Added "Forts" to map type selection. This makes the mode easier selectable/discoverable. Also the slider can be used to adjust the distance between forts.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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
*)
{$INCLUDE "options.inc"}
unit uTypes;
(*
* This unit defines various types and enumerations for usage in different
* places in the engine code.
*)
interface
uses SDLh, uFloat, GLunit, uConsts, Math;
// NOTE: typed const is a variable despite const qualifier
// in freepascal you may actually use var for the same purpose
type
HwColor4f = record
r, g, b, a: byte;
end;
// Possible states of the game
TGameState = (gsLandGen, gsStart, gsGame, gsChat, gsConfirm, gsExit, gsSuspend);
// Game types that help determining what the engine is actually supposed to do
TGameType = (gmtLocal, gmtDemo, gmtNet, gmtSave, gmtLandPreview, gmtSyntax, gmtRecord);
// Different files are stored in different folders, this enumeration is used to tell which folder to use
TPathType = (ptNone, ptData, ptGraphics, ptThemes, ptCurrTheme, ptTeams, ptMaps,
ptMapCurrent, ptDemos, ptSounds, ptGraves, ptFonts, ptForts, ptLocale,
ptAmmoMenu, ptHedgehog, ptVoices, ptHats, ptFlags, ptMissionMaps,
ptSuddenDeath, ptButtons, ptShaders);
// Available sprites for displaying stuff
TSprite = (sprWater, sprCloud, sprBomb, sprBigDigit, sprFrame,
sprLag, sprArrow, sprBazookaShell, sprTargetP, sprBee,
sprSmokeTrace, sprRopeHook, sprExplosion50, sprMineOff,
sprMineOn, sprMineDead, sprCase, sprFAid, sprDynamite, sprPower,
sprClusterBomb, sprClusterParticle, sprFlame,
sprHorizont, sprHorizontL, sprHorizontR, sprSky, sprSkyL, sprSkyR,
sprAMSlot, sprAMAmmos, sprAMAmmosBW, sprAMSlotKeys, sprAMCorners,
sprFinger, sprAirBomb, sprAirplane, sprAmAirplane, sprAmGirder,
sprHHTelepMask, sprSwitch, sprParachute, sprTarget, sprRopeNode,
sprQuestion, sprPowerBar, sprWindBar, sprWindL, sprWindR,
{$IFDEF USE_TOUCH_INTERFACE}
sprFireButton, sprArrowUp, sprArrowDown, sprArrowLeft, sprArrowRight,
sprJumpWidget, sprAMWidget, sprPauseButton, sprTimerButton, sprTargetButton,
sprSwitchButton,
{$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, sprBotlevels, sprHandKnife, sprKnife, sprStar, sprIceTexture, sprIceGun,
sprFrozenHog, sprAmRubber, sprBoing, sprCustom1, sprCustom2, sprAirMine, sprHandAirMine
);
// Gears that interact with other Gears and/or Land
// first row of gears (<gtExplosives) should be avoided when searching a spawn place
TGearType = (gtFlame, gtHedgehog, gtMine, gtCase, gtAirMine, gtExplosives,
gtGrenade, gtShell, gtGrave, gtBee, // 9
gtShotgunShot, gtPickHammer, gtRope, // 12
gtDEagleShot, gtDynamite, gtClusterBomb, gtCluster, gtShover, // 17
gtFirePunch, gtATStartGame, // 19
gtATFinishGame, gtParachute, gtAirAttack, gtAirBomb, gtBlowTorch, // 24
gtGirder, gtTeleport, gtSwitcher, gtTarget, gtMortar, // 29
gtWhip, gtKamikaze, gtCake, gtSeduction, gtWatermelon, gtMelonPiece, // 35
gtHellishBomb, gtWaterUp, gtDrill, gtBallGun, gtBall, gtRCPlane, // 41
gtSniperRifleShot, gtJetpack, gtMolotov, gtBirdy, // 45
gtEgg, gtPortal, gtPiano, gtGasBomb, gtSineGunShot, gtFlamethrower, // 51
gtSMine, gtPoisonCloud, gtHammer, gtHammerHit, gtResurrector, // 56
gtNapalmBomb, gtSnowball, gtFlake, {gtStructure,} gtLandGun, gtTardis, // 61
gtIceGun, gtAddAmmo, gtGenericFaller, gtKnife); // 65
// 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, vgtNoPlaceWarn);
// 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, sndJustYouWait, 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, sndFrozenHogImpact,
sndIceBeam, sndHogFreeze
);
// 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, // 53
amIceGun, amKnife, amRubber, amAirMine); // 57
// 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, siCustomAchievement, siGraphTitle,
siPointType);
// 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);
TWorldEdge = (weNone, weWrap, weBounce, weSea, weSky);
TUIDisplay = (uiAll, uiNoTeams, uiNone);
TMapGen = (mgRandom, mgMaze, mgPerlin, mgDrawn, mgForts);
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;
TMatrix4x4f = array[0..3, 0..3] of GLfloat;
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);
// So, you are here looking for variables you can (ab)use to store some gear state?
// Not all members of this structure are created equal. Comments below are my take on what can be used for what in the gear structure.
TGear = record
// Do *not* ever override these.
NextGear, PrevGear: PGear; // Linked list
Z: Longword; // Z index. For rendering. Sets order in list
Active: Boolean; // Is gear Active (running step code)
Kind: TGearType;
doStep: TGearStepProcedure; // Code the gear is running
AmmoType : TAmmoType; // Ammo type associated with this kind of gear
RenderTimer: Boolean; // Will visually display Timer if true
Target : TPoint; // Gear target. Will render in uGearsRender unless a special case is added
AIHints: LongWord; // hints for ai.
LastDamage: PHedgehog; // Used to track damage source for stats
CollisionIndex: LongInt; // Position in collision array
Message: LongWord; // Game messages are stored here. See gm bitmasks in uConsts
uid: Longword; // Lua use this to reference gears
Hedgehog: PHedgehog; // set to CurrentHedgehog on gear creation. uStats damage code appears to assume it will never be nil and never be changed. If you override it, make sure it is set to a non-nil PHedgehog before dealing damage.
// Strongly recommended not to override these. Will mess up generic operations like portaling
X : hwFloat; // X/Y/dX/dY are position/velocity. People count on these having semi-normal values
Y : hwFloat;
dX: hwFloat;
dY: hwFloat;
State : Longword; // See gst bitmask values in uConsts
PortalCounter: LongWord; // Necessary to interrupt portal loops. Not possible to avoid infinite loops without it.
// Don't use these if you're using generic movement like doStepFallingGear and explosion shoves. Generally recommended not to use.
Radius: LongInt; // Radius. If not using uCollisions, is usually used to indicate area of effect
CollisionMask: Word; // Masking off Land impact FF7F for example ignores current hog and crates
AdvBounce: Longword; // Triggers 45 bounces. Is a counter to avoid edge cases
Elasticity: hwFloat;
Friction : hwFloat;
Density : hwFloat; // Density is kind of a mix of size and density. Impacts distance thrown, wind.
ImpactSound: TSound; // first sound, others have to be after it in the sounds def.
nImpactSounds: Word; // count of ImpactSounds.
// Don't use these if you want to take damage normally, otherwise health/damage are commonly used for other purposes
Health, Damage, Karma: LongInt;
// DirAngle is a 'real' - if you do not need it for rotation of sprite in uGearsRender, you can use it for any visual-only value
DirAngle: real;
// These are frequently overridden to serve some other purpose
Boom: Longword; // amount of damage caused by the gear
Pos: Longword; // Commonly overridden. Example use is posCase values in uConsts.
Angle, Power : Longword; // Used for hog aiming/firing. Angle is rarely used as an Angle otherwise.
Timer, WDTimer : LongWord; // Typically used for some sort of gear timer. Time to explosion, remaining fuel...
Tag: LongInt; // Quite generic. Variety of uses.
FlightTime: Longword; // Initially added for batting of hogs to determine homerun. Used for some firing delays
MsgParam: LongWord; // Initially stored a set of messages. So usually gm values like Message. Frequently overriden
// These are not used generically, but should probably be used for purpose intended. Definitely shouldn't override pointer type
Tex: PTexture; // A texture created by the gear. Shouldn't use for anything but textures
Tint: LongWord; // Used to colour a texture
LinkedGear: PGear; // Used to track a related gear. Portal pairs for example.
SoundChannel: LongInt; // Used to track a sound the gear started
Data: Pointer; // pointer to gear type specific data structure (if any)
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;
HealthBarHealth: LongInt;
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,
OwnerTex,
GraveTex,
AIKillsTex,
FlagTex: PTexture;
Flag: shortstring;
GraveName: shortstring;
FortName: shortstring;
Owner: shortstring;
TeamHealth: LongInt;
TeamHealthBarHealth: LongInt;
DrawHealthY: LongInt;
AttackBar: LongWord;
HedgehogsNumber: Longword;
voicepack: PVoicepack;
PlayerHash: shortstring; // md5 hash of player name. For temporary enabling of hats as thank you. Hashed for privacy of players
stats: TTeamStats;
hasGone: boolean;
skippedTurns: Longword;
isGoneFlagPendingToBeSet, isGoneFlagPendingToBeUnset: boolean;
end;
TClan = record
Color: Longword;
Teams: array[0..Pred(cMaxTeams)] of PTeam;
HealthTex: PTexture;
TeamsNumber: Longword;
TagTeamIndex: Longword;
CurrTeam: LongWord;
ClanHealth: LongInt;
ClanIndex: LongInt;
TurnNumber: LongWord;
Flawless: boolean;
end;
cdeclPtr = procedure; cdecl;
cdeclIntPtr = procedure(num: LongInt); cdecl;
funcDoublePtr = function: Double;
TMobileRecord = record
PerformRumble: cdeclIntPtr;
GameLoading: cdeclPtr;
GameLoaded: cdeclPtr;
SaveLoadingEnded: cdeclPtr;
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, sidKnife, sidRubber, sidAirMine);
TMsgStrId = (sidStartFight, sidDraw, sidWinner, sidVolume, sidPaused,
sidConfirm, sidSuddenDeath, sidRemaining, sidFuel, sidSync,
sidNoEndTurn, sidNotYetAvailable, sidRoundSD, sidRoundsSD, sidReady,
sidBounce1, sidBounce2, sidBounce3, sidBounce4, sidBounce5, sidBounce,
sidMute, sidAFK, sidAutoCameraOff, sidAutoCameraOn, sidPressTarget);
// 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;
TDirtyTag = packed array of array of byte;
TPreview = packed array[0..127, 0..31] of byte;
TPreviewAlpha = packed array[0..127, 0..255] 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 do not fade)
moveAnim : TWidgetMovement; // animation associated to widget
end;
PTouch_Data = ^TTouch_Data;
TTouch_Data = record
id : TSDL_FingerId;
x,y : LongInt;
dx,dy : LongInt;
historicalX, historicalY : LongInt;
timeSinceDown : Longword;
pressedWidget : POnScreenWidget;
end;
PSpriteData = ^TSpriteData;
TSpriteData = record
FileName: string[15];
Path, AltPath: TPathType;
Texture: PTexture;
Surface: PSDL_Surface;
Width, Height, imageWidth, imageHeight: LongInt;
saveSurf: boolean;
priority: GLfloat;
getDimensions, getImageDimensions: boolean;
end;
// gear data types
const cakeh = 27;
type TCakeData = record
CakeI: integer;
CakePoints: array[0..Pred(cakeh)] of record
x, y: hwFloat;
end;
end;
PCakeData = ^TCakeData;
TClansArray = array[0..Pred(cMaxTeams)] of PClan;
implementation
end.