author | Wuzzy <Wuzzy2@mail.ru> |
Tue, 07 Aug 2018 01:31:50 +0200 | |
changeset 13625 | 211a37eb6a29 |
parent 13623 | edffc9b7ad58 |
child 13646 | 007813b81f1b |
permissions | -rw-r--r-- |
4 | 1 |
(* |
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* Hedgewars, a free turn based strategy game |
11046 | 3 |
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
183 | 5 |
* 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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* |
183 | 14 |
* 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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10108
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update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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*) |
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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"} |
2671
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smaller patches, one missing Sky-lowres, IMG_Init and Mix_Init (might require newer libraries), updates to SDL bindings, code cleanup, new compile flags
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|
3709 | 28 |
const |
11841 | 29 |
HDPIScaleFactor = 1; |
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30 |
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// application return codes |
13623
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Wuzzy <Wuzzy2@mail.ru>
parents:
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32 |
HaltNoError = 0; // Hedgewars quits normally |
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|
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// error codes are placed in range 50-99 because that way then don't overlap with run-time errors of pascal |
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// see https://www.freepascal.org/docs-html/user/userap4.html |
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HaltUsageError = 51; // Hedgewars was invoked incorrectly (e.g. bad command-line parameter) |
edffc9b7ad58
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HaltFatalError = 52; // Fatal internal error. See logs for more. Also reports error to frontend |
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HaltStartupError = 53; // Failure loading critical resources |
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HaltFatalErrorNoIPC = 54; // Fatal internal error, IPC socket is not available |
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HaltVideoRec = 55; // Failure while video recording |
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// for automatic tests |
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HaltTestSuccess = 0; // Test result: success |
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HaltTestFailed = 60; // Test result: failed |
edffc9b7ad58
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HaltTestLuaError = 61; // Lua runtime error |
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HaltTestUnexpected = 62; // Unexpected error |
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// maximum ScreenFadeValue |
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sfMax = 1000; |
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// log 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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errmsgLuaTestTerm = 'WARNING: Lua test terminated before the test was properly finished with EndLuaTest()!'; |
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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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// camera movement multipliers |
69 |
cameraKeyboardSpeed : ShortInt = 10; |
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70 |
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// color constants |
9311
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72 |
cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; a:$FF); |
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73 |
cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; a:$FF); |
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cWhiteColor : Longword = $FFFFFFFF; // white |
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cYellowColor : Longword = $FFFFFF00; // yellow |
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cNearBlackColor : Longword = $FF000010; // nearly black |
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{$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} |
621 | 83 |
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3594
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turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
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84 |
// reducedquality flags |
aeca3d8f1b29
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85 |
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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turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
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88 |
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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4809
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rearrange quality flags a little, disable snow rendering on rqLowRes
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rqAntiBoom = $00000020; // no fancy explosion effects |
3594
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koda
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rqKillFlakes = $00000040; // no flakes |
aeca3d8f1b29
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koda
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rqSlowMenu = $00000080; // ammomenu appears with no animation |
aeca3d8f1b29
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koda
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94 |
rqPlainSplash = $00000100; // no droplets |
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rqClampLess = $00000200; // don't clamp textures |
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rqTooltipsOff = $00000400; // tooltips are not drawn |
3670
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use llvm to compile, don't preview map on wimpier devices, merge vsync, fix iphone launch image
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rqDesyncVBlank= $00000800; // don't sync on vblank |
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// image flags (for LoadImage()) |
12598 | 100 |
// TODO: discuss whether ifAlpha and ifColorKey are actually needed and if and where we want to support which colorkeys |
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ifNone = $00000000; // nothing special |
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ifAlpha = $00000001; // use alpha channel (unused right now?) |
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103 |
ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
12598 | 104 |
ifColorKey = $00000004; // image uses transparent pixels (color keying) |
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105 |
ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL) |
74 | 106 |
|
3491 | 107 |
// texture priority (allows OpenGL to keep frequently used textures in video memory more easily) |
3594
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koda
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108 |
tpLowest = 0.00; |
3491 | 109 |
tpLow = 0.25; |
110 |
tpMedium = 0.50; |
|
111 |
tpHigh = 0.75; |
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koda
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112 |
tpHighest = 1.00; |
3491 | 113 |
|
3509
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Make land types flagged (to allow stacking future attributes such as indestructible ice, but also for a damaged flag)
nemo
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114 |
// To allow these to layer, going to treat them as masks. The bottom byte is reserved for objects |
3524
8d0783d2a0ff
This reduces CheckLand ~5.5% on average over prior making the overall reduction ~77.4% instead of ~81.9%. It does skip centre pixel in odd w/h, but that really shouldn't matter much in this case. Can alter if any objects are noticeably off.
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115 |
// TODO - set lfBasic for all solid land, ensure all uses of the flags can handle multiple flag bits |
6081
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Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
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116 |
// lfObject and lfBasic are only to be different *graphically* in all other ways they should be treated the same |
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parents:
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117 |
lfBasic = $8000; // normal destructible terrain (mask.png: black) |
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parents:
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118 |
lfIndestructible = $4000; // indestructible terrain (mask.png: red) |
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parents:
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119 |
lfObject = $2000; // destructible terrain, land object (mask.png: white) |
6081
537bbd5c1a62
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
nemo
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120 |
lfDamaged = $1000; // |
13623
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121 |
lfIce = $0800; // icy terrain (mask.png: blue) |
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122 |
lfBouncy = $0400; // bouncy terrain (mask.png: green) |
8751
4609823efc94
More flagging of Land values. Also use less than for tests of non-terrain, instead of "and $FF00 = 0". Saves a couple of ops, which actually matters a small amount in a few places.
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123 |
lfLandMask = $FF00; // upper byte is used for terrain, not objects. |
64 | 124 |
|
13468
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Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
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125 |
lfCurHogCrate = $0080; // CurrentHedgehog, and crates, for convenience of AI. Since an active hog would instantly collect the crate, this does not impact playj |
f1d349a52bc7
Refactor: lfCurrentHog→lfCurHogCrate, lfNotCurrentMask→lfNotCurHogCrate
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126 |
lfNotCurHogCrate = $FF7F; // inverse of above. frequently used |
11594
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
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127 |
lfObjMask = $007F; // lower 7 bits used for hogs and explosives and mines |
8744 | 128 |
lfNotObjMask = $FF80; // inverse of above. |
11594
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents:
11058
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129 |
|
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents:
11058
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130 |
// breaking up hogs would makes it easier to differentiate |
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents:
11058
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changeset
|
131 |
// colliding with a hog from colliding with other things |
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents:
11058
diff
changeset
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132 |
// if overlapping hogs are less common than objects, the division can be altered. |
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents:
11058
diff
changeset
|
133 |
// 3 bits for objects, 4 for hogs, that is, overlap 7 barrels/mines before possible dents, and 15 hogs. |
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents:
11058
diff
changeset
|
134 |
lfHHMask = $000F; // lower 4 bits used only for hogs |
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents:
11058
diff
changeset
|
135 |
lfNotHHObjMask = $0070; // next 3 bits used for non-hog things |
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents:
11058
diff
changeset
|
136 |
lfNotHHObjShift = 4; |
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents:
11058
diff
changeset
|
137 |
lfNotHHObjSize = lfNotHHObjMask shr lfNotHHObjShift; |
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
parents:
11058
diff
changeset
|
138 |
|
10015 | 139 |
// lower byte is for objects. |
140 |
// consists of 0-127 counted for object checkins and $80 as a bit flag for current hog. |
|
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141 |
lfAllObjMask = $00FF; // lfCurHogCrate or lfObjMask |
8751
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142 |
|
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143 |
lfAll = $FFFF; // everything |
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144 |
|
8744 | 145 |
|
11594
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
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146 |
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147 |
cMaxPower = 1500; // maximum power value for ammo that powers up |
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148 |
cMaxAngle = 2048; // maximum positive value for Gear angle |
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149 |
cPowerDivisor = 1500; |
2699
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150 |
|
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151 |
MAXNAMELEN = 192; |
4396
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After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
nemo
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152 |
MAXROPEPOINTS = 3840; |
3697 | 153 |
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154 |
{$IFNDEF PAS2C} |
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155 |
// some opengl headers do not have these macros |
3493 | 156 |
GL_BGR = $80E0; |
157 |
GL_BGRA = $80E1; |
|
158 |
GL_CLAMP_TO_EDGE = $812F; |
|
159 |
GL_TEXTURE_PRIORITY = $8066; |
|
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160 |
{$ENDIF} |
3697 | 161 |
|
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162 |
cVisibleWater : LongInt = 128; |
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163 |
cTeamHealthWidth : LongInt = 128; |
2163
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koda's patch fixing some iphone port troubles (color, mouse)
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164 |
|
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165 |
cifRandomize = $00000001; |
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166 |
cifTheme = $00000002; |
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167 |
cifMap = $00000002; // either theme or map (or map+theme) |
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168 |
cifAllInited = cifRandomize or cifTheme or cifMap; |
55
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Send run parameters by cmd line, game parameters by IPC... breaks network game
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169 |
|
5441
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Add grayscale option for 3d, helps with colour clashing
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170 |
RGB_LUMINANCE_RED = 0.212671; |
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171 |
RGB_LUMINANCE_GREEN = 0.715160; |
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172 |
RGB_LUMINANCE_BLUE = 0.072169; |
4 | 173 |
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174 |
// hedgehog info |
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175 |
cMaxTeams = 8; // maximum number of teams |
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176 |
cMaxHHIndex = 7; // maximum hedgehog index (counting starts at 0) |
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177 |
cMaxHHs = cMaxTeams * (cMaxHHIndex+1); // maximum number of hogs |
4 | 178 |
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179 |
cClanColors = 9; // number of possible clan colors |
13587
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180 |
|
10499 | 181 |
cMaxEdgePoints = 32768; |
22 | 182 |
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183 |
cHHRadius = 9; // hedgehog radius |
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184 |
cHHStepTicks = 29; |
509 | 185 |
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186 |
cMaxHogHealth : LongInt = High(LongInt) div (cMaxHHIndex+1); // maximum hedgehog health |
13602
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187 |
|
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188 |
// Z levels |
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189 |
cHHZ = 1000; |
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190 |
cCurrHHZ = Succ(cHHZ); |
4 | 191 |
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192 |
// some gear constants |
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193 |
cBarrelHealth = 60; // initial barrel health |
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194 |
cShotgunRadius = 22; // radius of land a shotgun shot destroys |
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195 |
cBlowTorchC = 6; // blow torch gear radius component (added to cHHRadius to get the full radius) |
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196 |
cakeDmg = 75; // default cake damage |
509 | 197 |
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198 |
// key stuff |
8026
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|
199 |
cKeyMaxIndex = 1600; |
7191
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first attempt at implementing support for keys with modifiers
Xeli
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200 |
cKbdMaxIndex = 65536;//need more room for the modifier keys |
6917 | 201 |
|
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202 |
// font stuff |
11841 | 203 |
cFontBorder = 2 * HDPIScaleFactor; |
204 |
cFontPadding = 2 * HDPIScaleFactor; |
|
4 | 205 |
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206 |
cDefaultBuildMaxDist = 256; // default max. building distance with girder/rubber |
11058
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sheepluva
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|
207 |
|
3737
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|
208 |
// do not change this value |
3668
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koda
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|
209 |
cDefaultZoomLevel = 2.0; |
3737
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210 |
|
7996 | 211 |
// game flags |
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|
212 |
gfAny = $FFFFFFFF; // mask for all possible gameflags |
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|
213 |
gfOneClanMode = $00000001; // Game does not end if there's only one clan in play. For missions |
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|
214 |
gfMultiWeapon = $00000002; // Enter multishoot mode after attack with infinite shots. For target practice |
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|
215 |
gfSolidLand = $00000004; // (almost) indestrutible land |
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|
216 |
gfBorder = $00000008; // border at top, left and right |
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|
217 |
gfDivideTeams = $00000010; // each clan spawns their hogs on own side of terrain |
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|
218 |
gfLowGravity = $00000020; // low gravity |
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|
219 |
gfLaserSight = $00000040; // laser sight for all |
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|
220 |
gfInvulnerable = $00000080; // invulerable for all |
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|
221 |
gfResetHealth = $00000100; // heal hogs health up to InitialHealth each turn |
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|
222 |
gfVampiric = $00000200; // vampirism for all |
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|
223 |
gfKarma = $00000400; // receive damage you deal |
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|
224 |
gfArtillery = $00000800; // hogs can't walk |
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225 |
gfSwitchHog = $00001000; // free switch hog at turn start |
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226 |
gfRandomOrder = $00002000; // hogs play in random order |
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227 |
gfKing = $00004000; // King Mode |
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|
228 |
gfPlaceHog = $00008000; // place all hogs at game start |
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|
229 |
gfSharedAmmo = $00010000; // ammo is shared per-clan |
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|
230 |
gfDisableGirders = $00020000; // disable land girders |
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|
231 |
gfDisableLandObjects = $00040000; // disable land objects |
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|
232 |
gfAISurvival = $00080000; // AI is revived |
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|
233 |
gfInfAttack = $00100000; // infinite attack |
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|
234 |
gfResetWeps = $00200000; // reset weapons each turn |
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|
235 |
gfPerHogAmmo = $00400000; // each hog has its own ammo |
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|
236 |
gfDisableWind = $00800000; // don't automatically change wind |
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|
237 |
gfMoreWind = $01000000; // wind influences most gears |
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|
238 |
gfTagTeam = $02000000; // hogs of same clan share their turn time |
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|
239 |
gfBottomBorder = $04000000; // border at bottom |
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|
240 |
gfShoppaBorder = $08000000; // Surround terrain with fancy "security border". Pure eye candy |
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|
241 |
// NOTE: When adding new game flags, ask yourself |
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|
242 |
// if a "game start notice" would be useful. If so, |
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|
243 |
// add one in uWorld.pas - look for "AddGoal". |
4 | 244 |
|
7996 | 245 |
// gear states |
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|
246 |
gstDrowning = $00000001; // drowning |
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|
247 |
gstHHDriven = $00000002; // hog is controlled by current player |
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248 |
gstMoving = $00000004; // moving |
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249 |
gstAttacked = $00000008; // after attack |
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250 |
gstAttacking = $00000010; // while attacking |
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251 |
gstCollision = $00000020; // it has *just* collided |
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252 |
gstChooseTarget = $00000040; // choosing target |
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253 |
gstHHJumping = $00000100; // hog is doing long jump |
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|
254 |
gsttmpFlag = $00000200; // temporary wildcard flag, use it for anything you want |
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255 |
gstHHThinking = $00000800; // AI hog is thinking |
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|
256 |
gstNoDamage = $00001000; // gear is immune to damage |
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257 |
gstHHHJump = $00002000; // hog is doing high jump |
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|
258 |
gstAnimation = $00004000; // hog is playing an animation |
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|
259 |
gstHHDeath = $00008000; // hog is dying |
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260 |
gstWinner = $00010000; // indicates if hog did well |
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261 |
gstWait = $00020000; |
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|
262 |
gstNotKickable = $00040000; // gear cannot be pushed by forces |
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|
263 |
gstLoser = $00080000; // indicates if hog screwed up |
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264 |
gstHHGone = $00100000; // hog is gone (teamgone event) |
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265 |
gstInvisible = $00200000; // invisible |
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|
266 |
gstSubmersible = $00400000; // can survive in water |
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|
267 |
gstFrozen = $00800000; // frozen |
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268 |
gstNoGravity = $01000000; // ignores gravity |
4 | 269 |
|
7996 | 270 |
// gear messages |
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|
271 |
gmLeft = $00000001; // left |
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|
272 |
gmRight = $00000002; // right |
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273 |
gmUp = $00000004; // up |
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|
274 |
gmDown = $00000008; // down |
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|
275 |
gmSwitch = $00000010; // switch hedgehog |
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|
276 |
gmAttack = $00000020; // attack |
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|
277 |
gmLJump = $00000040; // long jump |
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|
278 |
gmHJump = $00000080; // high jump |
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|
279 |
gmDestroy = $00000100; // request to self-destruct |
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|
280 |
gmSlot = $00000200; // slot key; with param |
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|
281 |
gmWeapon = $00000400; // direct weapon selection (SetWeapon); with param |
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|
282 |
gmTimer = $00000800; // set timer; with param |
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|
283 |
gmAnimate = $00001000; // start animation; with param |
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284 |
gmPrecise = $00002000; // precise aim |
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285 |
|
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286 |
// gmAddToList and gmRemoveFromList are used when changing order of gears in the gear list. They are used together when changing a gear's Z (drawing order) |
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287 |
gmRemoveFromList = $00004000; // remove gear from gear list |
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|
288 |
gmAddToList = $00008000; // add gear to gear list |
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289 |
|
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290 |
gmDelete = $00010000; // delete gear |
3894 | 291 |
gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise; |
4 | 292 |
|
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293 |
// ammo slots |
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|
294 |
cMaxSlotIndex = 10; // maximum slot index (including hidden slot) (row in ammo menu) |
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|
295 |
cHiddenSlotIndex = cMaxSlotIndex; // slot for hidden ammo types, not visible and has no key |
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296 |
cMaxSlotAmmoIndex = 6; // maximum index for ammos per slot (column in ammo menu) |
8330 | 297 |
|
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298 |
// AI hints to be set for any gear |
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299 |
aihUsualProcessing = $00000000; // treat gear as usual |
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|
300 |
aihDoesntMatter = $00000001; // ignore gear in attack calculations and don't intentionally attack it |
8330 | 301 |
|
7996 | 302 |
// ammo properties |
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|
303 |
ammoprop_Timerable = $00000001; // can set timer |
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|
304 |
ammoprop_Power = $00000002; // can power up fire strength |
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|
305 |
ammoprop_NeedTarget = $00000004; // must select target |
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|
306 |
ammoprop_ForwMsgs = $00000008; // received gear messages are forwarded to the spawned gear |
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|
307 |
ammoprop_AttackInMove = $00000010; // can attack while moving / in mid-air |
9573 | 308 |
ammoprop_DoesntStopTimerWhileAttacking |
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|
309 |
= $00000020; // doesn't stop timer while attacker is attacking |
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|
310 |
ammoprop_NoCrosshair = $00000040; // no crosshair rendered |
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|
311 |
ammoprop_AttackingPut = $00000080; // selecting a target is considered an attack |
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|
312 |
ammoprop_DontHold = $00000100; // don't keep ammo selected in next turn |
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313 |
ammoprop_AltAttack = $00000200; // ammo can equip alternate ammo (ammoprop_AltUse) |
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314 |
ammoprop_AltUse = $00000400; // ammo can be equipped by an ammo with ammoprop_AltAttack |
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|
315 |
ammoprop_NotBorder = $00000800; // ammo is not available if map has border |
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|
316 |
ammoprop_Utility = $00001000; // ammo is considered an utility instead of a weapon |
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317 |
ammoprop_Effect = $00002000; // ammo is considered an effect like extra time or vampirism |
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|
318 |
ammoprop_SetBounce = $00004000; // can set bounciness |
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|
319 |
ammoprop_NeedUpDown = $00008000; // used by TouchInterface to show or hide up/down widgets |
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320 |
ammoprop_OscAim = $00010000; // oscillating aim |
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|
321 |
ammoprop_NoMoveAfter = $00020000; // can't move after attacking |
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|
322 |
ammoprop_Track = $00040000; // ammo follows the landscape, used by AI |
9573 | 323 |
ammoprop_DoesntStopTimerInMultiShoot |
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324 |
= $00080000; // doesn't stop timer after entering multi-shoot mode |
11920
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Add ammoprop for blowtorch and pickhammer for not stopping timer in inf attack
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|
325 |
ammoprop_DoesntStopTimerWhileAttackingInInfAttackMode |
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|
326 |
= $00100000; // doesn't stop timer while Attacking gear msg is set and inf. attack mode is on |
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327 |
ammoprop_ForceTurnEnd = $00200000; // always ends turn after usage, ignoring inf. attack |
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|
328 |
ammoprop_NoTargetAfter= $00400000; // disable target selection after attack |
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329 |
ammoprop_NoRoundEnd = $10000000; // ammo doesn't end turn |
3697 | 330 |
|
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331 |
AMMO_INFINITE = 100; // internal representation of infinite ammo count |
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|
332 |
AMMO_FINITE_MAX = 99; // maximum possible finite ammo count |
4 | 333 |
|
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|
334 |
JETPACK_FUEL_INFINITE : LongInt = Low(LongInt); // internal representation of infinite jetpack fuel |
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|
335 |
BIRDY_ENERGY_INFINITE : LongInt = Low(LongInt); // as above, but for Birdy |
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|
336 |
|
13538
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|
337 |
// Special msgParam value used internally for invalid/non-existing value |
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|
338 |
// Must not be sent over the network! |
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|
339 |
MSGPARAM_INVALID = High(LongWord); |
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|
340 |
|
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|
341 |
// raw probability values for crate drops |
13459
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|
342 |
probabilityLevels: array [0..8] of LongWord = (0,20,30,60,100,200,400,600,800); |
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|
343 |
|
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|
344 |
// raw bounciness values for each of the player-selectable bounciness levels |
13537
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|
345 |
defaultBounciness = 1000; |
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|
346 |
bouncinessLevels: array [0..4] of LongWord = (350, 700, defaultBounciness, 2000, 4000); |
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|
347 |
|
7996 | 348 |
// explosion flags |
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|
349 |
// By default, an explosion removes land, damages and pushes gears, |
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|
350 |
// spawns an explosion animation and plays no sound. |
6765 | 351 |
//EXPLAllDamageInRadius = $00000001; Completely unused for ages |
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|
352 |
EXPLAutoSound = $00000002; // enable sound (if appropriate) |
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|
353 |
EXPLNoDamage = $00000004; // don't damage gears |
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|
354 |
EXPLDoNotTouchHH = $00000008; // don't push hogs |
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|
355 |
EXPLDontDraw = $00000010; // don't remove land |
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|
356 |
EXPLNoGfx = $00000020; // don't spawn visual effects |
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|
357 |
EXPLPoisoned = $00000040; // poison hogs in effect radius |
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|
358 |
EXPLDoNotTouchAny = $00000080; // don't push anything |
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|
359 |
EXPLForceDraw = $00000100; // remove land even with gfSolidLand |
42 | 360 |
|
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|
361 |
// Pos flags for gtCase |
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changeset
|
362 |
posCaseAmmo = $00000001; // ammo crate |
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|
363 |
posCaseHealth = $00000002; // health crate |
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|
364 |
posCaseUtility = $00000004; // utility crate |
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|
365 |
posCaseDummy = $00000008; // dummy crate |
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|
366 |
posCaseExplode = $00000010; // crate explodes when touched |
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|
367 |
posCasePoison = $00000020; // crate poisons hog when touched |
4 | 368 |
|
10506 | 369 |
cCaseHealthRadius = 14; |
370 |
||
9249 | 371 |
// hog tag mask |
372 |
//htNone = $00; |
|
373 |
htTeamName = $01; |
|
374 |
htName = $02; |
|
375 |
htHealth = $04; |
|
376 |
htTransparent = $08; |
|
377 |
||
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|
378 |
NoPointX = Low(LongInt); // special value for CursorX/CursorY if cursor's disabled |
9521
8054d9d775fd
merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
koda
diff
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|
379 |
cTargetPointRef : TPoint = (x: NoPointX; y: 0); |
4 | 380 |
|
8204 | 381 |
kSystemSoundID_Vibrate = $00000FFF; |
382 |
||
10354 | 383 |
cMinPlayWidth = 200; |
10661 | 384 |
cWorldEdgeDist = 200; |
10354 | 385 |
|
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|
386 |
cMaxLaserSightWraps = 1; // maximum number of world wraps of laser sight |
13578
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Make laser sight work properly through wrap world edge
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|
387 |
|
4 | 388 |
implementation |
2716
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complete the replacement of init/free wrappers for every unit
koda
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|
389 |
|
3145 | 390 |
end. |