hedgewars/uAIActions.pas
changeset 1 30f2d1037d5d
child 4 bcbd7adb4e4b
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uAIActions.pas	Mon Aug 22 13:35:41 2005 +0000
@@ -0,0 +1,187 @@
+(*
+ * Hedgewars, a worms-like game
+ * Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com>
+ *
+ * Distributed under the terms of the BSD-modified licence:
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * with the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice,
+ *    this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright notice,
+ *    this list of conditions and the following disclaimer in the documentation
+ *    and/or other materials provided with the distribution.
+ * 3. The name of the author may not be used to endorse or promote products
+ *    derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
+ * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
+ * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
+ * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
+ * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *)
+
+unit uAIActions;
+interface
+{$INCLUDE options.inc}
+const aia_none       = 0;
+      aia_Left       = 1;
+      aia_Right      = 2;
+      aia_Timer      = 3;
+      aia_Slot       = 4;
+      aia_attack     = 5;
+      aia_Up         = 6;
+      aia_Down       = 7;
+
+      aia_Weapon     = $80000000;
+      aia_WaitX      = $80000001;
+      aia_WaitY      = $80000002;
+      aia_LookLeft   = $80000003;
+      aia_LookRight  = $80000004;
+
+      aim_push       = $80000000;
+      aim_release    = $80000001;
+      ai_specmask    = $80000000;
+
+type PAction = ^TAction;
+     TAction = record
+               Action, Param: Longword;
+               Time: Longword;
+               Next: PAction;
+               end;
+
+function AddAction(Action, Param, TimeDelta: Longword): PAction;
+procedure FreeActionsList;
+function IsActionListEmpty: boolean;
+procedure ProcessAction;
+
+implementation
+uses uMisc, uConsts, uConsole, uTeams;
+
+const ActionIdToStr: array[0..7] of string[16] = (
+{aia_none}           '',
+{aia_Left}           'left',
+{aia_Right}          'right',
+{aia_Timer}          'timer',
+{aia_slot}           'slot',
+{aia_attack}         'attack',
+{aia_Up}             'up',
+{aia_Down}           'down'
+      );
+
+
+var ActionList,
+    FinAction: PAction;
+
+function AddAction(Action, Param, TimeDelta: Longword): PAction;
+begin
+New(Result);
+TryDo(Result <> nil, errmsgDynamicVar, true);
+FillChar(Result^, sizeof(TAction), 0);
+Result.Action:= Action;
+Result.Param:= Param;
+if ActionList = nil then
+   begin
+   Result.Time:= GameTicks + TimeDelta;
+   ActionList:= Result;
+   FinAction := Result
+   end else
+   begin
+   Result.Time:= TimeDelta;
+   FinAction.Next:= Result;
+   FinAction:= Result
+   end
+end;
+
+procedure DeleteCurrAction;
+var t: PAction;
+begin
+t:= ActionList;
+ActionList:= ActionList.Next;
+if ActionList = nil then FinAction:= nil
+                    else inc(ActionList.Time, t.Time);
+Dispose(t)
+end;
+
+function IsActionListEmpty: boolean;
+begin
+Result:= ActionList = nil
+end;
+
+procedure FreeActionsList;
+begin
+while ActionList <> nil do DeleteCurrAction;
+end;
+
+procedure SetWeapon(weap: Longword);
+var t: integer;
+begin
+t:= 0;
+with CurrentTeam^ do
+     with Hedgehogs[CurrHedgehog] do
+          while Ammo[CurSlot, CurAmmo].AmmoType <> TAmmotype(weap) do
+                begin
+                ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot));
+                inc(t);
+                if t > 10 then OutError('AI: incorrect try to change weapon!', true)
+                end
+end;
+
+procedure ProcessAction;
+var s: shortstring;
+begin
+if ActionList = nil then exit;
+with ActionList^ do
+     begin
+     if Time > GameTicks then exit;
+     if (Action and ai_specmask) <> 0 then
+        case Action of
+           aia_Weapon: SetWeapon(Param);
+            aia_WaitX: with CurrentTeam^ do
+                            with Hedgehogs[CurrHedgehog] do
+                                 if round(Gear.X) = Param then Time:= GameTicks
+                                                          else exit;
+            aia_WaitY: with CurrentTeam^ do
+                            with Hedgehogs[CurrHedgehog] do
+                                 if round(Gear.Y) = Param then Time:= GameTicks
+                                                          else exit;
+         aia_LookLeft: with CurrentTeam^ do
+                            with Hedgehogs[CurrHedgehog] do
+                                 if Gear.dX >= 0 then
+                                    begin
+                                    ParseCommand('+left');
+                                    exit
+                                    end else ParseCommand('-left');
+        aia_LookRight: with CurrentTeam^ do
+                            with Hedgehogs[CurrHedgehog] do
+                                 if Gear.dX < 0 then
+                                    begin
+                                    ParseCommand('+right');
+                                    exit
+                                    end else ParseCommand('-right');
+             end else
+        begin
+        s:= ActionIdToStr[Action];
+        if (Param and ai_specmask) <> 0 then
+           case Param of
+             aim_push: s:= '+' + s;
+          aim_release: s:= '-' + s;
+             end
+          else if Param <> 0 then s:= s + ' ' + inttostr(Param);
+        ParseCommand(s)
+        end
+     end;
+DeleteCurrAction
+end;
+
+end.