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..)
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uConsts;
interface
uses SDLh, uFloat, GLunit;
{$INCLUDE "config.inc"}
const
sfMax = 1000;
cDefaultParamNum = 17;
// message constants
errmsgCreateSurface = 'Error creating SDL surface';
errmsgTransparentSet = 'Error setting transparent color';
errmsgUnknownCommand = 'Unknown command';
errmsgUnknownVariable = 'Unknown variable';
errmsgIncorrectUse = 'Incorrect use';
errmsgShouldntRun = 'This program shouldn''t be run manually';
errmsgWrongNumber = 'Wrong parameters number';
msgLoading = 'Loading ';
msgOK = 'ok';
msgFailed = 'failed';
msgFailedSize = 'failed due to size';
msgGettingConfig = 'Getting game config...';
// color constants
cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; unused:$FF);
cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; unused:$FF);
cWhiteColor : Longword = $FFFFFFFF;
cYellowColor : Longword = $FFFFFF00;
cNearBlackColor : Longword = $FF000010;
cExplosionBorderColor : LongWord = $FF808080;
{$WARNINGS OFF}
cAirPlaneSpeed: hwFloat = (isNegative: false; QWordValue: 3006477107); // 1.4
cBombsSpeed : hwFloat = (isNegative: false; QWordValue: 429496729);
{$WARNINGS ON}
// reducedquality flags
rqNone = $00000000; // don't reduce quality
rqLowRes = $00000001; // use half land array
rqBlurryLand = $00000002; // downscaled terrain
rqNoBackground= $00000004; // don't draw background
rqSimpleRope = $00000008; // draw rope using lines only
rq2DWater = $00000010; // disable 3D water effect
rqAntiBoom = $00000020; // no fancy explosion effects
rqKillFlakes = $00000040; // no flakes
rqSlowMenu = $00000080; // ammomenu appears with no animation
rqPlainSplash = $00000100; // no droplets
rqClampLess = $00000200; // don't clamp textures
rqTooltipsOff = $00000400; // tooltips are not drawn
rqDesyncVBlank= $00000800; // don't sync on vblank
// image flags (for LoadImage())
ifNone = $00000000; // nothing special
ifAlpha = $00000001; // use alpha channel (unused right now?)
ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load)
ifTransparent = $00000004; // image uses transparent pixels (color keying)
ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL)
// texture priority (allows OpenGL to keep frequently used textures in video memory more easily)
tpLowest = 0.00;
tpLow = 0.25;
tpMedium = 0.50;
tpHigh = 0.75;
tpHighest = 1.00;
// To allow these to layer, going to treat them as masks. The bottom byte is reserved for objects
// TODO - set lfBasic for all solid land, ensure all uses of the flags can handle multiple flag bits
// lfObject and lfBasic are only to be different *graphically* in all other ways they should be treated the same
lfBasic = $8000; // white
lfIndestructible = $4000; // red
lfObject = $2000;
lfDamaged = $1000; //
lfIce = $0800; // blue
cMaxPower = 1500;
cMaxAngle = 2048;
cPowerDivisor = 1500;
MAXNAMELEN = 192;
MAXROPEPOINTS = 3840;
// some opengl headers do not have these macros
GL_BGR = $80E0;
GL_BGRA = $80E1;
GL_CLAMP_TO_EDGE = $812F;
GL_TEXTURE_PRIORITY = $8066;
cSendCursorPosTime : LongWord = 50;
cVisibleWater : LongInt = 128;
cCursorEdgesDist : LongInt = 100;
cTeamHealthWidth : LongInt = 128;
cWaterOpacity : byte = $80;
cSDWaterOpacity : byte = $80;
cifRandomize = $00000001;
cifTheme = $00000002;
cifMap = $00000002; // either theme or map (or map+theme)
cifAllInited = cifRandomize or cifTheme or cifMap;
cTransparentColor: Longword = $00000000;
cGrayScale: Boolean = false;
RGB_LUMINANCE_RED = 0.212671;
RGB_LUMINANCE_GREEN = 0.715160;
RGB_LUMINANCE_BLUE = 0.072169;
(*
RGB_LUMINANCE_RED = 0.3333333333;
RGB_LUMINANCE_GREEN = 0.3333333333;
RGB_LUMINANCE_BLUE = 0.3333333333;
*)
cMaxTeams = 8;
cMaxHHIndex = 7;
cMaxHHs = 48;
cMaxSpawnPoints = 1024;
cMaxEdgePoints = 16384;
cHHRadius = 9;
cHHStepTicks = 29;
cUsualZ = 500;
cSmokeZ = 499;
cHHZ = 1000;
cCurrHHZ = Succ(cHHZ);
cOnHHZ = 2000;
cBarrelHealth = 60;
cShotgunRadius = 22;
cBlowTorchC = 6;
cKeyMaxIndex = 1023;
// do not change this value
cDefaultZoomLevel = 2.0;
{$IFDEF MOBILE}
cMaxZoomLevel = 0.5;
cMinZoomLevel = 3.5;
cZoomDelta = 0.20;
{$ELSE}
cMaxZoomLevel = 1.0;
cMinZoomLevel = 3.0;
cZoomDelta = 0.25;
{$ENDIF}
cMinMaxZoomLevelDelta = cMaxZoomLevel - cMinZoomLevel;
cSendEmptyPacketTime = 1000;
trigTurns = $80000001;
gfAny = $FFFFFFFF;
gfOneClanMode = $00000001; // used in trainings
gfMultiWeapon = $00000002; // used in trainings
gfSolidLand = $00000004;
gfBorder = $00000008;
gfDivideTeams = $00000010;
gfLowGravity = $00000020;
gfLaserSight = $00000040;
gfInvulnerable = $00000080;
gfResetHealth = $00000100;
gfVampiric = $00000200;
gfKarma = $00000400;
gfArtillery = $00000800;
gfForts = $00001000;
gfRandomOrder = $00002000;
gfKing = $00004000;
gfPlaceHog = $00008000;
gfSharedAmmo = $00010000;
gfDisableGirders = $00020000;
gfDisableLandObjects = $00040000;
gfAISurvival = $00080000;
gfInfAttack = $00100000;
gfResetWeps = $00200000;
gfPerHogAmmo = $00400000;
gfDisableWind = $00800000;
gfMoreWind = $01000000;
gfTagTeam = $02000000;
gfBottomBorder = $04000000;
// NOTE: When adding new game flags, ask yourself
// if a "game start notice" would be useful. If so,
// add one in uWorld.pas - look for "AddGoal".
gstDrowning = $00000001;
gstHHDriven = $00000002;
gstMoving = $00000004;
gstAttacked = $00000008;
gstAttacking = $00000010;
gstCollision = $00000020;
gstHHChooseTarget = $00000040;
gstHHJumping = $00000100;
gsttmpFlag = $00000200;
gstHHThinking = $00000800;
gstNoDamage = $00001000;
gstHHHJump = $00002000;
gstAnimation = $00004000;
gstHHDeath = $00008000;
gstWinner = $00010000; // this, along with gstLoser, is good for indicating hedgies know they screwed up
gstWait = $00020000;
gstNotKickable = $00040000;
gstLoser = $00080000;
gstHHGone = $00100000;
gstInvisible = $00200000;
gmLeft = $00000001;
gmRight = $00000002;
gmUp = $00000004;
gmDown = $00000008;
gmSwitch = $00000010;
gmAttack = $00000020;
gmLJump = $00000040;
gmHJump = $00000080;
gmDestroy= $00000100;
gmSlot = $00000200; // with param
gmWeapon = $00000400; // with param
gmTimer = $00000800; // with param
gmAnimate= $00001000; // with param
gmPrecise= $00002000;
gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise;
cMaxSlotIndex = 9;
cMaxSlotAmmoIndex = 5;
ammoprop_Timerable = $00000001;
ammoprop_Power = $00000002;
ammoprop_NeedTarget = $00000004;
ammoprop_ForwMsgs = $00000008;
ammoprop_AttackInMove = $00000010;
ammoprop_NoCrosshair = $00000040;
ammoprop_AttackingPut = $00000080;
ammoprop_DontHold = $00000100;
ammoprop_AltAttack = $00000200;
ammoprop_AltUse = $00000400;
ammoprop_NotBorder = $00000800;
ammoprop_Utility = $00001000;
ammoprop_Effect = $00002000;
ammoprop_SetBounce = $00004000;
ammoprop_NoRoundEnd = $10000000;
AMMO_INFINITE = 100;
EXPLAllDamageInRadius = $00000001;
EXPLAutoSound = $00000002;
EXPLNoDamage = $00000004;
EXPLDoNotTouchHH = $00000008;
EXPLDontDraw = $00000010;
EXPLNoGfx = $00000020;
EXPLPoisoned = $00000040;
EXPLDoNotTouchAny = $00000080;
posCaseAmmo = $00000001;
posCaseHealth = $00000002;
posCaseUtility = $00000004;
posCaseDummy = $00000008;
posCaseExplode = $00000010;
posCasePoison = $00000020;
NoPointX = Low(LongInt);
cTargetPointRef : TPoint = (X: NoPointX; Y: 0);
// hog tag mask
htNone = $00;
htTeamName = $01;
htName = $02;
htHealth = $04;
htTransparent = $08;
{$IFDEF MOBILE}
AMSlotSize = 48;
AMTITLE = 30;
{$ELSE}
AMSlotSize = 33;
{$ENDIF}
AMSlotPadding = (AMSlotSize - 32) shr 1;
implementation
end.