hedgewars/hwengine.pas
author sheepluva
Wed, 02 May 2012 15:33:34 +0200
changeset 6996 a0052cd32508
parent 6986 409dd3851309
child 7021 0c75512a8920
permissions -rw-r--r--
rooms list + reorder filter chain for better performance (sorting and full-text search are now last step, not first) + automatically restore custom column widths and sort settings...

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 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 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, uRandom, uLandTexture, uCollisions,
     sysutils, uTypes, uVariables, uCommands, uUtils, uCaptions, uDebug, uCommandHandlers, uLandPainted
     {$IFDEF SDL13}, uTouch{$ENDIF}{$IFDEF ANDROID}, GLUnit{$ENDIF};

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

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

////////////////////////////////
procedure DoTimer(Lag: LongInt);
var s: shortstring;
begin
    inc(RealTicks, Lag);

    case GameState of
        gsLandGen:
            begin
            GenMap;
            ParseCommand('sendlanddigest', true);
            GameState:= gsStart;
            end;
        gsStart:
            begin
            if HasBorder then
                DisableSomeWeapons;
            AddClouds;
            AddFlakes;
            AssignHHCoords;
            AddMiscGears;
            StoreLoad(false);
            InitWorld;
            ResetKbd;
            SoundLoad;
            if GameType = gmtSave then
                begin
                isSEBackup:= isSoundEnabled;
                isSoundEnabled:= false
                end;
            FinishProgress;
            PlayMusic;
            SetScale(zoom);
            ScriptCall('onGameStart');
            GameState:= gsGame;
            end;
        gsConfirm, gsGame:
            begin
            DrawWorld(Lag); // never place between ProcessKbd and DoGameTick - bugs due to /put cmd and isCursorVisible
//            ProcessKbd;
            DoGameTick(Lag);
            ProcessVisualGears(Lag);
            end;
        gsChat:
            begin
            DrawWorld(Lag);
            DoGameTick(Lag);
            ProcessVisualGears(Lag);
            end;
        gsExit:
            begin
            isTerminated:= true;
            end;
        gsSuspend:
            exit;
            end;

{$IFDEF SDL13}
    SDL_GL_SwapWindow(SDLwindow);
{$ELSE}
    SDL_GL_SwapBuffers();
{$ENDIF}

    if flagMakeCapture then
        begin
        flagMakeCapture:= false;
        s:= 'hw_' + FormatDateTime('YYYY-MM-DD_HH-mm-ss', Now()) + inttostr(GameTicks);

        playSound(sndShutter);
        
        if MakeScreenshot(s) 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 OnDestroy;
begin
    WriteLnToConsole('Freeing resources...');
    FreeActionsList();
    StoreRelease(false);
    ControllerClose();
    CloseIPC();
    TTF_Quit();
{$IFDEF SDL13}
    SDL_GL_DeleteContext(SDLGLcontext);
    SDL_DestroyWindow(SDLwindow);
    SDLGLcontext:= nil;
    SDLwindow:= nil;
{$ENDIF}
    SDL_Quit();
    isTerminated:= false;
end;

///////////////////
procedure MainLoop;
var event: TSDL_Event;
    PrevTime, CurrTime: Longword;
{$IFDEF SDL13}
    previousGameState: TGameState;
{$ELSE}
    prevFocusState: boolean;
{$ENDIF}
begin
    PrevTime:= SDL_GetTicks;
    while isTerminated = false do
    begin
        SDL_PumpEvents();
 
        while SDL_PeepEvents(@event, 1, SDL_GETEVENT, {$IFDEF SDL13}SDL_FIRSTEVENT, SDL_LASTEVENT{$ELSE}SDL_ALLEVENTS{$ENDIF}) > 0 do
        begin
            case event.type_ of
{$IFDEF SDL13}
                SDL_KEYDOWN:
                if GameState = gsChat then
                    // sdl on iphone supports only ashii keyboards and the unicode field is deprecated in sdl 1.3
                    KeyPressChat(SDL_GetKeyFromScancode(event.key.keysym.sym))//TODO correct for keymodifiers
                else
                    ProcessKey(event.key);
                SDL_KEYUP:
                if GameState <> gsChat 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;
                        
                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_KEYDOWN:
                    if GameState = gsChat then
                        KeyPressChat(event.key.keysym.unicode)
                    else
                        ProcessKey(event.key);
                SDL_KEYUP:
                if GameState <> gsChat then
                    ProcessKey(event.key);
                    
                SDL_MOUSEBUTTONDOWN:
                    ProcessMouse(event.button, true); 
                SDL_MOUSEBUTTONUP:
                    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 (cScreenResizeDelay <> 0) and (cScreenResizeDelay < RealTicks) and
       ((cNewScreenWidth <> cScreenWidth) or (cNewScreenHeight <> cScreenHeight)) then
    begin
        cScreenResizeDelay:= 0;
        cScreenWidth:= cNewScreenWidth;
        cScreenHeight:= cNewScreenHeight;

        ParseCommand('fullscr '+intToStr(LongInt(cFullScreen)), true);
        WriteLnToConsole('window resize: ' + IntToStr(cScreenWidth) + ' x ' + IntToStr(cScreenHeight));
        ScriptOnScreenResize();
        InitCameraBorders();
        InitTouchInterface();
    end;

    if isTerminated = false then
    begin
        CurrTime:= SDL_GetTicks;
        if PrevTime + longword(cTimerInterval) <= CurrTime then
        begin
            DoTimer(CurrTime - PrevTime);
            PrevTime:= CurrTime
        end
        else SDL_Delay(1);
        IPCCheckSock();
        end;
    end;
end;

///////////////
procedure Game{$IFDEF HWLIBRARY}(gameArgs: PPChar); cdecl; export{$ENDIF};
var
    p: TPathType;
    s: shortstring;
    i: LongInt;
begin
{$IFDEF HWLIBRARY}
    cBits:= 32;
    cTimerInterval:= 8;
    cShowFPS:= {$IFDEF DEBUGFILE}true{$ELSE}false{$ENDIF};
    val(gameArgs[0], ipcPort);
    val(gameArgs[1], cScreenWidth);
    val(gameArgs[2], cScreenHeight);
    val(gameArgs[3], cReducedQuality);
    cLocaleFName:= gameArgs[4];
    // cFullScreen functionality is platform dependent, ifdef it if you need to modify it
    cFullScreen:= false;
    
    if (Length(cLocaleFName) > 6) then
        cLocale := Copy(cLocaleFName,1,5)
    else
        cLocale := Copy(cLocaleFName,1,2);
        
    UserNick:= gameArgs[5];
    isSoundEnabled:= gameArgs[6] = '1';
    isMusicEnabled:= gameArgs[7] = '1';
    cAltDamage:= gameArgs[8] = '1';
    PathPrefix:= gameArgs[9];
    UserPathPrefix:= '../Documents';
    recordFileName:= gameArgs[10];
    cStereoMode:= smNone;
{$ENDIF}
    cMinScreenWidth:= min(cScreenWidth, cMinScreenWidth);
    cMinScreenHeight:= min(cScreenHeight, cMinScreenHeight);
    cOrigScreenWidth:= cScreenWidth;
    cOrigScreenHeight:= cScreenHeight;

    initEverything(true);
    WriteLnToConsole('Hedgewars ' + cVersionString + ' engine (network protocol: ' + inttostr(cNetProtoVersion) + ')');
    AddFileLog('Prefix: "' + PathPrefix +'"');
    AddFileLog('UserPrefix: "' + UserPathPrefix +'"');
    
    for i:= 0 to ParamCount do
        AddFileLog(inttostr(i) + ': ' + ParamStr(i));

    for p:= Succ(Low(TPathType)) to High(TPathType) do
        if (p <> ptMapCurrent) and (p <> ptData) then
            UserPathz[p]:= UserPathPrefix + '/Data/' + Pathz[p];

    UserPathz[ptData]:= UserPathPrefix + '/Data';

    for p:= Succ(Low(TPathType)) to High(TPathType) do
        if p <> ptMapCurrent then
            Pathz[p]:= PathPrefix + '/' + Pathz[p];

    WriteToConsole('Init SDL... ');
    SDLTry(SDL_Init(SDL_INIT_VIDEO or SDL_INIT_NOPARACHUTE) >= 0, true);
    WriteLnToConsole(msgOK);

    SDL_EnableUNICODE(1);
    SDL_ShowCursor(0);

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

    // show main window
    if cFullScreen then
        ParseCommand('fullscr 1', true)
    else
        ParseCommand('fullscr 0', true);

    ControllerInit(); // has to happen before InitKbdKeyTable to map keys
    InitKbdKeyTable();
    AddProgress();

    LoadLocale(UserPathz[ptLocale] + '/en.txt');  // Do an initial load with english
    LoadLocale(Pathz[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) > 2) and (Copy(cLocale,1,2) <> 'en') then
            begin
            LoadLocale(UserPathz[ptLocale] + '/' + Copy(cLocale,1,2)+'.txt');
            LoadLocale(Pathz[ptLocale] + '/' + Copy(cLocale,1,2)+'.txt')
            end;
        LoadLocale(UserPathz[ptLocale] + '/' + cLocaleFName);
        LoadLocale(Pathz[ptLocale] + '/' + cLocaleFName)
        end
    else cLocale := 'en';

    WriteLnToConsole(msgGettingConfig);

    if recordFileName = '' then
        begin
        InitIPC;
        SendIPCAndWaitReply('C');        // ask for game config
        end
    else
        LoadRecordFromFile(recordFileName);

    ScriptOnGameInit;

    s:= 'eproto ' + inttostr(cNetProtoVersion);
    SendIPCRaw(@s[0], Length(s) + 1); // send proto version

    InitTeams();
    AssignStores();

    if isSoundEnabled then
        InitSound();

    isDeveloperMode:= false;

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

    ParseCommand('rotmask', true);

    MainLoop();
    // clean up SDL and GL context
    OnDestroy();
    // clean up all the other memory allocated
    freeEverything(true);
    if alsoShutdownFrontend then
        halt;
end;

procedure initEverything (complete:boolean);
begin
    Randomize();

    if complete then
        cLogfileBase:= 'game'
    else
        cLogfileBase:= 'preview';

    // uConsts does not need initialization as they are all consts
    uUtils.initModule;
    uMisc.initModule;
    uVariables.initModule;
    uConsole.initModule;    // MUST happen after uMisc
    uCommands.initModule;
    uCommandHandlers.initModule;

    uLand.initModule;
    uLandPainted.initModule;

    uIO.initModule;

    if complete then
        begin
{$IFDEF ANDROID}GLUnit.init;{$ENDIF}
{$IFDEF SDL13}uTouch.initModule;{$ENDIF}
        uAI.initModule;
        //uAIActions does not need initialization
        //uAIAmmoTests does not need initialization
        uAIMisc.initModule;
        uAmmos.initModule;
        uChat.initModule;
        uCollisions.initModule;
        //uFloat does not need initialization
        //uGame does not need initialization
        uGears.initModule;
        uInputHandler.initModule;
        //uLandGraphics does not need initialization
        //uLandObjects does not need initialization
        //uLandTemplates does not need initialization
        uLandTexture.initModule;
        //uLocale does not need initialization
        uRandom.initModule;
        uScript.initModule;
        uSound.initModule;
        uStats.initModule;
        uStore.initModule;
        uTeams.initModule;
        uVisualGears.initModule;
        uWorld.initModule;
        uCaptions.initModule;
        end;
end;

procedure freeEverything (complete:boolean);
begin
    if complete then
        begin
        uCaptions.freeModule;
        uWorld.freeModule;
        uVisualGears.freeModule;
        uTeams.freeModule;
        uStore.freeModule;          //stub
        uStats.freeModule;          //stub
        uSound.freeModule;
        uScript.freeModule;
        uRandom.freeModule;         //stub
        //uLocale does not need to be freed
        //uLandTemplates does not need to be freed
        uLandTexture.freeModule;
        //uLandObjects does not need to be freed
        //uLandGraphics does not need to be freed
        uInputHandler.freeModule;           //stub
        uGears.freeModule;
        //uGame does not need to be freed
        //uFloat does not need to be freed
        uCollisions.freeModule;     //stub
        uChat.freeModule;
        uAmmos.freeModule;
        uAIMisc.freeModule;         //stub
        //uAIAmmoTests does not need to be freed
        //uAIActions does not need to be freed
        uAI.freeModule;             //stub
        end;

    uIO.freeModule;             //stub
    uLand.freeModule;
    uLandPainted.freeModule;

    uCommandHandlers.freeModule;
    uCommands.freeModule;
    uConsole.freeModule;
    uVariables.freeModule;
    uUtils.freeModule;
    uMisc.freeModule;           // uMisc closes the debug log.
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);

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

{$IFNDEF HWLIBRARY}
/////////////////////
procedure DisplayUsage;
var i: LongInt;
begin
    WriteLn('Wrong argument format: correct configurations is');
    WriteLn();
    WriteLn('  hwengine <path to user hedgewars folder> <path to global data folder> <path to replay file> [options]');
    WriteLn();
    WriteLn('where [options] must be specified either as:');
    WriteLn(' --set-video [screen width] [screen height] [color dept]');
    WriteLn(' --set-audio [volume] [enable music] [enable sounds]');
    WriteLn(' --set-other [language file] [full screen] [show FPS]');
    WriteLn(' --set-multimedia [screen width] [screen height] [color dept] [volume] [enable music] [enable sounds] [language file] [full screen]');
    WriteLn(' --set-everything [screen width] [screen height] [color dept] [volume] [enable music] [enable sounds] [language file] [full screen] [show FPS] [alternate damage] [timer value] [reduced quality]');
    WriteLn(' --stats-only');
    WriteLn();
    WriteLn('Read documentation online at http://code.google.com/p/hedgewars/wiki/CommandLineOptions for more information');
    WriteLn();
    Write('PARSED COMMAND: ');
    
    for i:=0 to ParamCount do
        Write(ParamStr(i) + ' ');
        
    WriteLn();
end;

////////////////////
{$INCLUDE "ArgParsers.inc"}

procedure GetParams;
begin
    if (ParamCount < 3) then
        GameType:= gmtSyntax
    else
        if (ParamCount = 3) and ((ParamStr(3) = '--stats-only') or (ParamStr(3) = 'landpreview')) then
            internalSetGameTypeLandPreviewFromParameters()
        else
            if (ParamCount = cDefaultParamNum) then
                internalStartGameWithParameters()
            else
                playReplayFileWithParameters();
end;

////////////////////////////////////////////////////////////////////////////////
/////////////////////////////// m a i n ////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
begin
    GetParams();
    if (Length(cLocaleFName) > 6) then
        cLocale := Copy(cLocaleFName,1,5)
    else
        cLocale := Copy(cLocaleFName,1,2);

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

    // return 1 when engine is not called correctly
    ExitCode:= LongInt(GameType = gmtSyntax);
{$ENDIF}
end.