here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
(*
* 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
*)
{$INCLUDE "options.inc"}
unit uConsts;
interface
uses SDLh, uFloat, GLunit;
{$INCLUDE "config.inc"}
const
sfMax = 1000;
// message constants
errmsgCreateSurface = 'Error creating SDL surface';
errmsgTransparentSet = 'Error setting transparent color';
errmsgUnknownCommand = 'Unknown command';
errmsgUnknownVariable = 'Unknown variable';
errmsgIncorrectUse = 'Incorrect use';
errmsgShouldntRun = 'This program shouldn''t be run manually';
errmsgWrongNumber = 'Wrong parameters number';
msgLoading = 'Loading ';
msgOK = 'ok';
msgFailed = 'failed';
msgFailedSize = 'failed due to size';
msgGettingConfig = 'Getting game config...';
// camera movement multipliers
cameraKeyboardSpeed : ShortInt = 10;
// color constants
cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; a:$FF);
cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; a:$FF);
cWhiteColor : Longword = $FFFFFFFF;
cYellowColor : Longword = $FFFFFF00;
cNearBlackColor : Longword = $FF000010;
{$WARNINGS OFF}
cAirPlaneSpeed: hwFloat = (isNegative: false; QWordValue: 3006477107); // 1.4
cBombsSpeed : hwFloat = (isNegative: false; QWordValue: 429496729);
{$WARNINGS ON}
// reducedquality flags
rqNone = $00000000; // don't reduce quality
rqLowRes = $00000001; // use half land array
rqBlurryLand = $00000002; // downscaled terrain
rqNoBackground= $00000004; // don't draw background
rqSimpleRope = $00000008; // draw rope using lines only
rq2DWater = $00000010; // disable 3D water effect
rqAntiBoom = $00000020; // no fancy explosion effects
rqKillFlakes = $00000040; // no flakes
rqSlowMenu = $00000080; // ammomenu appears with no animation
rqPlainSplash = $00000100; // no droplets
rqClampLess = $00000200; // don't clamp textures
rqTooltipsOff = $00000400; // tooltips are not drawn
rqDesyncVBlank= $00000800; // don't sync on vblank
// image flags (for LoadImage())
ifNone = $00000000; // nothing special
ifAlpha = $00000001; // use alpha channel (unused right now?)
ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load)
ifTransparent = $00000004; // image uses transparent pixels (color keying)
ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL)
// texture priority (allows OpenGL to keep frequently used textures in video memory more easily)
tpLowest = 0.00;
tpLow = 0.25;
tpMedium = 0.50;
tpHigh = 0.75;
tpHighest = 1.00;
// To allow these to layer, going to treat them as masks. The bottom byte is reserved for objects
// TODO - set lfBasic for all solid land, ensure all uses of the flags can handle multiple flag bits
// lfObject and lfBasic are only to be different *graphically* in all other ways they should be treated the same
lfBasic = $8000; // white
lfIndestructible = $4000; // red
lfObject = $2000;
lfDamaged = $1000; //
lfIce = $0800; // blue
lfBouncy = $0400; // green
lfLandMask = $FF00; // upper byte is used for terrain, not objects.
lfCurrentHog = $0080; // CurrentHog. It is also used to flag crates, for convenience of AI. Since an active hog would instantly collect the crate, this does not impact play
lfNotCurrentMask = $FF7F; // inverse of above. frequently used
lfObjMask = $007F; // lower 7 bits used for hogs
lfNotObjMask = $FF80; // inverse of above.
// lower byte is for objects.
// consists of 0-127 counted for object checkins and $80 as a bit flag for current hog.
lfAllObjMask = $00FF; // lfCurrentHog or lfObjMask
cMaxPower = 1500;
cMaxAngle = 2048;
cPowerDivisor = 1500;
MAXNAMELEN = 192;
MAXROPEPOINTS = 3840;
{$IFNDEF PAS2C}
// some opengl headers do not have these macros
GL_BGR = $80E0;
GL_BGRA = $80E1;
GL_CLAMP_TO_EDGE = $812F;
GL_TEXTURE_PRIORITY = $8066;
{$ENDIF}
cVisibleWater : LongInt = 128;
cTeamHealthWidth : LongInt = 128;
cifRandomize = $00000001;
cifTheme = $00000002;
cifMap = $00000002; // either theme or map (or map+theme)
cifAllInited = cifRandomize or cifTheme or cifMap;
RGB_LUMINANCE_RED = 0.212671;
RGB_LUMINANCE_GREEN = 0.715160;
RGB_LUMINANCE_BLUE = 0.072169;
cMaxTeams = 8;
cMaxHHIndex = 7;
cMaxHHs = 48;
cMaxEdgePoints = 16384;
cHHRadius = 9;
cHHStepTicks = 29;
cHHZ = 1000;
cCurrHHZ = Succ(cHHZ);
cBarrelHealth = 60;
cShotgunRadius = 22;
cBlowTorchC = 6;
cakeDmg = 75;
cKeyMaxIndex = 1600;
cKbdMaxIndex = 65536;//need more room for the modifier keys
cFontBorder = 2;
// do not change this value
cDefaultZoomLevel = 2.0;
// game flags
gfAny = $FFFFFFFF;
gfOneClanMode = $00000001; // used in trainings
gfMultiWeapon = $00000002; // used in trainings
gfSolidLand = $00000004;
gfBorder = $00000008;
gfDivideTeams = $00000010;
gfLowGravity = $00000020;
gfLaserSight = $00000040;
gfInvulnerable = $00000080;
gfResetHealth = $00000100;
gfVampiric = $00000200;
gfKarma = $00000400;
gfArtillery = $00000800;
gfForts = $00001000;
gfRandomOrder = $00002000;
gfKing = $00004000;
gfPlaceHog = $00008000;
gfSharedAmmo = $00010000;
gfDisableGirders = $00020000;
gfDisableLandObjects = $00040000;
gfAISurvival = $00080000;
gfInfAttack = $00100000;
gfResetWeps = $00200000;
gfPerHogAmmo = $00400000;
gfDisableWind = $00800000;
gfMoreWind = $01000000;
gfTagTeam = $02000000;
gfBottomBorder = $04000000;
gfShoppaBorder = $08000000;
// NOTE: When adding new game flags, ask yourself
// if a "game start notice" would be useful. If so,
// add one in uWorld.pas - look for "AddGoal".
// gear states
gstDrowning = $00000001;
gstHHDriven = $00000002;
gstMoving = $00000004;
gstAttacked = $00000008;
gstAttacking = $00000010;
gstCollision = $00000020;
gstHHChooseTarget = $00000040;
gstHHJumping = $00000100;
gsttmpFlag = $00000200;
gstHHThinking = $00000800;
gstNoDamage = $00001000;
gstHHHJump = $00002000;
gstAnimation = $00004000;
gstHHDeath = $00008000;
gstWinner = $00010000; // this, along with gstLoser, is good for indicating hedgies know they screwed up
gstWait = $00020000;
gstNotKickable = $00040000;
gstLoser = $00080000;
gstHHGone = $00100000;
gstInvisible = $00200000;
gstSubmersible = $00400000;
gstFrozen = $00800000;
// gear messages
gmLeft = $00000001;
gmRight = $00000002;
gmUp = $00000004;
gmDown = $00000008;
gmSwitch = $00000010;
gmAttack = $00000020;
gmLJump = $00000040;
gmHJump = $00000080;
gmDestroy = $00000100;
gmSlot = $00000200; // with param
gmWeapon = $00000400; // with param
gmTimer = $00000800; // with param
gmAnimate = $00001000; // with param
gmPrecise = $00002000;
gmRemoveFromList = $00004000;
gmAddToList = $00008000;
gmDelete = $00010000;
gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise;
cMaxSlotIndex = 9;
cMaxSlotAmmoIndex = 5;
// ai hints
aihUsualProcessing = $00000000;
aihDoesntMatter = $00000001;
// ammo properties
ammoprop_Timerable = $00000001;
ammoprop_Power = $00000002;
ammoprop_NeedTarget = $00000004;
ammoprop_ForwMsgs = $00000008;
ammoprop_AttackInMove = $00000010;
ammoprop_DoesntStopTimerWhileAttacking
= $00000020;
ammoprop_NoCrosshair = $00000040;
ammoprop_AttackingPut = $00000080;
ammoprop_DontHold = $00000100;
ammoprop_AltAttack = $00000200;
ammoprop_AltUse = $00000400;
ammoprop_NotBorder = $00000800;
ammoprop_Utility = $00001000;
ammoprop_Effect = $00002000;
ammoprop_SetBounce = $00004000;
ammoprop_NeedUpDown = $00008000;//Used by TouchInterface to show or hide up/down widgets
ammoprop_OscAim = $00010000;
ammoprop_NoMoveAfter = $00020000;
ammoprop_Track = $00040000;
ammoprop_DoesntStopTimerInMultiShoot
= $00080000;
ammoprop_NoRoundEnd = $10000000;
AMMO_INFINITE = 100;
// explosion flags
//EXPLAllDamageInRadius = $00000001; Completely unused for ages
EXPLAutoSound = $00000002;
EXPLNoDamage = $00000004;
EXPLDoNotTouchHH = $00000008;
EXPLDontDraw = $00000010;
EXPLNoGfx = $00000020;
EXPLPoisoned = $00000040;
EXPLDoNotTouchAny = $00000080;
posCaseAmmo = $00000001;
posCaseHealth = $00000002;
posCaseUtility = $00000004;
posCaseDummy = $00000008;
posCaseExplode = $00000010;
posCasePoison = $00000020;
// hog tag mask
//htNone = $00;
htTeamName = $01;
htName = $02;
htHealth = $04;
htTransparent = $08;
NoPointX = Low(LongInt);
cTargetPointRef : TPoint = (x: NoPointX; y: 0);
kSystemSoundID_Vibrate = $00000FFF;
rtnTestSuccess = $00000000;
rtnTestFailed = $00000001;
rtnTestLuaErr = $00000002;
implementation
end.