hedgewars/uConsts.pas
author Xeli
Sat, 04 Feb 2012 16:22:46 +0100
changeset 6622 01889d5bc79b
parent 6609 5861b2cc991f
child 6650 56a0b7bf6c15
permissions -rw-r--r--
Rewrote the Ammomenu: Added landscape ammomenu At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it Draw to texture once uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos Slot/Cellsize is dependent on uConsts.AMSlotSize this should make it easier to scale the ammo menu on smaller screens AmmoRect AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point needs testing on the iphone (and other systems as well ofcourse..)

(*
 * 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.