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ugame.pas
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2158 lines (2033 loc) · 69.9 KB
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(******************************************************************************)
(* *)
(* Author : Uwe Schächterle (Corpsman) *)
(* *)
(* This file is part of FPC_Atomic *)
(* *)
(* See the file license.md, located under: *)
(* https://github.com/PascalCorpsman/Software_Licenses/blob/main/license.md *)
(* for details about the license. *)
(* *)
(* It is not allowed to change or remove this text from any *)
(* source file of the project. *)
(* *)
(******************************************************************************)
Unit ugame;
{$MODE ObjFPC}{$H+}
{$I globaldefines.inc}
Interface
Uses
Classes, SysUtils, controls, OpenGLContext, lNetComponents, lnet,
uatomic_common, uopengl_animation, uscreens, uChunkmanager, uatomic_field, uatomic, uopengl_graphikengine, BASS
;
Type
TUDPPingData = Record
Active: Boolean;
LastTickValue: UInt64;
Connection: TLUDPComponent; // Die UDP Componente, mit welcher wir via Boradcast nach offenen Servern fragen
End;
TBassSoundEffekt = Record
Active: BOolean;
Handle: DWord;
End;
{ TSoundInfo }
TSoundInfo = Class
private
fMusik: Boolean;
fVolume: integer;
fLastChangeTick: uint64;
Procedure SetMusik(AValue: Boolean);
Procedure SetVolume(AValue: Integer);
public
Property Volume: Integer write SetVolume;
Property Musik: Boolean write SetMusik;
Constructor Create(); virtual;
Destructor Destroy(); override;
Procedure Render;
End;
THurry = Record
Enabled: Boolean;
Texture: TGraphikItem;
TimeStamp: qword;
End;
{ TGame }
TGame = Class
private
fConveyors, fArrows: TOpenGL_Animation; // Wird den Karten zur Verfügung gestellt
fHurry: THurry;
fActiveSounds: Array Of ^HSTREAM;
fSoundInfo: TSoundInfo;
fLastIdleTick: QWord;
fLastKeyDown: Array[akFirstAction..akSecondAction] Of QWORD;
fPlayerdeadTex: TGraphikItem;
fPowerUpsTex: TPowerTexArray;
fBombCount: integer;
fBombs: Array[0..15 * 11 - 1] Of TBombInfo;
fParamJoinIP: String;
fParamJoinPort: integer;
fPlayingTime_s: integer;
fPause: Boolean;
fNeedDisconnect: Boolean; // Wenn True, dann wird ein Disconnect via Idle Handler durchgeführt (das darf nach LNet nicht im Socket Event gemacht werden da es sonst eine AV-Gibt)
fActualField: TAtomicField;
fPlayerIndex: Array[TKeySet] Of integer; // Der Index in Fplayer,
fAtomics: TAtomics;
fBackupSettings: TAtomicSettings; // Sind wir nicht der Master Spieler, dann müssen wir unsere Settings Sichern
fInitialized: Boolean; // True, wenn Initialize erfolgreich durchgelaufen wurde
fFields: Array Of TAtomicField;
fScheme: TScheme;
fPlayer: TPlayers;
fUserID: Integer; // Eine Kopie unserer Userid (Kopie, weil sie in TPlayer auch ist), wird beim Erfolgreichen Verbinden zum Server gesetzt.
fMasterUserID: Integer; // Die Master User ID (Für das SpielerSetup)
fOwner: TOpenGLControl;
fgameState: TGameState;
fScreens: Array[TScreenEnum] Of TScreen;
fActualScreen: TScreen;
fBassSong: DWORD;
FOnMouseMoveCapture: TMouseMoveEvent;
FOnMouseDownCapture, FOnMouseupCapture: TMouseEvent;
FOnDblClickCapture: TNotifyEvent;
FOnKeyDownCapture, FOnKeyUpCapture: TKeyEvent;
fChunkManager: TChunkManager;
fUDPPingData: TUDPPingData;
Procedure FOnMouseDown(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer);
Procedure FOnMouseUp(Sender: TObject; Button: TMouseButton; Shift: TShiftState; X, Y: Integer);
Procedure FOnMouseMove(Sender: TObject; Shift: TShiftState; X, Y: Integer);
Procedure FOnDblClick(Sender: TObject);
Procedure FOnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState);
Procedure FOnKeyUp(Sender: TObject; Var Key: Word; Shift: TShiftState);
Function LoadSchemeFromFile(Const SchemeFileName: String): Boolean;
Procedure RenderPlayerbyInfo(Const Info: TAtomicInfo; Edge: Boolean);
Procedure RenderFieldHeader();
Procedure RenderBombs();
Procedure Connection_Connect(aSocket: TLSocket);
Procedure Connection_Disconnect(aSocket: TLSocket);
Procedure Connection_Error(Const msg: String; aSocket: TLSocket);
Procedure OnReceivedChunk(Sender: TObject; Const Chunk: TChunk);
Procedure SendChunk(UserDefinedID: Integer; Const Data: TStream);
Procedure OnUDPConnection_Receive(aSocket: TLSocket); // Empfängt die UDP Broadcast Nachrichten der Server
(*
* Routinen die Der Client in OnReceivedChunk auslöst
*)
Procedure HandleRefreshPlayerStats(Const Stream: TMemoryStream);
Procedure HandleUpdateAvailableFieldList(Const Stream: TMemoryStream);
Procedure HandleUpdateFieldSetup(Const Stream: TMemoryStream);
Procedure HandleLoadSettings(Const Stream: TMemoryStream);
Procedure HandleStartGame();
Procedure HandleDrawGame();
Procedure HandleUpdateGameData(Const Stream: TMemoryStream);
Procedure HandleSetPause(Value: Boolean);
Procedure HandleSwitchToMatchStatistik(Const Stream: TMemoryStream);
Procedure HandleUpdatePlayerStatistik(Const Stream: TMemoryStream);
Procedure HandlePlaySoundEffekt(Const Stream: TMemoryStream);
Procedure HandleUpdateMasterId(Const Stream: TMemoryStream);
Procedure HandleHurryUp();
(*
* Routinen die der Master Spieler Aufruft um den Rest zu Aktualisieren
*)
Function StartHost: Boolean;
Procedure SendSettings();
Procedure UpdateFieldSetup(FieldName: String; FieldHash: Uint64; NeededWins: integer);
Procedure SwitchToPlayerSetup;
Procedure SwitchToFieldSetup;
Procedure UpdatePlayerIsFirst();
(*
* UDP-/ TCP-Zeug Beim Verbinden
*)
Procedure StartPingingForGames;
Procedure StopPingingForGames;
Procedure Join(IP: String; Port: Integer);
Procedure PingForOpenGames;
Procedure DoDisconnect();
public
VersionInfoString: String; // Für den Updater ;)
Settings: TAtomicSettings; // für uscreens
Constructor Create();
Destructor Destroy; override;
Procedure RegisterTCPConnection(Const Connection: TLTCPComponent);
Procedure RegisterUDPConnection(Const Connection: TLUDPComponent);
Procedure SwitchToScreen(TargetScreen: TScreenEnum);
Procedure Initialize(Const Owner: TOpenGLControl); // Lädt alles was es so zu laden gibt (OpenGL-Technisch), wird einmalig in OnMakeCurrent Aufgerufen
Procedure Disconnect();
Procedure Render();
Procedure OnIdle; // Wird von Application.OnIdle aufgerufen
Procedure JoinViaParams(ip: String; Port: integer); // Nur 1 mal direkt nach dem Start erlaubt (siehe TForm1.OnIdle)
(*
* Werden und dürfen nur aus uScreens heraus aufgerufen werden
*)
Procedure ChangePlayerKey(PlayerIndex, Direction: Integer);
Procedure UpdateWinsToWin(Delta: Integer);
Procedure UpdateSelectedField(Delta: Integer);
Procedure StartGame();
Procedure StartPlayingSong(Filename: String);
Procedure PlaySoundEffect(Filename: String);
End;
Var
Game: TGame; // Die SpielEngine
Implementation
Uses dglopengl
, FileUtil
, LazUTF8
, LazFileUtils
, Graphics
, Forms
, Unit1 // Nur wegen Close, ggf via Dependency Injection besser lösen...
, math
, uip
, uOpenGL_ASCII_Font
, uloaderdialog
, uvectormath
, LCLType
, process
, UTF8Process
, uatomic_messages
, uatomicfont
, uopengl_spriteengine
, usounds
;
Var
NeedFormClose: Boolean = false;
(*
* Tutorial von https://www.gausi.de/memp.html, Seite 16
*)
Procedure EndFileProc(handle: HSYNC; channel, data: DWORD; user: Pointer){$IFDEF MSWINDOWS} stdcall{$ELSE} cdecl{$ENDIF};
Var
ph: ^HSTREAM;
i, j: Integer;
Begin
ph := User;
For i := 0 To high(game.fActiveSounds) Do Begin
If Game.fActiveSounds[i] = ph Then Begin
For j := i To high(Game.fActiveSounds) - 1 Do Begin
Game.fActiveSounds[j] := Game.fActiveSounds[j + 1];
End;
setlength(Game.fActiveSounds, high(Game.fActiveSounds));
break;
End;
End;
BASS_ChannelStop(ph^);
BASS_StreamFree(ph^);
ph^ := $DEADBEAF;
Dispose(ph);
If NeedFormClose Then Begin
Form1.Close;
End;
End;
(*
* Gibt den Index von Value in aArray zurück, -1 wenn nicht enthalten.
*)
Function IndexOf(Value: Integer; Const aArray: Array Of Integer): integer;
Var
i: Integer;
Begin
result := -1;
For i := 0 To high(aArray) Do Begin
If Value = aArray[i] Then Begin
result := i;
break;
End;
End;
End;
{ TSoundInfo }
Constructor TSoundInfo.Create;
Begin
Inherited create;
fLastChangeTick := GetTickCount64;
End;
Destructor TSoundInfo.Destroy;
Begin
End;
Procedure TSoundInfo.SetMusik(AValue: Boolean);
Begin
fLastChangeTick := GetTickCount64;
fMusik := AValue;
End;
Procedure TSoundInfo.SetVolume(AValue: Integer);
Begin
fLastChangeTick := GetTickCount64;
fVolume := AValue;
End;
Procedure TSoundInfo.Render;
Const
x = 600;
w = 12;
h = 50;
y = 240 - h Div 2;
Var
s: Single;
Begin
If GetTickCount64 - fLastChangeTick > AtomicShowSoundInfoTime Then exit;
glPushMatrix();
glTranslatef(0, 0, atomic_dialog_Layer + atomic_EPSILON);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_DEPTH_TEST);
// Anzeige "Volume"
glBegin(GL_QUADS);
glColor3f(0, 0, 0);
glVertex2f(x, y);
glVertex2f(x, y + h);
glVertex2f(x + w, y + h);
glVertex2f(x + w, y);
s := 1 - fVolume / 10000;
glColor3f(0, 1, 1);
glVertex2f(x, y + s * h);
glVertex2f(x, y + h);
glVertex2f(x + w, y + h);
glVertex2f(x + w, y + s * h);
glend;
// Anzeige Musik
OpenGL_ASCII_Font.Color := clWhite;
OpenGL_ASCII_Font.Textout(320 - 32, 400, 'Musik ' + BoolToStr(fMusik, 'on', 'off'));
glEnable(GL_DEPTH_TEST);
glPopMatrix();
End;
{ TGame }
Procedure TGame.SwitchToScreen(TargetScreen: TScreenEnum);
Begin
If Not fInitialized Then exit; // So Lange wir nicht Initialisiert sind, machen wir gar nix !
log('TGame.SwitchToScreen', llTrace);
(*
* Wenn es "individuell" noch was zu tun gibt ...
*)
Case TargetScreen Of
sDrawGame: Begin
fgameState := gs_MainMenu;
End;
sMainScreen: Begin
fgameState := gs_MainMenu;
StopPingingForGames;
Disconnect();
HandleSetPause(false); // Sonst bleibt die Hauptmenü Animation ggf stehen, das will natürlich keiner ;)
End;
sExitBomberman: Begin
NeedFormClose := true;
PlaySoundEffect('data' + pathdelim + 'res' + PathDelim + 'quitgame.wav');
End;
sHost: Begin
fParamJoinIP := '';
If Not StartHost Then Begin // Wenn der Server nicht gestartet werden kann -> Raus
LogLeave;
exit;
End;
TargetScreen := sJoinNetwork;
//Als nächstes muss es einen Server zum Drauf verbinden geben
// -> Der Server Startet und macht den UDP Auf
// Sobald der Client den finden verbindet er direkt, PW gibt es keins !
End;
sPlayerSetupRequest: Begin
SwitchToPlayerSetup;
// Egal wie da es diesen Screen nicht gibt wird er nicht übernommen
LogLeave;
exit;
End;
sPlayerSetup: Begin
// Den Screen mit den Aktuellsten Daten versorgen
TPlayerSetupMenu(fScreens[sPlayerSetup]).TeamPlay := Settings.TeamPlay;
TPlayerSetupMenu(fScreens[sPlayerSetup]).LoadPlayerdata(fPlayer, fUserID);
End;
sEditFieldSetupRequest: Begin
SwitchToFieldSetup;
// Egal wie da es diesen Screen nicht gibt wird er nicht übernommen
LogLeave;
exit;
End;
sEditFieldSetup: Begin
// Nichts
End;
sMatchStatistik: Begin
fgameState := gs_MainMenu;
TMatchStatistikMenu(fScreens[sMatchStatistik]).LoadPlayerdata(fPlayer);
End;
sVictory: Begin
fgameState := gs_MainMenu;
TVictoryMenu(fScreens[sVictory]).Victor := TMatchStatistikMenu(fScreens[sMatchStatistik]).Victor;
End;
End;
// Ist hier unten, weil Host und Join das Gleichermasen machen
If TargetScreen = sJoinNetwork Then Begin
(*
* Wenn der Spieler via IP-Settings gejoint hat soll er das nun auch wieder können
*)
If fParamJoinIP <> '' Then Begin
JoinViaParams(fParamJoinIP, fParamJoinPort);
exit;
End
Else Begin
If FileExists('data' + PathDelim + 'schemes' + PathDelim + Settings.SchemeFile) Then Begin
StartPingingForGames;
End
Else Begin
logshow('Error, unable to load scheme file: ' + Settings.SchemeFile + LineEnding + 'please adjust in options.', llError);
SwitchToScreen(sMainScreen);
exit;
End;
End;
End;
fActualScreen := fScreens[TargetScreen];
(*
* Der Exit Screen ist nicht Existent, sollte es irgendwann mal einen "Byby sound geben, dann sieht das anders aus ;)
*)
If assigned(fActualScreen) Then Begin
fActualScreen.reset;
End;
UpdatePlayerIsFirst();
LogLeave;
End;
Procedure TGame.ChangePlayerKey(PlayerIndex, Direction: Integer);
Var
m: TMemoryStream;
Begin
log('TGame.ChangePlayerKey', llTrace);
m := TMemoryStream.Create;
m.Write(PlayerIndex, SizeOf(PlayerIndex));
m.Write(Direction, SizeOf(Direction));
m.WriteAnsiString(Settings.NodeName);
SendChunk(miChangePlayerKey, m);
LogLeave;
End;
Procedure TGame.StartPlayingSong(Filename: String);
Var
Info: BASS_CHANNELINFO;
s: String;
Begin
log('TGame.StartPlayingSong', llTrace);
// ggf zuerst den Alten Frei geben
// Alle Bass Channels Stoppen
If fBassSong <> 0 Then Begin
// Wir sollen den Gerade Spielenden Song noch mal Spielen, da der aber schon läuft -> Raus
If BASS_ChannelGetInfo(fBassSong, Info) And Settings.PlaySounds Then Begin
s := Info.filename;
If s = Filename Then exit;
End;
If Not BASS_ChannelStop(fBassSong) Then Begin
LogShow('Error could not Stop player, Error code :' + inttostr(BASS_ErrorGetCode), llCritical);
End;
If Not BASS_StreamFree(fBassSong) Then Begin
LogShow('Error could not Free the Stream, Error code :' + inttostr(BASS_ErrorGetCode), llCritical);
End;
fBassSong := 0;
End;
// ggf. neu starten des Songs
If Settings.PlaySounds And (FileExists(Filename)) Then Begin
// Start des Liedes in Endlosschleife
fBassSong := BASS_StreamCreateFile(false, Pchar(filename), 0, 0, BASS_SAMPLE_LOOP);
If fBassSong = 0 Then Begin
LogShow('Error unable to load :' + LineEnding + filename + LineEnding + 'Error code :' + inttostr(BASS_ErrorGetCode), llCritical);
exit;
End;
If Not BASS_ChannelPlay(fBassSong, true) Then Begin
LogShow('Error could not play in channel, Error code :' + inttostr(BASS_ErrorGetCode), llCritical);
End;
End;
LogLeave;
End;
Procedure TGame.PlaySoundEffect(Filename: String);
Var
Song: HSTREAM;
ph: ^HSTREAM;
Begin
log('TGame.PlaySoundEffect', llTrace);
If Not FileExists(Filename) Then Begin
log('Error could not find soundeffect:' + Filename, llWarning);
If NeedFormClose Then Begin
Form1.Close;
End;
LogLeave;
exit;
End;
Song := BASS_StreamCreateFile(false, Pchar(filename), 0, 0, 0);
If Song = 0 Then Begin
LogShow('Error unable to load :' + LineEnding + filename + LineEnding + 'Error code :' + inttostr(BASS_ErrorGetCode), llCritical);
If NeedFormClose Then Begin
Form1.Close;
End;
exit;
End;
new(ph);
ph^ := Song;
setlength(fActiveSounds, high(fActiveSounds) + 2);
fActiveSounds[high(fActiveSounds)] := ph;
Bass_ChannelSetSync(Song, BASS_SYNC_END, 0, @EndFileProc, ph);
If Not BASS_ChannelPlay(Song, true) Then Begin
LogShow('Error could not play in channel, Error code :' + inttostr(BASS_ErrorGetCode), llCritical);
If NeedFormClose Then Begin
Form1.Close;
End;
End;
LogLeave;
End;
Procedure TGame.FOnMouseDown(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
Var
xx, yy: Integer;
Begin
// Umrechnen der Echten Koords in die Screencoords
xx := round(ConvertDimension(0, fOwner.ClientWidth, x, 0, GameWidth));
yy := round(ConvertDimension(0, fOwner.ClientHeight, y, 0, GameHeight));
Case fgameState Of
gs_MainMenu: Begin
If assigned(fActualScreen) Then Begin
fActualScreen.OnMouseDown(Sender, button, Shift, xx, yy);
End;
End;
End;
If Assigned(FOnMouseDownCapture) Then Begin
FOnMouseDownCapture(Sender, Button, Shift, x, y);
End;
End;
Procedure TGame.FOnMouseUp(Sender: TObject; Button: TMouseButton;
Shift: TShiftState; X, Y: Integer);
Begin
// TODO: Prüfen ob das gelöscht werden kann
If Assigned(FOnMouseUpCapture) Then Begin
FOnMouseUpCapture(sender, Button, shift, x, y);
End;
End;
Procedure TGame.FOnMouseMove(Sender: TObject; Shift: TShiftState; X, Y: Integer
);
Begin
// TODO: Prüfen ob das gelöscht werden kann
If Assigned(FOnMousemoveCapture) Then Begin
FOnMousemoveCapture(Sender, Shift, x, y);
End;
End;
Procedure TGame.FOnDblClick(Sender: TObject);
Begin
// TODO: Prüfen ob das gelöscht werden kann
If assigned(FOnDblClickCapture) Then Begin
FOnDblClickCapture(sender);
End;
End;
Procedure TGame.FOnKeyDown(Sender: TObject; Var Key: Word; Shift: TShiftState);
Procedure CheckKey(Keys: TKeySet);
Var
m: TMemoryStream;
db, b: Boolean;
ak: TAtomicKey;
n: QWORD;
Begin
If key In [Settings.Keys[Keys].KeyLeft, Settings.Keys[Keys].KeyRight, Settings.Keys[Keys].KeyUp, Settings.Keys[Keys].KeyDown, Settings.Keys[Keys].KeyPrimary, Settings.Keys[Keys].KeySecondary] Then Begin
m := TMemoryStream.Create;
b := true;
db := false;
m.Write(fPlayerIndex[keys], SizeOf(fPlayerIndex[keys]));
m.Write(b, sizeof(b));
Case IndexOf(Key, [Settings.Keys[Keys].KeyLeft, Settings.Keys[Keys].KeyRight, Settings.Keys[Keys].KeyUp, Settings.Keys[Keys].KeyDown, Settings.Keys[Keys].KeyPrimary, Settings.Keys[Keys].KeySecondary]) Of
0: ak := akLeft;
1: ak := akRight;
2: ak := akUp;
3: ak := akDown;
4: Begin
ak := akFirstAction;
n := GetTickCount64;
If fLastKeyDown[ak] + AtomicActionDoubleTime > n Then db := true;
fLastKeyDown[ak] := n;
End;
5: Begin
ak := akSecondAction;
n := GetTickCount64;
If fLastKeyDown[ak] + AtomicActionDoubleTime > n Then db := true;
fLastKeyDown[ak] := n;
End;
End;
fPlayer[fPlayerIndex[keys]].KeysPressed[ak] := True;
m.Write(ak, SizeOf(ak));
m.Write(db, sizeof(db));
SendChunk(miClientKeyEvent, m);
End;
End;
Var
aVolume: Dword;
Begin
(*
* Der Hack zum Beenden von Atomic Bomberman im Fehlerfall ;)
*)
If (Not fInitialized) And (Key = VK_ESCAPE) Then Begin
fInitialized := true;
SwitchToScreen(sExitBomberman);
exit;
End;
If Not ((ssalt In Shift) And (key = VK_RETURN)) Then Begin // Sonst wird das VK_Return ggf unsinnig ausgewertet
If key = VK_ADD Then Begin
aVolume := BASS_GetConfig(BASS_CONFIG_GVOL_STREAM);
aVolume := min(10000, aVolume + 500);
If Not BASS_SetConfig(BASS_CONFIG_GVOL_STREAM, aVolume) Then Begin
log('Could not adjust sound volume.', llError);
End;
settings.VolumeValue := aVolume;
fBackupSettings.VolumeValue := aVolume;
fSoundInfo.Volume := aVolume;
End;
If key = VK_SUBTRACT Then Begin
aVolume := BASS_GetConfig(BASS_CONFIG_GVOL_STREAM);
aVolume := max(0, aVolume - 500);
If Not BASS_SetConfig(BASS_CONFIG_GVOL_STREAM, aVolume) Then Begin
log('Could not adjust sound volume.', llError);
End;
settings.VolumeValue := aVolume;
fBackupSettings.VolumeValue := aVolume;
fSoundInfo.Volume := aVolume;
End;
If key = VK_M Then Begin // Toggle Musik an aus
Settings.PlaySounds := Not Settings.PlaySounds;
fBackupSettings.PlaySounds := Settings.PlaySounds;
fSoundInfo.Musik := Settings.PlaySounds;
Case fgameState Of
gs_MainMenu: Begin
If assigned(fActualScreen) Then Begin
fActualScreen.StartPLaySong();
End;
End;
gs_Gaming: Begin
StartPlayingSong(fActualField.Sound);
End;
End;
End;
Case fgameState Of
gs_MainMenu: Begin
If assigned(fActualScreen) Then Begin
fActualScreen.OnKeyDown(Sender, Key, Shift);
End;
End;
gs_Gaming: Begin
If key = VK_ESCAPE Then Begin
SwitchToScreen(sMainScreen);
End;
If key = VK_P Then Begin
SendChunk(miTogglePause, Nil);
End;
If fPlayerIndex[ks0] <> -1 Then CheckKey(ks0);
If fPlayerIndex[ks1] <> -1 Then CheckKey(ks1);
End;
End;
End;
If assigned(FOnKeyDownCapture) Then Begin
FOnKeyDownCapture(sender, key, shift);
End;
End;
Procedure TGame.FOnKeyUp(Sender: TObject; Var Key: Word; Shift: TShiftState);
Procedure CheckKey(Keys: TKeySet);
Var
m: TMemoryStream;
ak: TAtomicKey;
b: Boolean;
j: TAtomicKey;
Begin
If key In [Settings.Keys[Keys].KeyLeft, Settings.Keys[Keys].KeyRight, Settings.Keys[Keys].KeyUp, Settings.Keys[Keys].KeyDown] Then Begin
Case IndexOf(Key, [Settings.Keys[Keys].KeyLeft, Settings.Keys[Keys].KeyRight, Settings.Keys[Keys].KeyUp, Settings.Keys[Keys].KeyDown]) Of
0: ak := akLeft;
1: ak := akRight;
2: ak := akUp;
3: ak := akDown;
End;
fPlayer[fPlayerIndex[Keys]].KeysPressed[ak] := false;
b := false;
ak := akUp; // Vollkommen Wurscht, hauptsache der Server Stoppt die Animation
// Schaun ob der Spieler tatsächlich nicht mehr Steuern will, oder nur grad um eine Ecke läuft und diese "geglättet" werden muss ;)
For j In [akUp, akDown, akLeft, akRight] Do Begin
If fPlayer[fPlayerIndex[Keys]].KeysPressed[j] Then Begin
b := true;
ak := j;
break;
End;
End;
m := TMemoryStream.Create;
m.Write(fPlayerIndex[Keys], SizeOf(fPlayerIndex[Keys]));
m.Write(b, sizeof(b)); // Key "Up"
m.Write(ak, SizeOf(ak));
m.Write(b, sizeof(b)); // ssDouble
SendChunk(miClientKeyEvent, m);
End;
End;
Begin
If fgameState = gs_Gaming Then Begin
If fPlayerIndex[ks0] <> -1 Then CheckKey(ks0);
If fPlayerIndex[ks1] <> -1 Then CheckKey(ks1);
End;
If assigned(FOnKeyUpCapture) Then Begin
FOnKeyUpCapture(sender, key, shift);
End;
End;
Function TGame.StartHost: Boolean;
Var
serv: String;
p: TProcessUTF8;
Begin
//Begin
log('TGame.StartHost', llTrace);
result := false;
// Starten des Atomic_servers, dann als Client verbinden
serv := IncludeTrailingPathDelimiter(ExtractFilePath(ParamStrUTF8(0))) + 'atomic_server';
{$IFDEF Windows}
serv := serv + '.exe';
{$ENDIF}
If FileExistsUTF8(serv) Then Begin
p := TProcessUTF8.Create(Nil);
p.Options := [poNewConsole];
p.Executable := serv;
p.Parameters.Add('-p');
p.Parameters.Add(inttostr(settings.Port));
p.Parameters.Add('-l');
p.Parameters.Add(IntToStr(GetLoggerLoglevel()));
p.Parameters.Add('-f');
p.Parameters.Add(IncludeTrailingPathDelimiter(ExtractFilePath(ParamStrUTF8(0))) + 'logs' + PathDelim + 'server.log');
p.Execute;
p.free;
End
Else Begin
LogShow('Error: could not find server application, abort now', llError);
LogLeave;
exit;
End;
sleep(500); // Bis der Server Steht dauerts ein bischen, also warten wir
// StartClientGame; --> Das Verbinden macht der SwitchToScreen schon ;)
Application.Restore;
Application.BringToFront;
result := true;
LogLeave;
End;
Procedure TGame.SwitchToPlayerSetup;
Begin
log('TGame.SwitchToPlayerSetup', llTrace);
SendChunk(miSwitchToPlayerSetup, Nil);
LogLeave;
End;
Procedure TGame.SwitchToFieldSetup;
Var
i: integer;
Begin
log('TGame.SwitchToMapSetup', llTrace);
(*
* Alle Prüfungen ob die Spieler Einstellungen Richtig sind macht der Server
* Er antwortet entweder mit ner SpashWarning oder schaltet um.
*)
// zuerst senden wir allen die Aktuellen Wunschdaten für das Field zu
TFieldSetupMenu(fScreens[sEditFieldSetup]).LastWinsToWinMatch := Settings.LastWinsToWinMatch;
fActualField := Nil;
For i := 0 To high(fFields) Do Begin
If (Not assigned(fActualField)) Then Begin
If fFields[i].Available Then fActualField := fFields[i];
End;
If (fFields[i].Name = Settings.LastPlayedField) And
(fFields[i].Hash = Settings.LastPlayedFieldHash) And
(fFields[i].Available)
Then Begin
fActualField := fFields[i];
break;
End;
End;
TFieldSetupMenu(fScreens[sEditFieldSetup]).ActualField := fActualField;
If fActualField = Nil Then Begin
LogShow('Error, could not find a field to play on.', llError);
LogLeave;
exit;
End;
UpdateFieldSetup(fActualField.Name, fActualField.Hash,
TFieldSetupMenu(fScreens[sEditFieldSetup]).LastWinsToWinMatch);
SendChunk(miSwitchToFieldSetup, Nil);
LogLeave;
End;
Procedure TGame.UpdatePlayerIsFirst;
Var
ascreen: TScreenEnum;
i: Integer;
Begin
For ascreen In TScreenEnum Do Begin
If assigned(fScreens[aScreen]) Then
fScreens[aScreen].PlayerIsFirst := fUserID = fMasterUserID;
End;
(*
* Der FieldSetup Dialog muss nun wieder sauber initialisiert werden
*)
If assigned(fScreens[sEditFieldSetup]) Then Begin
For i := 0 To high(fPlayer) Do Begin
If fPlayer[i].UID = fMasterUserID Then Begin
TFieldSetupMenu(fScreens[sEditFieldSetup]).MasterPlayerName := fPlayer[i].UserName;
break;
End;
End;
End;
End;
Procedure TGame.Connection_Connect(aSocket: TLSocket);
Var
m: TMemoryStream;
i: Integer;
Begin
// Der Client ist beim Server Registriert, nun gilt es um die Mitspielerlaubniss zu fragen.
log('TGame.Connection_Connect', llTrace);
fChunkManager.SetNoDelay(true);
m := TMemoryStream.Create;
m.Write(version, sizeof(version));
m.WriteAnsiString(Settings.NodeName);
i := length(fFields);
m.Write(i, sizeof(i));
For i := 0 To high(fFields) Do Begin
m.WriteAnsiString(fFields[i].Name);
m.Write(fFields[i].Hash, sizeof(fFields[i].Hash));
End;
fBackupSettings := Settings; // Wir Sichern unsere Einstellungen !
SendChunk(miRequestLogin, m);
fUserID := -1;
LogLeave;
End;
Procedure TGame.Connection_Disconnect(aSocket: TLSocket);
Begin
log('TGame.Connection_Disconnect', llTrace);
// Verbindung zum Server verloren / getrennt
Settings := fBackupSettings;
// Im Victory Screen können wir beliebig lange bleiben, von da aus geht es eh nur noch ins Hauptmenü ;)
If fActualScreen <> fScreens[sVictory] Then Begin
SwitchToScreen(sMainScreen); // Wir Fliegen raus auf die Top ebene
End;
LogLeave;
End;
Procedure TGame.Connection_Error(Const msg: String; aSocket: TLSocket);
Begin
log('TGame.Connection_Error', llTrace);
LogShow(msg, llError);
SwitchToScreen(sMainScreen); // Wir Fliegen raus auf die Top ebene
LogLeave;
End;
Procedure TGame.OnUDPConnection_Receive(aSocket: TLSocket);
Var
Buffer: Array[0..1023] Of byte;
cnt: integer;
B: Byte;
i: Integer;
serverIP, ServerText: String;
serverPort: integer;
Begin
log('TGame.OnUDPConnection_Receive', llTrace);
Repeat
cnt := aSocket.Get(buffer, 1024);
(*
* So wie es Aussieht scheinen noch weitere UDP Packete an zu kommen
* selbst, wenn StopPingingForGames bereits aufgerufen wurde
* der Get oben liest die "Puffer" leer, aber Reagieren tun wir nicht mehr drauf !
*)
If (cnt <> 0) And (fUDPPingData.Active) Then Begin
b := 21; // CTD nutzt 42 wir wollen nicht kompatibel sein !
ServerText := '';
setlength(ServerText, cnt - 1);
For i := 0 To cnt - 1 Do Begin
b := b Xor buffer[i];
If i <> cnt - 1 Then Begin
ServerText[i + 1] := chr(buffer[i]);
End;
End;
If b = 0 Then Begin //
log('TGame.OnUDPConnection_Receive, CRC OK = ' + ServerText, llInfo);
serverIP := aSocket.PeerAddress;
serverPort := -1;
For i := length(ServerText) Downto 1 Do Begin
If ServerText[i] = ':' Then Begin
serverPort := strtointdef(copy(ServerText, i + 1, length(ServerText)), -1);
break;
End;
End;
If serverPort = -1 Then Begin
log('Could not resolve port informations', llWarning);
LogLeave;
exit;
End;
(*
* Wir wählen uns ins Spiel ein ;-)
*)
StopPingingForGames; // Wir wählen uns ja ein, also dürfen wir auch nicht mehr weiter pingen
join(serverIP, serverPort);
End;
End;
Until cnt = 0;
LogLeave;
End;
Procedure TGame.OnReceivedChunk(Sender: TObject; Const Chunk: TChunk);
Var
i: integer;
ts: QWORD;
s: String;
m: TMemoryStream;
b: Boolean;
Begin
{$IFDEF DoNotLog_CyclicMessages}
If ((Chunk.UserDefinedID And $FFFF) <> miUpdateGameData) And
((Chunk.UserDefinedID And $FFFF) <> miHeartBeat) And
((Chunk.UserDefinedID And $FFFF) <> miClientKeyEvent) Then
{$ENDIF}
log('TGame.OnReceivedChunk : ' + MessageIdentifierToString(Chunk.UserDefinedID), llTrace);
Case (Chunk.UserDefinedID And $FFFF) Of
miUpdateMasterID: Begin
HandleUpdateMasterId(Chunk.Data);
End;
miPlaySoundEffekt: Begin
HandlePlaySoundEffekt(Chunk.Data);
End;
miTogglePause: Begin
b := false;
Chunk.Data.Read(b, SizeOf(b));
HandleSetPause(b);
End;
miRequestLoginResult: Begin
i := -1;
Chunk.Data.Read(i, sizeof(i));
If i = EC_No_Error Then Begin
TJoinMenu(fScreens[sJoinNetwork]).Connected := true;
i := -1;
Chunk.Data.Read(i, sizeof(i));
fUserID := i;
i := -1;
Chunk.Data.Read(i, sizeof(i));
fMasterUserID := i;
// Wir dürfen mit machen, sind wir auch der "Boss", dann müssen wir dem Server nun unsere Scheme informationen zusenden
If fUserID = fMasterUserID Then Begin
SendSettings();
End;
UpdatePlayerIsFirst(); // Das Stellt gleich alle Screens richtig ein ;)
End
Else Begin
// Wir dürfen nicht mit spielen, also alles wieder zurück auf Anfang
s := 'Unknown error.';
Case i Of
EC_User_already_exists: s := 'A player with this username already joined the server.';
EC_game_full: s := 'Game already in progress. No additional connections are allowed.';
EC_Invalid_Versions: s := 'Server and client have different versions. Please use the same version as server!';
EC_Too_Much_Player: s := 'Only 10 player per server allowed, sorry this server is full!';
End;
SwitchToScreen(sMainScreen);
LogShow('Could not join the server : ' + s, llInfo);
End;
End;
miShowHurry: Begin
HandleHurryUp();
End;
miStartGame: Begin
HandleStartGame();
End;
miDrawGame: Begin
HandleDrawGame();
End;
miUpdatePlayerStatistik: Begin
HandleUpdatePlayerStatistik(Chunk.Data);
End;
miShowMatchStatistik: Begin
HandleSwitchToMatchStatistik(Chunk.data);
End;
miShowVictory: Begin
SwitchToScreen(sVictory);
End;
miUpdateGameData: Begin
HandleUpdateGameData(Chunk.Data);
End;
miHeartBeat: Begin
ts := 0;
Chunk.Data.Read(ts, sizeof(ts));
m := TMemoryStream.Create;
m.Write(fUserID, sizeof(fUserID));
m.write(ts, sizeof(ts));
SendChunk(miHeartBeat, m);
End;
miRefreshPlayerStats: Begin
HandleRefreshPlayerStats(Chunk.Data);