hedgewars/hwengine.pas
author sheepluva
Thu, 23 Jan 2014 13:56:53 +0100
changeset 10061 b7161f00a6ca
parent 10015 4feced261c68
child 10108 c68cf030eded
permissions -rw-r--r--
hide complete IP of other users, when non-admin requests player info. showing the first two parts of the IP was kinda pointless to begin with (what for?) and has recently lead to increased abuse and lobby flooding due to bots collecting/posting IP tracking information

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2014 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"}

{$IFDEF WIN32}
{$R res/hwengine.rc}
{$ENDIF}

{$IFDEF HWLIBRARY}
unit hwengine;
interface
{$ELSE}
program hwengine;
{$ENDIF}

uses 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
     {$IFDEF USE_VIDEO_RECORDING}, uVideoRec {$ENDIF}
     {$IFDEF USE_TOUCH_INTERFACE}, uTouch {$ENDIF}
     {$IFDEF ANDROID}, GLUnit{$ENDIF}
     ;

{$IFDEF HWLIBRARY}
procedure preInitEverything();
procedure initEverything(complete:boolean);
procedure freeEverything(complete:boolean);
procedure Game(argc: LongInt; argv: PPChar); cdecl; export;
procedure GenLandPreview(port: Longint); cdecl; export;

implementation
{$ELSE}
procedure preInitEverything(); forward;
procedure initEverything(complete:boolean); forward;
procedure freeEverything(complete:boolean); forward;
{$ENDIF}

///////////////////////////////////////////////////////////////////////////////
function DoTimer(Lag: LongInt): boolean;
var s: shortstring;
begin
    DoTimer:= false;
    inc(RealTicks, Lag);

    case GameState of
        gsLandGen:
            begin
            GenMap;
            SetLandTexture;
            UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false);
            setAILandMarks;
            ParseCommand('sendlanddigest', true);
            GameState:= gsStart;
            end;
        gsStart:
            begin
            SetDefaultBinds;
            if HasBorder then
                DisableSomeWeapons;
            AddClouds;
            AddFlakes;
            SetRandomSeed(cSeed, false);
            AssignHHCoords;
            AddMiscGears;
            StoreLoad(false);
            InitWorld;
            ResetKbd;
            if GameType = gmtSave then
                SetSound(false);
            FinishProgress;
            PlayMusic;
            SetScale(zoom);
            ScriptCall('onGameStart');
            GameState:= gsGame;
            end;
        gsConfirm, gsGame, gsChat:
            begin
            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;
        {$IFDEF PAS2C}
        s:= '/Screenshots/hw';
        {$ELSE}
        s:= '/Screenshots/hw_' + FormatDateTime('YYYY-MM-DD_HH-mm-ss', Now()) + inttostr(GameTicks);
        {$ENDIF}

        // flash
        playSound(sndShutter);
        ScreenFade:= sfFromWhite;
        ScreenFadeValue:= sfMax;
        ScreenFadeSpeed:= 5;

        if MakeScreenshot(s, 1) 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;
{$IFDEF SDL2}
    previousGameState: TGameState;
{$ELSE}
    prevFocusState: boolean;
{$ENDIF}
begin
    isTerminated:= false;
    PrevTime:= SDL_GetTicks;
    while isTerminated = false do
    begin
        SDL_PumpEvents();

        while SDL_PeepEvents(@event, 1, SDL_GETEVENT, {$IFDEF SDL2}SDL_FIRSTEVENT, SDL_LASTEVENT{$ELSE}SDL_ALLEVENTS{$ENDIF}) > 0 do
        begin
            case event.type_ of
{$IFDEF SDL2}
                SDL_KEYDOWN:
                    if GameState = gsChat then
                        begin
                    // sdl on iphone supports only ashii keyboards and the unicode field is deprecated in sdl 1.3
                        KeyPressChat(SDL_GetKeyFromScancode(event.key.keysym.sym), event.key.keysym.sym); //TODO correct for keymodifiers
                        end
                    else
                        if GameState >= gsGame then ProcessKey(event.key);
                SDL_KEYUP:
                    if (GameState <> gsChat) and (GameState >= gsGame) then
                        ProcessKey(event.key);

                SDL_WINDOWEVENT:
                    if event.window.event = SDL_WINDOWEVENT_SHOWN then
                    begin
                        cHasFocus:= true;
                        onFocusStateChanged()
                    end
                    else if event.window.event = SDL_WINDOWEVENT_MINIMIZED then
                    begin
                        previousGameState:= GameState;
                        GameState:= gsSuspend;
                    end
                    else if event.window.event = SDL_WINDOWEVENT_RESTORED then
                    begin
                        GameState:= previousGameState;
{$IFDEF ANDROID}
                        //This call is used to reinitialize the glcontext and reload the textures
                        ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
{$ENDIF}
                    end
                    else if event.window.event = SDL_WINDOWEVENT_RESIZED then
                    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;
{$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);
{$ENDIF}
{$ELSE}
                SDL_KEYDOWN:
                    if GameState = gsChat then
                        KeyPressChat(event.key.keysym.unicode, event.key.keysym.sym)
                    else
                        if GameState >= gsGame then ProcessKey(event.key);
                SDL_KEYUP:
                    if (GameState <> gsChat) and (GameState >= gsGame) then
                        ProcessKey(event.key);

                SDL_MOUSEBUTTONDOWN:
                    if GameState = gsConfirm then
                        ParseCommand('quit', true)
                    else
                        if (GameState >= gsGame) then ProcessMouse(event.button, true);

                SDL_MOUSEBUTTONUP:
                    if (GameState >= gsGame) then ProcessMouse(event.button, false);

                SDL_ACTIVEEVENT:
                    if (event.active.state and SDL_APPINPUTFOCUS) <> 0 then
                    begin
                        prevFocusState:= cHasFocus;
                        cHasFocus:= event.active.gain = 1;
                        if prevFocusState xor cHasFocus then
                            onFocusStateChanged()
                    end;

                SDL_VIDEORESIZE:
                begin
                    // using lower values than cMinScreenWidth or cMinScreenHeight causes widget overlap and off-screen widget parts
                    // Change by sheepluva:
                    // Let's only use even numbers for custom width/height since I ran into scaling issues with odd width values.
                    // Maybe just fixes the symptom not the actual cause(?), I'm too tired to find out :P
                    cNewScreenWidth:= max(2 * (event.resize.w div 2), cMinScreenWidth);
                    cNewScreenHeight:= max(2 * (event.resize.h div 2), cMinScreenHeight);
                    cScreenResizeDelay:= RealTicks+500;
                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 (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();
            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

    if not LoadNextCameraPosition(newRealTicks, newGameTicks) then
        exit;
    fastScrolling:= true;
    DoGameTick(newGameTicks);
    fastScrolling:= false;
    oldRealTicks:= 0;
    oldGameTicks:= newGameTicks;

    while LoadNextCameraPosition(newRealTicks, newGameTicks) do
    begin
        IPCCheckSock();
        DoGameTick(newGameTicks - oldGameTicks);
        if GameState = gsExit then
            break;
        ProcessVisualGears(newRealTicks - oldRealTicks);
        DrawWorld(newRealTicks - oldRealTicks);
        EncodeFrame();
        oldRealTicks:= newRealTicks;
        oldGameTicks:= newGameTicks;
    end;
    StopVideoRecording();
end;
{$ENDIF}

///////////////////////////////////////////////////////////////////////////////
procedure Game{$IFDEF HWLIBRARY}(argc: LongInt; argv: PPChar); cdecl; export{$ENDIF};
//var p: TPathType;
var s: shortstring;
    i: LongInt;
begin
{$IFDEF HWLIBRARY}
    preInitEverything();
    parseCommandLine(argc, argv);
{$ENDIF}
    initEverything(true);
    WriteLnToConsole('Hedgewars engine ' + cVersionString + '-r' + cRevisionString +
                     ' (' + cHashString + ') with protocol #' + inttostr(cNetProtoVersion));
    AddFileLog('Prefix: "' + PathPrefix +'"');
    AddFileLog('UserPrefix: "' + UserPathPrefix +'"');

    for i:= 0 to ParamCount do
        AddFileLog(inttostr(i) + ': ' + ParamStr(i));

    WriteToConsole('Init SDL... ');
    if not cOnlyStats then SDLTry(SDL_Init(SDL_INIT_VIDEO or SDL_INIT_NOPARACHUTE) >= 0, true);
    WriteLnToConsole(msgOK);

{$IFDEF SDL2}
    SDL_StartTextInput();
{$ELSE}
    SDL_EnableUNICODE(1);
{$ENDIF}
    SDL_ShowCursor(0);

    WriteToConsole('Init SDL_ttf... ');
    SDLTry(TTF_Init() <> -1, true);
    WriteLnToConsole(msgOK);

{$IFDEF USE_VIDEO_RECORDING}
    if GameType = gmtRecord then
        InitOffscreenOpenGL()
    else
{$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();
    AddProgress();

    LoadLocale(cPathz[ptLocale] + '/en.txt');  // Do an initial load with english
    if cLocaleFName <> 'en.txt' then
        begin
        // Try two letter locale first before trying specific locale overrides
        if (Length(cLocale) > 3) and (Copy(cLocale, 1, 2) <> 'en') then
            begin
            LoadLocale(cPathz[ptLocale] + '/' + Copy(cLocale, 1, 2) + '.txt')
            end;
        LoadLocale(cPathz[ptLocale] + '/' + cLocaleFName)
        end
    else cLocale := 'en';

    WriteLnToConsole(msgGettingConfig);

    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;

    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;
    TryDo(InitStepsFlags = cifAllInited, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true);
    //ParseCommand('rotmask', true);

{$IFDEF USE_VIDEO_RECORDING}
    if GameType = gmtRecord then
    begin
        RecorderMainLoop();
        freeEverything(true);
        exit;
    end;
{$ENDIF}

    MainLoop;
    // 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
    Randomize();

    uVariables.preInitModule;
    uSound.preInitModule;
end;

procedure initEverything (complete:boolean);
begin
    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

    if complete then
    begin
        uLocale.initModule;
        uPhysFSLayer.initModule;
        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
        uScript.initModule;
        uSound.initModule;
        uStats.initModule;
        uStore.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;
        uScript.freeModule;
        uMisc.freeModule;
        uLandTexture.freeModule;
        uGears.freeModule;
        uCollisions.freeModule;     //stub
        uChat.freeModule;
        uAmmos.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;
        uPhysFSLayer.freeModule;
        uLocale.freeModule;
        end;

    uIO.freeModule;
    uLand.freeModule;
    uLandPainted.freeModule;

    uCommandHandlers.freeModule;
    uCommands.freeModule;
    uVariables.freeModule;
    uUtils.freeModule;              // closes debug file
end;

///////////////////////////////////////////////////////////////////////////////
procedure GenLandPreview{$IFDEF HWLIBRARY}(port: LongInt); cdecl; export{$ENDIF};
var Preview: TPreview;
begin
    initEverything(false);
{$IFDEF HWLIBRARY}
    WriteLnToConsole('Preview connecting on port ' + inttostr(port));
    ipcPort:= port;
    InitStepsFlags:= cifRandomize;
{$ENDIF}
    InitIPC;
    IPCWaitPongEvent;
    TryDo(InitStepsFlags = cifRandomize, 'Some parameters not set (flags = ' + inttostr(InitStepsFlags) + ')', true);

    GenPreview(Preview);
    WriteLnToConsole('Sending preview...');
    SendIPCRaw(@Preview, sizeof(Preview));
    SendIPCRaw(@MaxHedgehogs, sizeof(byte));
    WriteLnToConsole('Preview sent, disconnect');
    freeEverything(false);
end;

{$IFNDEF HWLIBRARY}

///////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// m a i n ///////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
begin
{$IFDEF PAS2C}
    // workaround for pascal's ParamStr and ParamCount
    init(argc, argv);
{$ENDIF}
    preInitEverything();
    cTagsMask:= htTeamName or htName or htHealth; // this one doesn't fit nicely w/ reset of other variables. suggestions welcome
    GetParams();

    if GameType = gmtLandPreview then
        GenLandPreview()
    else if GameType <> gmtSyntax then
        Game();

    // return 1 when engine is not called correctly
    {$IFDEF PAS2C}
    exit(LongInt(GameType = gmtSyntax));
    {$ELSE}
    halt(LongInt(GameType = gmtSyntax));
    {$ENDIF}

{$ENDIF}
end.