--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uAIActions.pas Mon Aug 22 13:35:41 2005 +0000
@@ -0,0 +1,187 @@
+(*
+ * Hedgewars, a worms-like game
+ * Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * Distributed under the terms of the BSD-modified licence:
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * with the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ * 3. The name of the author may not be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
+ * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
+ * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
+ * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
+ * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *)
+
+unit uAIActions;
+interface
+{$INCLUDE options.inc}
+const aia_none = 0;
+ aia_Left = 1;
+ aia_Right = 2;
+ aia_Timer = 3;
+ aia_Slot = 4;
+ aia_attack = 5;
+ aia_Up = 6;
+ aia_Down = 7;
+
+ aia_Weapon = $80000000;
+ aia_WaitX = $80000001;
+ aia_WaitY = $80000002;
+ aia_LookLeft = $80000003;
+ aia_LookRight = $80000004;
+
+ aim_push = $80000000;
+ aim_release = $80000001;
+ ai_specmask = $80000000;
+
+type PAction = ^TAction;
+ TAction = record
+ Action, Param: Longword;
+ Time: Longword;
+ Next: PAction;
+ end;
+
+function AddAction(Action, Param, TimeDelta: Longword): PAction;
+procedure FreeActionsList;
+function IsActionListEmpty: boolean;
+procedure ProcessAction;
+
+implementation
+uses uMisc, uConsts, uConsole, uTeams;
+
+const ActionIdToStr: array[0..7] of string[16] = (
+{aia_none} '',
+{aia_Left} 'left',
+{aia_Right} 'right',
+{aia_Timer} 'timer',
+{aia_slot} 'slot',
+{aia_attack} 'attack',
+{aia_Up} 'up',
+{aia_Down} 'down'
+ );
+
+
+var ActionList,
+ FinAction: PAction;
+
+function AddAction(Action, Param, TimeDelta: Longword): PAction;
+begin
+New(Result);
+TryDo(Result <> nil, errmsgDynamicVar, true);
+FillChar(Result^, sizeof(TAction), 0);
+Result.Action:= Action;
+Result.Param:= Param;
+if ActionList = nil then
+ begin
+ Result.Time:= GameTicks + TimeDelta;
+ ActionList:= Result;
+ FinAction := Result
+ end else
+ begin
+ Result.Time:= TimeDelta;
+ FinAction.Next:= Result;
+ FinAction:= Result
+ end
+end;
+
+procedure DeleteCurrAction;
+var t: PAction;
+begin
+t:= ActionList;
+ActionList:= ActionList.Next;
+if ActionList = nil then FinAction:= nil
+ else inc(ActionList.Time, t.Time);
+Dispose(t)
+end;
+
+function IsActionListEmpty: boolean;
+begin
+Result:= ActionList = nil
+end;
+
+procedure FreeActionsList;
+begin
+while ActionList <> nil do DeleteCurrAction;
+end;
+
+procedure SetWeapon(weap: Longword);
+var t: integer;
+begin
+t:= 0;
+with CurrentTeam^ do
+ with Hedgehogs[CurrHedgehog] do
+ while Ammo[CurSlot, CurAmmo].AmmoType <> TAmmotype(weap) do
+ begin
+ ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot));
+ inc(t);
+ if t > 10 then OutError('AI: incorrect try to change weapon!', true)
+ end
+end;
+
+procedure ProcessAction;
+var s: shortstring;
+begin
+if ActionList = nil then exit;
+with ActionList^ do
+ begin
+ if Time > GameTicks then exit;
+ if (Action and ai_specmask) <> 0 then
+ case Action of
+ aia_Weapon: SetWeapon(Param);
+ aia_WaitX: with CurrentTeam^ do
+ with Hedgehogs[CurrHedgehog] do
+ if round(Gear.X) = Param then Time:= GameTicks
+ else exit;
+ aia_WaitY: with CurrentTeam^ do
+ with Hedgehogs[CurrHedgehog] do
+ if round(Gear.Y) = Param then Time:= GameTicks
+ else exit;
+ aia_LookLeft: with CurrentTeam^ do
+ with Hedgehogs[CurrHedgehog] do
+ if Gear.dX >= 0 then
+ begin
+ ParseCommand('+left');
+ exit
+ end else ParseCommand('-left');
+ aia_LookRight: with CurrentTeam^ do
+ with Hedgehogs[CurrHedgehog] do
+ if Gear.dX < 0 then
+ begin
+ ParseCommand('+right');
+ exit
+ end else ParseCommand('-right');
+ end else
+ begin
+ s:= ActionIdToStr[Action];
+ if (Param and ai_specmask) <> 0 then
+ case Param of
+ aim_push: s:= '+' + s;
+ aim_release: s:= '-' + s;
+ end
+ else if Param <> 0 then s:= s + ' ' + inttostr(Param);
+ ParseCommand(s)
+ end
+ end;
+DeleteCurrAction
+end;
+
+end.