Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
(*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uChat;
interface
procedure initModule;
procedure freeModule;
procedure ReloadLines;
procedure CleanupInput;
procedure AddChatString(s: shortstring);
procedure DrawChat;
procedure KeyPressChat(Key, Sym: Longword);
procedure SendHogSpeech(s: shortstring);
implementation
uses SDLh, uInputHandler, uTypes, uVariables, uCommands, uUtils, uTextures, uRender, uIO, uScript;
const MaxStrIndex = 27;
type TChatLine = record
Tex: PTexture;
Time: Longword;
Width: LongInt;
s: shortstring;
Color: TSDL_Color;
end;
TChatCmd = (ccQuit, ccPause, ccFinish, ccShowHistory, ccFullScreen);
var Strs: array[0 .. MaxStrIndex] of TChatLine;
MStrs: array[0 .. MaxStrIndex] of shortstring;
LocalStrs: array[0 .. MaxStrIndex] of shortstring;
missedCount: LongWord;
lastStr: LongWord;
localLastStr: LongInt;
history: LongInt;
visibleCount: LongWord;
InputStr: TChatLine;
InputStrL: array[0..260] of char; // for full str + 4-byte utf-8 char
ChatReady: boolean;
showAll: boolean;
liveLua: boolean;
ChatHidden: boolean;
const
colors: array[#0..#6] of TSDL_Color = (
(r:$FF; g:$FF; b:$FF; a:$FF), // unused, feel free to take it for anything
(r:$FF; g:$FF; b:$FF; a:$FF), // chat message [White]
(r:$FF; g:$00; b:$FF; a:$FF), // action message [Purple]
(r:$90; g:$FF; b:$90; a:$FF), // join/leave message [Lime]
(r:$FF; g:$FF; b:$A0; a:$FF), // team message [Light Yellow]
(r:$FF; g:$00; b:$00; a:$FF), // error messages [Red]
(r:$00; g:$FF; b:$FF; a:$FF) // input line [Light Blue]
);
ChatCommandz: array [TChatCmd] of record
ChatCmd: string[31];
ProcedureCallChatCmd: string[31];
end = (
(ChatCmd: '/quit'; ProcedureCallChatCmd: 'halt'),
(ChatCmd: '/pause'; ProcedureCallChatCmd: 'pause'),
(ChatCmd: '/finish'; ProcedureCallChatCmd: 'finish'),
(ChatCmd: '/history'; ProcedureCallChatCmd: 'history'),
(ChatCmd: '/fullscreen'; ProcedureCallChatCmd: 'fullscr')
);
const Padding = 2;
ClHeight = 2 * Padding + 16; // font height
procedure RenderChatLineTex(var cl: TChatLine; var str: shortstring);
var strSurface,
resSurface: PSDL_Surface;
dstrect : TSDL_Rect; // destination rectangle for blitting
font : THWFont;
const
shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$FF);
//shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$80);
shadowint = $80 shl AShift;
begin
font:= CheckCJKFont(ansistring(str), fnt16);
// get render size of text
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(str), @cl.Width, nil);
// calculate and save size
cl.Width := cl.Width + 2 * Padding;
// create surface to draw on
resSurface:= SDL_CreateRGBSurface(
0, toPowerOf2(cl.Width), toPowerOf2(ClHeight),
32, RMask, GMask, BMask, AMask);
// define area we want to draw in
dstrect.x:= 0;
dstrect.y:= 0;
dstrect.w:= cl.Width;
dstrect.h:= ClHeight;
// draw background
SDL_FillRect(resSurface, @dstrect, shadowint);
dstrect.x:= Padding + 1;
dstrect.y:= Padding + 1;
// doesn't matter if .w and .h still include padding, SDL_UpperBlit will clip
// create and blit text shadow
strSurface:= TTF_RenderUTF8_Solid(Fontz[font].Handle, Str2PChar(str), shadowcolor);
SDL_UpperBlit(strSurface, nil, resSurface, @dstrect);
SDL_FreeSurface(strSurface);
// non-shadow text starts at padding
dstrect.x:= Padding;
dstrect.y:= Padding;
// create and blit text
strSurface:= TTF_RenderUTF8_Blended(Fontz[font].Handle, Str2PChar(str), cl.color);
SDL_UpperBlit(strSurface, nil, resSurface, @dstrect);
SDL_FreeSurface(strSurface);
cl.Tex:= Surface2Tex(resSurface, false);
SDL_FreeSurface(resSurface)
end;
const ClDisplayDuration = 12500;
procedure SetLine(var cl: TChatLine; str: shortstring; isInput: boolean);
var color : TSDL_Color;
begin
if cl.Tex <> nil then
FreeAndNilTexture(cl.Tex);
if isInput then
begin
cl.s:= str;
color:= colors[#6];
str:= UserNick + '> ' + str + '_'
end
else
begin
color:= colors[str[1]];
delete(str, 1, 1);
cl.s:= str;
end;
cl.color:= color;
// set texture, note: variables cl.s and str will be different here if isInput
RenderChatLineTex(cl, str);
cl.Time:= RealTicks + ClDisplayDuration;
end;
// For uStore texture recreation
procedure ReloadLines;
var i, t: LongWord;
begin
if InputStr.s <> '' then
SetLine(InputStr, InputStr.s, true);
for i:= 0 to MaxStrIndex do
if Strs[i].s <> '' then
begin
t:= Strs[i].Time;
SetLine(Strs[i], Strs[i].s, false);
Strs[i].Time:= t
end;
end;
procedure AddChatString(s: shortstring);
begin
if not ChatReady then
begin
if MissedCount < MaxStrIndex - 1 then
MStrs[MissedCount]:= s
else if MissedCount < MaxStrIndex then
MStrs[MissedCount]:= #5 + '[...]';
inc(MissedCount);
exit
end;
lastStr:= (lastStr + 1) mod (MaxStrIndex + 1);
SetLine(Strs[lastStr], s, false);
inc(visibleCount)
end;
procedure DrawChat;
var i, t, left, top, cnt: LongInt;
begin
ChatReady:= true; // maybe move to somewhere else?
if ChatHidden and (not showAll) then
visibleCount:= 0;
// draw chat lines with some distance from screen border
left:= 4 - cScreenWidth div 2;
top := 10 + visibleCount * ClHeight; // we start with input line (if any)
// draw chat input line first and under all other lines
if (GameState = gsChat) and (InputStr.Tex <> nil) then
DrawTexture(left, top, InputStr.Tex);
if ((not ChatHidden) or showAll) and (UIDisplay <> uiNone) then
begin
if MissedCount <> 0 then // there are chat strings we missed, so print them now
begin
for i:= 0 to MissedCount - 1 do
AddChatString(MStrs[i]);
MissedCount:= 0;
end;
i:= lastStr;
cnt:= 0; // count of lines displayed
t := 1; // # of current line processed
// draw lines in reverse order
while (((t < 7) and (Strs[i].Time > RealTicks)) or ((t <= MaxStrIndex + 1) and showAll))
and (Strs[i].Tex <> nil) do
begin
top:= top - ClHeight;
// draw chatline only if not offscreen
if top > 0 then
DrawTexture(left, top, Strs[i].Tex);
if i = 0 then
i:= MaxStrIndex
else
dec(i);
inc(cnt);
inc(t)
end;
visibleCount:= cnt;
end;
end;
procedure SendHogSpeech(s: shortstring);
begin
SendIPC('h' + s);
ParseCommand('/hogsay '+s, true)
end;
procedure SendConsoleCommand(s: shortstring);
begin
Delete(s, 1, 1);
SendIPC('~' + s)
end;
procedure AcceptChatString(s: shortstring);
var i: TWave;
j: TChatCmd;
c, t: LongInt;
x: byte;
begin
if s <> LocalStrs[localLastStr] then
begin
// put in input history
localLastStr:= (localLastStr + 1) mod MaxStrIndex;
LocalStrs[localLastStr]:= s;
end;
t:= LocalTeam;
x:= 0;
if (s[1] = '"') and (s[Length(s)] = '"')
then x:= 1
else if (s[1] = '''') and (s[Length(s)] = '''') then
x:= 2
else if (s[1] = '-') and (s[Length(s)] = '-') then
x:= 3;
if (not CurrentTeam^.ExtDriven) and (x <> 0) then
for c:= 0 to Pred(TeamsCount) do
if (TeamsArray[c] = CurrentTeam) then
t:= c;
if x <> 0 then
begin
if t = -1 then
ParseCommand('/say ' + copy(s, 2, Length(s)-2), true)
else
SendHogSpeech(char(x) + char(t) + copy(s, 2, Length(s)-2));
exit
end;
if (s[1] = '/') then
begin
// These 3 are same as above, only are to make the hedgehog say it on next attack
if (copy(s, 2, 4) = 'hsa ') then
begin
if CurrentTeam^.ExtDriven then
ParseCommand('/say ' + copy(s, 6, Length(s)-5), true)
else
SendHogSpeech(#4 + copy(s, 6, Length(s)-5));
exit
end;
if (copy(s, 2, 4) = 'hta ') then
begin
if CurrentTeam^.ExtDriven then
ParseCommand('/say ' + copy(s, 6, Length(s)-5), true)
else
SendHogSpeech(#5 + copy(s, 6, Length(s)-5));
exit
end;
if (copy(s, 2, 4) = 'hya ') then
begin
if CurrentTeam^.ExtDriven then
ParseCommand('/say ' + copy(s, 6, Length(s)-5), true)
else
SendHogSpeech(#6 + copy(s, 6, Length(s)-5));
exit
end;
if (copy(s, 2, 5) = 'team ') and (length(s) > 6) then
begin
ParseCommand(s, true);
exit
end;
if (copy(s, 2, 3) = 'me ') then
begin
ParseCommand('/say ' + s, true);
exit
end;
if (copy(s, 2, 10) = 'togglechat') then
begin
ChatHidden:= (not ChatHidden);
if ChatHidden then
showAll:= false;
exit
end;
// debugging commands
if (copy(s, 2, 7) = 'debugvl') then
begin
cViewLimitsDebug:= (not cViewLimitsDebug);
UpdateViewLimits();
exit
end;
if (copy(s, 2, 3) = 'lua') then
begin
AddFileLog('/lua issued');
if gameType <> gmtNet then
begin
liveLua:= (not liveLua);
if liveLua then
begin
AddFileLog('[Lua] chat input string parsing enabled');
AddChatString(#3 + 'Lua parsing: ON');
end
else
begin
AddFileLog('[Lua] chat input string parsing disabled');
AddChatString(#3 + 'Lua parsing: OFF');
end;
end;
exit
end;
// hedghog animations/taunts and engine commands
if (not CurrentTeam^.ExtDriven) and (CurrentTeam^.Hedgehogs[0].BotLevel = 0) then
begin
for i:= Low(TWave) to High(TWave) do
if (s = Wavez[i].cmd) then
begin
ParseCommand('/taunt ' + char(i), true);
exit
end;
end;
for j:= Low(TChatCmd) to High(TChatCmd) do
if (s = ChatCommandz[j].ChatCmd) then
begin
ParseCommand(ChatCommandz[j].ProcedureCallChatCmd, true);
exit
end;
if (gameType = gmtNet) then
SendConsoleCommand(s)
end
else
begin
if liveLua then
LuaParseString(s)
else
ParseCommand('/say ' + s, true);
end;
end;
procedure CleanupInput;
begin
FreezeEnterKey;
history:= 0;
{$IFNDEF SDL2}
SDL_EnableKeyRepeat(0,0);
{$ENDIF}
GameState:= gsGame;
ResetKbd;
end;
procedure KeyPressChat(Key, Sym: Longword);
const firstByteMark: array[0..3] of byte = (0, $C0, $E0, $F0);
var i, btw, index: integer;
utf8: shortstring;
action: boolean;
begin
action:= true;
case Sym of
SDLK_BACKSPACE:
begin
if Length(InputStr.s) > 0 then
begin
InputStr.s[0]:= InputStrL[byte(InputStr.s[0])];
SetLine(InputStr, InputStr.s, true)
end
end;
SDLK_ESCAPE:
begin
if Length(InputStr.s) > 0 then
SetLine(InputStr, '', true)
else CleanupInput
end;
SDLK_RETURN, SDLK_KP_ENTER:
begin
if Length(InputStr.s) > 0 then
begin
AcceptChatString(InputStr.s);
SetLine(InputStr, '', false)
end;
CleanupInput
end;
SDLK_UP, SDLK_DOWN:
begin
if (Sym = SDLK_UP) and (history < localLastStr) then inc(history);
if (Sym = SDLK_DOWN) and (history > 0) then dec(history);
index:= localLastStr - history + 1;
if (index > localLastStr) then
SetLine(InputStr, '', true)
else SetLine(InputStr, LocalStrs[index], true)
end;
SDLK_RIGHT, SDLK_LEFT, SDLK_DELETE,
SDLK_HOME, SDLK_END,
SDLK_PAGEUP, SDLK_PAGEDOWN:
begin
// ignore me!!!
end;
else
action:= false;
end;
if not action and (Key <> 0) then
begin
if (Key < $80) then
btw:= 1
else if (Key < $800) then
btw:= 2
else if (Key < $10000) then
btw:= 3
else
btw:= 4;
utf8:= '';
for i:= btw downto 2 do
begin
utf8:= char((Key or $80) and $BF) + utf8;
Key:= Key shr 6
end;
utf8:= char(Key or firstByteMark[Pred(btw)]) + utf8;
if byte(InputStr.s[0]) + btw > 240 then
exit;
InputStrL[byte(InputStr.s[0]) + btw]:= InputStr.s[0];
SetLine(InputStr, InputStr.s + utf8, true)
end
end;
procedure chChatMessage(var s: shortstring);
begin
AddChatString(s)
end;
procedure chSay(var s: shortstring);
begin
SendIPC('s' + s);
if copy(s, 1, 4) = '/me ' then
s:= #2 + '* ' + UserNick + ' ' + copy(s, 5, Length(s) - 4)
else
s:= #1 + UserNick + ': ' + s;
AddChatString(s)
end;
procedure chTeamSay(var s: shortstring);
begin
SendIPC('b' + s);
s:= #4 + '[Team] ' + UserNick + ': ' + s;
AddChatString(s)
end;
procedure chHistory(var s: shortstring);
var i: LongInt;
begin
s:= s; // avoid compiler hint
showAll:= not showAll;
// immediatly recount
visibleCount:= 0;
if showAll or (not ChatHidden) then
for i:= 0 to MaxStrIndex do
begin
if (Strs[i].Tex <> nil) and (showAll or (Strs[i].Time > RealTicks)) then
inc(visibleCount);
end;
end;
procedure chChat(var s: shortstring);
begin
s:= s; // avoid compiler hint
GameState:= gsChat;
{$IFNDEF SDL2}
SDL_EnableKeyRepeat(200,45);
{$ENDIF}
if length(s) = 0 then
SetLine(InputStr, '', true)
else
SetLine(InputStr, '/team ', true)
end;
procedure initModule;
var i: ShortInt;
begin
RegisterVariable('chatmsg', @chChatMessage, true);
RegisterVariable('say', @chSay, true);
RegisterVariable('team', @chTeamSay, true);
RegisterVariable('history', @chHistory, true );
RegisterVariable('chat', @chChat, true );
lastStr:= 0;
localLastStr:= 0;
history:= 0;
visibleCount:= 0;
showAll:= false;
ChatReady:= false;
missedCount:= 0;
liveLua:= false;
ChatHidden:= false;
inputStr.Tex := nil;
for i:= 0 to MaxStrIndex do
Strs[i].Tex := nil;
end;
procedure freeModule;
var i: ShortInt;
begin
FreeAndNilTexture(InputStr.Tex);
for i:= 0 to MaxStrIndex do
FreeAndNilTexture(Strs[i].Tex);
end;
end.