hedgewars/uAmmos.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 13 Nov 2017 22:14:45 +0100
changeset 12836 8610462e3d33
parent 12733 353cb2ce6f9c
child 13456 794dcf69a5aa
permissions -rw-r--r--
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.