(* * Hedgewars, a free turn based strategy game * Copyright (c) 2006-2008 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *){$INCLUDE "options.inc"}unit uAmmos;interfaceuses uConsts, uTeams, uStats;procedure initModule;procedure freeModule;procedure AddAmmoStore;procedure SetAmmoLoadout(s: shortstring);procedure SetAmmoProbability(s: shortstring);procedure SetAmmoDelay(s: shortstring);procedure SetAmmoReinforcement(s: shortstring);procedure AssignStores;procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);procedure OnUsedAmmo(var Hedgehog: THedgehog);procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);procedure ApplyAmmoChanges(var Hedgehog: THedgehog);procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);procedure SetWeapon(weap: TAmmoType);procedure DisableSomeWeapons;procedure ResetWeapons;function GetAmmoByNum(num: Longword): PHHAmmo;function GetAmmoEntry(var Hedgehog: THedgehog): PAmmo;var shoppa: boolean; StoreCnt: Longword;implementationuses uMisc, uGears, uWorld, uLocale, uConsole, uMobile;type TAmmoCounts = array[TAmmoType] of Longword;var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo; ammoLoadout, ammoProbability, ammoDelay, ammoReinforcement: shortstring; InitialCounts: array[0..Pred(cMaxHHs)] of TAmmoCounts;procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts);var mi: array[0..cMaxSlotIndex] of byte; a: TAmmoType;begin{$HINTS OFF}FillChar(mi, sizeof(mi), 0);{$HINTS ON}FillChar(Ammo^, sizeof(Ammo^), 0);for a:= Low(TAmmoType) to High(TAmmoType) do begin if cnts[a] > 0 then begin TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true); Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo; with Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]] do begin Count:= cnts[a]; if (TotalRounds < 0) and ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then Count:= AMMO_INFINITE; end; inc(mi[Ammoz[a].Slot]) end else if (TotalRounds < 0) and ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then begin TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true); Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo; Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= AMMO_INFINITE; inc(mi[Ammoz[a].Slot]) end endend;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; substr: shortstring; // TEMPORARYbeginTryDo((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);// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editorsubstr:= Copy(ammoLoadout,1,15);if (substr = '000000990000009') or (substr = '000000990000000') then shoppa:= true;inc(StoreCnt);TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true);new(StoresList[Pred(StoreCnt)]);for a:= Low(TAmmoType) to High(TAmmoType) do begin if a <> amNothing then begin Ammoz[a].Probability:= probability[byte(ammoProbability[ord(a)]) - byte('0')]; Ammoz[a].SkipTurns:= (byte(ammoDelay[ord(a)]) - byte('0')); Ammoz[a].NumberInCase:= (byte(ammoReinforcement[ord(a)]) - byte('0')); if (TrainingFlags and tfIgnoreDelays) <> 0 then Ammoz[a].SkipTurns:= 0; cnt:= byte(ammoLoadout[ord(a)]) - byte('0'); // avoid things we already have infinite number if cnt = 9 then begin cnt:= AMMO_INFINITE; Ammoz[a].Probability:= 0 end; if Ammoz[a].NumberInCase = 0 then Ammoz[a].Probability:= 0; // avoid things we already have by scheme // merge this into DisableSomeWeapons ? if ((a = amLowGravity) and ((GameFlags and gfLowGravity) <> 0)) or ((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or ((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or ((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) 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) and (a <> amTeleport) and (a <> amSkip) and (Ammoz[a].SkipTurns < 10000) then inc(Ammoz[a].SkipTurns,10000) end else ammos[a]:= AMMO_INFINITE; InitialCounts[Pred(StoreCnt)][a]:= ammos[a]; end;FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)end;function GetAmmoByNum(num: Longword): PHHAmmo;beginTryDo(num < StoreCnt, 'Invalid store number', true);exit(StoresList[num])end;function GetAmmoEntry(var Hedgehog: THedgehog): PAmmo;var ammoidx, slot: LongWord;beginwith Hedgehog do begin slot:= Ammoz[CurAmmoType].Slot; ammoidx:= 0; while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do inc(ammoidx); GetAmmoEntry:= @Ammo^[slot, ammoidx]; endend;procedure AssignStores;var t: LongInt; i: Longword;beginfor t:= 0 to Pred(TeamsCount) do with TeamsArray[t]^ do begin for i:= 0 to cMaxHHIndex do if Hedgehogs[i].Gear <> nil then begin Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore); Hedgehogs[i].CurAmmoType:= amNothing; end endend;procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);var ammos: TAmmoCounts; slot, ami: LongInt; hhammo: PHHAmmo;begin{$HINTS OFF}FillChar(ammos, sizeof(ammos), 0);{$HINTS ON}hhammo:= Hedgehog.Ammo;for slot:= 0 to cMaxSlotIndex do for ami:= 0 to cMaxSlotAmmoIndex do if hhammo^[slot, ami].Count > 0 then ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami].Count;if ammos[ammo] <> AMMO_INFINITE then begin inc(ammos[ammo], Ammoz[ammo].NumberInCase); if ammos[ammo] > AMMO_INFINITE then ammos[ammo]:= AMMO_INFINITE end;FillAmmoStore(hhammo, ammos)end;procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);var ami: LongInt; b: boolean;begin repeat b:= false; ami:= 0; while (not b) and (ami < cMaxSlotAmmoIndex) do if (Ammo^[Slot, ami].Count = 0) and (Ammo^[Slot, ami + 1].Count > 0) then b:= true else inc(ami); if b then // there is a free item in ammo stack begin Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1]; Ammo^[Slot, ami + 1].Count:= 0 end; until not b;end;procedure OnUsedAmmo(var Hedgehog: THedgehog);var CurWeapon: PAmmo;beginCurWeapon:= GetAmmoEntry(Hedgehog);with Hedgehog do begin MultiShootAttacks:= 0; with CurWeapon^ do if Count <> AMMO_INFINITE then begin dec(Count); if Count = 0 then begin PackAmmo(Ammo, Ammoz[AmmoType].Slot); //SwitchNotHeldAmmo(Hedgehog); CurAmmoType:= amNothing end end end;perfExt_AmmoUpdate;end;function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;var slot, ami: LongInt;beginSlot:= Ammoz[Ammo].Slot;ami:= 0;while (ami <= cMaxSlotAmmoIndex) do begin with Hedgehog.Ammo^[Slot, ami] do if (AmmoType = Ammo) then exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns)); inc(ami) end;HHHasAmmo:= falseend;procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);beginwith Hedgehog do begin CurMinAngle:= Ammoz[AmmoType].minAngle; if Ammoz[AmmoType].maxAngle <> 0 then CurMaxAngle:= Ammoz[AmmoType].maxAngle else CurMaxAngle:= cMaxAngle; with Hedgehog.Gear^ do begin if Angle < CurMinAngle then Angle:= CurMinAngle; if Angle > CurMaxAngle then Angle:= CurMaxAngle; end endend;procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);var slot, ammoidx: LongWord;beginwith Hedgehog do begin CurAmmoType:= amNothing; slot:= 0; ammoidx:= 0; while (slot <= cMaxSlotIndex) and ((Ammo^[slot, ammoidx].Count = 0) or (Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)) do begin while (ammoidx <= cMaxSlotAmmoIndex) and ((Ammo^[slot, ammoidx].Count = 0) or (Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)) do inc(ammoidx); if (ammoidx > cMaxSlotAmmoIndex) then begin ammoidx:= 0; inc(slot) end end; TryDo(slot <= cMaxSlotIndex, 'Ammo slot index overflow', true); CurAmmoType:= Ammo^[slot, ammoidx].AmmoType; endend;procedure ApplyAmmoChanges(var Hedgehog: THedgehog);var s: shortstring; CurWeapon: PAmmo;beginTargetPoint.X:= NoPointX;with Hedgehog do begin Timer:= 10; CurWeapon:= GetAmmoEntry(Hedgehog); if (CurWeapon^.Count = 0) then SwitchToFirstLegalAmmo(Hedgehog); CurWeapon:= GetAmmoEntry(Hedgehog); ApplyAngleBounds(Hedgehog, CurWeapon^.AmmoType); with CurWeapon^ do begin if AmmoType <> amNothing then begin s:= trammo[Ammoz[AmmoType].NameId]; if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) then s:= s + ' (' + IntToStr(Count) + ')'; if (Propz and ammoprop_Timerable) <> 0 then s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds]; AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo); end; if (Propz and ammoprop_NeedTarget) <> 0 then begin Gear^.State:= Gear^.State or gstHHChooseTarget; isCursorVisible:= true end else begin Gear^.State:= Gear^.State and not gstHHChooseTarget; isCursorVisible:= false end; if (CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) then ShowCrosshair:= (Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0 else ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0; end end;end;procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);beginwith Hedgehog do if ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_DontHold) <> 0) or (Ammoz[CurAmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then SwitchToFirstLegalAmmo(Hedgehog);end;procedure SetWeapon(weap: TAmmoType);beginParseCommand('/setweap ' + char(weap), true)end;procedure DisableSomeWeapons;var i, slot, a: Longword; t: TAmmoType;beginfor i:= 0 to Pred(StoreCnt) do for slot:= 0 to cMaxSlotIndex do begin for a:= 0 to cMaxSlotAmmoIndex do with StoresList[i]^[slot, a] do if (Propz and ammoprop_NotBorder) <> 0 then begin Count:= 0; InitialCounts[i][AmmoType]:= 0 end; PackAmmo(StoresList[i], slot) end;for t:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0end;procedure SetAmmoLoadout(s: shortstring);begin ammoLoadout:= s;end;procedure SetAmmoProbability(s: shortstring);begin ammoProbability:= s;end;procedure SetAmmoDelay(s: shortstring);begin ammoDelay:= s;end;procedure SetAmmoReinforcement(s: shortstring);begin ammoReinforcement:= s;end;// Restore indefinitely disabled weapons and initial weapon counts. Only used for hog placement right nowprocedure ResetWeapons;var i, t: Longword; a: TAmmoType;beginfor t:= 0 to Pred(TeamsCount) do with TeamsArray[t]^ do for i:= 0 to cMaxHHIndex do if Hedgehogs[i].Gear <> nil then FillAmmoStore(Hedgehogs[i].Ammo, InitialCounts[Hedgehogs[i].AmmoStore]);for a:= Low(TAmmoType) to High(TAmmoType) do if Ammoz[a].SkipTurns >= 10000 then dec(Ammoz[a].SkipTurns,10000)end;procedure initModule;begin shoppa:= false; StoreCnt:= 0; ammoLoadout:= ''; ammoProbability:= ''; ammoDelay:= ''; ammoReinforcement:= ''; FillChar(InitialCounts, sizeof(InitialCounts), 0)end;procedure freeModule;var i: LongWord;begin if StoreCnt > 0 then for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i])end;end.