--- a/hedgewars/uAIActions.pas Fri Feb 24 16:06:12 2006 +0000
+++ b/hedgewars/uAIActions.pas Wed Jun 14 15:50:22 2006 +0000
@@ -1,40 +1,8 @@
-(*
- * 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;
+uses uGears;
+const MAXACTIONS = 256;
+ aia_none = 0;
aia_Left = 1;
aia_Right = 2;
aia_Timer = 3;
@@ -53,20 +21,21 @@
aim_release = $80000001;
ai_specmask = $80000000;
-type PAction = ^TAction;
- TAction = record
+type TAction = record
Action, Param: Longword;
Time: Longword;
- Next: PAction;
end;
+ TActions = record
+ Count, Pos: Longword;
+ actions: array[0..Pred(MAXACTIONS)] of TAction;
+ Score: integer;
+ end;
-function AddAction(Action, Param, TimeDelta: Longword): PAction;
-procedure FreeActionsList;
-function IsActionListEmpty: boolean;
-procedure ProcessAction;
+procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword);
+procedure ProcessAction(var Actions: TActions; Me: PGear);
implementation
-uses uMisc, uConsts, uConsole, uTeams;
+uses uMisc, uTeams, uConsts, uConsole;
const ActionIdToStr: array[0..7] of string[16] = (
{aia_none} '',
@@ -77,98 +46,53 @@
{aia_attack} 'attack',
{aia_Up} 'up',
{aia_Down} 'down'
- );
-
+ );
-var ActionList,
- FinAction: PAction;
-
-function AddAction(Action, Param, TimeDelta: Longword): PAction;
+procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword);
begin
-New(Result);
-TryDo(Result <> nil, 'AddAction: Result = nil', 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;
+with Actions do
+ begin
+ actions[Count].Action:= Action;
+ actions[Count].Param:= Param;
+ if Count > 0 then actions[Count].Time:= actions[Pred(Count)].Time + TimeDelta
+ else actions[Count].Time:= GameTicks + TimeDelta;
+ inc(Count);
+ TryDo(Count < MAXACTIONS, 'AI: actions overflow', true);
+ end
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;
+procedure ProcessAction(var Actions: TActions; Me: PGear);
var s: shortstring;
begin
-if ActionList = nil then exit;
-with ActionList^ do
+if Actions.Pos >= Actions.Count then exit;
+with Actions.actions[Actions.Pos] 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');
+ aia_WaitX: if round(Me.X) = Param then Time:= GameTicks
+ else exit;
+ aia_WaitY: if round(Me.Y) = Param then Time:= GameTicks
+ else exit;
+ aia_LookLeft: if Me.dX >= 0 then
+ begin
+ ParseCommand('+left');
+ exit
+ end else ParseCommand('-left');
+ aia_LookRight: if Me.dX < 0 then
+ begin
+ ParseCommand('+right');
+ exit
+ end else ParseCommand('-right');
end else
begin
s:= ActionIdToStr[Action];
@@ -181,7 +105,7 @@
ParseCommand(s)
end
end;
-DeleteCurrAction
+inc(Actions.Pos)
end;
end.