hedgewars/uTypes.pas
author koda
Sat, 06 Aug 2011 07:09:30 +0200
changeset 5505 a55aab592950
parent 5493 49769489af37
child 5507 1040c0946ef8
permissions -rw-r--r--
Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes. This is a major sdl1.3 update so it should be tested with care (working great on ios)

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2011 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 uTypes;
(*
 * This unit defines various types and enumerations for usage in different
 * places in the engine code.
 *)
interface

uses SDLh, uFloat, GLunit, uConsts, Math;

// NOTE: typed const is a variable despite const qualifier
// in freepascal you may actually use var for the same purpose

type
    HwColor4f = record
        r, g, b, a: byte
        end;

    // Possible states of the game
    TGameState = (gsLandGen, gsStart, gsGame, gsChat, gsConfirm, gsExit, gsSuspend);

    // Game types that help determining what the engine is actually supposed to do
    TGameType = (gmtLocal, gmtDemo, gmtNet, gmtSave, gmtLandPreview, gmtSyntax);

    // Different files are stored in different folders, this enumeration is used to tell which folder to use
    TPathType = (ptNone, ptData, ptGraphics, ptThemes, ptCurrTheme, ptTeams, ptMaps,
            ptMapCurrent, ptDemos, ptSounds, ptGraves, ptFonts, ptForts,
            ptLocale, ptAmmoMenu, ptHedgehog, ptVoices, ptHats, ptFlags, ptMissionMaps, ptSuddenDeath);

    // Available sprites for displaying stuff
    TSprite = (sprWater, sprCloud, sprBomb, sprBigDigit, sprFrame,
            sprLag, sprArrow, sprBazookaShell, sprTargetP, sprBee,
            sprSmokeTrace, sprRopeHook, sprExplosion50, sprMineOff,
            sprMineOn, sprMineDead, sprCase, sprFAid, sprDynamite, sprPower,
            sprClusterBomb, sprClusterParticle, sprFlame, sprHorizont,
            sprHorizontL, sprHorizontR, sprSky, sprSkyL,
            sprSkyR, sprAMBorderHorizontal, sprAMBorderVertical, sprAMSlot, sprAMAmmos,
            sprAMSlotKeys, sprAMCorners, sprFinger, sprAirBomb,
            sprAirplane, sprAmAirplane, sprAmGirder, sprHHTelepMask,
            sprSwitch, sprParachute, sprTarget, sprRopeNode,
            sprQuestion, sprPowerBar, sprWindBar, sprWindL, sprWindR,
            sprFlake, sprHandRope, sprHandBazooka, sprHandShotgun,
            sprHandDEagle, sprHandAirAttack, sprHandBaseball, sprPHammer,
            sprHandBlowTorch, sprBlowTorch, sprTeleport, sprHHDeath,
            sprShotgun, sprDEagle, sprHHIdle, sprMortar, sprTurnsLeft,
            sprKamikaze, sprWhip, sprKowtow, sprSad, sprWave,
            sprHurrah, sprLemonade, sprShrug, sprJuggle, sprExplPart, sprExplPart2,
            sprCakeWalk, sprCakeDown, sprAMAmmosBW, sprWatermelon,
            sprEvilTrace, sprHellishBomb, sprSeduction, sprDress,
            sprCensored, sprDrill, sprHandDrill, sprHandBallgun, sprBalls,
            sprPlane, sprHandPlane, sprUtility, sprInvulnerable, sprVampiric, sprGirder,
            sprSpeechCorner, sprSpeechEdge, sprSpeechTail,
            sprThoughtCorner, sprThoughtEdge, sprThoughtTail,
            sprShoutCorner, sprShoutEdge, sprShoutTail,
            sprSniperRifle, sprBubbles, sprJetpack, sprHealth, sprHandMolotov, sprMolotov,
            sprSmoke, sprSmokeWhite, sprShell, sprDust, sprSnowDust, sprExplosives, sprExplosivesRoll,
            sprAmTeleport, sprSplash, sprDroplet, sprBirdy, sprHandCake, sprHandConstruction,
            sprHandGrenade, sprHandMelon, sprHandMortar, sprHandSkip, sprHandCluster,
            sprHandDynamite, sprHandHellish, sprHandMine, sprHandSeduction, sprHandVamp,
            sprBigExplosion, sprSmokeRing, sprBeeTrace, sprEgg, sprTargetBee, sprHandBee,
            sprFeather, sprPiano, sprHandSineGun, sprPortalGun, sprPortal,
            sprCheese, sprHandCheese, sprHandFlamethrower, sprChunk, sprNote,
            sprSMineOff, sprSMineOn, sprHandSMine, sprHammer,
            sprHandResurrector, sprCross, sprAirDrill, sprNapalmBomb,
            sprBulletHit, sprSnowball, sprHandSnowball, sprSnow,
            sprSDFlake, sprSDWater, sprSDCloud, sprSDSplash, sprSDDroplet
            );

    // Gears that interact with other Gears and/or Land
    TGearType = (gtGrenade, gtHedgehog, gtShell, gtGrave, gtBee, // 4
            gtShotgunShot, gtPickHammer, gtRope, gtMine, gtCase, // 9
            gtDEagleShot, gtDynamite, gtClusterBomb, gtCluster, gtShover, // 14
            gtFlame, gtFirePunch, gtATStartGame, // 17
            gtATFinishGame, gtParachute, gtAirAttack, gtAirBomb, gtBlowTorch, // 22
            gtGirder, gtTeleport, gtSwitcher, gtTarget, gtMortar, // 27
            gtWhip, gtKamikaze, gtCake, gtSeduction, gtWatermelon, gtMelonPiece, // 33
            gtHellishBomb, gtWaterUp, gtDrill, gtBallGun, gtBall, gtRCPlane, // 39
            gtSniperRifleShot, gtJetpack, gtMolotov, gtExplosives, gtBirdy, // 44
            gtEgg, gtPortal, gtPiano, gtGasBomb, gtSineGunShot, gtFlamethrower, // 50
            gtSMine, gtPoisonCloud, gtHammer, gtHammerHit, gtResurrector, // 55
            gtNapalmBomb, gtSnowball, gtFlake, gtStructure, gtLandGun, gtTardis); // 61

    // Gears that are _only_ of visual nature (e.g. background stuff, visual effects, speechbubbles, etc.)
    TVisualGearType = (vgtFlake, vgtCloud, vgtExplPart, vgtExplPart2, vgtFire,
            vgtSmallDamageTag, vgtTeamHealthSorter, vgtSpeechBubble, vgtBubble,
            vgtSteam, vgtAmmo, vgtSmoke, vgtSmokeWhite, vgtHealth, vgtShell,
            vgtDust, vgtSplash, vgtDroplet, vgtSmokeRing, vgtBeeTrace, vgtEgg,
            vgtFeather, vgtHealthTag, vgtSmokeTrace, vgtEvilTrace, vgtExplosion,
            vgtBigExplosion, vgtChunk, vgtNote, vgtLineTrail, vgtBulletHit, vgtCircle,
            vgtSmoothWindBar);

    TGearsType = set of TGearType;

    // Damage can be caused by different sources
    TDamageSource = (dsUnknown, dsFall, dsBullet, dsExplosion, dsShove, dsPoison);

    // Available sounds
    TSound = (sndNone,
            sndGrenadeImpact, sndExplosion, sndThrowPowerUp, sndThrowRelease,
            sndSplash, sndShotgunReload, sndShotgunFire, sndGraveImpact,
            sndMineImpact, sndMineTick, sndMudballImpact,
            sndPickhammer, sndGun, sndBee, sndJump1, sndJump2,
            sndJump3, sndYesSir, sndLaugh, sndIllGetYou, sndIncoming,
            sndMissed, sndStupid, sndFirstBlood, sndBoring, sndByeBye,
            sndSameTeam, sndNutter, sndReinforce, sndTraitor, sndRegret,
            sndEnemyDown, sndCoward, sndHurry, sndWatchIt, sndKamikaze,
            sndCake, sndOw1, sndOw2, sndOw3, sndOw4, sndFirePunch1, sndFirePunch2,
            sndFirePunch3, sndFirePunch4, sndFirePunch5, sndFirePunch6,
            sndMelon, sndHellish, sndYoohoo, sndRCPlane, sndWhipCrack,
            sndRideOfTheValkyries, sndDenied, sndPlaced, sndBaseballBat,
            sndVaporize, sndWarp, sndSuddenDeath, sndMortar, sndShutter,
            sndHomerun, sndMolotov, sndCover, sndUhOh, sndOops,
            sndNooo, sndHello, sndRopeShot, sndRopeAttach, sndRopeRelease,
            sndSwitchHog, sndVictory, sndFlawless, sndSniperReload, sndSteps, sndLowGravity,
            sndHellishImpact1, sndHellishImpact2, sndHellishImpact3, sndHellishImpact4,
            sndMelonImpact, sndDroplet1, sndDroplet2, sndDroplet3, sndEggBreak, sndDrillRocket,
            sndPoisonCough, sndPoisonMoan, sndBirdyLay, sndWhistle, sndBeeWater,
            sndPiano0, sndPiano1, sndPiano2, sndPiano3, sndPiano4, sndPiano5, sndPiano6, sndPiano7, sndPiano8,
            sndSkip, sndSineGun, sndOoff1, sndOoff2, sndOoff3, sndWhack,
            sndComeonthen, sndParachute, sndBump, sndResurrector, sndPlane);

    // Available ammo types to be used by hedgehogs
    TAmmoType  = (amNothing, amGrenade, amClusterBomb, amBazooka, amBee, amShotgun, amPickHammer, // 6
            amSkip, amRope, amMine, amDEagle, amDynamite, amFirePunch, amWhip, // 13
            amBaseballBat, amParachute, amAirAttack, amMineStrike, amBlowTorch, // 18
            amGirder, amTeleport, amSwitch, amMortar, amKamikaze, amCake, // 24
            amSeduction, amWatermelon, amHellishBomb, amNapalm, amDrill, amBallgun, // 30
            amRCPlane, amLowGravity, amExtraDamage, amInvulnerable, amExtraTime, // 35
            amLaserSight, amVampiric, amSniperRifle, amJetpack, amMolotov, amBirdy, amPortalGun, // 42
            amPiano, amGasBomb, amSineGun, amFlamethrower, amSMine, amHammer, // 48
            amResurrector, amDrillStrike, amSnowball, amTardis, amStructure, amLandGun); // 54

    // Different kind of crates that e.g. hedgehogs can pick up
    TCrateType = (HealthCrate, AmmoCrate, UtilityCrate);

    THWFont = (fnt16, fntBig, fntSmall {$IFNDEF IPHONEOS}, CJKfnt16, CJKfntBig, CJKfntSmall{$ENDIF});

    TCapGroup = (capgrpGameState, capgrpAmmoinfo, capgrpVolume,
            capgrpMessage, capgrpMessage2, capgrpAmmostate);

    TStatInfoType = (siGameResult, siMaxStepDamage, siMaxStepKills, siKilledHHs,
            siClanHealth, siTeamStats, siPlayerKills, siMaxTeamDamage,
            siMaxTeamKills, siMaxTurnSkips );

    // Various "emote" animations a hedgehog can do
    TWave = (waveRollup, waveSad, waveWave, waveHurrah, waveLemonade, waveShrug, waveJuggle);

    TRenderMode = (rmDefault, rmLeftEye, rmRightEye);
    TStereoMode = (smNone, smRedCyan, smCyanRed, smRedBlue, smBlueRed, smRedGreen, smGreenRed, smHorizontal, smVertical, smAFR);

    THHFont = record
            Handle: PTTF_Font;
            Height: LongInt;
            style: LongInt;
            Name: string[21];
            end;

    PAmmo = ^TAmmo;
    TAmmo = record
            Propz: LongWord;
            Count: LongWord;
(* Using for place hedgehogs mode, but for any other situation where the initial count would be needed I guess.
For example, say, a mode where the weaponset is reset each turn, or on sudden death *)
            NumPerTurn: LongWord;
            Timer: LongWord;
            Pos: LongWord;
            AmmoType: TAmmoType;
            AttackVoice: TSound;
            Bounciness: LongWord;
            end;

    TVertex2f = record
        X, Y: GLfloat;
        end;

    TVertex2i = record
        X, Y: GLint;
        end;

    PTexture = ^TTexture;
    TTexture = record
            id: GLuint;
            w, h, scale: LongInt;
            rx, ry: GLfloat;
            priority: GLfloat;
            vb, tb: array [0..3] of TVertex2f;
            PrevTexture, NextTexture: PTexture;
            end;

    THogEffect = (heInvulnerable, heResurrectable, hePoisoned, heResurrected);

    TScreenFade = (sfNone, sfInit, sfToBlack, sfFromBlack, sfToWhite, sfFromWhite);

    PGear = ^TGear;
    PHedgehog = ^THedgehog;
    PTeam     = ^TTeam;
    PClan     = ^TClan;

    TGearStepProcedure = procedure (Gear: PGear);
    TGear = record
            NextGear, PrevGear: PGear;
            Active: Boolean;
            AdvBounce: Longword;
            Invulnerable: Boolean;
            RenderTimer: Boolean;
            AmmoType : TAmmoType;
            State : Longword;
            X : hwFloat;
            Y : hwFloat;
            dX: hwFloat;
            dY: hwFloat;
            Kind: TGearType;
            Pos: Longword;
            doStep: TGearStepProcedure;
            Radius: LongInt;
            Angle, Power : Longword;
            DirAngle: real;
            Timer : LongWord;
            Elasticity: hwFloat;
            Friction  : hwFloat;
            Density   : hwFloat;
            Message, MsgParam : Longword;
            Hedgehog: PHedgehog;
            Health, Damage, Karma: LongInt;
            CollisionIndex: LongInt;
            Tag: LongInt;
            Tex: PTexture;
            Z: Longword;
            IntersectGear: PGear;
            FlightTime: Longword;
            uid: Longword;
            ImpactSound: TSound; // first sound, others have to be after it in the sounds def.
            nImpactSounds: Word; // count of ImpactSounds
            SoundChannel: LongInt;
            PortalCounter: LongWord;  // Hopefully temporary, but avoids infinite portal loops in a guaranteed fashion.
            LastDamage: PHedgehog;
        end;
    TPGearArray = Array of PGear;

    PVisualGear = ^TVisualGear;
    TVGearStepProcedure = procedure (Gear: PVisualGear; Steps: Longword);
    TVisualGear = record
        NextGear, PrevGear: PVisualGear;
        Frame,
        FrameTicks: Longword;
        X : real;
        Y : real;
        dX: real;
        dY: real;
        tdX: real;
        tdY: real;
        State : Longword;
        Timer: Longword;
        Angle, dAngle: real;
        Kind: TVisualGearType;
        doStep: TVGearStepProcedure;
        Tex: PTexture;
        alpha, scale: GLfloat;
        Hedgehog: PHedgehog;
        Tag: LongInt;
        Text: shortstring;
        Tint: Longword;
        uid: Longword;
        end;

    TStatistics = record
        DamageRecv,
        DamageGiven: Longword;
        StepDamageRecv,
        StepDamageGiven,
        StepKills: Longword;
        MaxStepDamageRecv,
        MaxStepDamageGiven,
        MaxStepKills: Longword;
        FinishedTurns: Longword;
        end;

    TTeamStats = record
        Kills : Longword;
        Suicides: Longword;
        AIKills : Longword;
        TeamKills : Longword;
        TurnSkips : Longword;
        TeamDamage : Longword;
        end;

    TBinds = array[0..cKeyMaxIndex] of shortstring;
    TKeyboardState = array[0..cKeyMaxIndex] of Byte;

    PVoicepack = ^TVoicepack;
    TVoicepack = record
        name: shortstring;
        chunks: array [TSound] of PMixChunk;
        end;

    PHHAmmo = ^THHAmmo;
    THHAmmo = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo;

    THedgehog = record
            Name: string[MAXNAMELEN];
            Gear: PGear;
            GearHidden: PGear;
            SpeechGear: PVisualGear;
            NameTagTex,
            HealthTagTex,
            HatTex: PTexture;
            Ammo: PHHAmmo;
            CurAmmoType: TAmmoType;
            AmmoStore: Longword;
            Team: PTeam;
            MultiShootAttacks: Longword;
            visStepPos: LongWord;
            BotLevel  : Byte; // 0 - Human player
            HatVisibility: GLfloat;
            stats: TStatistics;
            Hat: shortstring;
            InitialHealth: LongInt; // used for gfResetHealth
            King: boolean;  // Flag for a bunch of hedgehog attributes
            Unplaced: boolean;  // Flag for hog placing mode
            Timer: Longword;
            Effects: Array[THogEffect] of boolean;
            end;

    TTeam = record
            Clan: PClan;
            TeamName: string[MAXNAMELEN];
            ExtDriven: boolean;
            Binds: TBinds;
            Hedgehogs: array[0..cMaxHHIndex] of THedgehog;
            CurrHedgehog: LongWord;
            NameTagTex: PTexture;
            CrosshairTex,
            GraveTex,
            HealthTex,
            AIKillsTex,
            FlagTex: PTexture;
            Flag: shortstring;
            GraveName: shortstring;
            FortName: shortstring;
            TeamHealth: LongInt;
            TeamHealthBarWidth,
            NewTeamHealthBarWidth: LongInt;
            DrawHealthY: LongInt;
            AttackBar: LongWord;
            HedgehogsNumber: Longword;
            hasGone: boolean;
            voicepack: PVoicepack;
            PlayerHash: shortstring;   // md5 hash of player name. For temporary enabling of hats as thank you. Hashed for privacy of players
            stats: TTeamStats;
            end;

    TClan = record
            Color: Longword;
            Teams: array[0..Pred(cMaxTeams)] of PTeam;
            TeamsNumber: Longword;
            TagTeamIndex: Longword;
            CurrTeam: LongWord;
            ClanHealth: LongInt;
            ClanIndex: LongInt;
            TurnNumber: LongWord;
            Flawless: boolean;
            end;

     TAmmoStrId = (sidGrenade, sidClusterBomb, sidBazooka, sidBee, sidShotgun,
            sidPickHammer, sidSkip, sidRope, sidMine, sidDEagle,
            sidDynamite, sidBaseballBat, sidFirePunch, sidSeconds,
            sidParachute, sidAirAttack, sidMineStrike, sidBlowTorch,
            sidGirder, sidTeleport, sidSwitch, sidMortar, sidWhip,
            sidKamikaze, sidCake, sidSeduction, sidWatermelon,
            sidHellishBomb, sidDrill, sidBallgun, sidNapalm, sidRCPlane,
            sidLowGravity, sidExtraDamage, sidInvulnerable, sidExtraTime,
            sidLaserSight, sidVampiric, sidSniperRifle, sidJetpack,
            sidMolotov, sidBirdy, sidPortalGun, sidPiano, sidGasBomb, sidSineGun, sidFlamethrower,
            sidSMine, sidHammer, sidResurrector, sidDrillStrike, sidSnowball, sidNothing, sidTardis, sidStructure, sidLandGun);

    TMsgStrId = (sidStartFight, sidDraw, sidWinner, sidVolume, sidPaused,
            sidConfirm, sidSuddenDeath, sidRemaining, sidFuel, sidSync,
            sidNoEndTurn, sidNotYetAvailable, sidRoundSD, sidRoundsSD, sidReady, 
            sidBounce1, sidBounce2, sidBounce3, sidBounce4, sidBounce5, sidBounce);

    // Events that are important for the course of the game or at least interesting for other reasons
    TEventId = (eidDied, eidDrowned, eidRoundStart, eidRoundWin, eidRoundDraw,
            eidNewHealthPack, eidNewAmmoPack, eidNewUtilityPack, eidTurnSkipped, eidHurtSelf,
            eidHomerun, eidGone);

    TGoalStrId = (gidCaption, gidSubCaption, gidForts, gidLowGravity, gidInvulnerable,
            gidVampiric, gidKarma, gidKing, gidPlaceHog, gidArtillery,
            gidSolidLand, gidSharedAmmo, gidMineTimer, gidNoMineTimer, gidRandomMineTimer,
            gidDamageModifier, gidResetHealth, gidAISurvival, gidInfAttack, gidResetWeps, gidPerHogAmmo, gidTagTeam);

    TLandArray = packed array of array of LongWord;
    TCollisionArray = packed array of array of Word;
    TPreview  = packed array[0..127, 0..31] of byte;
    TDirtyTag = packed array of array of byte;


implementation

end.