hedgewars/uConsts.pas
branchwebgl
changeset 9521 8054d9d775fd
parent 9127 e350500c4edb
parent 9387 6478ed9ead25
child 9950 2759212a27de
equal deleted inserted replaced
9282:92af50454cf2 9521:8054d9d775fd
    45 
    45 
    46     // camera movement multipliers
    46     // camera movement multipliers
    47     cameraKeyboardSpeed : ShortInt = 10;
    47     cameraKeyboardSpeed : ShortInt = 10;
    48 
    48 
    49     // color constants
    49     // color constants
    50     cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; unused:$FF);
    50     cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; a:$FF);
    51     cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; unused:$FF);
    51     cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; a:$FF);
    52 
    52 
    53     cWhiteColor           : Longword = $FFFFFFFF;
    53     cWhiteColor           : Longword = $FFFFFFFF;
    54     cYellowColor          : Longword = $FFFFFF00;
    54     cYellowColor          : Longword = $FFFFFF00;
    55     cNearBlackColor       : Longword = $FF000010;
    55     cNearBlackColor       : Longword = $FF000010;
    56 
    56 
    97     lfDamaged        = $1000;  //
    97     lfDamaged        = $1000;  //
    98     lfIce            = $0800;  // blue
    98     lfIce            = $0800;  // blue
    99     lfBouncy         = $0400;  // green
    99     lfBouncy         = $0400;  // green
   100     lfLandMask       = $FF00;  // upper byte is used for terrain, not objects.
   100     lfLandMask       = $FF00;  // upper byte is used for terrain, not objects.
   101 
   101 
   102     lfCurrentHog     = $0080;  // CurrentHog.  It is also used to flag crates, for convenience of AI.  Since an active hog would instantly collect the crate, this doesn't impact play
   102     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
   103     lfNotCurrentMask = $FF7F;  // inverse of above. frequently used
   103     lfNotCurrentMask = $FF7F;  // inverse of above. frequently used
   104     lfObjMask        = $007F;  // lower 7 bits used for hogs
   104     lfObjMask        = $007F;  // lower 7 bits used for hogs
   105     lfNotObjMask     = $FF80;  // inverse of above.
   105     lfNotObjMask     = $FF80;  // inverse of above.
   106     // lower byte is for objects. 
   106     // lower byte is for objects. 
   107     // consists of 0-127 counted for object checkins and $80 as a bit flag for current hog. 
   107     // consists of 0-127 counted for object checkins and $80 as a bit flag for current hog. 
   187     gfPerHogAmmo         = $00400000;
   187     gfPerHogAmmo         = $00400000;
   188     gfDisableWind        = $00800000;
   188     gfDisableWind        = $00800000;
   189     gfMoreWind           = $01000000;
   189     gfMoreWind           = $01000000;
   190     gfTagTeam            = $02000000;
   190     gfTagTeam            = $02000000;
   191     gfBottomBorder       = $04000000;
   191     gfBottomBorder       = $04000000;
       
   192     gfShoppaBorder       = $08000000;
   192     // NOTE: When adding new game flags, ask yourself
   193     // NOTE: When adding new game flags, ask yourself
   193     // if a "game start notice" would be useful. If so,
   194     // if a "game start notice" would be useful. If so,
   194     // add one in uWorld.pas - look for "AddGoal".
   195     // add one in uWorld.pas - look for "AddGoal".
   195 
   196 
   196     // gear states
   197     // gear states
   283     posCaseUtility = $00000004;
   284     posCaseUtility = $00000004;
   284     posCaseDummy   = $00000008;
   285     posCaseDummy   = $00000008;
   285     posCaseExplode = $00000010;
   286     posCaseExplode = $00000010;
   286     posCasePoison  = $00000020;
   287     posCasePoison  = $00000020;
   287 
   288 
       
   289     // hog tag mask
       
   290     //htNone        = $00;
       
   291     htTeamName    = $01;
       
   292     htName        = $02;
       
   293     htHealth      = $04;
       
   294     htTransparent = $08;
       
   295 
   288     NoPointX = Low(LongInt);
   296     NoPointX = Low(LongInt);
   289     cTargetPointRef : TPoint = (X: NoPointX; Y: 0);
   297     cTargetPointRef : TPoint = (x: NoPointX; y: 0);
   290 
   298 
   291     kSystemSoundID_Vibrate = $00000FFF;
   299     kSystemSoundID_Vibrate = $00000FFF;
   292 
   300 
   293 implementation
   301 implementation
   294 
   302