hedgewars/uAmmos.pas
author nemo
Fri, 05 Nov 2010 19:07:17 -0400
changeset 4141 2bd5ecf7b4fb
parent 4102 96efb3bbf8e3
child 4143 eb7981f34800
permissions -rw-r--r--
2 minor bugfixes. fix shoppa hack, strip translation from 2 scheme/weapon filters - breaks otherwise. They aren't dynamic yet.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2006-2008 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uAmmos;
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interface
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uses uConsts, uTeams, uStats;
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procedure initModule;
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procedure freeModule;
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procedure AddAmmoStore;
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procedure SetAmmoLoadout(s: shortstring);
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procedure SetAmmoProbability(s: shortstring);
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procedure SetAmmoDelay(s: shortstring);
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procedure SetAmmoReinforcement(s: shortstring);
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procedure AssignStores;
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procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
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function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
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procedure SetWeapon(weap: TAmmoType);
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procedure DisableSomeWeapons;
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procedure ResetWeapons;
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function  GetAmmoByNum(num: Longword): PHHAmmo;
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function  GetAmmoEntry(var Hedgehog: THedgehog): PAmmo;
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var shoppa: boolean;
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    StoreCnt: Longword;
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implementation
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uses uMisc, uGears, uWorld, uLocale, uConsole, uMobile;
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type TAmmoCounts = array[TAmmoType] of Longword;
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var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
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    ammoLoadout, ammoProbability, ammoDelay, ammoReinforcement: shortstring;
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    InitialCounts: array[0..Pred(cMaxHHs)] of TAmmoCounts;
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procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts);
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var mi: array[0..cMaxSlotIndex] of byte;
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    a: TAmmoType;
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begin
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{$HINTS OFF}
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FillChar(mi, sizeof(mi), 0);
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{$HINTS ON}
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FillChar(Ammo^, sizeof(Ammo^), 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    begin
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    if cnts[a] > 0 then
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       begin
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       TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo;
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       with Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]] do
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           begin
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           Count:= cnts[a];
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           if (TotalRounds < 0) and ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then Count:= AMMO_INFINITE;
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           end;
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       inc(mi[Ammoz[a].Slot])
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       end
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    else if (TotalRounds < 0) and ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then
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       begin
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       TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo;
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= AMMO_INFINITE;
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       inc(mi[Ammoz[a].Slot])
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       end
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    end
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end;
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procedure AddAmmoStore;
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const probability: array [0..8] of LongWord = (0,20,30,60,100,200,400,600,800);
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var cnt: Longword;
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    a: TAmmoType;
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    ammos: TAmmoCounts;
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    substr: shortstring; // TEMPORARY
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begin
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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);
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// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editor
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substr:= Copy(ammoLoadout,1,42);
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if (substr = '000000990000009000000000000000000000000000') or  // ropes + parachute
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   (substr = '000000900000000000000000000000000000009000') or  // saucer
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   (substr = '000000900000000000000000000000000000000009') or  // portal
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   (substr = '000000990000000000000000000000000000000000')     // ropes
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   then shoppa:= true;
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inc(StoreCnt);
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TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true);
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new(StoresList[Pred(StoreCnt)]);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    begin
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    if a <> amNothing then
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        begin
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        Ammoz[a].Probability:= probability[byte(ammoProbability[ord(a)]) - byte('0')];
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        Ammoz[a].SkipTurns:= (byte(ammoDelay[ord(a)]) - byte('0'));
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        Ammoz[a].NumberInCase:= (byte(ammoReinforcement[ord(a)]) - byte('0'));
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        if (TrainingFlags and tfIgnoreDelays) <> 0 then Ammoz[a].SkipTurns:= 0;
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        cnt:= byte(ammoLoadout[ord(a)]) - byte('0');
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        // avoid things we already have infinite number
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        if cnt = 9 then
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            begin
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            cnt:= AMMO_INFINITE;
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            Ammoz[a].Probability:= 0
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            end;
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        if Ammoz[a].NumberInCase = 0 then Ammoz[a].Probability:= 0;
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        // avoid things we already have by scheme
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        // merge this into DisableSomeWeapons ?
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        if ((a = amLowGravity) and ((GameFlags and gfLowGravity) <> 0)) or
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           ((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or
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           ((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or
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           ((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) then
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            begin
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            cnt:= 0;
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            Ammoz[a].Probability:= 0
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            end;
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        ammos[a]:= cnt;
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        if ((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0) and (Ammoz[a].SkipTurns = 0) and (a <> amTeleport) and (a <> amSkip) then
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            Ammoz[a].SkipTurns:= 1;
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        if ((GameFlags and gfPlaceHog) <> 0) and
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            (a <> amTeleport) and (a <> amSkip) and
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            (Ammoz[a].SkipTurns < 10000) then inc(Ammoz[a].SkipTurns,10000)
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c9a63db3e603 Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
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        end 
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    else ammos[a]:= AMMO_INFINITE;
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    InitialCounts[Pred(StoreCnt)][a]:= ammos[a];
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    end;
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FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
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end;
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function GetAmmoByNum(num: Longword): PHHAmmo;
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begin
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TryDo(num < StoreCnt, 'Invalid store number', true);
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exit(StoresList[num])
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end;
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function GetAmmoEntry(var Hedgehog: THedgehog): PAmmo;
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var ammoidx, slot: LongWord;
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begin
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with Hedgehog do
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    begin
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    slot:= Ammoz[CurAmmoType].Slot;
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    ammoidx:= 0;
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    while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do inc(ammoidx);
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    GetAmmoEntry:= @Ammo^[slot, ammoidx];
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    end
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end;
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procedure AssignStores;
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var t: LongInt;
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    i: Longword;
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begin
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for t:= 0 to Pred(TeamsCount) do
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   with TeamsArray[t]^ do
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      begin
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      for i:= 0 to cMaxHHIndex do
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          if Hedgehogs[i].Gear <> nil then
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             begin
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             Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
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             Hedgehogs[i].CurAmmoType:= amNothing;
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   185
             end
288
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      end
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end;
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procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
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var ammos: TAmmoCounts;
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    slot, ami: LongInt;
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    hhammo: PHHAmmo;
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begin
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{$HINTS OFF}
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FillChar(ammos, sizeof(ammos), 0);
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{$HINTS ON}
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hhammo:= Hedgehog.Ammo;
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for slot:= 0 to cMaxSlotIndex do
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    for ami:= 0 to cMaxSlotAmmoIndex do
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        if hhammo^[slot, ami].Count > 0 then
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           ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami].Count;
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if ammos[ammo] <> AMMO_INFINITE then
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   begin
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   inc(ammos[ammo], Ammoz[ammo].NumberInCase);
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   if ammos[ammo] > AMMO_INFINITE then ammos[ammo]:= AMMO_INFINITE
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   end;
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   209
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FillAmmoStore(hhammo, ammos)
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   211
end;
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   212
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procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
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var ami: LongInt;
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    b: boolean;
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begin
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   217
    repeat
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      b:= false;
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      ami:= 0;
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      while (not b) and (ami < cMaxSlotAmmoIndex) do
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   221
          if (Ammo^[Slot, ami].Count = 0)
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             and (Ammo^[Slot, ami + 1].Count > 0) then b:= true
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   223
                                                  else inc(ami);
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   224
      if b then // there is a free item in ammo stack
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         begin
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         Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1];
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         Ammo^[Slot, ami + 1].Count:= 0
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   228
         end;
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   229
    until not b;
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   230
end;
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   231
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   232
procedure OnUsedAmmo(var Hedgehog: THedgehog);
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var CurWeapon: PAmmo;
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begin
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   235
CurWeapon:= GetAmmoEntry(Hedgehog);
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   236
with Hedgehog do
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    begin
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   238
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    MultiShootAttacks:= 0;
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   240
    with CurWeapon^ do
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        if Count <> AMMO_INFINITE then
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            begin
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   243
            dec(Count);
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   244
            if Count = 0 then
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   245
                begin
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   246
                PackAmmo(Ammo, Ammoz[AmmoType].Slot);
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fd04228971b3 Set ammo to amNothing after using up the current ammo. This should reduce noob fail where they blow themselves up w/ bazooka.
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   247
                //SwitchNotHeldAmmo(Hedgehog);
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   248
                CurAmmoType:= amNothing
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   249
                end
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   250
            end
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5ca27a0e9a63 made the new menu toggable
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   251
    end;
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d6412423da45 moved some utilities to a separate column with round buttons
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   252
perfExt_AmmoUpdate;
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   253
end;
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   254
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   255
function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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   256
var slot, ami: LongInt;
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   257
begin
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   258
Slot:= Ammoz[Ammo].Slot;
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   259
ami:= 0;
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   260
while (ami <= cMaxSlotAmmoIndex) do
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      begin
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   262
      with Hedgehog.Ammo^[Slot, ami] do
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   263
            if (AmmoType = Ammo) then
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   264
               exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns));
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   265
      inc(ami)
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   266
      end;
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   267
HHHasAmmo:= false
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   268
end;
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   269
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   270
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
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   271
begin
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   272
with Hedgehog do
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   273
    begin
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   274
    CurMinAngle:= Ammoz[AmmoType].minAngle;
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   275
    if Ammoz[AmmoType].maxAngle <> 0 then
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   276
        CurMaxAngle:= Ammoz[AmmoType].maxAngle
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   277
    else
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   278
        CurMaxAngle:= cMaxAngle;
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   279
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   280
    with Hedgehog.Gear^ do
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   281
        begin
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   282
        if Angle < CurMinAngle then Angle:= CurMinAngle;
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   283
        if Angle > CurMaxAngle then Angle:= CurMaxAngle;
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   284
        end
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   285
    end
1922
88cdabb51995 Fix bug with rope and bazooka
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   286
end;
88cdabb51995 Fix bug with rope and bazooka
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diff changeset
   287
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   288
procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);
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833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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   289
var slot, ammoidx: LongWord;
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   290
begin
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diff changeset
   291
with Hedgehog do
2948
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   292
    begin
3836
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   293
    CurAmmoType:= amNothing;
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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   294
    slot:= 0;
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
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   295
    ammoidx:= 0;
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   296
    while (slot <= cMaxSlotIndex) and
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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diff changeset
   297
        ((Ammo^[slot, ammoidx].Count = 0) or
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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   298
        (Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
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   299
        do
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   300
        begin
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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   301
        while (ammoidx <= cMaxSlotAmmoIndex) and
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   302
            ((Ammo^[slot, ammoidx].Count = 0) or
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nemo
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diff changeset
   303
            (Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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   304
            do inc(ammoidx);
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   305
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833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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   306
        if (ammoidx > cMaxSlotAmmoIndex) then
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   307
            begin
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833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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   308
            ammoidx:= 0;
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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   309
            inc(slot)
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   310
            end
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   311
        end;
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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   312
    TryDo(slot <= cMaxSlotIndex, 'Ammo slot index overflow', true);
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
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   313
    CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
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   314
    end
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   315
end;
1a0bb82d55f0 Switch to first legal ammo when hedgehog can't hold current one
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   316
553
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   317
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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diff changeset
   318
var s: shortstring;
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
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   319
    CurWeapon: PAmmo;
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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diff changeset
   320
begin
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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   321
TargetPoint.X:= NoPointX;
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parents: 547
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   322
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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   323
with Hedgehog do
2948
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unc0rr
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   324
    begin
3030
411146650700 Remove Timer2 from Gear, add a Timer to Hedgehog
nemo
parents: 3028
diff changeset
   325
    Timer:= 10;
2409
dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
koda
parents: 2370
diff changeset
   326
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3697
diff changeset
   327
    CurWeapon:= GetAmmoEntry(Hedgehog);
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3697
diff changeset
   328
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3697
diff changeset
   329
    if (CurWeapon^.Count = 0) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   330
        SwitchToFirstLegalAmmo(Hedgehog);
2431
23242609c44b Real fix to ammo slot overflow (bug triggered by r2411 fix)
unc0rr
parents: 2409
diff changeset
   331
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
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   332
    CurWeapon:= GetAmmoEntry(Hedgehog);
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   333
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3697
diff changeset
   334
    ApplyAngleBounds(Hedgehog, CurWeapon^.AmmoType);
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3697
diff changeset
   335
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3697
diff changeset
   336
    with CurWeapon^ do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
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   337
        begin
2357
babe1a55e284 Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
nemo
parents: 2246
diff changeset
   338
        if AmmoType <> amNothing then
babe1a55e284 Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
nemo
parents: 2246
diff changeset
   339
            begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   340
            s:= trammo[Ammoz[AmmoType].NameId];
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unc0rr
parents: 2860
diff changeset
   341
            if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) then
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   342
                s:= s + ' (' + IntToStr(Count) + ')';
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unc0rr
parents: 2860
diff changeset
   343
            if (Propz and ammoprop_Timerable) <> 0 then
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   344
                s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
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unc0rr
parents: 2860
diff changeset
   345
            AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
2357
babe1a55e284 Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
nemo
parents: 2246
diff changeset
   346
            end;
2948
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unc0rr
parents: 2860
diff changeset
   347
        if (Propz and ammoprop_NeedTarget) <> 0
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unc0rr
parents: 2860
diff changeset
   348
            then begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   349
            Gear^.State:= Gear^.State or      gstHHChooseTarget;
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unc0rr
parents: 2860
diff changeset
   350
            isCursorVisible:= true
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unc0rr
parents: 2860
diff changeset
   351
            end else begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   352
            Gear^.State:= Gear^.State and not gstHHChooseTarget;
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unc0rr
parents: 2860
diff changeset
   353
            isCursorVisible:= false
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unc0rr
parents: 2860
diff changeset
   354
            end;
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3697
diff changeset
   355
        if (CurAmmoGear <> nil) and ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) <> 0) then
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3697
diff changeset
   356
            ShowCrosshair:= (Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_NoCrossHair) = 0
3114
3a3d1ee2ebd0 Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
nemo
parents: 3075
diff changeset
   357
        else
3a3d1ee2ebd0 Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
nemo
parents: 3075
diff changeset
   358
            ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0;
2948
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unc0rr
parents: 2860
diff changeset
   359
        end
3935
5ca27a0e9a63 made the new menu toggable
koda
parents: 3836
diff changeset
   360
    end;
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   361
end;
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   362
1922
88cdabb51995 Fix bug with rope and bazooka
unc0rr
parents: 1915
diff changeset
   363
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   364
begin
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   365
with Hedgehog do
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3697
diff changeset
   366
    if ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_DontHold) <> 0) or
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3697
diff changeset
   367
        (Ammoz[CurAmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   368
        SwitchToFirstLegalAmmo(Hedgehog);
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   369
end;
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   370
783
4f59db6f147d - New command 'set weapon'
unc0rr
parents: 553
diff changeset
   371
procedure SetWeapon(weap: TAmmoType);
4f59db6f147d - New command 'set weapon'
unc0rr
parents: 553
diff changeset
   372
begin
1850
a0332e79fdc9 a patch :P
unc0rr
parents: 1849
diff changeset
   373
ParseCommand('/setweap ' + char(weap), true)
783
4f59db6f147d - New command 'set weapon'
unc0rr
parents: 553
diff changeset
   374
end;
4f59db6f147d - New command 'set weapon'
unc0rr
parents: 553
diff changeset
   375
1784
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   376
procedure DisableSomeWeapons;
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   377
var i, slot, a: Longword;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   378
    t: TAmmoType;
1784
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   379
begin
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   380
for i:= 0 to Pred(StoreCnt) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   381
    for slot:= 0 to cMaxSlotIndex do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   382
        begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   383
        for a:= 0 to cMaxSlotAmmoIndex do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   384
            with StoresList[i]^[slot, a] do
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3407
diff changeset
   385
                if (Propz and ammoprop_NotBorder) <> 0 then
3319
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   386
                    begin
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   387
                    Count:= 0;
3951
c9a63db3e603 Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
nemo
parents: 3943
diff changeset
   388
                    InitialCounts[i][AmmoType]:= 0
3319
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   389
                    end;
1784
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   390
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   391
        PackAmmo(StoresList[i], slot)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   392
        end;
1784
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   393
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   394
for t:= Low(TAmmoType) to High(TAmmoType) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   395
    if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0
1784
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   396
end;
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   397
3346
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   398
procedure SetAmmoLoadout(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   399
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   400
    ammoLoadout:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   401
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   402
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   403
procedure SetAmmoProbability(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   404
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   405
    ammoProbability:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   406
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   407
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   408
procedure SetAmmoDelay(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   409
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   410
    ammoDelay:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   411
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   412
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   413
procedure SetAmmoReinforcement(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   414
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   415
    ammoReinforcement:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   416
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   417
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   418
// Restore indefinitely disabled weapons and initial weapon counts.  Only used for hog placement right now
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   419
procedure ResetWeapons;
3955
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   420
var i, t: Longword;
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   421
    a: TAmmoType;
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   422
begin
3955
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   423
for t:= 0 to Pred(TeamsCount) do
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   424
   with TeamsArray[t]^ do
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   425
      for i:= 0 to cMaxHHIndex do
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   426
          if Hedgehogs[i].Gear <> nil then
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   427
             FillAmmoStore(Hedgehogs[i].Ammo, InitialCounts[Hedgehogs[i].AmmoStore]);
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   428
3955
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   429
for a:= Low(TAmmoType) to High(TAmmoType) do
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   430
    if Ammoz[a].SkipTurns >= 10000 then dec(Ammoz[a].SkipTurns,10000)
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   431
end;
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   432
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3033
diff changeset
   433
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   434
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   435
    shoppa:= false;
3346
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   436
    StoreCnt:= 0;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   437
    ammoLoadout:= '';
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   438
    ammoProbability:= '';
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   439
    ammoDelay:= '';
3951
c9a63db3e603 Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
nemo
parents: 3943
diff changeset
   440
    ammoReinforcement:= '';
c9a63db3e603 Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
nemo
parents: 3943
diff changeset
   441
    FillChar(InitialCounts, sizeof(InitialCounts), 0)
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   442
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   443
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3033
diff changeset
   444
procedure freeModule;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   445
var i: LongWord;
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   446
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   447
    if StoreCnt > 0 then
3052
unc0rr
parents: 3038
diff changeset
   448
        for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i])
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   449
end;
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   450
288
929c44745fd9 Ammo schemes and ammo stores support in engine
unc0rr
parents:
diff changeset
   451
end.