only-stats should never create visual gears. and lua should never rely on visual gears being created. critical is just to help ensure ones important to gameplay don't get lost in fast-forward
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uConsts;
interface
uses SDLh, uFloat, GLunit;
{$INCLUDE "config.inc"}
const
HDPIScaleFactor = 1;
// application return codes
HaltNoError = 0;
// error codes are placed in range 50-99 because that way then don't overlap with run-time errors of pascal
// see https://www.freepascal.org/docs-html/user/userap4.html
HaltUsageError = 51;
HaltFatalError = 52;
HaltStartupError = 53;
HaltFatalErrorNoIPC = 54;
// for automatic tests
HaltTestSuccess = 0;
HaltTestFailed = 60;
HaltTestLuaError = 61;
HaltTestUnexpected = 62;
sfMax = 1000;
// 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';
errmsgLuaTestTerm = 'WARNING: Lua test terminated before the test was properly finished with EndLuaTest()!';
msgLoading = 'Loading ';
msgOK = 'ok';
msgFailed = 'failed';
msgFailedSize = 'failed due to size';
msgGettingConfig = 'Getting game config...';
// camera movement multipliers
cameraKeyboardSpeed : ShortInt = 10;
// color constants
cWhiteColorChannels : TSDL_Color = (r:$FF; g:$FF; b:$FF; a:$FF);
cNearBlackColorChannels : TSDL_Color = (r:$00; g:$00; b:$10; a:$FF);
cWhiteColor : Longword = $FFFFFFFF;
cYellowColor : Longword = $FFFFFF00;
cNearBlackColor : Longword = $FF000010;
{$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())
// TODO: discuss whether ifAlpha and ifColorKey are actually needed and if and where we want to support which colorkeys
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)
ifColorKey = $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; // black
lfIndestructible = $4000; // red
lfObject = $2000; // white
lfDamaged = $1000; //
lfIce = $0800; // blue
lfBouncy = $0400; // green
lfLandMask = $FF00; // upper byte is used for terrain, not objects.
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
lfNotCurrentMask = $FF7F; // inverse of above. frequently used
lfObjMask = $007F; // lower 7 bits used for hogs and explosives and mines
lfNotObjMask = $FF80; // inverse of above.
// breaking up hogs would makes it easier to differentiate
// colliding with a hog from colliding with other things
// if overlapping hogs are less common than objects, the division can be altered.
// 3 bits for objects, 4 for hogs, that is, overlap 7 barrels/mines before possible dents, and 15 hogs.
lfHHMask = $000F; // lower 4 bits used only for hogs
lfNotHHObjMask = $0070; // next 3 bits used for non-hog things
lfNotHHObjShift = 4;
lfNotHHObjSize = lfNotHHObjMask shr lfNotHHObjShift;
// lower byte is for objects.
// consists of 0-127 counted for object checkins and $80 as a bit flag for current hog.
lfAllObjMask = $00FF; // lfCurrentHog or lfObjMask
cMaxPower = 1500;
cMaxAngle = 2048;
cPowerDivisor = 1500;
MAXNAMELEN = 192;
MAXROPEPOINTS = 3840;
{$IFNDEF PAS2C}
// some opengl headers do not have these macros
GL_BGR = $80E0;
GL_BGRA = $80E1;
GL_CLAMP_TO_EDGE = $812F;
GL_TEXTURE_PRIORITY = $8066;
{$ENDIF}
cVisibleWater : LongInt = 128;
cTeamHealthWidth : LongInt = 128;
cifRandomize = $00000001;
cifTheme = $00000002;
cifMap = $00000002; // either theme or map (or map+theme)
cifAllInited = cifRandomize or cifTheme or cifMap;
RGB_LUMINANCE_RED = 0.212671;
RGB_LUMINANCE_GREEN = 0.715160;
RGB_LUMINANCE_BLUE = 0.072169;
cMaxTeams = 8;
cMaxHHIndex = 7;
cMaxHHs = 48;
cMaxEdgePoints = 32768;
cHHRadius = 9;
cHHStepTicks = 29;
cHHZ = 1000;
cCurrHHZ = Succ(cHHZ);
cBarrelHealth = 60;
cShotgunRadius = 22;
cBlowTorchC = 6;
cakeDmg = 75;
cKeyMaxIndex = 1600;
cKbdMaxIndex = 65536;//need more room for the modifier keys
cFontBorder = 2 * HDPIScaleFactor;
cFontPadding = 2 * HDPIScaleFactor;
cDefaultBuildMaxDist = 256;
// do not change this value
cDefaultZoomLevel = 2.0;
// game flags
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;
gfSwitchHog = $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;
gfShoppaBorder = $08000000;
// 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".
// gear states
gstDrowning = $00000001;
gstHHDriven = $00000002;
gstMoving = $00000004;
gstAttacked = $00000008;
gstAttacking = $00000010;
gstCollision = $00000020;
gstChooseTarget = $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;
gstSubmersible = $00400000;
gstFrozen = $00800000;
gstNoGravity = $01000000;
// gear messages
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;
gmRemoveFromList = $00004000;
gmAddToList = $00008000;
gmDelete = $00010000;
gmAllStoppable = gmLeft or gmRight or gmUp or gmDown or gmAttack or gmPrecise;
cMaxSlotIndex = 10;
cHiddenSlotIndex = cMaxSlotIndex; // slot for hidden ammo types, not visible and has no key
cMaxSlotAmmoIndex = 6;
// ai hints
aihUsualProcessing = $00000000;
aihDoesntMatter = $00000001;
// ammo properties
ammoprop_Timerable = $00000001;
ammoprop_Power = $00000002;
ammoprop_NeedTarget = $00000004;
ammoprop_ForwMsgs = $00000008;
ammoprop_AttackInMove = $00000010;
ammoprop_DoesntStopTimerWhileAttacking
= $00000020;
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_NeedUpDown = $00008000;//Used by TouchInterface to show or hide up/down widgets
ammoprop_OscAim = $00010000;
ammoprop_NoMoveAfter = $00020000;
ammoprop_Track = $00040000;
ammoprop_DoesntStopTimerInMultiShoot
= $00080000;
ammoprop_DoesntStopTimerWhileAttackingInInfAttackMode
= $00100000;
ammoprop_ForceTurnEnd = $00200000;
ammoprop_NoTargetAfter= $00400000;
ammoprop_NoRoundEnd = $10000000;
AMMO_INFINITE = 100;
AMMO_FINITE_MAX = 99;
// explosion flags
//EXPLAllDamageInRadius = $00000001; Completely unused for ages
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;
cCaseHealthRadius = 14;
// hog tag mask
//htNone = $00;
htTeamName = $01;
htName = $02;
htHealth = $04;
htTransparent = $08;
NoPointX = Low(LongInt);
cTargetPointRef : TPoint = (x: NoPointX; y: 0);
kSystemSoundID_Vibrate = $00000FFF;
cMinPlayWidth = 200;
cWorldEdgeDist = 200;
maxDroplets = 50;
implementation
end.