hedgewars/uMisc.pas
author nemo
Sun, 13 Nov 2011 10:34:35 -0500
changeset 6347 27931e3ceff8
parent 6267 be5d40bb1e86
child 6695 32de8965c62c
permissions -rw-r--r--
Make AI avoid barrels the more they are damaged
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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(*
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* Hedgewars, a free turn based strategy game
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* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; version 2 of the License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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*)
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{$INCLUDE "options.inc"}
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unit uMisc;
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interface
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uses SDLh, uConsts, GLunit, uTypes;
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procedure movecursor(dx, dy: LongInt);
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function  doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
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function  MakeScreenshot(filename: shortstring): boolean;
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function  GetTeamStatString(p: PTeam): shortstring;
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procedure initModule;
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procedure freeModule;
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implementation
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uses typinfo, sysutils, uVariables, uUtils;
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procedure movecursor(dx, dy: LongInt);
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var x, y: LongInt;
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begin
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if (dx = 0) and (dy = 0) then exit;
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SDL_GetMouseState(@x, @y);
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Inc(x, dx);
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Inc(y, dy);
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SDL_WarpMouse(x, y);
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end;
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// captures and saves the screen. returns true on success.
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function MakeScreenshot(filename: shortstring): Boolean;
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var success: boolean;
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    p: Pointer;
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    size: QWord;
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    f: file;
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    // Windows Bitmap Header
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    head: array[0..53] of Byte = (
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    $42, $4D,       // identifier ("BM")
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    0, 0, 0, 0,     // file size
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    0, 0, 0, 0,     // reserved
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    54, 0, 0, 0,    // starting offset
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    40, 0, 0, 0,    // header size
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    0, 0, 0, 0,     // width
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    0, 0, 0, 0,     // height
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    1, 0,           // color planes
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    32, 0,          // bit depth
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    0, 0, 0, 0,     // compression method (uncompressed)
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    0, 0, 0, 0,     // image size
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    96, 0, 0, 0,    // horizontal resolution
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    96, 0, 0, 0,    // vertical resolution
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    0, 0, 0, 0,     // number of colors (all)
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    0, 0, 0, 0      // number of important colors
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    );
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begin
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// flash
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ScreenFade:= sfFromWhite;
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ScreenFadeValue:= sfMax;
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ScreenFadeSpeed:= 5;
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size:= toPowerOf2(cScreenWidth) * toPowerOf2(cScreenHeight) * 4;
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p:= GetMem(size);
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// memory could not be allocated
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if p = nil then
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begin
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    AddFileLog('Error: Could not allocate memory for screenshot.');
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    exit(false);
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end;
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// update header information and file name
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filename:= UserPathPrefix + '/Screenshots/' + filename + '.bmp';
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head[$02]:= (size + 54) and $ff;
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head[$03]:= ((size + 54) shr 8) and $ff;
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head[$04]:= ((size + 54) shr 16) and $ff;
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head[$05]:= ((size + 54) shr 24) and $ff;
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head[$12]:= cScreenWidth and $ff;
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head[$13]:= (cScreenWidth shr 8) and $ff;
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head[$14]:= (cScreenWidth shr 16) and $ff;
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head[$15]:= (cScreenWidth shr 24) and $ff;
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head[$16]:= cScreenHeight and $ff;
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head[$17]:= (cScreenHeight shr 8) and $ff;
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head[$18]:= (cScreenHeight shr 16) and $ff;
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head[$19]:= (cScreenHeight shr 24) and $ff;
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head[$22]:= size and $ff;
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head[$23]:= (size shr 8) and $ff;
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head[$24]:= (size shr 16) and $ff;
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head[$25]:= (size shr 24) and $ff;
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// read pixel from the front buffer
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glReadPixels(0, 0, cScreenWidth, cScreenHeight, GL_BGRA, GL_UNSIGNED_BYTE, p);
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{$IOCHECKS OFF}
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Assign(f, filename);
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Rewrite(f, 1);
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if IOResult = 0 then
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    begin
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    BlockWrite(f, head, sizeof(head));
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    BlockWrite(f, p^, size);
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    Close(f);
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    success:= true;
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    end
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else
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    begin
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    AddFileLog('Error: Could not write to ' + filename);
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    success:= false;
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    end;
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{$IOCHECKS ON}
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FreeMem(p, size);
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MakeScreenshot:= success;
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end;
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// http://www.idevgames.com/forums/thread-5602-post-21860.html#pid21860
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function doSurfaceConversion(tmpsurf: PSDL_Surface): PSDL_Surface;
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var convertedSurf: PSDL_Surface;
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begin
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    if ((tmpsurf^.format^.bitsperpixel = 32) and (tmpsurf^.format^.rshift > tmpsurf^.format^.bshift)) or
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       (tmpsurf^.format^.bitsperpixel = 24) then
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        begin
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        convertedSurf:= SDL_ConvertSurface(tmpsurf, conversionFormat, SDL_SWSURFACE);
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        SDL_FreeSurface(tmpsurf);
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        exit(convertedSurf);
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        end;
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    exit(tmpsurf);
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end;
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function GetTeamStatString(p: PTeam): shortstring;
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var s: ansistring;
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begin
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    s:= p^.TeamName + ':' + IntToStr(p^.TeamHealth) + ':';
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    GetTeamStatString:= s;
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end;
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procedure initModule;
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const SDL_PIXELFORMAT_ABGR8888 = ((1 shl 31) or (6 shl 24) or (7 shl 20) or (6 shl 16) or (32 shl 8) or 4);
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begin
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    conversionFormat:= SDL_AllocFormat(SDL_PIXELFORMAT_ABGR8888);
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end;
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4e48c276a468 In pascal unit is a namespace
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procedure freeModule;
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begin
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19f78afa0188 fix the multitouch shooting and moving
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    recordFileName:= '';
5046
fc6639d56799 this brings compatibility up with SDL HEAD (5504), but maybe breaks compatibility with sdl 1.2 so please test! still has problems with keyboard input and rendered ttf textures
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    SDL_FreeFormat(conversionFormat);
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end;
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bcbd7adb4e4b - set svn:eol-style to native
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bcbd7adb4e4b - set svn:eol-style to native
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end.