hedgewars/uAmmos.pas
author koda
Mon, 19 Apr 2010 15:30:11 +0000
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updates to openalbridge (modified api and simplified some sections)
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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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{$INCLUDE "options.inc"}
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unit uAmmos;
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interface
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uses uConsts, uTeams, uStats;
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procedure initModule;
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procedure freeModule;
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procedure AddAmmoStore;
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procedure SetAmmoLoadout(s: shortstring);
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procedure SetAmmoProbability(s: shortstring);
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procedure SetAmmoDelay(s: shortstring);
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procedure SetAmmoReinforcement(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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procedure ResetWeapons;
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function GetAmmoByNum(num: Longword): PHHAmmo;
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var shoppa: boolean;
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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;
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    ammoLoadout, ammoProbability, ammoDelay, ammoReinforcement: shortstring;
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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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    begin
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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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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= cnts[a];
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       if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then 
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           Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= AMMO_INFINITE;
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       inc(mi[Ammoz[a].Slot])
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       end
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    else if (TotalRounds < 0) and ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) 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:= AMMO_INFINITE;
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= 0;
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       inc(mi[Ammoz[a].Slot])
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       end
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    end
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end;
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procedure AddAmmoStore;
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const probability: array [0..8] of LongWord = (0,20,30,60,100,200,400,600,800);
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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(ammoLoadout[0]) = byte(ord(High(TAmmoType)))) and (byte(ammoProbability[0]) = byte(ord(High(TAmmoType)))) and (byte(ammoDelay[0]) = byte(ord(High(TAmmoType)))) and (byte(ammoReinforcement[0]) = byte(ord(High(TAmmoType)))), 'Incomplete or missing ammo scheme set (incompatible frontend or demo/save?)', true);
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// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editor
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substr:= Copy(ammoLoadout,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(ammoProbability[ord(a)]) - byte('0')];
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        Ammoz[a].SkipTurns:= (byte(ammoDelay[ord(a)]) - byte('0'));
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        Ammoz[a].NumberInCase:= (byte(ammoReinforcement[ord(a)]) - byte('0'));
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        if (TrainingFlags and tfIgnoreDelays) <> 0 then Ammoz[a].SkipTurns:= 0;
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        cnt:= byte(ammoLoadout[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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        if Ammoz[a].NumberInCase = 0 then Ammoz[a].Probability:= 0;
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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 ((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0) and (Ammoz[a].SkipTurns = 0) and (a <> amTeleport) and (a <> amSkip) then 
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            Ammoz[a].SkipTurns:= 1;
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        if ((GameFlags and gfPlaceHog) <> 0) and
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            (a <> amTeleport) and (a <> amSkip) and 
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            (Ammoz[a].SkipTurns < 10000) then inc(Ammoz[a].SkipTurns,10000)
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   144
        end else
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        ammos[a]:= AMMO_INFINITE
288
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    end;
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FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
288
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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])
288
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end;
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procedure AssignStores;
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   158
var t: LongInt;
288
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    i: Longword;
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begin
547
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for t:= 0 to Pred(TeamsCount) do
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   with TeamsArray[t]^ do
288
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      begin
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      for i:= 0 to cMaxHHIndex do
547
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   165
          if Hedgehogs[i].Gear <> nil then
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             Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
288
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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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   182
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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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   187
   end;
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295
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FillAmmoStore(hhammo, ammos)
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   190
end;
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   191
371
731ad6d27bd1 integer -> LongInt
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procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
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var ami: LongInt;
295
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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);
2221
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      if b then // there is a free item in ammo stack
295
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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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   208
    until not b;
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end;
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   210
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   211
procedure OnUsedAmmo(var Hedgehog: THedgehog);
295
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   212
begin
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   213
with Hedgehog do
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    begin
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    MultiShootAttacks:= 0;
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   216
    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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   221
                begin
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                PackAmmo(Ammo, CurSlot);
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   223
                SwitchNotHeldAmmo(Hedgehog)
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   224
                end
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   225
            end
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   226
    end
295
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   227
end;
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   228
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   229
function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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   230
var slot, ami: LongInt;
295
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   231
begin
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   232
Slot:= Ammoz[Ammo].Slot;
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   233
ami:= 0;
351
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   234
while (ami <= cMaxSlotAmmoIndex) do
295
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   235
      begin
553
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   236
      with Hedgehog.Ammo^[Slot, ami] do
941
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   237
            if (AmmoType = Ammo) then
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   238
               exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns));
295
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   239
      inc(ami)
351
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   240
      end;
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   241
HHHasAmmo:= false
295
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   242
end;
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   243
1964
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   244
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
1922
88cdabb51995 Fix bug with rope and bazooka
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   245
begin
88cdabb51995 Fix bug with rope and bazooka
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   246
with Hedgehog do
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   247
    begin
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   248
    CurMinAngle:= Ammoz[AmmoType].minAngle;
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   249
    if Ammoz[AmmoType].maxAngle <> 0 then
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   250
        CurMaxAngle:= Ammoz[AmmoType].maxAngle
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   251
    else
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        CurMaxAngle:= cMaxAngle;
1964
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   253
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   254
    with Hedgehog.Gear^ do
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   255
        begin
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   256
        if Angle < CurMinAngle then Angle:= CurMinAngle;
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   257
        if Angle > CurMaxAngle then Angle:= CurMaxAngle;
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   258
        end
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   259
    end
1922
88cdabb51995 Fix bug with rope and bazooka
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   260
end;
88cdabb51995 Fix bug with rope and bazooka
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diff changeset
   261
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   262
procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);
1a0bb82d55f0 Switch to first legal ammo when hedgehog can't hold current one
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   263
begin
1a0bb82d55f0 Switch to first legal ammo when hedgehog can't hold current one
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   264
with Hedgehog do
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   265
    begin
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   266
    CurAmmo:= 0;
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   267
    CurSlot:= 0;
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   268
    while (CurSlot <= cMaxSlotIndex) and
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   269
        ((Ammo^[CurSlot, CurAmmo].Count = 0) or
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   270
        (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
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   271
        do
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   272
        begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   273
        while (CurAmmo <= cMaxSlotAmmoIndex) and
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   274
            ((Ammo^[CurSlot, CurAmmo].Count = 0) or
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   275
            (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
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   276
            do inc(CurAmmo);
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   277
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   278
        if (CurAmmo > cMaxSlotAmmoIndex) then
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   279
            begin
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   280
            CurAmmo:= 0;
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   281
            inc(CurSlot)
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   282
            end
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   283
        end;
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   284
    TryDo(CurSlot <= cMaxSlotIndex, 'Ammo slot index overflow', true)
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   285
    end
2432
1a0bb82d55f0 Switch to first legal ammo when hedgehog can't hold current one
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   286
end;
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diff changeset
   287
553
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   288
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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   289
var s: shortstring;
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diff changeset
   290
begin
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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   291
TargetPoint.X:= NoPointX;
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diff changeset
   292
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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   293
with Hedgehog do
2948
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   294
    begin
3030
411146650700 Remove Timer2 from Gear, add a Timer to Hedgehog
nemo
parents: 3028
diff changeset
   295
    Timer:= 10;
2409
dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
koda
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diff changeset
   296
2948
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   297
    if (Ammo^[CurSlot, CurAmmo].Count = 0) then
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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diff changeset
   298
        SwitchToFirstLegalAmmo(Hedgehog);
2431
23242609c44b Real fix to ammo slot overflow (bug triggered by r2411 fix)
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diff changeset
   299
2409
dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
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   300
        //bad things could happen here in case CurSlot is overflowing
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    ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType);
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   302
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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.
nemo
parents: 2246
diff changeset
   305
        if AmmoType <> amNothing then
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.
nemo
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   306
            begin
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            s:= trammo[Ammoz[AmmoType].NameId];
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   308
            if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) then
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   309
                s:= s + ' (' + IntToStr(Count) + ')';
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   310
            if (Propz and ammoprop_Timerable) <> 0 then
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   311
                s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
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   312
            AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
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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.
nemo
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   313
            end;
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   314
        if (Propz and ammoprop_NeedTarget) <> 0
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   315
            then begin
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   316
            Gear^.State:= Gear^.State or      gstHHChooseTarget;
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   317
            isCursorVisible:= true
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   318
            end else begin
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   319
            Gear^.State:= Gear^.State and not gstHHChooseTarget;
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   320
            isCursorVisible:= false
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diff changeset
   321
            end;
3114
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nemo
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   322
        if (CurAmmoGear <> nil) and ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) <> 0) then
3a3d1ee2ebd0 Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
nemo
parents: 3075
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   323
            ShowCrosshair:= (CurAmmoGear^.Ammo^.Propz and ammoprop_NoCrossHair) = 0
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nemo
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   324
        else
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nemo
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   325
            ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0;
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   326
        end
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   327
    end
553
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   328
end;
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unc0rr
parents: 547
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   329
1922
88cdabb51995 Fix bug with rope and bazooka
unc0rr
parents: 1915
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   330
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
553
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   331
begin
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   332
with Hedgehog do
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   333
    if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or
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unc0rr
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   334
        (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
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unc0rr
parents: 2860
diff changeset
   335
        SwitchToFirstLegalAmmo(Hedgehog);
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
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   336
end;
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unc0rr
parents: 547
diff changeset
   337
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4f59db6f147d - New command 'set weapon'
unc0rr
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   338
procedure SetWeapon(weap: TAmmoType);
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unc0rr
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   339
begin
1850
a0332e79fdc9 a patch :P
unc0rr
parents: 1849
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   340
ParseCommand('/setweap ' + char(weap), true)
783
4f59db6f147d - New command 'set weapon'
unc0rr
parents: 553
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   341
end;
4f59db6f147d - New command 'set weapon'
unc0rr
parents: 553
diff changeset
   342
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   343
procedure DisableSomeWeapons;
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   344
var i, slot, a: Longword;
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   345
    t: TAmmoType;
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parents: 1066
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   346
begin
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   347
for i:= 0 to Pred(StoreCnt) do
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unc0rr
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   348
    for slot:= 0 to cMaxSlotIndex do
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   349
        begin
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   350
        for a:= 0 to cMaxSlotAmmoIndex do
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unc0rr
parents: 2860
diff changeset
   351
            with StoresList[i]^[slot, a] do
3319
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   352
                if (Propz and ammoprop_NotBorder) <> 0 then 
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   353
                    begin
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
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   354
                    Count:= 0;
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   355
                    InitialCount:= 0
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   356
                    end;
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unc0rr
parents: 1066
diff changeset
   357
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parents: 2860
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   358
        PackAmmo(StoresList[i], slot)
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diff changeset
   359
        end;
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   360
dfe9bafb4590 Apply nemo's patch polished by me:
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parents: 1066
diff changeset
   361
for t:= Low(TAmmoType) to High(TAmmoType) do
2948
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unc0rr
parents: 2860
diff changeset
   362
    if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0
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parents: 1066
diff changeset
   363
end;
dfe9bafb4590 Apply nemo's patch polished by me:
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parents: 1066
diff changeset
   364
3346
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   365
procedure SetAmmoLoadout(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   366
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
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   367
    ammoLoadout:= s;
967fd96f7373 Engine/Frontend:
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diff changeset
   368
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   369
967fd96f7373 Engine/Frontend:
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   370
procedure SetAmmoProbability(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   371
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   372
    ammoProbability:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   373
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   374
967fd96f7373 Engine/Frontend:
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diff changeset
   375
procedure SetAmmoDelay(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   376
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   377
    ammoDelay:= s;
967fd96f7373 Engine/Frontend:
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parents: 3319
diff changeset
   378
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   379
967fd96f7373 Engine/Frontend:
smxx
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diff changeset
   380
procedure SetAmmoReinforcement(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   381
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   382
    ammoReinforcement:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   383
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   384
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   385
// Restore indefinitely disabled weapons and initial weapon counts.  Only used for hog placement right now
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   386
procedure ResetWeapons;
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   387
var i, slot, a: Longword;
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unc0rr
parents: 2860
diff changeset
   388
    t: TAmmoType;
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   389
begin
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   390
for i:= 0 to Pred(StoreCnt) do
2948
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unc0rr
parents: 2860
diff changeset
   391
    for slot:= 0 to cMaxSlotIndex do
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unc0rr
parents: 2860
diff changeset
   392
        begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   393
        for a:= 0 to cMaxSlotAmmoIndex do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   394
            with StoresList[i]^[slot, a] do
2818
df7ec369992b Should be equivalent, but in any case, not needed
nemo
parents: 2796
diff changeset
   395
                Count:= InitialCount;
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   396
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   397
        PackAmmo(StoresList[i], slot)
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unc0rr
parents: 2860
diff changeset
   398
        end;
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   399
for t:= Low(TAmmoType) to High(TAmmoType) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   400
    if Ammoz[t].SkipTurns >= 10000 then dec(Ammoz[t].SkipTurns,10000);
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   401
end;
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   402
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3033
diff changeset
   403
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   404
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   405
    shoppa:= false;
3346
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   406
    StoreCnt:= 0;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   407
    ammoLoadout:= '';
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   408
    ammoProbability:= '';
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   409
    ammoDelay:= '';
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   410
    ammoReinforcement:= ''
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   411
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   412
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3033
diff changeset
   413
procedure freeModule;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   414
var i: LongWord;
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   415
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   416
    if StoreCnt > 0 then
3052
unc0rr
parents: 3038
diff changeset
   417
        for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i])
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   418
end;
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   419
288
929c44745fd9 Ammo schemes and ammo stores support in engine
unc0rr
parents:
diff changeset
   420
end.