hedgewars/uAmmos.pas
author nemo
Sun, 18 Oct 2009 06:26:45 +0000
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parent 2461 5e58b1e3210b
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permissions -rw-r--r--
Just checking this in so prg can try it. May back it out
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2008 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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unit uAmmos;
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interface
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uses uConsts, uTeams;
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{$INCLUDE options.inc}
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procedure AddAmmoStore(s: shortstring);
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procedure AssignStores;
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procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
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function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
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procedure SetWeapon(weap: TAmmoType);
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procedure DisableSomeWeapons;
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var shoppa: Boolean = false;
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implementation
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uses uMisc, uGears, uWorld, uLocale, uConsole;
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type TAmmoCounts = array[TAmmoType] of Longword;
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var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
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    StoreCnt: Longword = 0;
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procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts);
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var mi: array[0..cMaxSlotIndex] of byte;
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    a: TAmmoType;
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begin
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FillChar(mi, sizeof(mi), 0);
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FillChar(Ammo^, sizeof(Ammo^), 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    if cnts[a] > 0 then
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       begin
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       TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo;
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a];
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       inc(mi[Ammoz[a].Slot])
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       end
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end;
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procedure AddAmmoStore(s: shortstring);
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const probability: array [0..8] of LongWord = (0,20,30,60,100,150,200,400,600);
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var cnt: Longword;
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    a: TAmmoType;
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    ammos: TAmmoCounts;
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    substr: shortstring; // TEMPORARY
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begin
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TryDo(byte(s[0]) = byte(ord(High(TAmmoType))) * 2, 'Invalid ammo scheme (incompatible frontend)', true);
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// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editor
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substr:= Copy(s,1,15);
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if (substr = '000000990000009') or 
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   (substr = '000000990000000') then
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    shoppa:= true;
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inc(StoreCnt);
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TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true);
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new(StoresList[Pred(StoreCnt)]);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    begin
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    if a <> amNothing then
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        begin
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        Ammoz[a].Probability:= probability[byte(s[ord(a) + ord(High(TAmmoType))]) - byte('0')];
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		if (TrainingFlags and tfIgnoreDelays) <> 0 then Ammoz[a].SkipTurns:= 0;
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        cnt:= byte(s[ord(a)]) - byte('0');
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        // avoid things we already have infinite number
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        if cnt = 9 then
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            begin
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            cnt:= AMMO_INFINITE;
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            Ammoz[a].Probability:= 0
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            end;
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        // avoid things we already have by scheme
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        // merge this into DisableSomeWeapons ?
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        if ((a = amLowGravity) and ((GameFlags and gfLowGravity) <> 0)) or
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           ((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or
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           ((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or
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           ((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) then
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            begin
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            cnt:= 0;
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            Ammoz[a].Probability:= 0
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            end;
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        ammos[a]:= cnt;
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        if shoppa then Ammoz[a].NumberInCase:= 1;  // FIXME - TEMPORARY remove when crate number in case editor is added
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        end else
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        ammos[a]:= AMMO_INFINITE
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    end;
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FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
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end;
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function GetAmmoByNum(num: Longword): PHHAmmo;
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begin
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TryDo(num < StoreCnt, 'Invalid store number', true);
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exit(StoresList[num])
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end;
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procedure AssignStores;
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var t: LongInt;
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    i: Longword;
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begin
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for t:= 0 to Pred(TeamsCount) do
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   with TeamsArray[t]^ do
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      begin
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      for i:= 0 to cMaxHHIndex do
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          if Hedgehogs[i].Gear <> nil then
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             Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
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      end
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end;
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procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
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var ammos: TAmmoCounts;
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    slot, ami: LongInt;
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    hhammo: PHHAmmo;
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begin
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FillChar(ammos, sizeof(ammos), 0);
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hhammo:= Hedgehog.Ammo;
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for slot:= 0 to cMaxSlotIndex do
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    for ami:= 0 to cMaxSlotAmmoIndex do
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        if hhammo^[slot, ami].Count > 0 then
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           ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami].Count;
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if ammos[ammo] <> AMMO_INFINITE then
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   begin
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   inc(ammos[ammo], Ammoz[ammo].NumberInCase);
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   if ammos[ammo] > AMMO_INFINITE then ammos[ammo]:= AMMO_INFINITE
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   end;
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FillAmmoStore(hhammo, ammos)
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end;
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procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
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var ami: LongInt;
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    b: boolean;
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begin
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    repeat
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      b:= false;
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      ami:= 0;
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      while (not b) and (ami < cMaxSlotAmmoIndex) do
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          if (Ammo^[Slot, ami].Count = 0)
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             and (Ammo^[Slot, ami + 1].Count > 0) then b:= true
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                                                  else inc(ami);
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      if b then // there is a free item in ammo stack
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         begin
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         Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1];
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         Ammo^[Slot, ami + 1].Count:= 0
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         end;
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    until not b;
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end;
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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	begin
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	with Ammo^[CurSlot, CurAmmo] do
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		if Count <> AMMO_INFINITE then
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			begin
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			dec(Count);
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			if Count = 0 then
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				begin
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				PackAmmo(Ammo, CurSlot);
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				SwitchNotHeldAmmo(Hedgehog)
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				end
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			end
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	end
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end;
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function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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var slot, ami: LongInt;
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begin
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Slot:= Ammoz[Ammo].Slot;
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ami:= 0;
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while (ami <= cMaxSlotAmmoIndex) do
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      begin
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      with Hedgehog.Ammo^[Slot, ami] do
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            if (AmmoType = Ammo) then
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               exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns));
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      inc(ami)
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      end;
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HHHasAmmo:= false
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end;
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procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
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begin
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with Hedgehog do
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	begin
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	CurMinAngle:= Ammoz[AmmoType].minAngle;
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	if Ammoz[AmmoType].maxAngle <> 0 then
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		CurMaxAngle:= Ammoz[AmmoType].maxAngle
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	else
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		CurMaxAngle:= cMaxAngle;
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	with Hedgehog.Gear^ do
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		begin
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		if Angle < CurMinAngle then Angle:= CurMinAngle;
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		if Angle > CurMaxAngle then Angle:= CurMaxAngle;
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		end
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	end
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end;
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procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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	begin
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	CurAmmo:= 0;
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	CurSlot:= 0;
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	while (CurSlot <= cMaxSlotIndex) and
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		((Ammo^[CurSlot, CurAmmo].Count = 0) or
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		(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
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		do
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		begin
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		while (CurAmmo <= cMaxSlotAmmoIndex) and
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			((Ammo^[CurSlot, CurAmmo].Count = 0) or
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			(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
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			do inc(CurAmmo);
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		if (CurAmmo > cMaxSlotAmmoIndex) then
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			begin
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			CurAmmo:= 0;
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			inc(CurSlot)
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   242
			end
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		end;
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	TryDo(CurSlot <= cMaxSlotIndex, 'Ammo slot index overflow', true)
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	end
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   246
end;
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   247
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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var s: shortstring;
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begin
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TargetPoint.X:= NoPointX;
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   252
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with Hedgehog do
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88cdabb51995 Fix bug with rope and bazooka
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   254
	begin
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   255
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	if (Ammo^[CurSlot, CurAmmo].Count = 0) then
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		SwitchToFirstLegalAmmo(Hedgehog);
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        //bad things could happen here in case CurSlot is overflowing
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	ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType);
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	with Ammo^[CurSlot, CurAmmo] do
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		begin
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babe1a55e284 Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
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   264
        if AmmoType <> amNothing then
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   265
            begin
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   266
		    s:= trammo[Ammoz[AmmoType].NameId];
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		    if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) then
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			    s:= s + ' (' + IntToStr(Count) + ')';
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		    if (Propz and ammoprop_Timerable) <> 0 then
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			    s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
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		    AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
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   272
            end;
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		if (Propz and ammoprop_NeedTarget) <> 0
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   274
			then begin
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			Gear^.State:= Gear^.State or      gstHHChooseTarget;
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			isCursorVisible:= true
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			end else begin
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			Gear^.State:= Gear^.State and not gstHHChooseTarget;
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			isCursorVisible:= false
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   280
			end;
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		ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0
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		end
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   283
	end
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end;
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   285
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   286
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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	if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or
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		(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
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		SwitchToFirstLegalAmmo(Hedgehog);
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   292
end;
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   293
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   294
procedure SetWeapon(weap: TAmmoType);
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   295
begin
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   296
ParseCommand('/setweap ' + char(weap), true)
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   297
end;
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   298
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procedure DisableSomeWeapons;
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var i, slot, a: Longword;
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	t: TAmmoType;
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begin
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for i:= 0 to Pred(StoreCnt) do
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	for slot:= 0 to cMaxSlotIndex do
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		begin
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		for a:= 0 to cMaxSlotAmmoIndex do
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			with StoresList[i]^[slot, a] do
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				if (Propz and ammoprop_NotBorder) <> 0 then Count:= 0;
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		PackAmmo(StoresList[i], slot)
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		end;
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for t:= Low(TAmmoType) to High(TAmmoType) do
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	if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0
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end;
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288
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end.