--- a/hedgewars/uAmmos.pas Wed May 16 18:22:28 2018 +0200
+++ b/hedgewars/uAmmos.pas Wed Jul 31 23:14:27 2019 +0200
@@ -52,11 +52,10 @@
implementation
uses uVariables, uCommands, uUtils, uCaptions, uDebug, uScript;
-type TAmmoCounts = array[TAmmoType] of Longword;
- TAmmoArray = array[TAmmoType] of TAmmo;
+type TAmmoArray = array[TAmmoType] of TAmmo;
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
ammoLoadout, ammoProbability, ammoDelay, ammoReinforcement: shortstring;
- InitialCounts: array[0..Pred(cMaxHHs)] of TAmmoCounts;
+ InitialCountsLocal: array[0..Pred(cMaxHHs)] of TAmmoCounts;
procedure FillAmmoStore(Ammo: PHHAmmo; var newAmmo: TAmmoArray);
var mi: array[0..cMaxSlotIndex] of byte;
@@ -79,7 +78,6 @@
end;
procedure AddAmmoStore;
-const probability: array [0..8] of LongWord = (0,20,30,60,100,200,400,600,800);
var cnt: Longword;
a: TAmmoType;
ammos: TAmmoCounts;
@@ -99,7 +97,7 @@
begin
if a <> amNothing then
begin
- Ammoz[a].Probability:= probability[byte(ammoProbability[ord(a)]) - byte('0')];
+ Ammoz[a].Probability:= probabilityLevels[byte(ammoProbability[ord(a)]) - byte('0')];
Ammoz[a].SkipTurns:= (byte(ammoDelay[ord(a)]) - byte('0'));
Ammoz[a].NumberInCase:= (byte(ammoReinforcement[ord(a)]) - byte('0'));
cnt:= byte(ammoLoadout[ord(a)]) - byte('0');
@@ -118,31 +116,42 @@
or ((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0))
or ((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0))
or ((a = amVampiric) and ((GameFlags and gfVampiric) <> 0))
- or ((a = amExtraTime) and (cHedgehogTurnTime >= 1000000)) then
+ or ((a = amExtraTime) and (cHedgehogTurnTime >= 1000000))
+ // Always remove creeper because it's unfinished.
+ // TODO: Re-enable creeper when creeper is done
+ or (a = amCreeper) then
begin
cnt:= 0;
Ammoz[a].Probability:= 0
end;
ammos[a]:= cnt;
- if ((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0)
- and (Ammoz[a].SkipTurns = 0) and (a <> amTeleport) and (a <> amSkip) then
- Ammoz[a].SkipTurns:= 1;
-
- if ((GameFlags and gfPlaceHog) <> 0)
+ if (((GameFlags and gfPlaceHog) <> 0)
+ or (((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0)))
and (a <> amTeleport) and (a <> amSkip)
and (Ammoz[a].SkipTurns < 10000) then
inc(Ammoz[a].SkipTurns,10000);
- if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then
+ if (((GameFlags and gfPlaceHog) <> 0)
+ or (((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0)))
+ and (a = amTeleport) then
ammos[a]:= AMMO_INFINITE
end
else
ammos[a]:= AMMO_INFINITE;
- if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then
- InitialCounts[Pred(StoreCnt)][a]:= cnt
+
+ if (((GameFlags and gfPlaceHog) <> 0)
+ or (((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0)))
+ and (a = amTeleport) then
+ begin
+ InitialCountsLocal[Pred(StoreCnt)][a]:= cnt;
+ InitialAmmoCounts[a]:= cnt;
+ end
else
- InitialCounts[Pred(StoreCnt)][a]:= ammos[a];
+ begin
+ InitialCountsLocal[Pred(StoreCnt)][a]:= ammos[a];
+ InitialAmmoCounts[a]:= ammos[a];
+ end
end;
for a:= Low(TAmmoType) to High(TAmmoType) do
@@ -156,7 +165,7 @@
function GetAmmoByNum(num: LongInt): PHHAmmo;
begin
- if checkFails(num < StoreCnt, 'Invalid store number', true) then
+ if checkFails(num < StoreCnt, 'Invalid ammo store number', true) then
GetAmmoByNum:= nil
else
GetAmmoByNum:= StoresList[num]
@@ -395,7 +404,9 @@
CurWeapon:= GetCurAmmoEntry(Hedgehog);
OldWeapon:= GetCurAmmoEntry(Hedgehog);
- if (CurWeapon^.Count = 0) then
+ if (Hedgehog.Gear^.State and gstHHDriven) = 0 then
+ Hedgehog.CurAmmoType:= amNothing
+ else if (CurWeapon^.Count = 0) then
SwitchToFirstLegalAmmo(Hedgehog)
else if CurWeapon^.AmmoType = amNothing then
Hedgehog.CurAmmoType:= amNothing;
@@ -418,7 +429,8 @@
s:= s + ansistring(' (' + IntToStr(Count) + ')');
if (Propz and ammoprop_Timerable) <> 0 then
s:= s + ansistring(', ' + IntToStr(Timer div 1000) + ' ') + trammo[sidSeconds];
- AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
+ if (Hedgehog.Gear^.State and gstHHDriven) <> 0 then
+ AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
if (Propz and ammoprop_NeedTarget) <> 0 then
begin
if Gear <> nil then Gear^.State:= Gear^.State or gstChooseTarget;
@@ -458,7 +470,7 @@
if (Propz and ammoprop_NotBorder) <> 0 then
begin
Count:= 0;
- InitialCounts[i][AmmoType]:= 0
+ InitialCountsLocal[i][AmmoType]:= 0
end;
PackAmmo(StoresList[i], slot)
@@ -489,7 +501,7 @@
ammoReinforcement:= s;
end;
-// Restore indefinitely disabled weapons and initial weapon counts. Only used for hog placement right now
+// Restore indefinitely disabled weapons and initial weapon counts.
procedure ResetWeapons;
var i, t: Longword;
a: TAmmoType;
@@ -506,7 +518,7 @@
for i:= 0 to Pred(StoreCnt) do
begin
for a:= Low(TAmmoType) to High(TAmmoType) do
- newAmmos[a].Count:= InitialCounts[i][a];
+ newAmmos[a].Count:= InitialCountsLocal[i][a];
FillAmmoStore(StoresList[i], newAmmos);
end;
@@ -546,7 +558,7 @@
ammoDelay:= ammoDelay + '0';
ammoReinforcement:= ammoReinforcement + '0'
end;
- FillChar(InitialCounts, sizeof(InitialCounts), 0)
+ FillChar(InitialCountsLocal, sizeof(InitialCountsLocal), 0)
end;
procedure freeModule;