Less complex theme.cfg format ;) Information about image dimensions is obtained from image
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005, 2006 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
*)
unit uAIActions;
interface
uses uGears;
{$INCLUDE options.inc}
const MAXACTIONS = 96;
aia_none = 0;
aia_Left = 1;
aia_Right = 2;
aia_Timer = 3;
aia_attack = 4;
aia_Up = 5;
aia_Down = 6;
aia_Weapon = $8000;
aia_WaitXL = $8001;
aia_WaitXR = $8002;
aia_LookLeft = $8003;
aia_LookRight = $8004;
aia_AwareExpl = $8005;
aia_HJump = $8006;
aia_LJump = $8007;
aia_Skip = $8008;
aia_Wait = $8009;
aim_push = $8000;
aim_release = $8001;
ai_specmask = $8000;
type TAction = record
Action, Param: Longword;
X, Y: integer;
Time: Longword;
end;
TActions = record
Count, Pos: Longword;
actions: array[0..Pred(MAXACTIONS)] of TAction;
Score: integer;
end;
procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0);
procedure ProcessAction(var Actions: TActions; Me: PGear);
implementation
uses uMisc, uTeams, uConsts, uConsole, uAIMisc;
const ActionIdToStr: array[0..6] of string[16] = (
{aia_none} '',
{aia_Left} 'left',
{aia_Right} 'right',
{aia_Timer} 'timer',
{aia_attack} 'attack',
{aia_Up} 'up',
{aia_Down} 'down'
);
{$IFDEF TRACEAIACTIONS}
const SpecActionIdToStr: array[$8000..$8009] of string[16] = (
{aia_Weapon} 'aia_Weapon',
{aia_WaitX} 'aia_WaitX',
{aia_WaitY} 'aia_WaitY',
{aia_LookLeft} 'aia_LookLeft',
{aia_LookRight} 'aia_LookRight',
{aia_AwareExpl} 'aia_AwareExpl',
{aia_HJump} 'aia_HJump',
{aia_LJump} 'aia_LJump',
{aia_Skip} 'aia_Skip',
{aia_Wait} 'aia_Wait'
);
procedure DumpAction(Action: TAction; Me: PGear);
begin
if (Action.Action and ai_specmask) = 0 then
WriteLnToConsole('AI action: '+ActionIdToStr[Action.Action])
else begin
WriteLnToConsole('AI action: '+SpecActionIdToStr[Action.Action]);
if (Action.Action = aia_WaitXL) or (Action.Action = aia_WaitXR) then
WriteLnToConsole('AI action Wait X = '+inttostr(Action.Param)+', current X = '+inttostr(round(Me.X)));
end
end;
{$ENDIF}
procedure AddAction(var Actions: TActions; Action, Param, TimeDelta: Longword; const X: integer = 0; Y: integer = 0);
begin
with Actions do
begin
actions[Count].Action:= Action;
actions[Count].Param:= Param;
actions[Count].X:= X;
actions[Count].Y:= Y;
if Count > 0 then actions[Count].Time:= TimeDelta
else actions[Count].Time:= GameTicks + TimeDelta;
inc(Count);
TryDo(Count < MAXACTIONS, 'AI: actions overflow', true);
end
end;
procedure ProcessAction(var Actions: TActions; Me: PGear);
var s: shortstring;
begin
repeat
if Actions.Pos >= Actions.Count then exit;
with Actions.actions[Actions.Pos] do
begin
if Time > GameTicks then exit;
{$IFDEF TRACEAIACTIONS}
DumpAction(Actions.actions[Actions.Pos], Me);
{$ENDIF}
if (Action and ai_specmask) <> 0 then
case Action of
aia_Weapon: SetWeapon(TAmmoType(Param));
aia_WaitXL: if round(Me.X) = Param then Time:= GameTicks
else if Round(Me.X) < Param then
begin
OutError('AI: WaitXL assert');
Actions.Count:= 0
end
else exit;
aia_WaitXR: if round(Me.X) = Param then Time:= GameTicks
else if Round(Me.X) > Param then
begin
OutError('AI: WaitXR assert');
Actions.Count:= 0
end
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');
aia_AwareExpl: AwareOfExplosion(X, Y, Param);
aia_HJump: ParseCommand('hjump');
aia_LJump: ParseCommand('ljump');
aia_Skip: ParseCommand('skip');
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;
inc(Actions.Pos);
if Actions.Pos <= Actions.Count then
inc(Actions.actions[Actions.Pos].Time, GameTicks);
until false
end;
end.