hedgewars/hwengine.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 16 Sep 2019 17:33:49 +0200
changeset 15410 8504fee3b601
parent 15299 3bf780084c86
child 15949 668c88b31dd6
permissions -rw-r--r--
Racer: Fix weird water splashes after waypoint placement Does not affect official racer, as only waypoint placement is touched. The reason was that the air attack gear sometimes was not deleted fast enough so it might occassionally drop some air bombs (these are deleted now). Also, the airplane position was set to water level, which caused another water splash.

(*
 * 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;
                                cWindowedMaximized:= false;
{$IFDEF ANDROID}
                                //This call is used to reinitialize the glcontext and reload the textures
                                ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
{$ENDIF}
                                end;
                        SDL_WINDOWEVENT_MAXIMIZED:
                                cWindowedMaximized:= true;
                        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, CursorMovementY);

        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);
            if cWindowedMaximized then
                WriteLnToConsole('window resize: ' + IntToStr(cScreenWidth) + ' x ' + IntToStr(cScreenHeight) + ' (maximized)')
            else
                WriteLnToConsole('window resize: ' + IntToStr(cScreenWidth) + ' x ' + IntToStr(cScreenHeight));
            ScriptOnScreenResize();
            InitCameraBorders();
            InitTouchInterface();
            InitZoom(zoomValue);
            if cWindowedMaximized then
                SendIPC('W' + IntToStr(cScreenWidth) + 'x' + IntToStr(cScreenHeight) + 'M')
            else
                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.