hedgewars/uAmmos.pas
author nemo
Wed, 09 Sep 2009 01:55:37 +0000
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Ok. This time I think I have it. amNothing should work.
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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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unit uAmmos;
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interface
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uses uConsts, uTeams;
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{$INCLUDE options.inc}
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procedure AddAmmoStore(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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var shoppa: Boolean = false;
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implementation
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uses uMisc, uGears, uWorld, uLocale, uConsole;
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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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    StoreCnt: Longword = 0;
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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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FillChar(mi, sizeof(mi), 0);
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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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    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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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a];
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       inc(mi[Ammoz[a].Slot])
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       end
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end;
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procedure AddAmmoStore(s: shortstring);
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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(s[0]) = byte(ord(High(TAmmoType))), 'Invalid ammo scheme (incompatible frontend)', true);
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// FIXME - TEMPORARY hardcoded check on shoppa pending creation of probability editor
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substr:= Copy(s,1,15);
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if (substr = '000000990000009') or 
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   (substr = '000000990000000') then
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    shoppa:= true;
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    if (ord(a) > 14) and (s[ord(a)] <> '0') then shoppa:= false;  // TEMPORARY etc - this just avoids updating every time new wep is added
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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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        cnt:= byte(s[ord(a)]) - byte('0');
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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 ((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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        else if shoppa then      // FIXME - TEMPORARY REMOVE WHEN CRATE PROBABILITY IS ADDED
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            if cnt <> AMMO_INFINITE then
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                begin
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                if a = amGirder then
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                    Ammoz[a].Probability:= 0
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                else
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                    begin
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                    Ammoz[a].Probability:= 100;
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                    Ammoz[a].NumberInCase:= 1;
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                    end
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                end;
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        ammos[a]:= cnt
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        end else
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            ammos[a]:= AMMO_INFINITE
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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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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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             Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
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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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FillChar(ammos, sizeof(ammos), 0);
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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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FillAmmoStore(hhammo, ammos)
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end;
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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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    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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          if (Ammo^[Slot, ami].Count = 0)
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             and (Ammo^[Slot, ami + 1].Count > 0) then b:= true
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                                                  else inc(ami);
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      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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         end;
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    until not b;
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end;
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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	begin
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	with Ammo^[CurSlot, CurAmmo] do
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		if Count <> AMMO_INFINITE then
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			begin
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			dec(Count);
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			if Count = 0 then
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				begin
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				PackAmmo(Ammo, CurSlot);
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				SwitchNotHeldAmmo(Hedgehog)
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				end
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			end
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	end
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end;
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function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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var slot, ami: LongInt;
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begin
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Slot:= Ammoz[Ammo].Slot;
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ami:= 0;
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while (ami <= cMaxSlotAmmoIndex) do
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      begin
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      with Hedgehog.Ammo^[Slot, ami] do
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            if (AmmoType = Ammo) then
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               exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns));
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      inc(ami)
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      end;
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HHHasAmmo:= false
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end;
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procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
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begin
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with Hedgehog do
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	begin
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	CurMinAngle:= Ammoz[AmmoType].minAngle;
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	if Ammoz[AmmoType].maxAngle <> 0 then
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		CurMaxAngle:= Ammoz[AmmoType].maxAngle
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	else
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		CurMaxAngle:= cMaxAngle;
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	with Hedgehog.Gear^ do
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		begin
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		if Angle < CurMinAngle then Angle:= CurMinAngle;
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		if Angle > CurMaxAngle then Angle:= CurMaxAngle;
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		end
1964
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	end
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end;
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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var s: shortstring;
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begin
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TargetPoint.X:= NoPointX;
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with Hedgehog do
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	begin
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	if (Ammo^[CurSlot, CurAmmo].Count = 0) then
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		begin
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		CurAmmo:= 0;
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		CurSlot:= 0;
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		while (CurSlot <= cMaxSlotIndex) and (Ammo^[CurSlot, CurAmmo].Count = 0) do inc(CurSlot)
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		end;
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	ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType);
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	with Ammo^[CurSlot, CurAmmo] do
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		begin
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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.
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        if AmmoType <> amNothing then
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            begin
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		    s:= trammo[Ammoz[AmmoType].NameId];
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		    if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) then
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			    s:= s + ' (' + IntToStr(Count) + ')';
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		    if (Propz and ammoprop_Timerable) <> 0 then
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			    s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
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		    AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
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            end;
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		if (Propz and ammoprop_NeedTarget) <> 0
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   255
			then begin
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			Gear^.State:= Gear^.State or      gstHHChooseTarget;
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			isCursorVisible:= true
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   258
			end else begin
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			Gear^.State:= Gear^.State and not gstHHChooseTarget;
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			isCursorVisible:= false
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   261
			end;
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		ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0
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   263
		end
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   264
	end
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end;
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procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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30fa1608b54f nemo's patch for girder + some fixes
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     if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or
1915
c357f5b55320 patch by nemo:
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        (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
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        begin
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        CurAmmo:= 0;
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        CurSlot:= 0;
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30fa1608b54f nemo's patch for girder + some fixes
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        while (CurSlot <= cMaxSlotIndex) and 
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              (Ammo^[CurSlot, CurAmmo].Count = 0) and
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   277
              (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)
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30fa1608b54f nemo's patch for girder + some fixes
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              do inc(CurSlot)
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        end
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end;
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   281
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procedure SetWeapon(weap: TAmmoType);
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   283
begin
1850
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ParseCommand('/setweap ' + char(weap), true)
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4f59db6f147d - New command 'set weapon'
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   285
end;
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   286
1784
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   287
procedure DisableSomeWeapons;
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   288
var i, slot, a: Longword;
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   289
	t: TAmmoType;
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   290
begin
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   291
for i:= 0 to Pred(StoreCnt) do
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   292
	for slot:= 0 to cMaxSlotIndex do
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   293
		begin
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   294
		for a:= 0 to cMaxSlotAmmoIndex do
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   295
			with StoresList[i]^[slot, a] do
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				if (Propz and ammoprop_NotBorder) <> 0 then Count:= 0;
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		PackAmmo(StoresList[i], slot)
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		end;
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for t:= Low(TAmmoType) to High(TAmmoType) do
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	if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0
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end;
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end.