Disable gfMoreWind for land objects on turn end only after a fixed-time delay
15s sounds much, but it's the average amount for gfMineStrike mines to settle
naturally. And it would be very confusing to see falling mines suddenly not
caring about gfMoreWind for no apparent reason.
Note this whole thing is a giant hack anyway, to prevent a turn being
blocked by infinitely bouncing mines.
The better solution would be to help gfMoreWind-affected land objects settle
naturally more reliably even under extreme wind.
But this commit is "good enough" for now.
If you don't like the delay, you can always tweak the constant.
/*
* 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
*/
/**
* @file
* @brief SDLInteraction class implementation
*/
#include "SDL.h"
#include "SDL_mixer.h"
#include "HWApplication.h"
#include "sdlkeys.h"
#include "hwform.h" /* you know, we could just put a config singleton lookup function in gameuiconfig or something... */
#include "gameuiconfig.h"
#include "SDLInteraction.h"
#include "physfsrwops.h"
SDLInteraction & SDLInteraction::instance()
{
static SDLInteraction instance;
return instance;
}
SDLInteraction::SDLInteraction()
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK);
m_audioInitialized = false;
m_music = NULL;
m_musicTrack = "";
m_isPlayingMusic = false;
lastchannel = 0;
int i;
// Initialize sdlkeys_iskeyboard
for (i=0; i<1024; i++) {
// First 7 entries are mouse buttons (see sdlkeys.cpp)
if ((i > 6) && (sdlkeys[i][0][0] != '\0'))
sdlkeys_iskeyboard[i] = true;
else
sdlkeys_iskeyboard[i] = false;
}
if(SDL_NumJoysticks())
addGameControllerKeys();
// Add special "none" key at the end of list
i = 0;
while(i < 1024 && sdlkeys[i][1][0] != '\0')
i++;
sprintf(sdlkeys[i][0], "none");
sprintf(sdlkeys[i][1], "%s", HWApplication::translate("binds (keys)", unboundcontrol).toUtf8().constData());
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
m_soundMap = new QMap<QString,Mix_Chunk*>();
}
SDLInteraction::~SDLInteraction()
{
stopMusic();
if (m_audioInitialized)
{
if (m_music != NULL)
{
Mix_HaltMusic();
Mix_FreeMusic(m_music);
}
Mix_CloseAudio();
}
SDL_Quit();
delete m_soundMap;
}
QStringList SDLInteraction::getResolutions() const
{
QStringList result;
int modesNumber = SDL_GetNumDisplayModes(0);
SDL_DisplayMode mode;
for(int i = 0; i < modesNumber; ++i)
{
SDL_GetDisplayMode(0, i, &mode);
if ((mode.w >= 640) && (mode.h >= 480))
result << QString("%1x%2").arg(mode.w).arg(mode.h);
}
return result;
}
void SDLInteraction::addGameControllerKeys() const
{
QStringList result;
#if SDL_VERSION_ATLEAST(2, 0, 0)
int i = 0;
while(i < 1024 && sdlkeys[i][1][0] != '\0')
i++;
// Iterate through all game controllers
qDebug("Detecting controllers ...");
for(int jid = 0; jid < SDL_NumJoysticks(); jid++)
{
SDL_Joystick* joy = SDL_JoystickOpen(jid);
// Retrieve the game controller's name
QString joyname = QString(SDL_JoystickNameForIndex(jid));
// Strip "Controller (...)" that's added by some drivers (English only)
joyname.replace(QRegExp("^Controller \\((.*)\\)$"), "\\1");
qDebug("- Controller no. %d: %s", jid, qPrintable(joyname));
// Connected Xbox 360 controller? Use specific button names then
// Might be interesting to add 'named' buttons for the most often used gamepads
bool isxb = joyname.contains("Xbox 360");
// This part of the string won't change for multiple keys/hats, so keep it
QString prefix = QString("%1 (%2): ").arg(joyname).arg(jid + 1);
// Register entries for missing axes not assigned to sticks of this joystick/gamepad
for(int aid = 0; aid < SDL_JoystickNumAxes(joy) && i < 1021; aid++)
{
QString axis = prefix + HWApplication::translate("binds (keys)", controlleraxis).arg(aid + 1);
// Entry for "Axis Up"
sprintf(sdlkeys[i][0], "j%da%du", jid, aid);
sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + HWApplication::translate("binds (keys)", xbox360axes[aid * 2])) : (axis.arg(HWApplication::translate("binds (keys)", controllerup)))).toUtf8().constData());
// Entry for "Axis Down"
sprintf(sdlkeys[i][0], "j%da%dd", jid, aid);
sprintf(sdlkeys[i++][1], "%s", ((isxb && aid < 5) ? (prefix + HWApplication::translate("binds (keys)", xbox360axes[aid * 2 + 1])) : (axis.arg(HWApplication::translate("binds (keys)", controllerdown)))).toUtf8().constData());
}
// Register entries for all coolie hats of this joystick/gamepad
for(int hid = 0; hid < SDL_JoystickNumHats(joy) && i < 1019; hid++)
{
// Again store the part of the string not changing for multiple uses
QString hat = prefix + (isxb ? (HWApplication::translate("binds (keys)", xb360dpad) + QString(" ")) : HWApplication::translate("binds (keys)", controllerhat).arg(hid + 1));
// Entry for "Hat Up"
sprintf(sdlkeys[i][0], "j%dh%du", jid, hid);
sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerup)).toUtf8().constData());
// Entry for "Hat Down"
sprintf(sdlkeys[i][0], "j%dh%dd", jid, hid);
sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerdown)).toUtf8().constData());
// Entry for "Hat Left"
sprintf(sdlkeys[i][0], "j%dh%dl", jid, hid);
sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerleft)).toUtf8().constData());
// Entry for "Hat Right"
sprintf(sdlkeys[i][0], "j%dh%dr", jid, hid);
sprintf(sdlkeys[i++][1], "%s", hat.arg(HWApplication::translate("binds (keys)", controllerright)).toUtf8().constData());
}
// Register entries for all buttons of this joystick/gamepad
for(int bid = 0; bid < SDL_JoystickNumButtons(joy) && i < 1022; bid++)
{
// Buttons
sprintf(sdlkeys[i][0], "j%db%d", jid, bid);
sprintf(sdlkeys[i++][1], "%s", (prefix + ((isxb && bid < 10) ? (HWApplication::translate("binds (keys)", xb360buttons[bid]) + QString(" ")) : HWApplication::translate("binds (keys)", controllerbutton).arg(bid + 1))).toUtf8().constData());
}
// Close the game controller as we no longer need it
SDL_JoystickClose(joy);
}
if(i >= 1024)
i = 1023;
// Terminate the list
sdlkeys[i][0][0] = '\0';
sdlkeys[i][1][0] = '\0';
#endif
}
void SDLInteraction::SDLAudioInit()
{
// don't init again
if (m_audioInitialized)
return;
SDL_Init(SDL_INIT_AUDIO);
if(!Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)) /* should we keep trying, or just turn off permanently? */
m_audioInitialized = true;
}
void SDLInteraction::playSoundFile(const QString & soundFile)
{
if (!HWForm::config || !HWForm::config->isFrontendSoundEnabled()) return;
SDLAudioInit();
if (!m_audioInitialized) return;
if (!m_soundMap->contains(soundFile))
m_soundMap->insert(soundFile, Mix_LoadWAV_RW(PHYSFSRWOPS_openRead(soundFile.toLocal8Bit().constData()), 1));
//FIXME: this is a hack, but works as long as we have few concurrent playing sounds
if (Mix_Playing(lastchannel) == false)
lastchannel = Mix_PlayChannel(-1, m_soundMap->value(soundFile), 0);
}
void SDLInteraction::setMusicTrack(const QString & musicFile)
{
bool wasPlayingMusic = m_isPlayingMusic;
stopMusic();
if (m_music != NULL)
{
Mix_FreeMusic(m_music);
m_music = NULL;
}
m_musicTrack = musicFile;
if (wasPlayingMusic)
startMusic();
}
void SDLInteraction::startMusic()
{
if (m_isPlayingMusic)
return;
m_isPlayingMusic = true;
if (m_musicTrack.isEmpty())
return;
SDLAudioInit();
if (!m_audioInitialized) return;
if (m_music == NULL)
m_music = Mix_LoadMUS_RW(PHYSFSRWOPS_openRead(m_musicTrack.toLocal8Bit().constData()), 0);
Mix_VolumeMusic(MIX_MAX_VOLUME/4);
Mix_FadeInMusic(m_music, -1, 1750);
}
void SDLInteraction::stopMusic()
{
if (m_isPlayingMusic && (m_music != NULL))
{
// fade out music to finish 0,5 seconds from now
while(!Mix_FadeOutMusic(1000) && Mix_PlayingMusic())
{
SDL_Delay(100);
}
}
m_isPlayingMusic = false;
}
QSize SDLInteraction::getCurrentResolution()
{
SDL_DisplayMode mode;
SDL_GetDesktopDisplayMode(0, &mode);
return QSize(mode.w, mode.h);
}