hedgewars/uConsts.pas
author nemo
Sat, 01 Mar 2014 14:52:36 -0500
changeset 10171 00f41ff0bf2d
parent 10108 c68cf030eded
child 10306 4fca8bcfaff0
permissions -rw-r--r--
Script might well override a static map, but can't risk it not doing it, and preview completely failing. Better to just not try it for static maps. Some script cfg might help. Could also avoid unnnecessary preview regenerations even if the script was doing nothing at all.

(*
 * 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.