
if not allOK then exit;
SDL_ShowCursor(SDL_DISABLE);
{$IFDEF USE_VIDEO_RECORDING}
if GameType = gmtRecord then
InitOffscreenOpenGL()
else
{$ENDIF}
begin
// show main window
if cFullScreen then
ParseCommand('fullscr 1', true)
else
ParseCommand('fullscr 0', true);
end;
ControllerInit(); // has to happen before InitKbdKeyTable to map keys
InitKbdKeyTable();
if not allOK then exit;
LoadLocale(cPathz[ptLocale] + '/en.txt'); // Do an initial load with english
if cLanguageFName <> 'en.txt' then
begin
// Try two letter locale first before trying specific locale overrides
if (Length(cLanguage) > 3) and (Copy(cLanguage, 1, 2) <> 'en') then
begin
LoadLocale(cPathz[ptLocale] + '/' + Copy(cLanguage, 1, 2) + '.txt')
end;
LoadLocale(cPathz[ptLocale] + '/' + cLanguageFName)
end
else cLanguage := 'en';
if not allOK then exit;
WriteLnToConsole(msgGettingConfig);
LoadFonts();
AddProgress();
LoadDefaultClanColors(cPathz[ptConfig] + '/settings.ini');
if cTestLua then
begin
ParseCommand('script ' + cScriptName, true);
end
else
begin
if recordFileName = '' then
begin
InitIPC;
SendIPCAndWaitReply(_S'C'); // ask for game config
end
else
LoadRecordFromFile(recordFileName);
end;
if not allOK then exit;
ScriptOnGameInit;
s:= 'eproto ' + inttostr(cNetProtoVersion);
SendIPCRaw(@s[0], Length(s) + 1); // send proto version
InitTeams();
AssignStores();
if GameType = gmtRecord then
SetSound(false);
InitSound();
isDeveloperMode:= false;
if checkFails(InitStepsFlags = cifAllInited, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true) then exit;
if not allOK then exit;
{$IFDEF USE_VIDEO_RECORDING}
if GameType = gmtRecord then
begin
RecorderMainLoop();
exit;
end;
{$ENDIF}
MainLoop;
end;
procedure Game;
begin
initEverything(true);
GameRoutine;
// clean up all the memory allocated
freeEverything(true);
end;
///////////////////////////////////////////////////////////////////////////////
// preInitEverything - init variables that are going to be ovewritten by arguments
// initEverything - init variables only. Should be coupled by below
// freeEverything - free above. Pay attention to the init/free order!
procedure preInitEverything;
begin
allOK:= true;
Randomize();
uVariables.preInitModule;
uSound.preInitModule;
end;
procedure initEverything (complete:boolean);
begin
PathPrefix:= PathPrefix + #0;
UserPathPrefix:= UserPathPrefix + #0;
uPhysFSLayer.initModule(@PathPrefix[1], @UserPathPrefix[1]);
PathPrefix:= copy(PathPrefix, 1, length(PathPrefix) - 1);
UserPathPrefix:= copy(UserPathPrefix, 1, length(UserPathPrefix) - 1);
uUtils.initModule(complete); // opens the debug file, must be the first
uVariables.initModule; // inits all global variables
uCommands.initModule; // helps below
uCommandHandlers.initModule; // registers all messages from frontend
uLand.initModule; // computes land
uLandPainted.initModule; // computes drawn land
uIO.initModule; // sets up sockets
uScript.initModule;
if complete then
begin
uTextures.initModule;
{$IFDEF ANDROID}GLUnit.initModule;{$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}uTouch.initModule;{$ENDIF}
{$IFDEF USE_VIDEO_RECORDING}uVideoRec.initModule;{$ENDIF}
uAI.initModule;
uAIMisc.initModule;
uAILandMarks.initModule; //stub
uAmmos.initModule;
uCaptions.initModule;
uChat.initModule;
uCollisions.initModule;
uGears.initModule;
uInputHandler.initModule;
uMisc.initModule;
uLandTexture.initModule; //stub
uSound.initModule;
uStats.initModule;
uStore.initModule;
uRender.initModule;
uTeams.initModule;
uVisualGears.initModule;
uVisualGearsHandlers.initModule;
uWorld.initModule;
end;
end;
procedure freeEverything (complete:boolean);
begin
if complete then
begin
WriteLnToConsole('Freeing resources...');
uAI.freeModule; // AI things need to be freed first
uAIMisc.freeModule; //stub
uAILandMarks.freeModule;
uCaptions.freeModule;
uWorld.freeModule;
uVisualGears.freeModule;
uTeams.freeModule;
uInputHandler.freeModule;
uStats.freeModule; //stub
uSound.freeModule;
uMisc.freeModule;
uLandTexture.freeModule;
uGears.freeModule;
uCollisions.freeModule; //stub
uChat.freeModule;
uAmmos.freeModule;
uRender.freeModule;
uStore.freeModule; // closes SDL
{$IFDEF USE_VIDEO_RECORDING}uVideoRec.freeModule;{$ENDIF}
{$IFDEF USE_TOUCH_INTERFACE}uTouch.freeModule;{$ENDIF} //stub
{$IFDEF ANDROID}GLUnit.freeModule;{$ENDIF}
uTextures.freeModule;
SDL_GL_DeleteContext(SDLGLcontext);
SDL_DestroyWindow(SDLwindow);
SDL_Quit()
end;
uIO.freeModule;
uLand.freeModule;
uLandPainted.freeModule;
uCommandHandlers.freeModule;
uCommands.freeModule;
uVariables.freeModule;
uUtils.freeModule; // closes debug file
uPhysFSLayer.freeModule;
uScript.freeModule;
end;
///////////////////////////////////////////////////////////////////////////////
procedure GenLandPreview;
{$IFDEF MOBILE}
var Preview: TPreview;
{$ELSE}
var Preview: TPreviewAlpha;
{$ENDIF}
begin
initEverything(false);
InitIPC;
if allOK then
begin
IPCWaitPongEvent;
if checkFails(InitStepsFlags = cifRandomize, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true) then exit;
ScriptOnPreviewInit;
{$IFDEF MOBILE}
GenPreview(Preview);
{$ELSE}
GenPreviewAlpha(Preview);
{$ENDIF}
WriteLnToConsole('Sending preview...');
SendIPCRaw(@Preview, sizeof(Preview));
SendIPCRaw(@MaxHedgehogs, sizeof(byte));
WriteLnToConsole('Preview sent, disconnect');
end;
freeEverything(false);
end;
{$IFNDEF PAS2C}
// Write backtrace to console and log when an unhandled exception occurred
procedure catchUnhandledException(Obj: TObject; Addr: Pointer; FrameCount: Longint; Frames: PPointer);
var
Message: string;
i: LongInt;
begin
WriteLnToConsole('An unhandled exception occurred at $' + HexStr(Addr) + ':');
if Obj is exception then
begin
Message := Exception(Obj).ClassName + ': ' + Exception(Obj).Message;
WriteLnToConsole(Message);
end
else
WriteLnToConsole('Exception object ' + Obj.ClassName + ' is not of class Exception.');
WriteLnToConsole(BackTraceStrFunc(Addr));
if (FrameCount > 0) then
begin
for i := 0 to FrameCount - 1 do
WriteLnToConsole(BackTraceStrFunc(Frames[i]));
end;
end;
{$ENDIF}
{$IFDEF HWLIBRARY}
function RunEngine(argc: LongInt; argv: PPChar): LongInt; cdecl; export;
begin
operatingsystem_parameter_argc:= argc;
operatingsystem_parameter_argv:= argv;
{$ELSE}
begin
{$ENDIF}
{$IFDEF WINDOWS}
ShcoreLibHandle := LoadLibrary('Shcore.dll');
if (ShcoreLibHandle <> 0) then
begin
SetProcessDpiAwareness :=
TSetProcessDpiAwareness(GetProcedureAddress(ShcoreLibHandle, 'SetProcessDpiAwareness'));
if (SetProcessDpiAwareness <> nil) then
SetProcessDpiAwareness(1);
end;
{$ENDIF}
///////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// m a i n ///////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
{$IFDEF PAS2C}
// workaround for pascal's ParamStr and ParamCount
init(argc, argv);
{$ENDIF}
{$IFNDEF PAS2C}
// Custom procedure for unhandled exceptions; ExceptProc is used by sysutils module
ExceptProc:= @catchUnhandledException;
{$ENDIF}
preInitEverything();
GetParams();
if GameType = gmtLandPreview then
GenLandPreview()
else if (GameType <> gmtBadSyntax) and (GameType <> gmtSyntaxHelp) then
Game();
// return error when engine is not called correctly
if GameType = gmtBadSyntax then
{$IFDEF PAS2C}
exit(HaltUsageError);
{$ELSE}
halt(HaltUsageError);
{$ENDIF}
if cTestLua then
begin
WriteLnToConsole(errmsgLuaTestTerm);
{$IFDEF PAS2C}
exit(HaltTestUnexpected);
{$ELSE}
halt(HaltTestUnexpected);
{$ENDIF}
end;
{$IFDEF PAS2C}
exit(HaltNoError);
{$ELSE}
{$IFDEF IPHONEOS}
exit(HaltNoError);
{$ELSE}
halt(HaltNoError);
{$ENDIF}
{$ENDIF}
{$IFDEF HWLIBRARY}
end;
{$ENDIF}
end.