author | Wuzzy <almikes@aol.com> |
Wed, 11 Oct 2017 01:23:38 +0200 | |
changeset 12693 | e095ed002652 |
parent 12692 | ebb32d3021a5 |
child 12713 | 5ef6780b1c05 |
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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* |
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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 |
|
10108
c68cf030eded
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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{$INCLUDE "options.inc"} |
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fix a segfault in the iphone simulator by moving options.inc at the beginning of the file
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unit uConsts; |
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interface |
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1906 | 23 |
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4361 | 24 |
uses SDLh, uFloat, GLunit; |
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{$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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27 |
|
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const |
11841 | 29 |
HDPIScaleFactor = 1; |
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// application return codes |
10307
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do not get stuck on "in game..." page just because of game crash. output a message instead. could still need some tweaking, but a man gotta sleep. and sheep too...
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HaltNoError = 0; |
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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; |
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37 |
HaltFatalError = 52; |
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HaltStartupError = 53; |
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HaltFatalErrorNoIPC = 54; |
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// for automatic tests |
|
10307
e13d3147f15b
do not get stuck on "in game..." page just because of game crash. output a message instead. could still need some tweaking, but a man gotta sleep. and sheep too...
sheepluva
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HaltTestSuccess = 0; |
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HaltTestFailed = 60; |
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HaltTestLuaError = 61; |
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HaltTestUnexpected = 62; |
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sfMax = 1000; |
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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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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 |
67 |
cameraKeyboardSpeed : ShortInt = 10; |
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68 |
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// color constants |
9311
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engine uses final (?) SDL 2 APIs, new events and types added. Touch input broke by the way, and system events should be handled differently
koda
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cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; a:$FF); |
5baf10a52f43
engine uses final (?) SDL 2 APIs, new events and types added. Touch input broke by the way, and system events should be handled differently
koda
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71 |
cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; a:$FF); |
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72 |
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cWhiteColor : Longword = $FFFFFFFF; |
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cYellowColor : Longword = $FFFFFF00; |
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cNearBlackColor : Longword = $FF000010; |
2376 | 76 |
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{$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 | 81 |
|
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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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82 |
// reducedquality flags |
aeca3d8f1b29
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83 |
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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86 |
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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rearrange quality flags a little, disable snow rendering on rqLowRes
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89 |
rqAntiBoom = $00000020; // no fancy explosion effects |
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)
koda
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rqKillFlakes = $00000040; // no flakes |
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
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91 |
rqSlowMenu = $00000080; // ammomenu appears with no animation |
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
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92 |
rqPlainSplash = $00000100; // no droplets |
3611 | 93 |
rqClampLess = $00000200; // don't clamp textures |
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rqTooltipsOff = $00000400; // tooltips are not drawn |
3670
4c673e57f0d7
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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96 |
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// image flags (for LoadImage()) |
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// 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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101 |
ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load) |
12598 | 102 |
ifColorKey = $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) |
74 | 104 |
|
3491 | 105 |
// texture priority (allows OpenGL to keep frequently used textures in video memory more easily) |
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)
koda
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106 |
tpLowest = 0.00; |
3491 | 107 |
tpLow = 0.25; |
108 |
tpMedium = 0.50; |
|
109 |
tpHigh = 0.75; |
|
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)
koda
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110 |
tpHighest = 1.00; |
3491 | 111 |
|
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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112 |
// 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.
nemo
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113 |
// 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.
nemo
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114 |
// lfObject and lfBasic are only to be different *graphically* in all other ways they should be treated the same |
10717
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Tweak to land texturing. Treat any non-lfBasic as edge
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115 |
lfBasic = $8000; // black |
3519 | 116 |
lfIndestructible = $4000; // red |
10717
0810826cdf80
Tweak to land texturing. Treat any non-lfBasic as edge
nemo
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117 |
lfObject = $2000; // white |
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.
nemo
parents:
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118 |
lfDamaged = $1000; // |
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
parents:
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119 |
lfIce = $0800; // blue |
7293
468cf6d561e5
Add green mask for anti-portal areas on custom maps. Flagged as Bouncy since it is intended for that general use. Needs testing.
nemo
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120 |
lfBouncy = $0400; // 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.
nemo
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121 |
lfLandMask = $FF00; // upper byte is used for terrain, not objects. |
64 | 122 |
|
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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123 |
lfCurrentHog = $0080; // CurrentHog. It is also used to flag crates, for convenience of AI. Since an active hog would instantly collect the crate, this does not impact play |
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.
nemo
parents:
8744
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changeset
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124 |
lfNotCurrentMask = $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
parents:
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125 |
lfObjMask = $007F; // lower 7 bits used for hogs and explosives and mines |
8744 | 126 |
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
diff
changeset
|
127 |
|
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
|
128 |
// 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
diff
changeset
|
129 |
// 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
|
130 |
// 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
|
131 |
// 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
|
132 |
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
|
133 |
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
|
134 |
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
|
135 |
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
|
136 |
|
10015 | 137 |
// lower byte is for objects. |
138 |
// consists of 0-127 counted for object checkins and $80 as a bit flag for current hog. |
|
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.
nemo
parents:
8744
diff
changeset
|
139 |
lfAllObjMask = $00FF; // lfCurrentHog or lfObjMask |
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.
nemo
parents:
8744
diff
changeset
|
140 |
|
8744 | 141 |
|
11594
c453620cc6d6
Break up the hog/object collision. Currently is $7F, allowing 128 overlapping objects accurately. Breaking it up into 15 for hogs, 7 for other objects. I'm thinking the overall accuracy should be just fine as far as people noticing even with a ton of overlapping hogs, and this way we can tell the difference between a hog and "something else". For experiment and rope-breaking purposes, make rope pass through hogs.
nemo
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11058
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142 |
|
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143 |
cMaxPower = 1500; |
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144 |
cMaxAngle = 2048; |
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|
145 |
cPowerDivisor = 1500; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
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2697
diff
changeset
|
146 |
|
2948
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|
147 |
MAXNAMELEN = 192; |
4396
3cfd2e15464a
After repeated requests, variable length rope. Intended for the infinite rope folks, but values less than 100 make rope more interesting IMO.
nemo
parents:
4385
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|
148 |
MAXROPEPOINTS = 3840; |
3697 | 149 |
|
6891
ab9843957664
Improve rendering of function types, ranges, and more
unc0rr
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|
150 |
{$IFNDEF PAS2C} |
2948
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151 |
// some opengl headers do not have these macros |
3493 | 152 |
GL_BGR = $80E0; |
153 |
GL_BGRA = $80E1; |
|
154 |
GL_CLAMP_TO_EDGE = $812F; |
|
155 |
GL_TEXTURE_PRIORITY = $8066; |
|
6891
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|
156 |
{$ENDIF} |
3697 | 157 |
|
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158 |
cVisibleWater : LongInt = 128; |
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|
159 |
cTeamHealthWidth : LongInt = 128; |
2163
12730f5e79b9
koda's patch fixing some iphone port troubles (color, mouse)
unc0rr
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2153
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|
160 |
|
2948
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|
161 |
cifRandomize = $00000001; |
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|
162 |
cifTheme = $00000002; |
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163 |
cifMap = $00000002; // either theme or map (or map+theme) |
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|
164 |
cifAllInited = cifRandomize or cifTheme or cifMap; |
55
e09f7c952a40
Send run parameters by cmd line, game parameters by IPC... breaks network game
unc0rr
parents:
53
diff
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|
165 |
|
5441
39962b855540
Add grayscale option for 3d, helps with colour clashing
nemo
parents:
5366
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|
166 |
RGB_LUMINANCE_RED = 0.212671; |
39962b855540
Add grayscale option for 3d, helps with colour clashing
nemo
parents:
5366
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|
167 |
RGB_LUMINANCE_GREEN = 0.715160; |
39962b855540
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nemo
parents:
5366
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|
168 |
RGB_LUMINANCE_BLUE = 0.072169; |
4 | 169 |
|
4406
beb4de0af990
Increase teams to 8 to match the 8 colours, fix issue #108, reenable rope length modifier
nemo
parents:
4396
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|
170 |
cMaxTeams = 8; |
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|
171 |
cMaxHHIndex = 7; |
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|
172 |
cMaxHHs = 48; |
4 | 173 |
|
10499 | 174 |
cMaxEdgePoints = 32768; |
22 | 175 |
|
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|
176 |
cHHRadius = 9; |
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|
177 |
cHHStepTicks = 29; |
509 | 178 |
|
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179 |
cHHZ = 1000; |
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180 |
cCurrHHZ = Succ(cHHZ); |
4 | 181 |
|
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182 |
cBarrelHealth = 60; |
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183 |
cShotgunRadius = 22; |
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184 |
cBlowTorchC = 6; |
7416
2f2f78fc65a3
AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents:
7400
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|
185 |
cakeDmg = 75; |
509 | 186 |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7996
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|
187 |
cKeyMaxIndex = 1600; |
7191
9419294e5f33
first attempt at implementing support for keys with modifiers
Xeli
parents:
6982
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|
188 |
cKbdMaxIndex = 65536;//need more room for the modifier keys |
6917 | 189 |
|
11841 | 190 |
cFontBorder = 2 * HDPIScaleFactor; |
191 |
cFontPadding = 2 * HDPIScaleFactor; |
|
4 | 192 |
|
11058
b91667fd6f20
Lua API: SetMaxBuildDistance([ distInPx ]) -- set to 0 for no limit; call with no param to reset to default
sheepluva
parents:
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|
193 |
cDefaultBuildMaxDist = 256; |
b91667fd6f20
Lua API: SetMaxBuildDistance([ distInPx ]) -- set to 0 for no limit; call with no param to reset to default
sheepluva
parents:
11046
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|
194 |
|
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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|
195 |
// do not change this value |
3668
3f7a95234d8a
tap to play piano notes, fix for audio and pause glitch
koda
parents:
3667
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|
196 |
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
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|
197 |
|
7996 | 198 |
// game flags |
3743 | 199 |
gfAny = $FFFFFFFF; |
4000
ddc4a09889e7
engine: reorder GameFlags and update files, frontend and other stuff
koda
parents:
3999
diff
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|
200 |
gfOneClanMode = $00000001; // used in trainings |
3999 | 201 |
gfMultiWeapon = $00000002; // used in trainings |
3743 | 202 |
gfSolidLand = $00000004; |
203 |
gfBorder = $00000008; |
|
204 |
gfDivideTeams = $00000010; |
|
205 |
gfLowGravity = $00000020; |
|
206 |
gfLaserSight = $00000040; |
|
207 |
gfInvulnerable = $00000080; |
|
4099 | 208 |
gfResetHealth = $00000100; |
3743 | 209 |
gfVampiric = $00000200; |
210 |
gfKarma = $00000400; |
|
211 |
gfArtillery = $00000800; |
|
4000
ddc4a09889e7
engine: reorder GameFlags and update files, frontend and other stuff
koda
parents:
3999
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|
212 |
gfForts = $00001000; |
3743 | 213 |
gfRandomOrder = $00002000; |
214 |
gfKing = $00004000; |
|
215 |
gfPlaceHog = $00008000; |
|
216 |
gfSharedAmmo = $00010000; |
|
217 |
gfDisableGirders = $00020000; |
|
4000
ddc4a09889e7
engine: reorder GameFlags and update files, frontend and other stuff
koda
parents:
3999
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|
218 |
gfDisableLandObjects = $00040000; |
ddc4a09889e7
engine: reorder GameFlags and update files, frontend and other stuff
koda
parents:
3999
diff
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|
219 |
gfAISurvival = $00080000; |
ddc4a09889e7
engine: reorder GameFlags and update files, frontend and other stuff
koda
parents:
3999
diff
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|
220 |
gfInfAttack = $00100000; |
ddc4a09889e7
engine: reorder GameFlags and update files, frontend and other stuff
koda
parents:
3999
diff
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|
221 |
gfResetWeps = $00200000; |
ddc4a09889e7
engine: reorder GameFlags and update files, frontend and other stuff
koda
parents:
3999
diff
changeset
|
222 |
gfPerHogAmmo = $00400000; |
4776
ab956d4647a4
set windspeed to 0 at the very beginning of the game. (fixes DisableWind game modifier)
sheepluva
parents:
4406
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|
223 |
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
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|
224 |
gfMoreWind = $01000000; |
5016
9347d82a26cc
added game mode Tag Team, mostly untested, please test :)
Henek
parents:
4976
diff
changeset
|
225 |
gfTagTeam = $02000000; |
5717 | 226 |
gfBottomBorder = $04000000; |
9387 | 227 |
gfShoppaBorder = $08000000; |
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|
228 |
// NOTE: When adding new game flags, ask yourself |
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|
229 |
// if a "game start notice" would be useful. If so, |
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|
230 |
// add one in uWorld.pas - look for "AddGoal". |
4 | 231 |
|
7996 | 232 |
// gear states |
2948
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|
233 |
gstDrowning = $00000001; |
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|
234 |
gstHHDriven = $00000002; |
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|
235 |
gstMoving = $00000004; |
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|
236 |
gstAttacked = $00000008; |
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|
237 |
gstAttacking = $00000010; |
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|
238 |
gstCollision = $00000020; |
10818
f642a28cab0c
Add placement of airmines in engine outside of hog proximity. Has a bug, only protecting 1st team. Also fix a spelling error and rename gstHHChooseTarget to gstChooseTarget
nemo
parents:
10789
diff
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|
239 |
gstChooseTarget = $00000040; |
2948
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|
240 |
gstHHJumping = $00000100; |
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|
241 |
gsttmpFlag = $00000200; |
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|
242 |
gstHHThinking = $00000800; |
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|
243 |
gstNoDamage = $00001000; |
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|
244 |
gstHHHJump = $00002000; |
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|
245 |
gstAnimation = $00004000; |
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|
246 |
gstHHDeath = $00008000; |
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|
247 |
gstWinner = $00010000; // this, along with gstLoser, is good for indicating hedgies know they screwed up |
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|
248 |
gstWait = $00020000; |
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|
249 |
gstNotKickable = $00040000; |
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|
250 |
gstLoser = $00080000; |
3310 | 251 |
gstHHGone = $00100000; |
5348
0bc81de36e08
Don't draw snow flakes spawned in land, introduce gstInvisible flag
unc0rr
parents:
5316
diff
changeset
|
252 |
gstInvisible = $00200000; |
9026
f6074540bab2
Add gstFrozen state to mines/gears in range on frozen land creation, and set the mines to dud state. gstFrozen does nothing yet. Visually or otherwise.
nemo
parents:
8992
diff
changeset
|
253 |
gstSubmersible = $00400000; |
f6074540bab2
Add gstFrozen state to mines/gears in range on frozen land creation, and set the mines to dud state. gstFrozen does nothing yet. Visually or otherwise.
nemo
parents:
8992
diff
changeset
|
254 |
gstFrozen = $00800000; |
10789
acbf69e2e5cf
experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents:
10717
diff
changeset
|
255 |
gstNoGravity = $01000000; |
4 | 256 |
|
7996 | 257 |
// gear messages |
7400
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
258 |
gmLeft = $00000001; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
259 |
gmRight = $00000002; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
260 |
gmUp = $00000004; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
261 |
gmDown = $00000008; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
262 |
gmSwitch = $00000010; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
263 |
gmAttack = $00000020; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
264 |
gmLJump = $00000040; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
265 |
gmHJump = $00000080; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
266 |
gmDestroy = $00000100; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
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|
267 |
gmSlot = $00000200; // with param |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
268 |
gmWeapon = $00000400; // with param |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
269 |
gmTimer = $00000800; // with param |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
270 |
gmAnimate = $00001000; // with param |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
271 |
gmPrecise = $00002000; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
272 |
|
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
273 |
gmRemoveFromList = $00004000; |
09427dbec1d8
Fix TARDIS, make switcher work w/ the new more stringent check.
nemo
parents:
7293
diff
changeset
|
274 |
gmAddToList = $00008000; |
7517 | 275 |
gmDelete = $00010000; |
3894 | 276 |
gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise; |
4 | 277 |
|
3485 | 278 |
cMaxSlotIndex = 9; |
2948
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|
279 |
cMaxSlotAmmoIndex = 5; |
8330 | 280 |
|
7996 | 281 |
// ai hints |
282 |
aihUsualProcessing = $00000000; |
|
283 |
aihDoesntMatter = $00000001; |
|
8330 | 284 |
|
7996 | 285 |
// ammo properties |
2948
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|
286 |
ammoprop_Timerable = $00000001; |
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|
287 |
ammoprop_Power = $00000002; |
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|
288 |
ammoprop_NeedTarget = $00000004; |
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|
289 |
ammoprop_ForwMsgs = $00000008; |
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parents:
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|
290 |
ammoprop_AttackInMove = $00000010; |
9573 | 291 |
ammoprop_DoesntStopTimerWhileAttacking |
292 |
= $00000020; |
|
2948
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|
293 |
ammoprop_NoCrosshair = $00000040; |
3f21a9dc93d0
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unc0rr
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|
294 |
ammoprop_AttackingPut = $00000080; |
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parents:
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|
295 |
ammoprop_DontHold = $00000100; |
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|
296 |
ammoprop_AltAttack = $00000200; |
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|
297 |
ammoprop_AltUse = $00000400; |
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|
298 |
ammoprop_NotBorder = $00000800; |
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unc0rr
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|
299 |
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
|
300 |
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
|
301 |
ammoprop_SetBounce = $00004000; |
8330 | 302 |
ammoprop_NeedUpDown = $00008000;//Used by TouchInterface to show or hide up/down widgets |
7197
5a9775b97c7e
- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents:
7191
diff
changeset
|
303 |
ammoprop_OscAim = $00010000; |
5a9775b97c7e
- TestSniperRifle ftw (still needs some consts adjustments, because AI seems to love sniper rifle too much)
unc0rr
parents:
7191
diff
changeset
|
304 |
ammoprop_NoMoveAfter = $00020000; |
7416
2f2f78fc65a3
AI uses cake! Known issues: AI could damage itself for no reason, could let cake go looping in a hole with exit closed by AI hog.
unc0rr
parents:
7400
diff
changeset
|
305 |
ammoprop_Track = $00040000; |
9573 | 306 |
ammoprop_DoesntStopTimerInMultiShoot |
307 |
= $00080000; |
|
11920
16ce211010cf
Add ammoprop for blowtorch and pickhammer for not stopping timer in inf attack
Wuzzy <almikes@aol.com>
parents:
11841
diff
changeset
|
308 |
ammoprop_DoesntStopTimerWhileAttackingInInfAttackMode |
16ce211010cf
Add ammoprop for blowtorch and pickhammer for not stopping timer in inf attack
Wuzzy <almikes@aol.com>
parents:
11841
diff
changeset
|
309 |
= $00100000; |
12654
2837dee472cc
Show selected weapon again when using it in inf attack mode
Wuzzy <almikes@aol.com>
parents:
12604
diff
changeset
|
310 |
ammoprop_ForceTurnEnd = $00200000; |
12692
ebb32d3021a5
Fix cursor still being visible after using piano strike
Wuzzy <almikes@aol.com>
parents:
12676
diff
changeset
|
311 |
ammoprop_NoTargetAfter= $00400000; |
4828 | 312 |
ammoprop_NoRoundEnd = $10000000; |
3697 | 313 |
|
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2947
diff
changeset
|
314 |
AMMO_INFINITE = 100; |
12676
87b3009f51c3
Fix team getting inf. ammo when stockpiling >= 100 ammo
Wuzzy <almikes@aol.com>
parents:
12654
diff
changeset
|
315 |
AMMO_FINITE_MAX = 99; |
4 | 316 |
|
7996 | 317 |
// explosion flags |
6765 | 318 |
//EXPLAllDamageInRadius = $00000001; Completely unused for ages |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2947
diff
changeset
|
319 |
EXPLAutoSound = $00000002; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2947
diff
changeset
|
320 |
EXPLNoDamage = $00000004; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2947
diff
changeset
|
321 |
EXPLDoNotTouchHH = $00000008; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2947
diff
changeset
|
322 |
EXPLDontDraw = $00000010; |
3004 | 323 |
EXPLNoGfx = $00000020; |
3383 | 324 |
EXPLPoisoned = $00000040; |
3712 | 325 |
EXPLDoNotTouchAny = $00000080; |
42 | 326 |
|
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2947
diff
changeset
|
327 |
posCaseAmmo = $00000001; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2947
diff
changeset
|
328 |
posCaseHealth = $00000002; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2947
diff
changeset
|
329 |
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
|
330 |
posCaseDummy = $00000008; |
5343 | 331 |
posCaseExplode = $00000010; |
332 |
posCasePoison = $00000020; |
|
4 | 333 |
|
10506 | 334 |
cCaseHealthRadius = 14; |
335 |
||
9249 | 336 |
// hog tag mask |
337 |
//htNone = $00; |
|
338 |
htTeamName = $01; |
|
339 |
htName = $02; |
|
340 |
htHealth = $04; |
|
341 |
htTransparent = $08; |
|
342 |
||
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2947
diff
changeset
|
343 |
NoPointX = Low(LongInt); |
9521
8054d9d775fd
merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
koda
diff
changeset
|
344 |
cTargetPointRef : TPoint = (x: NoPointX; y: 0); |
4 | 345 |
|
8204 | 346 |
kSystemSoundID_Vibrate = $00000FFF; |
347 |
||
10354 | 348 |
cMinPlayWidth = 200; |
10661 | 349 |
cWorldEdgeDist = 200; |
10354 | 350 |
|
4 | 351 |
implementation |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2715
diff
changeset
|
352 |
|
3145 | 353 |
end. |