hedgewars/uConsts.pas
author Stepan777 <stepik-777@mail.ru>
Fri, 08 Jun 2012 02:52:35 +0400
changeset 7198 5debd5fe526e
parent 7191 9419294e5f33
child 7231 f484455dd055
permissions -rw-r--r--
1. Add IFDEFs for video recording 2. Options for video recording were hardcoded in engine, now they are hardcoded in frontend and passed to engine thru command line (later it will be possible to change them in frontend)

(*
 * 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"}

unit uConsts;
interface

uses    SDLh, uFloat, GLunit;

{$INCLUDE "config.inc"}

const
    sfMax = 1000;
{$IFNDEF USE_VIDEO_RECORDING}
    cDefaultParamNum = 17;
{$ELSE}
    cDefaultParamNum = 19;
    cVideorecParamNum = cDefaultParamNum + 7;
{$ENDIF}

    // 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...';

    // color constants
    cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; unused:$FF);
    cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; unused:$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

    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}

    cSendCursorPosTime  : LongWord = 50;
    cVisibleWater       : LongInt = 128;
    cCursorEdgesDist    : LongInt = 100;
    cTeamHealthWidth    : LongInt = 128;

    cifRandomize = $00000001;
    cifTheme     = $00000002;
    cifMap       = $00000002; // either theme or map (or map+theme)
    cifAllInited = cifRandomize or cifTheme or cifMap;

    cTransparentColor: Longword = $00000000;

    RGB_LUMINANCE_RED    = 0.212671;
    RGB_LUMINANCE_GREEN  = 0.715160;
    RGB_LUMINANCE_BLUE   = 0.072169;

    cMaxTeams        = 8;
    cMaxHHIndex      = 7;
    cMaxHHs          = 48;
    cMaxSpawnPoints  = 1024;

    cMaxEdgePoints = 16384;

    cHHRadius = 9;
    cHHStepTicks = 29;

    cUsualZ = 500;
    cSmokeZ = 499;
    cHHZ = 1000;
    cCurrHHZ = Succ(cHHZ);
    cOnHHZ = 2000;

    cBarrelHealth = 60;
    cShotgunRadius = 22;
    cBlowTorchC    = 6;

    cKeyMaxIndex = 1023;
    cKbdMaxIndex = 65536;//need more room for the modifier keys

    cHHFileName = 'Hedgehog';
    cCHFileName = 'Crosshair';
    cThemeCFGFilename = 'theme.cfg';

    cFontBorder = 2;

    // do not change this value
    cDefaultZoomLevel = 2.0;

{$IFDEF MOBILE}
    cMaxZoomLevel = 0.5;
    cMinZoomLevel = 3.5;
    cZoomDelta = 0.20;
{$ELSE}
    cMaxZoomLevel = 1.0;
    cMinZoomLevel = 3.0;
    cZoomDelta = 0.25;
{$ENDIF}

    cMinMaxZoomLevelDelta = cMaxZoomLevel - cMinZoomLevel;

    cSendEmptyPacketTime = 1000;
    trigTurns = $80000001;

    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;
    // 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".

    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;

    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;
    gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise;

    cMaxSlotIndex       = 9;
    cMaxSlotAmmoIndex   = 5;

    ammoprop_Timerable    = $00000001;
    ammoprop_Power        = $00000002;
    ammoprop_NeedTarget   = $00000004;
    ammoprop_ForwMsgs     = $00000008;
    ammoprop_AttackInMove = $00000010;
    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_NoRoundEnd   = $10000000;

    AMMO_INFINITE = 100;

    //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;

    NoPointX = Low(LongInt);
    cTargetPointRef : TPoint = (X: NoPointX; Y: 0);

    // hog tag mask
    htNone        = $00;
    htTeamName    = $01;
    htName        = $02;
    htHealth      = $04;
    htTransparent = $08;

    AMAnimDuration = 200;
    AMHidden    = 0;//AMState values
    AMShowingUp = 1;
    AMShowing   = 2;
    AMHiding    = 3;

    AMTypeMaskX     = $00000001;
    AMTypeMaskY     = $00000002;
    AMTypeMaskAlpha = $00000004;
    AMTypeMaskSlide = $00000008;

{$IFDEF MOBILE}
    AMSlotSize = 48;
    AMTITLE = 30;
{$ELSE}
    AMSlotSize = 32;
{$ENDIF}
    AMSlotPadding = (AMSlotSize - 32) shr 1;

{$IFDEF USE_TOUCH_INTERFACE}
    FADE_ANIM_TIME = 500;
    MOVE_ANIM_TIME = 500;
{$ENDIF}

    cTagsMasks : array[0..15] of byte = (7, 0, 0, 0, 15, 6, 4, 5, 0, 0, 0, 0, 0, 14, 12, 13);
    cTagsMasksNoHealth: array[0..15] of byte = (3, 2, 11, 1, 0, 0, 0, 0, 0, 10, 0, 9, 0, 0, 0, 0);
       
implementation

end.