add fruit theme svg sources; btw... in last commit I meant to type "splash", not "slash", sorry --sheepluva
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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
*)
{$INCLUDE "options.inc"}
unit uTypes;
(*
* This unit defines various types and enumerations for usage in different
* places in the engine code.
*)
interface
uses SDLh, uFloat, GLunit, uConsts, Math;
// NOTE: typed const is a variable despite const qualifier
// in freepascal you may actually use var for the same purpose
type
HwColor4f = record
r, g, b, a: byte;
end;
// Possible states of the game
TGameState = (gsLandGen, gsStart, gsGame, gsChat, gsConfirm, gsExit, gsSuspend);
// Game types that help determining what the engine is actually supposed to do
TGameType = (gmtLocal, gmtDemo, gmtNet, gmtSave, gmtLandPreview, gmtSyntax, gmtRecord);
// Different files are stored in different folders, this enumeration is used to tell which folder to use
TPathType = (ptNone, ptData, ptGraphics, ptThemes, ptCurrTheme, ptTeams, ptMaps,
ptMapCurrent, ptDemos, ptSounds, ptGraves, ptFonts, ptForts,
ptLocale, ptAmmoMenu, ptHedgehog, ptVoices, ptHats, ptFlags, ptMissionMaps, ptSuddenDeath, ptButtons);
// Available sprites for displaying stuff
TSprite = (sprWater, sprCloud, sprBomb, sprBigDigit, sprFrame,
sprLag, sprArrow, sprBazookaShell, sprTargetP, sprBee,
sprSmokeTrace, sprRopeHook, sprExplosion50, sprMineOff,
sprMineOn, sprMineDead, sprCase, sprFAid, sprDynamite, sprPower,
sprClusterBomb, sprClusterParticle, sprFlame,
sprHorizont, sprHorizontL, sprHorizontR, sprSky, sprSkyL, sprSkyR,
sprAMSlot, sprAMAmmos, sprAMAmmosBW, sprAMSlotKeys, sprAMCorners,
sprFinger, sprAirBomb, sprAirplane, sprAmAirplane, sprAmGirder,
sprHHTelepMask, sprSwitch, sprParachute, sprTarget, sprRopeNode,
sprQuestion, sprPowerBar, sprWindBar, sprWindL, sprWindR,
{$IFDEF USE_TOUCH_INTERFACE}
sprFireButton, sprArrowUp, sprArrowDown, sprArrowLeft, sprArrowRight,
sprJumpWidget, sprAMWidget, sprPauseButton, sprTimerButton, sprTargetButton,
{$ENDIF}
sprFlake, sprHandRope, sprHandBazooka, sprHandShotgun,
sprHandDEagle, sprHandAirAttack, sprHandBaseball, sprPHammer,
sprHandBlowTorch, sprBlowTorch, sprTeleport, sprHHDeath,
sprShotgun, sprDEagle, sprHHIdle, sprMortar, sprTurnsLeft,
sprKamikaze, sprWhip, sprKowtow, sprSad, sprWave,
sprHurrah, sprLemonade, sprShrug, sprJuggle, sprExplPart, sprExplPart2,
sprCakeWalk, sprCakeDown, sprWatermelon,
sprEvilTrace, sprHellishBomb, sprSeduction, sprDress,
sprCensored, sprDrill, sprHandDrill, sprHandBallgun, sprBalls,
sprPlane, sprHandPlane, sprUtility, sprInvulnerable, sprVampiric, sprGirder,
sprSpeechCorner, sprSpeechEdge, sprSpeechTail,
sprThoughtCorner, sprThoughtEdge, sprThoughtTail,
sprShoutCorner, sprShoutEdge, sprShoutTail,
sprSniperRifle, sprBubbles, sprJetpack, sprHealth, sprHandMolotov, sprMolotov,
sprSmoke, sprSmokeWhite, sprShell, sprDust, sprSnowDust, sprExplosives, sprExplosivesRoll,
sprAmTeleport, sprSplash, sprDroplet, sprBirdy, sprHandCake, sprHandConstruction,
sprHandGrenade, sprHandMelon, sprHandMortar, sprHandSkip, sprHandCluster,
sprHandDynamite, sprHandHellish, sprHandMine, sprHandSeduction, sprHandVamp,
sprBigExplosion, sprSmokeRing, sprBeeTrace, sprEgg, sprTargetBee, sprHandBee,
sprFeather, sprPiano, sprHandSineGun, sprPortalGun, sprPortal,
sprCheese, sprHandCheese, sprHandFlamethrower, sprChunk, sprNote,
sprSMineOff, sprSMineOn, sprHandSMine, sprHammer,
sprHandResurrector, sprCross, sprAirDrill, sprNapalmBomb,
sprBulletHit, sprSnowball, sprHandSnowball, sprSnow,
sprSDFlake, sprSDWater, sprSDCloud, sprSDSplash, sprSDDroplet, sprTardis,
sprSlider, sprBotlevels, sprHandKnife, sprKnife, sprStar, sprIceTexture, sprIceGun, sprFrozenHog
);
// Gears that interact with other Gears and/or Land
TGearType = ({-->}gtFlame, gtHedgehog, gtMine, gtCase, gtExplosives, // <-- these are gears which should be avoided when searching a spawn place
gtGrenade, gtShell, gtGrave, gtBee, // 8
gtShotgunShot, gtPickHammer, gtRope, // 11
gtDEagleShot, gtDynamite, gtClusterBomb, gtCluster, gtShover, // 16
gtFirePunch, gtATStartGame, // 18
gtATFinishGame, gtParachute, gtAirAttack, gtAirBomb, gtBlowTorch, // 23
gtGirder, gtTeleport, gtSwitcher, gtTarget, gtMortar, // 28
gtWhip, gtKamikaze, gtCake, gtSeduction, gtWatermelon, gtMelonPiece, // 34
gtHellishBomb, gtWaterUp, gtDrill, gtBallGun, gtBall, gtRCPlane, // 40
gtSniperRifleShot, gtJetpack, gtMolotov, gtBirdy, // 44
gtEgg, gtPortal, gtPiano, gtGasBomb, gtSineGunShot, gtFlamethrower, // 50
gtSMine, gtPoisonCloud, gtHammer, gtHammerHit, gtResurrector, // 55
gtNapalmBomb, gtSnowball, gtFlake, {gtStructure,} gtLandGun, gtTardis, // 61
gtIceGun, gtAddAmmo, gtGenericFaller, gtKnife); // 65
// Gears that are _only_ of visual nature (e.g. background stuff, visual effects, speechbubbles, etc.)
TVisualGearType = (vgtFlake, vgtCloud, vgtExplPart, vgtExplPart2, vgtFire,
vgtSmallDamageTag, vgtTeamHealthSorter, vgtSpeechBubble, vgtBubble,
vgtSteam, vgtAmmo, vgtSmoke, vgtSmokeWhite, vgtShell,
vgtDust, vgtSplash, vgtDroplet, vgtSmokeRing, vgtBeeTrace, vgtEgg,
vgtFeather, vgtHealthTag, vgtSmokeTrace, vgtEvilTrace, vgtExplosion,
vgtBigExplosion, vgtChunk, vgtNote, vgtLineTrail, vgtBulletHit, vgtCircle,
vgtSmoothWindBar, vgtStraightShot);
// Damage can be caused by different sources
TDamageSource = (dsUnknown, dsFall, dsBullet, dsExplosion, dsShove, dsPoison);
// Available sounds
TSound = (sndNone,
sndGrenadeImpact, sndExplosion, sndThrowPowerUp, sndThrowRelease,
sndSplash, sndShotgunReload, sndShotgunFire, sndGraveImpact,
sndMineImpact, sndMineTick, sndMudballImpact,
sndPickhammer, sndGun, sndBee, sndJump1, sndJump2,
sndJump3, sndYesSir, sndLaugh, sndIllGetYou, sndJustYouWait, sndIncoming,
sndMissed, sndStupid, sndFirstBlood, sndBoring, sndByeBye,
sndSameTeam, sndNutter, sndReinforce, sndTraitor, sndRegret,
sndEnemyDown, sndCoward, sndHurry, sndWatchIt, sndKamikaze,
sndCake, sndOw1, sndOw2, sndOw3, sndOw4, sndFirePunch1, sndFirePunch2,
sndFirePunch3, sndFirePunch4, sndFirePunch5, sndFirePunch6,
sndMelon, sndHellish, sndYoohoo, sndRCPlane, sndWhipCrack,
sndRideOfTheValkyries, sndDenied, sndPlaced, sndBaseballBat,
sndVaporize, sndWarp, sndSuddenDeath, sndMortar, sndShutter,
sndHomerun, sndMolotov, sndCover, sndUhOh, sndOops,
sndNooo, sndHello, sndRopeShot, sndRopeAttach, sndRopeRelease,
sndSwitchHog, sndVictory, sndFlawless, sndSniperReload, sndSteps, sndLowGravity,
sndHellishImpact1, sndHellishImpact2, sndHellishImpact3, sndHellishImpact4,
sndMelonImpact, sndDroplet1, sndDroplet2, sndDroplet3, sndEggBreak, sndDrillRocket,
sndPoisonCough, sndPoisonMoan, sndBirdyLay, sndWhistle, sndBeeWater,
sndPiano0, sndPiano1, sndPiano2, sndPiano3, sndPiano4, sndPiano5, sndPiano6, sndPiano7, sndPiano8,
sndSkip, sndSineGun, sndOoff1, sndOoff2, sndOoff3, sndWhack,
sndComeonthen, sndParachute, sndBump, sndResurrector, sndPlane, sndTardis);
// Available ammo types to be used by hedgehogs
TAmmoType = (amNothing, amGrenade, amClusterBomb, amBazooka, amBee, amShotgun, amPickHammer, // 6
amSkip, amRope, amMine, amDEagle, amDynamite, amFirePunch, amWhip, // 13
amBaseballBat, amParachute, amAirAttack, amMineStrike, amBlowTorch, // 18
amGirder, amTeleport, amSwitch, amMortar, amKamikaze, amCake, // 24
amSeduction, amWatermelon, amHellishBomb, amNapalm, amDrill, amBallgun, // 30
amRCPlane, amLowGravity, amExtraDamage, amInvulnerable, amExtraTime, // 35
amLaserSight, amVampiric, amSniperRifle, amJetpack, amMolotov, amBirdy, amPortalGun, // 42
amPiano, amGasBomb, amSineGun, amFlamethrower, amSMine, amHammer, // 48
amResurrector, amDrillStrike, amSnowball, amTardis, {amStructure,} amLandGun, amIceGun, amKnife); // 54
// Different kind of crates that e.g. hedgehogs can pick up
TCrateType = (HealthCrate, AmmoCrate, UtilityCrate);
THWFont = (fnt16, fntBig, fntSmall {$IFNDEF MOBILE}, CJKfnt16, CJKfntBig, CJKfntSmall{$ENDIF});
TCapGroup = (capgrpGameState, capgrpAmmoinfo, capgrpVolume,
capgrpMessage, capgrpMessage2, capgrpAmmostate);
TStatInfoType = (siGameResult, siMaxStepDamage, siMaxStepKills, siKilledHHs,
siClanHealth, siTeamStats, siPlayerKills, siMaxTeamDamage,
siMaxTeamKills, siMaxTurnSkips );
// Various "emote" animations a hedgehog can do
TWave = (waveRollup, waveSad, waveWave, waveHurrah, waveLemonade, waveShrug, waveJuggle);
TRenderMode = (rmDefault, rmLeftEye, rmRightEye);
TStereoMode = (smNone, smRedCyan, smCyanRed, smRedBlue, smBlueRed, smRedGreen, smGreenRed, smHorizontal, smVertical);
THHFont = record
Handle: PTTF_Font;
Height: LongInt;
style: LongInt;
Name: string[31];
end;
PAmmo = ^TAmmo;
TAmmo = record
Propz: LongWord;
Count: LongWord;
(* Using for place hedgehogs mode, but for any other situation where the initial count would be needed I guess.
For example, say, a mode where the weaponset is reset each turn, or on sudden death *)
NumPerTurn: LongWord;
Timer: LongWord;
Pos: LongWord;
AmmoType: TAmmoType;
AttackVoice: TSound;
Bounciness: LongWord;
end;
TVertex2f = record
X, Y: GLfloat;
end;
TVertex2i = record
X, Y: GLint;
end;
PTexture = ^TTexture;
TTexture = record
id: GLuint;
w, h, scale: LongInt;
rx, ry: GLfloat;
priority: GLfloat;
vb, tb: array [0..3] of TVertex2f;
PrevTexture, NextTexture: PTexture;
end;
THogEffect = (heInvulnerable, heResurrectable, hePoisoned, heResurrected, heFrozen);
TScreenFade = (sfNone, sfInit, sfToBlack, sfFromBlack, sfToWhite, sfFromWhite);
PGear = ^TGear;
PHedgehog = ^THedgehog;
PTeam = ^TTeam;
PClan = ^TClan;
TGearStepProcedure = procedure (Gear: PGear);
// So, you're here looking for variables you can (ab)use to store some gear state?
// Not all members of this structure are created equal. Comments below are my take on what can be used for what in the gear structure.
TGear = record
// Don't ever override these.
NextGear, PrevGear: PGear; // Linked list
Z: Longword; // Z index. For rendering. Sets order in list
Active: Boolean; // Is gear Active (running step code)
Kind: TGearType;
doStep: TGearStepProcedure; // Code the gear is running
AmmoType : TAmmoType; // Ammo type associated with this kind of gear
RenderTimer: Boolean; // Will visually display Timer if true
Target : TPoint; // Gear target. Will render in uGearsRender unless a special case is added
AIHints: LongWord; // hints for ai.
LastDamage: PHedgehog; // Used to track damage source for stats
CollisionIndex: LongInt; // Position in collision array
Message: LongWord; // Game messages are stored here. See gm bitmasks in uConsts
uid: Longword; // Lua use this to reference gears
// Strongly recommended not to override these. Will mess up generic operations like portaling
X : hwFloat; // X/Y/dX/dY are position/velocity. People count on these having semi-normal values
Y : hwFloat;
dX: hwFloat;
dY: hwFloat;
State : Longword; // See gst bitmask values in uConsts
PortalCounter: LongWord; // Necessary to interrupt portal loops. Not possible to avoid infinite loops without it.
// Don't use these if you're using generic movement like doStepFallingGear and explosion shoves. Generally recommended not to use.
Radius: LongInt; // Radius. If not using uCollisions, is usually used to indicate area of effect
CollisionMask: Word; // Masking off Land impact FF7F for example ignores current hog and crates
AdvBounce: Longword; // Triggers 45° bounces. Is a counter to avoid edge cases
Elasticity: hwFloat;
Friction : hwFloat;
Density : hwFloat; // Density is kind of a mix of size and density. Impacts distance thrown, wind.
ImpactSound: TSound; // first sound, others have to be after it in the sounds def.
nImpactSounds: Word; // count of ImpactSounds.
// Don't use these if you want to take damage normally, otherwise health/damage are commonly used for other purposes
Invulnerable: Boolean;
Health, Damage, Karma: LongInt;
// DirAngle is a "real" - if you don't need it for rotation of sprite in uGearsRender, you can use it for any visual-only value
DirAngle: real;
// These are frequently overridden to serve some other purpose
Pos: Longword; // Commonly overridden. Example use is posCase values in uConsts.
Angle, Power : Longword; // Used for hog aiming/firing. Angle is rarely used as an Angle otherwise.
Timer : LongWord; // Typically used for some sort of gear timer. Time to explosion, remaining fuel...
Tag: LongInt; // Quite generic. Variety of uses.
FlightTime: Longword; // Initially added for batting of hogs to determine homerun. Used for some firing delays
MsgParam: LongWord; // Initially stored a set of messages. So usually gm values like Message. Frequently overriden
// These are not used generically, but should probably be used for purpose intended. Definitely shouldn't override pointer type
Tex: PTexture; // A texture created by the gear. Shouldn't use for anything but textures
LinkedGear: PGear; // Used to track a related gear. Portal pairs for example.
Hedgehog: PHedgehog; // set to CurrentHedgehog on gear creation
SoundChannel: LongInt; // Used to track a sound the gear started
end;
TPGearArray = array of PGear;
PGearArrayS = record
size: LongWord;
ar: ^TPGearArray;
end;
PVisualGear = ^TVisualGear;
TVGearStepProcedure = procedure (Gear: PVisualGear; Steps: Longword);
TVisualGear = record
NextGear, PrevGear: PVisualGear;
Frame,
FrameTicks: Longword;
X : real;
Y : real;
dX: real;
dY: real;
tdX: real;
tdY: real;
State : Longword;
Timer: Longword;
Angle, dAngle: real;
Kind: TVisualGearType;
doStep: TVGearStepProcedure;
Tex: PTexture;
alpha, scale: GLfloat;
Hedgehog: PHedgehog;
Tag: LongInt;
Text: shortstring;
Tint: Longword;
uid: Longword;
Layer: byte;
end;
TStatistics = record
DamageRecv,
DamageGiven: Longword;
StepDamageRecv,
StepDamageGiven,
StepKills: Longword;
MaxStepDamageRecv,
MaxStepDamageGiven,
MaxStepKills: Longword;
FinishedTurns: Longword;
end;
TTeamStats = record
Kills : Longword;
Suicides: Longword;
AIKills : Longword;
TeamKills : Longword;
TurnSkips : Longword;
TeamDamage : Longword;
end;
TBinds = array[0..cKbdMaxIndex] of shortstring;
TKeyboardState = array[0..cKeyMaxIndex] of Byte;
PVoicepack = ^TVoicepack;
TVoicepack = record
name: shortstring;
chunks: array [TSound] of PMixChunk;
end;
TVoice = record
snd: TSound;
voicepack: PVoicePack;
end;
THHAmmo = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo;
PHHAmmo = ^THHAmmo;
THedgehog = record
Name: shortstring;
Gear: PGear;
GearHidden: PGear;
SpeechGear: PVisualGear;
NameTagTex,
HealthTagTex,
HatTex: PTexture;
Ammo: PHHAmmo;
CurAmmoType: TAmmoType;
PickUpType: LongWord;
PickUpDelay: LongInt;
AmmoStore: Longword;
Team: PTeam;
MultiShootAttacks: Longword;
visStepPos: LongWord;
BotLevel : Byte; // 0 - Human player
HatVisibility: GLfloat;
stats: TStatistics;
Hat: shortstring;
InitialHealth: LongInt; // used for gfResetHealth
King: boolean; // Flag for a bunch of hedgehog attributes
Unplaced: boolean; // Flag for hog placing mode
Timer: Longword;
Effects: array[THogEffect] of LongInt;
end;
TTeam = record
Clan: PClan;
TeamName: shortstring;
ExtDriven: boolean;
Binds: TBinds;
Hedgehogs: array[0..cMaxHHIndex] of THedgehog;
CurrHedgehog: LongWord;
NameTagTex: PTexture;
CrosshairTex,
GraveTex,
HealthTex,
AIKillsTex,
FlagTex: PTexture;
Flag: shortstring;
GraveName: shortstring;
FortName: shortstring;
TeamHealth: LongInt;
TeamHealthBarWidth,
NewTeamHealthBarWidth: LongInt;
DrawHealthY: LongInt;
AttackBar: LongWord;
HedgehogsNumber: Longword;
hasGone: boolean;
voicepack: PVoicepack;
PlayerHash: shortstring; // md5 hash of player name. For temporary enabling of hats as thank you. Hashed for privacy of players
stats: TTeamStats;
end;
TClan = record
Color: Longword;
Teams: array[0..Pred(cMaxTeams)] of PTeam;
TeamsNumber: Longword;
TagTeamIndex: Longword;
CurrTeam: LongWord;
ClanHealth: LongInt;
ClanIndex: LongInt;
TurnNumber: LongWord;
Flawless: boolean;
end;
cdeclPtr = procedure; cdecl;
cdeclIntPtr = procedure(num: LongInt); cdecl;
functionDoublePtr = function: Double;
TMobileRecord = record
getScreenDPI: functionDoublePtr;
PerformRumble: cdeclIntPtr;
GameLoading: cdeclPtr;
GameLoaded: cdeclPtr;
SaveLoadingEnded: cdeclPtr;
end;
TAmmoStrId = (sidGrenade, sidClusterBomb, sidBazooka, sidBee, sidShotgun,
sidPickHammer, sidSkip, sidRope, sidMine, sidDEagle,
sidDynamite, sidBaseballBat, sidFirePunch, sidSeconds,
sidParachute, sidAirAttack, sidMineStrike, sidBlowTorch,
sidGirder, sidTeleport, sidSwitch, sidMortar, sidWhip,
sidKamikaze, sidCake, sidSeduction, sidWatermelon,
sidHellishBomb, sidDrill, sidBallgun, sidNapalm, sidRCPlane,
sidLowGravity, sidExtraDamage, sidInvulnerable, sidExtraTime,
sidLaserSight, sidVampiric, sidSniperRifle, sidJetpack,
sidMolotov, sidBirdy, sidPortalGun, sidPiano, sidGasBomb,
sidSineGun, sidFlamethrower,sidSMine, sidHammer, sidResurrector,
sidDrillStrike, sidSnowball, sidNothing, sidTardis,
{sidStructure,} sidLandGun, sidIceGun, sidKnife);
TMsgStrId = (sidStartFight, sidDraw, sidWinner, sidVolume, sidPaused,
sidConfirm, sidSuddenDeath, sidRemaining, sidFuel, sidSync,
sidNoEndTurn, sidNotYetAvailable, sidRoundSD, sidRoundsSD, sidReady,
sidBounce1, sidBounce2, sidBounce3, sidBounce4, sidBounce5, sidBounce,
sidMute);
// Events that are important for the course of the game or at least interesting for other reasons
TEventId = (eidDied, eidDrowned, eidRoundStart, eidRoundWin, eidRoundDraw,
eidNewHealthPack, eidNewAmmoPack, eidNewUtilityPack, eidTurnSkipped,
eidHurtSelf, eidHomerun, eidGone);
TGoalStrId = (gidCaption, gidSubCaption, gidForts, gidLowGravity, gidInvulnerable,
gidVampiric, gidKarma, gidKing, gidPlaceHog, gidArtillery,
gidSolidLand, gidSharedAmmo, gidMineTimer, gidNoMineTimer,
gidRandomMineTimer, gidDamageModifier, gidResetHealth, gidAISurvival,
gidInfAttack, gidResetWeps, gidPerHogAmmo, gidTagTeam);
TLandArray = packed array of array of LongWord;
TCollisionArray = packed array of array of Word;
TPreview = packed array[0..127, 0..31] of byte;
TDirtyTag = packed array of array of byte;
PWidgetMovement = ^TWidgetMovement;
TWidgetMovement = record
animate : Boolean;
source : TPoint;
target : TPoint;
startTime : Longword;
end;
POnScreenWidget = ^TOnScreenWidget;
TOnScreenWidget = record
show : boolean; // if false widget will not be drawn
sprite : TSprite; // a convenience type
frame : TSDL_Rect; // graphical coordinates
active : TSDL_Rect; // active touch region
fadeAnimStart : Longword; // time the fade started, 0 means don't fade
moveAnim : TWidgetMovement; // the animation associated to the widget
end;
{$IFDEF SDL13}
PTouch_Data = ^TTouch_Data;
TTouch_Data = record
id : TSDL_FingerId;
x,y : LongInt;
dx,dy : LongInt;
historicalX, historicalY : LongInt;
timeSinceDown : Longword;
pressedWidget : POnScreenWidget;
end;
{$ENDIF}
implementation
end.