Remove 2 unused number tags in Construction Mode GUI
These numbers are shown aside the power tag, but the numbers never change.
They don't serve any purpose and are just visual clutter and annoying, since
they partially overlap.
They are probably a leftover from copying code over from other scripts.
With this changeset, only the power and turn time are left visible, as it is
supposed to.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uAmmos;
interface
uses uConsts, uTypes, uStore;
procedure initModule;
procedure freeModule;
procedure AddAmmoStore;
procedure SetAmmoLoadout(var s: shortstring);
procedure SetAmmoProbability(var s: shortstring);
procedure SetAmmoDelay(var s: shortstring);
procedure SetAmmoReinforcement(var s: shortstring);
procedure AssignStores;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType; amt: LongWord);
procedure SetAmmo(var Hedgehog: THedgehog; ammo: TAmmoType; cnt: LongWord);
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): LongWord;
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
procedure OnUsedAmmo(var Hedgehog: THedgehog);
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
procedure SetWeapon(weap: TAmmoType);
procedure DisableSomeWeapons;
procedure ResetWeapons;
function GetAmmoByNum(num: LongInt): PHHAmmo;
function GetCurAmmoEntry(var Hedgehog: THedgehog): PAmmo;
function GetAmmoEntry(var Hedgehog: THedgehog; am: TAmmoType): PAmmo;
var StoreCnt: LongInt;
implementation
uses uVariables, uCommands, uUtils, uCaptions, uDebug, uScript;
type TAmmoCounts = array[TAmmoType] of Longword;
TAmmoArray = array[TAmmoType] of TAmmo;
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
ammoLoadout, ammoProbability, ammoDelay, ammoReinforcement: shortstring;
InitialCounts: array[0..Pred(cMaxHHs)] of TAmmoCounts;
procedure FillAmmoStore(Ammo: PHHAmmo; var newAmmo: TAmmoArray);
var mi: array[0..cMaxSlotIndex] of byte;
a: TAmmoType;
begin
{$HINTS OFF}
FillChar(mi, sizeof(mi), 0);
{$HINTS ON}
FillChar(Ammo^, sizeof(Ammo^), 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
begin
if newAmmo[a].Count > 0 then
begin
if checkFails(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true) then exit;
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= newAmmo[a];
inc(mi[Ammoz[a].Slot])
end
end;
AmmoMenuInvalidated:= true;
end;
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;
newAmmos: TAmmoArray;
begin
if checkFails((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)
then exit;
if checkFails(StoreCnt < cMaxHHs, 'Ammo stores overflow', true) then exit;
inc(StoreCnt);
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'));
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))
or ((a = amExtraTime) and (cHedgehogTurnTime >= 1000000)) 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);
if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then
ammos[a]:= AMMO_INFINITE
end
else
ammos[a]:= AMMO_INFINITE;
if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then
InitialCounts[Pred(StoreCnt)][a]:= cnt
else
InitialCounts[Pred(StoreCnt)][a]:= ammos[a];
end;
for a:= Low(TAmmoType) to High(TAmmoType) do
begin
newAmmos[a]:= Ammoz[a].Ammo;
newAmmos[a].Count:= ammos[a]
end;
FillAmmoStore(StoresList[Pred(StoreCnt)], newAmmos)
end;
function GetAmmoByNum(num: LongInt): PHHAmmo;
begin
if checkFails(num < StoreCnt, 'Invalid store number', true) then
GetAmmoByNum:= nil
else
GetAmmoByNum:= StoresList[num]
end;
function GetCurAmmoEntry(var Hedgehog: THedgehog): PAmmo;
begin
GetCurAmmoEntry:= GetAmmoEntry(Hedgehog, Hedgehog.CurAmmoType)
end;
function GetAmmoEntry(var Hedgehog: THedgehog; am: TAmmoType): PAmmo;
var ammoidx, slot: LongWord;
begin
with Hedgehog do
begin
slot:= Ammoz[am].Slot;
ammoidx:= 0;
while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> am) do
inc(ammoidx);
GetAmmoEntry:= @Ammo^[slot, ammoidx];
if (Ammo^[slot, ammoidx].AmmoType <> am) then
GetAmmoEntry:= GetAmmoEntry(Hedgehog, amNothing)
end;
end;
procedure AssignStores;
var t: LongInt;
i: Longword;
begin
for 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);
if (GameFlags and gfPlaceHog) <> 0 then
Hedgehogs[i].CurAmmoType:= amTeleport
else
Hedgehogs[i].CurAmmoType:= amNothing
end
end
end;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType; amt: LongWord);
var cnt: LongWord;
a: PAmmo;
begin
a:= GetAmmoEntry(Hedgehog, ammo);
if (a^.AmmoType <> amNothing) then
cnt:= a^.Count
else
cnt:= 0;
if (cnt >= AMMO_INFINITE) or (amt >= AMMO_INFINITE) then
cnt:= AMMO_INFINITE
else
cnt:= min(AMMO_FINITE_MAX, cnt + amt);
SetAmmo(Hedgehog, ammo, cnt);
end;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
begin
AddAmmo(Hedgehog, ammo, Ammoz[ammo].NumberInCase);
end;
procedure SetAmmo(var Hedgehog: THedgehog; ammo: TAmmoType; cnt: LongWord);
var ammos: TAmmoArray;
slot, ami: LongInt;
hhammo: PHHAmmo;
CurWeapon: PAmmo;
a: TAmmoType;
begin
if ammo = amNothing then exit;
{$HINTS OFF}
FillChar(ammos, sizeof(ammos), 0);
{$HINTS ON}
hhammo:= Hedgehog.Ammo;
for a:= Low(TAmmoType) to High(TAmmoType) do
begin
ammos[a]:= Ammoz[a].Ammo;
ammos[a].Count:= 0
end;
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];
ammos[ammo].Count:= cnt;
if ammos[ammo].Count > AMMO_INFINITE then ammos[ammo].Count:= AMMO_INFINITE;
FillAmmoStore(hhammo, ammos);
CurWeapon:= GetCurAmmoEntry(Hedgehog);
with Hedgehog, CurWeapon^ do
if (Count = 0) or (AmmoType = amNothing) then
begin
PackAmmo(Ammo, Ammoz[AmmoType].Slot);
CurAmmoType:= amNothing
end
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);
AmmoMenuInvalidated:= true;
end;
procedure OnUsedAmmo(var Hedgehog: THedgehog);
var CurWeapon: PAmmo;
begin
CurWeapon:= GetCurAmmoEntry(Hedgehog);
with Hedgehog do
begin
if CurAmmoType <> amNothing then
ScriptCall('onUsedAmmo', ord(CurAmmoType));
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);
if CurAmmoType = amKnife then LoadHedgehogHat(Hedgehog, Hedgehog.Hat);
CurAmmoType:= amNothing
end
end
end;
end;
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): LongWord;
var slot, ami: LongInt;
begin
HHHasAmmo:= 0;
Slot:= Ammoz[Ammo].Slot;
ami:= 0;
while (ami <= cMaxSlotAmmoIndex) do
begin
with Hedgehog.Ammo^[Slot, ami] do
if (AmmoType = Ammo) then
if Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns then
exit(Count)
else
exit(0);
inc(ami)
end;
end;
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
begin
if Hedgehog.Gear <> nil then
with Hedgehog do
begin
if (AmmoType <> amNothing) then
begin
if ((CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amRope)) then
begin
CurMaxAngle:= Ammoz[amRope].maxAngle;
CurMinAngle:= Ammoz[amRope].minAngle;
end
else
begin
CurMinAngle:= Ammoz[AmmoType].minAngle;
if Ammoz[AmmoType].maxAngle <> 0 then
CurMaxAngle:= Ammoz[AmmoType].maxAngle
else
CurMaxAngle:= cMaxAngle;
end;
with Hedgehog.Gear^ do
begin
if Angle < CurMinAngle then
Angle:= CurMinAngle;
if Angle > CurMaxAngle then
Angle:= CurMaxAngle;
end
end
end
end;
procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);
var slot, ammoidx: LongWord;
begin
with 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;
if checkFails(slot <= cMaxSlotIndex, 'Ammo slot index overflow', true) then exit;
CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
end
end;
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
var s: ansistring;
OldWeapon, CurWeapon: PAmmo;
begin
TargetPoint.X:= NoPointX;
with Hedgehog do
begin
CurWeapon:= GetCurAmmoEntry(Hedgehog);
OldWeapon:= GetCurAmmoEntry(Hedgehog);
if (CurWeapon^.Count = 0) then
SwitchToFirstLegalAmmo(Hedgehog)
else if CurWeapon^.AmmoType = amNothing then
Hedgehog.CurAmmoType:= amNothing;
CurWeapon:= GetCurAmmoEntry(Hedgehog);
// Weapon selection animation (if new ammo type)
if CurWeapon^.AmmoType <> OldWeapon^.AmmoType then
Timer:= 10;
ApplyAngleBounds(Hedgehog, CurWeapon^.AmmoType);
with CurWeapon^ do
begin
if length(trluaammo[Ammoz[AmmoType].NameId]) > 0 then
s:= trluaammo[Ammoz[AmmoType].NameId]
else
s:= trammo[Ammoz[AmmoType].NameId];
if (Count <> AMMO_INFINITE) and (not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0))) then
s:= s + ansistring(' (' + IntToStr(Count) + ')');
if (Propz and ammoprop_Timerable) <> 0 then
s:= s + ansistring(', ' + IntToStr(Timer div 1000) + ' ') + trammo[sidSeconds];
AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
if (Propz and ammoprop_NeedTarget) <> 0 then
begin
if Gear <> nil then Gear^.State:= Gear^.State or gstChooseTarget;
isCursorVisible:= true
end
else
begin
if Gear <> nil then Gear^.State:= Gear^.State and (not gstChooseTarget);
isCursorVisible:= false
end;
end
end;
end;
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
begin
with 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);
begin
ParseCommand('/setweap ' + char(weap), true)
end;
procedure DisableSomeWeapons;
var i, slot, a: Longword;
t: TAmmoType;
begin
for 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:= 0
end;
procedure SetAmmoLoadout(var s: shortstring);
begin
ammoLoadout:= s;
end;
procedure SetAmmoProbability(var s: shortstring);
begin
ammoProbability:= s;
end;
procedure SetAmmoDelay(var s: shortstring);
begin
ammoDelay:= s;
end;
procedure SetAmmoReinforcement(var s: shortstring);
begin
ammoReinforcement:= s;
end;
// Restore indefinitely disabled weapons and initial weapon counts. Only used for hog placement right now
procedure ResetWeapons;
var i, t: Longword;
a: TAmmoType;
newAmmos: TAmmoArray;
begin
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
for i:= 0 to cMaxHHIndex do
Hedgehogs[i].CurAmmoType:= amNothing;
for a:= Low(TAmmoType) to High(TAmmoType) do
newAmmos[a]:= Ammoz[a].Ammo;
for i:= 0 to Pred(StoreCnt) do
begin
for a:= Low(TAmmoType) to High(TAmmoType) do
newAmmos[a].Count:= InitialCounts[i][a];
FillAmmoStore(StoresList[i], newAmmos);
end;
for a:= Low(TAmmoType) to High(TAmmoType) do
if Ammoz[a].SkipTurns >= 10000 then
dec(Ammoz[a].SkipTurns,10000)
end;
procedure chAddAmmoStore(var descr: shortstring);
begin
descr:= ''; // avoid compiler hint
AddAmmoStore
end;
procedure initModule;
var i: Longword;
begin
RegisterVariable('ammloadt', @SetAmmoLoadout, false);
RegisterVariable('ammdelay', @SetAmmoDelay, false);
RegisterVariable('ammprob', @SetAmmoProbability, false);
RegisterVariable('ammreinf', @SetAmmoReinforcement, false);
RegisterVariable('ammstore', @chAddAmmoStore , false);
CurMinAngle:= 0;
CurMaxAngle:= cMaxAngle;
StoreCnt:= 0;
ammoLoadout:= '';
ammoProbability:= '';
ammoDelay:= '';
ammoReinforcement:= '';
for i:=1 to ord(High(TAmmoType)) do
begin
ammoLoadout:= ammoLoadout + '0';
ammoProbability:= ammoProbability + '0';
ammoDelay:= ammoDelay + '0';
ammoReinforcement:= ammoReinforcement + '0'
end;
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.