hedgewars/uTypes.pas
author unc0rr
Wed, 25 Jul 2012 16:24:30 +0400
changeset 7433 c7fff3e61d49
parent 7404 38a23771ee45
child 7442 9bb6abdb5675
child 7495 2592240b7b62
permissions -rw-r--r--
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases) - More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step. - Small fixes/adjustments

(*
 * 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 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, ptButtons);

    // 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,
            sprAMSlot, sprAMAmmos, sprAMAmmosBW, sprAMSlotKeys, sprAMCorners,
            sprFinger, sprAirBomb, sprAirplane, sprAmAirplane, sprAmGirder,
            sprHHTelepMask, sprSwitch, sprParachute, sprTarget, sprRopeNode,
            sprQuestion, sprPowerBar, sprWindBar, sprWindL, sprWindR,
{$IFDEF USE_TOUCH_INTERFACE}
            sprFireButton, sprArrowUp, sprArrowDown, sprArrowLeft, sprArrowRight,
            sprJumpWidget, sprAMWidget, sprPauseButton, sprTimerButton, sprTargetButton,
{$ENDIF}
            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, 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, sprTardis,
            sprSlider
            );

    // Gears that interact with other Gears and/or Land
    TGearType = ({-->}gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives, // <-- these are gears which should be avoided when searching a spawn place
            gtGrenade, gtShell, gtGrave, gtBee, // 8
            gtShotgunShot, gtPickHammer, gtRope,  // 11
            gtDEagleShot, gtDynamite, gtClusterBomb, gtCluster, gtShover, // 16
            gtFirePunch, gtATStartGame, // 18
            gtATFinishGame, gtParachute, gtAirAttack, gtAirBomb, gtBlowTorch, // 23
            gtGirder, gtTeleport, gtSwitcher, gtTarget, gtMortar, // 28
            gtWhip, gtKamikaze, gtCake, gtSeduction, gtWatermelon, gtMelonPiece, // 34
            gtHellishBomb, gtWaterUp, gtDrill, gtBallGun, gtBall, gtRCPlane, // 40
            gtSniperRifleShot, gtJetpack, gtMolotov, gtBirdy, // 44
            gtEgg, gtPortal, gtPiano, gtGasBomb, gtSineGunShot, gtFlamethrower, // 50
            gtSMine, gtPoisonCloud, gtHammer, gtHammerHit, gtResurrector, // 55
            gtNapalmBomb, gtSnowball, gtFlake, gtStructure, gtLandGun, gtTardis, gtIceGun, gtAddAmmo, gtGenericFaller); // 62

    // 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, vgtShell,
            vgtDust, vgtSplash, vgtDroplet, vgtSmokeRing, vgtBeeTrace, vgtEgg,
            vgtFeather, vgtHealthTag, vgtSmokeTrace, vgtEvilTrace, vgtExplosion,
            vgtBigExplosion, vgtChunk, vgtNote, vgtLineTrail, vgtBulletHit, vgtCircle,
            vgtSmoothWindBar, vgtStraightShot);

    // 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, sndTardis);

    // 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, amIceGun); // 54

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

    THWFont = (fnt16, fntBig, fntSmall {$IFNDEF MOBILE}, CJKfnt16, CJKfntBig, CJKfntSmall{$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[31];
            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, heFrozen);

    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;
            Target : TPoint;
            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;
            CollisionMask: Word;
            LinkedGear: 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;
    PGearArrayS = record
        size: LongWord;
        ar: ^TPGearArray;
        end;

    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;
        Layer: byte;
        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..cKbdMaxIndex] of shortstring;
    TKeyboardState = array[0..cKeyMaxIndex] of Byte;

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

    TVoice = record
        snd: TSound;
        voicepack: PVoicePack;
        end;

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

    THedgehog = record
            Name: shortstring;
            Gear: PGear;
            GearHidden: PGear;
            SpeechGear: PVisualGear;
            NameTagTex,
            HealthTagTex,
            HatTex: PTexture;
            Ammo: PHHAmmo;
            CurAmmoType: TAmmoType;
            PickUpType: LongWord;
            PickUpDelay: LongInt;
            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 LongInt;
            end;

    TTeam = record
            Clan: PClan;
            TeamName: shortstring;
            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, sidIceGun);

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

    // 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;

    PWidgetMovement = ^TWidgetMovement;
    TWidgetMovement = record
        animate   : Boolean;
        source    : TPoint;
        target    : TPoint;
        startTime : Longword;
        end;

    POnScreenWidget = ^TOnScreenWidget;
    TOnScreenWidget = record
        show          : boolean;                      // if false widget will not be drawn
        sprite        : TSprite;                    // a convenience type
        frame         : TSDL_Rect;                   // graphical coordinates
        active        : TSDL_Rect;                  // active touch region
        fadeAnimStart : Longword;            // time the fade started, 0 means don't fade
        moveAnim      : TWidgetMovement;          // the animation associated to the widget
        end;

{$IFDEF SDL13}
    PTouch_Data = ^TTouch_Data;
    TTouch_Data = record
        id                       : TSDL_FingerId;
        x,y                      : LongInt;
        dx,dy                    : LongInt;
        historicalX, historicalY : LongInt;
        timeSinceDown            : Longword;
        pressedWidget            : POnScreenWidget;
        end;
{$ENDIF}

implementation

end.