hedgewars/uConsts.pas
author nemo
Tue, 21 Aug 2018 15:11:28 -0400
branch0.9.24
changeset 13687 f60b3998ba56
parent 13555 d42237d16acf
child 13573 470982c05f7e
permissions -rw-r--r--
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.