hedgewars/uAmmos.pas
author koda
Mon, 11 Oct 2010 03:28:15 +0200
changeset 3952 d6412423da45
parent 3943 9835060e5c01
child 3966 cbec77b5f706
permissions -rw-r--r--
moved some utilities to a separate column with round buttons some improvements to rotation handling, overlay appears later so device shouldn't be stressed removed some code and autoset to default only when textfield is empty (for weaps and schemes)

(*
 * 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;
interface
uses 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;

implementation
uses 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;

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;

       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a];
       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= cnts[a];

       if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then
           Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= AMMO_INFINITE;
       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;
       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= 0;

       inc(mi[Ammoz[a].Slot])
       end
    end
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;
    substr: shortstring; // TEMPORARY
begin
TryDo((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 editor
substr:= 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
    end;

FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
end;

function GetAmmoByNum(num: Longword): PHHAmmo;
begin
TryDo(num < StoreCnt, 'Invalid store number', true);
exit(StoresList[num])
end;

function GetAmmoEntry(var Hedgehog: THedgehog): PAmmo;
var ammoidx, slot: LongWord;
begin
with 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];
    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);
             Hedgehogs[i].CurAmmoType:= amNothing;
             end
      end
end;

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;
begin
CurWeapon:= 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;
begin
Slot:= 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:= false
end;

procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
begin
with 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
    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;
    TryDo(slot <= cMaxSlotIndex, 'Ammo slot index overflow', true);
    CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
    end
end;

procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
var s: shortstring;
    CurWeapon: PAmmo;
begin
TargetPoint.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);
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;
                    InitialCount:= 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(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 now
procedure ResetWeapons;
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
                Count:= InitialCount;

        PackAmmo(StoresList[i], slot)
        end;
for t:= Low(TAmmoType) to High(TAmmoType) do
    if Ammoz[t].SkipTurns >= 10000 then dec(Ammoz[t].SkipTurns,10000);
end;

procedure initModule;
begin
    shoppa:= false;
    StoreCnt:= 0;
    ammoLoadout:= '';
    ammoProbability:= '';
    ammoDelay:= '';
    ammoReinforcement:= ''
end;

procedure freeModule;
var i: LongWord;
begin
    if StoreCnt > 0 then
        for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i])
end;

end.