hedgewars/uConsts.pas
author Xeli
Sat, 04 Feb 2012 16:22:46 +0100
changeset 6622 01889d5bc79b
parent 6609 5861b2cc991f
child 6650 56a0b7bf6c15
permissions -rw-r--r--
Rewrote the Ammomenu: Added landscape ammomenu At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it Draw to texture once uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos Slot/Cellsize is dependent on uConsts.AMSlotSize this should make it easier to scale the ammo menu on smaller screens AmmoRect AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point needs testing on the iphone (and other systems as well ofcourse..)
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uConsts;
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interface
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uses    SDLh, uFloat, GLunit;
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{$INCLUDE "config.inc"}
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const
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    sfMax = 1000;
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    cDefaultParamNum = 17;
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    // message constants
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    errmsgCreateSurface   = 'Error creating SDL surface';
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    errmsgTransparentSet  = 'Error setting transparent color';
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    errmsgUnknownCommand  = 'Unknown command';
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    errmsgUnknownVariable = 'Unknown variable';
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    errmsgIncorrectUse    = 'Incorrect use';
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    errmsgShouldntRun     = 'This program shouldn''t be run manually';
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    errmsgWrongNumber     = 'Wrong parameters number';
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    msgLoading           = 'Loading ';
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    msgOK                = 'ok';
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    msgFailed            = 'failed';
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    msgFailedSize        = 'failed due to size';
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    msgGettingConfig     = 'Getting game config...';
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    // color constants
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    cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; unused:$FF);
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    cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; unused:$FF);
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    cWhiteColor           : Longword = $FFFFFFFF;
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    cYellowColor          : Longword = $FFFFFF00;
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    cNearBlackColor       : Longword = $FF000010;
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    cExplosionBorderColor : LongWord = $FF808080;
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{$WARNINGS OFF}
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    cAirPlaneSpeed: hwFloat = (isNegative: false; QWordValue:   3006477107); // 1.4
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    cBombsSpeed   : hwFloat = (isNegative: false; QWordValue:    429496729);
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{$WARNINGS ON}
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    // reducedquality flags
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    rqNone        = $00000000;  // don't reduce quality
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    rqLowRes      = $00000001;  // use half land array
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    rqBlurryLand  = $00000002;  // downscaled terrain
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    rqNoBackground= $00000004;  // don't draw background
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    rqSimpleRope  = $00000008;  // draw rope using lines only
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    rq2DWater     = $00000010;  // disable 3D water effect
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    rqAntiBoom    = $00000020;  // no fancy explosion effects
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    rqKillFlakes  = $00000040;  // no flakes
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    rqSlowMenu    = $00000080;  // ammomenu appears with no animation
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    rqPlainSplash = $00000100;  // no droplets
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    rqClampLess   = $00000200;  // don't clamp textures
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    rqTooltipsOff = $00000400;  // tooltips are not drawn
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    rqDesyncVBlank= $00000800;  // don't sync on vblank
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    // image flags (for LoadImage())
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    ifNone        = $00000000;  // nothing special
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    ifAlpha       = $00000001;  // use alpha channel (unused right now?)
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    ifCritical    = $00000002;  // image is critical for gameplay (exit game if unable to load)
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    ifTransparent = $00000004;  // image uses transparent pixels (color keying)
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    ifIgnoreCaps  = $00000008;  // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL)
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    // texture priority (allows OpenGL to keep frequently used textures in video memory more easily)
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    tpLowest      = 0.00;
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    tpLow         = 0.25;
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    tpMedium      = 0.50;
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    tpHigh        = 0.75;
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    tpHighest     = 1.00;
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// To allow these to layer, going to treat them as masks. The bottom byte is reserved for objects
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// TODO - set lfBasic for all solid land, ensure all uses of the flags can handle multiple flag bits
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// lfObject and lfBasic are only to be different *graphically*  in all other ways they should be treated the same
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    lfBasic          = $8000;  // white
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    lfIndestructible = $4000;  // red
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    lfObject         = $2000;  
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    lfDamaged        = $1000;  //
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    lfIce            = $0800;  // blue
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    cMaxPower     = 1500;
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    cMaxAngle     = 2048;
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    cPowerDivisor = 1500;
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    MAXNAMELEN = 192;
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    MAXROPEPOINTS = 3840;
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    // some opengl headers do not have these macros
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    GL_BGR              = $80E0;
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    GL_BGRA             = $80E1;
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    GL_CLAMP_TO_EDGE    = $812F;
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    GL_TEXTURE_PRIORITY = $8066;
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    cSendCursorPosTime  : LongWord = 50;
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    cVisibleWater       : LongInt = 128;
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    cCursorEdgesDist    : LongInt = 100;
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    cTeamHealthWidth    : LongInt = 128;
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    cWaterOpacity       : byte = $80;
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    cSDWaterOpacity     : byte = $80;
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    cifRandomize = $00000001;
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    cifTheme     = $00000002;
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    cifMap       = $00000002; // either theme or map (or map+theme)
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    cifAllInited = cifRandomize or cifTheme or cifMap;
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    cTransparentColor: Longword = $00000000;
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    cGrayScale: Boolean = false;
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    RGB_LUMINANCE_RED    = 0.212671;
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    RGB_LUMINANCE_GREEN  = 0.715160;
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    RGB_LUMINANCE_BLUE   = 0.072169;
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(*
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    RGB_LUMINANCE_RED    = 0.3333333333;
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    RGB_LUMINANCE_GREEN  = 0.3333333333;
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    RGB_LUMINANCE_BLUE   = 0.3333333333;
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*)
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    cMaxTeams        = 8;
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    cMaxHHIndex      = 7;
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    cMaxHHs          = 48;
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    cMaxSpawnPoints  = 1024;
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   140
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   141
    cMaxEdgePoints = 16384;
22
517be8dc5b76 - Fixed spawning boxes under water
unc0rr
parents: 17
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   142
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   143
    cHHRadius = 9;
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   144
    cHHStepTicks = 29;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 495
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   145
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   146
    cUsualZ = 500;
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   147
    cSmokeZ = 499;
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   148
    cHHZ = 1000;
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   149
    cCurrHHZ = Succ(cHHZ);
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   150
    cOnHHZ = 2000;
4
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   151
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    cBarrelHealth = 60;
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    cShotgunRadius = 22;
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   154
    cBlowTorchC    = 6;
509
fd58135a4407 Bots know shotgun behavior better
unc0rr
parents: 495
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   155
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   156
    cKeyMaxIndex = 1023;
4
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parents: 2
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   157
3737
2ba6ac8a114b reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents: 3734
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   158
    // do not change this value
3668
3f7a95234d8a tap to play piano notes, fix for audio and pause glitch
koda
parents: 3667
diff changeset
   159
    cDefaultZoomLevel = 2.0;
3737
2ba6ac8a114b reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents: 3734
diff changeset
   160
5550
50650032c251 Zoom and moving the camera now works with SDL_FINGER* events
Xeli
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diff changeset
   161
{$IFDEF MOBILE}
3638
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koda
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   162
    cMaxZoomLevel = 0.5;
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
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   163
    cMinZoomLevel = 3.5;
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koda
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   164
    cZoomDelta = 0.20;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
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   165
{$ELSE}
3638
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koda
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   166
    cMaxZoomLevel = 1.0;
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koda
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   167
    cMinZoomLevel = 3.0;
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koda
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   168
    cZoomDelta = 0.25;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
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   169
{$ENDIF}
97
e7c1df9cce2c - make the game be run from ${PREFIX}/bin with data in ${PREFIX}/share/hedgewars/Data
unc0rr
parents: 95
diff changeset
   170
5550
50650032c251 Zoom and moving the camera now works with SDL_FINGER* events
Xeli
parents: 5441
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   171
    cMinMaxZoomLevelDelta = cMaxZoomLevel - cMinZoomLevel;
50650032c251 Zoom and moving the camera now works with SDL_FINGER* events
Xeli
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   172
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   173
    cSendEmptyPacketTime = 1000;
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   174
    trigTurns = $80000001;
2630
079ef82eac75 revamped file access and debug display
koda
parents: 2619
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   175
3743
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nemo
parents: 3737
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   176
    gfAny                = $FFFFFFFF;
4000
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
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   177
    gfOneClanMode        = $00000001;           // used in trainings
3999
411e71912f4c restore king mode
koda
parents: 3991
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   178
    gfMultiWeapon        = $00000002;           // used in trainings
3743
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nemo
parents: 3737
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   179
    gfSolidLand          = $00000004;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
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   180
    gfBorder             = $00000008;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   181
    gfDivideTeams        = $00000010;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
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   182
    gfLowGravity         = $00000020;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
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   183
    gfLaserSight         = $00000040;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   184
    gfInvulnerable       = $00000080;
4099
af612377fcba health reset mode ftw (replaces gfmines)
koda
parents: 4042
diff changeset
   185
    gfResetHealth        = $00000100;
3743
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   186
    gfVampiric           = $00000200;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
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   187
    gfKarma              = $00000400;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
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   188
    gfArtillery          = $00000800;
4000
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
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   189
    gfForts              = $00001000;
3743
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nemo
parents: 3737
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   190
    gfRandomOrder        = $00002000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
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   191
    gfKing               = $00004000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   192
    gfPlaceHog           = $00008000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
diff changeset
   193
    gfSharedAmmo         = $00010000;
234ce4da76d4 Flag for AI survival mode
nemo
parents: 3737
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   194
    gfDisableGirders     = $00020000;
4000
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
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   195
    gfDisableLandObjects = $00040000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   196
    gfAISurvival         = $00080000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   197
    gfInfAttack          = $00100000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
parents: 3999
diff changeset
   198
    gfResetWeps          = $00200000;
ddc4a09889e7 engine: reorder GameFlags and update files, frontend and other stuff
koda
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   199
    gfPerHogAmmo         = $00400000;
4776
ab956d4647a4 set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
sheepluva
parents: 4406
diff changeset
   200
    gfDisableWind        = $00800000;
4272
cf18de7ea3d4 engine side of a more wind patch. no frontend hook. just want to check it in to pull it from another machine
nemo
parents: 4246
diff changeset
   201
    gfMoreWind           = $01000000;
5016
9347d82a26cc added game mode Tag Team, mostly untested, please test :)
Henek
parents: 4976
diff changeset
   202
    gfTagTeam            = $02000000;
5717
6d513913b7a9 Add option for a bottom border. Needs testing.
nemo
parents: 5441
diff changeset
   203
    gfBottomBorder       = $04000000;
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   204
    // NOTE: When adding new game flags, ask yourself
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   205
    // if a "game start notice" would be useful. If so,
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   206
    // add one in uWorld.pas - look for "AddGoal".
4
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   207
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   208
    gstDrowning       = $00000001;
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   209
    gstHHDriven       = $00000002;
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   210
    gstMoving         = $00000004;
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   211
    gstAttacked       = $00000008;
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   212
    gstAttacking      = $00000010;
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   213
    gstCollision      = $00000020;
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   214
    gstHHChooseTarget = $00000040;
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   215
    gstHHJumping      = $00000100;
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   216
    gsttmpFlag        = $00000200;
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   217
    gstHHThinking     = $00000800;
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   218
    gstNoDamage       = $00001000;
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   219
    gstHHHJump        = $00002000;
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   220
    gstAnimation      = $00004000;
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   221
    gstHHDeath        = $00008000;
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   222
    gstWinner         = $00010000;  // this, along with gstLoser, is good for indicating hedgies know they screwed up
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   223
    gstWait           = $00020000;
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   224
    gstNotKickable    = $00040000;
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   225
    gstLoser          = $00080000;
3310
e6e9b811d32f Engine:
smxx
parents: 3287
diff changeset
   226
    gstHHGone         = $00100000;
5348
0bc81de36e08 Don't draw snow flakes spawned in land, introduce gstInvisible flag
unc0rr
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   227
    gstInvisible      = $00200000;
4
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diff changeset
   228
3894
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smaxx
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   229
    gmLeft   = $00000001;
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   230
    gmRight  = $00000002;
9abce5468583 Engine:
smaxx
parents: 3875
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   231
    gmUp     = $00000004;
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parents: 3875
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   232
    gmDown   = $00000008;
9abce5468583 Engine:
smaxx
parents: 3875
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   233
    gmSwitch = $00000010;
9abce5468583 Engine:
smaxx
parents: 3875
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   234
    gmAttack = $00000020;
9abce5468583 Engine:
smaxx
parents: 3875
diff changeset
   235
    gmLJump  = $00000040;
9abce5468583 Engine:
smaxx
parents: 3875
diff changeset
   236
    gmHJump  = $00000080;
9abce5468583 Engine:
smaxx
parents: 3875
diff changeset
   237
    gmDestroy= $00000100;
9abce5468583 Engine:
smaxx
parents: 3875
diff changeset
   238
    gmSlot   = $00000200; // with param
9abce5468583 Engine:
smaxx
parents: 3875
diff changeset
   239
    gmWeapon = $00000400; // with param
9abce5468583 Engine:
smaxx
parents: 3875
diff changeset
   240
    gmTimer  = $00000800; // with param
9abce5468583 Engine:
smaxx
parents: 3875
diff changeset
   241
    gmAnimate= $00001000; // with param
9abce5468583 Engine:
smaxx
parents: 3875
diff changeset
   242
    gmPrecise= $00002000;
9abce5468583 Engine:
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parents: 3875
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   243
    gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 2
diff changeset
   244
3485
ab91c56a9050 Engine (Henek):
smxx
parents: 3483
diff changeset
   245
    cMaxSlotIndex       = 9;
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   246
    cMaxSlotAmmoIndex   = 5;
4
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unc0rr
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diff changeset
   247
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   248
    ammoprop_Timerable    = $00000001;
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   249
    ammoprop_Power        = $00000002;
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   250
    ammoprop_NeedTarget   = $00000004;
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unc0rr
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   251
    ammoprop_ForwMsgs     = $00000008;
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   252
    ammoprop_AttackInMove = $00000010;
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unc0rr
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   253
    ammoprop_NoCrosshair  = $00000040;
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unc0rr
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diff changeset
   254
    ammoprop_AttackingPut = $00000080;
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unc0rr
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diff changeset
   255
    ammoprop_DontHold     = $00000100;
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unc0rr
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diff changeset
   256
    ammoprop_AltAttack    = $00000200;
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diff changeset
   257
    ammoprop_AltUse       = $00000400;
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unc0rr
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diff changeset
   258
    ammoprop_NotBorder    = $00000800;
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unc0rr
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   259
    ammoprop_Utility      = $00001000;
3037
ab6e949eb5cb Rename current things called utilities to Effects (since they impact game state / flags w/o using a gear) and add a bunch of things that don't cause damage and are just used to move to Utility crate.
nemo
parents: 3032
diff changeset
   260
    ammoprop_Effect       = $00002000;
5316
191cd6c06203 Allow control of grenade bounce. Not sure if this is a good idea, but has been requested a lot, so...
nemo
parents: 5313
diff changeset
   261
    ammoprop_SetBounce    = $00004000;
4828
4ed71ae56b05 Fix formatting
unc0rr
parents: 4809
diff changeset
   262
    ammoprop_NoRoundEnd   = $10000000;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3689
diff changeset
   263
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unc0rr
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   264
    AMMO_INFINITE = 100;
4
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unc0rr
parents: 2
diff changeset
   265
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   266
    EXPLAllDamageInRadius = $00000001;
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   267
    EXPLAutoSound         = $00000002;
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   268
    EXPLNoDamage          = $00000004;
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   269
    EXPLDoNotTouchHH      = $00000008;
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   270
    EXPLDontDraw          = $00000010;
3004
e9b3613cc3fb Engine:
smxx
parents: 2989
diff changeset
   271
    EXPLNoGfx             = $00000020;
3383
45a73be4d8c1 Fixed broken whitespace
mbait
parents: 3382
diff changeset
   272
    EXPLPoisoned          = $00000040;
3712
de2026031833 Engine:
smaxx
parents: 3710
diff changeset
   273
    EXPLDoNotTouchAny     = $00000080;
42
72ffe21f027c - Fixed console behavior
unc0rr
parents: 39
diff changeset
   274
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   275
    posCaseAmmo    = $00000001;
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unc0rr
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diff changeset
   276
    posCaseHealth  = $00000002;
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unc0rr
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diff changeset
   277
    posCaseUtility = $00000004;
5313
5e18eaef65d0 now scripts can create unique crates: dummy (empty) crates and booby traps. scripts can also set health crate values
Henek
parents: 5016
diff changeset
   278
    posCaseDummy   = $00000008;
5343
ff7ecf483759 fake crates now with complementary poison
Henek
parents: 5316
diff changeset
   279
    posCaseExplode = $00000010;
ff7ecf483759 fake crates now with complementary poison
Henek
parents: 5316
diff changeset
   280
    posCasePoison  = $00000020;
4
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unc0rr
parents: 2
diff changeset
   281
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unc0rr
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   282
    NoPointX = Low(LongInt);
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   283
    cTargetPointRef : TPoint = (X: NoPointX; Y: 0);
4
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unc0rr
parents: 2
diff changeset
   284
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unc0rr
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   285
    // hog tag mask
2947
803b277e4894 hate Smaxx (tested)
unc0rr
parents: 2941
diff changeset
   286
    htNone        = $00;
803b277e4894 hate Smaxx (tested)
unc0rr
parents: 2941
diff changeset
   287
    htTeamName    = $01;
803b277e4894 hate Smaxx (tested)
unc0rr
parents: 2941
diff changeset
   288
    htName        = $02;
803b277e4894 hate Smaxx (tested)
unc0rr
parents: 2941
diff changeset
   289
    htHealth      = $04;
803b277e4894 hate Smaxx (tested)
unc0rr
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diff changeset
   290
    htTransparent = $08;
3697
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koda
parents: 3689
diff changeset
   291
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6609
diff changeset
   292
{$IFDEF MOBILE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6609
diff changeset
   293
    AMSlotSize = 48;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6609
diff changeset
   294
    AMTITLE = 30;
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{$ELSE}
6609
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    AMSlotSize = 33;
6622
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{$ENDIF}
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    AMSlotPadding = (AMSlotSize - 32) shr 1;
4
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implementation
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
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3145
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end.