hedgewars/uAmmos.pas
author koda
Mon, 27 Dec 2010 23:57:44 +0100
branchexperimental3D
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parent 4339 58d4733c9cad
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add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
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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 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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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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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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        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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             if (GameFlags and gfPlaceHog) <> 0 then
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                Hedgehogs[i].CurAmmoType:= amTeleport
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             else
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                Hedgehogs[i].CurAmmoType:= amNothing
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             end
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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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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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   221
         end;
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   222
    until not b;
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   223
end;
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   224
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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var CurWeapon: PAmmo;
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begin
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CurWeapon:= GetAmmoEntry(Hedgehog);
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with Hedgehog do
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    begin
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   231
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    MultiShootAttacks:= 0;
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   233
    with CurWeapon^ do
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        if Count <> AMMO_INFINITE then
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   235
            begin
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            dec(Count);
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   237
            if Count = 0 then
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   238
                begin
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   239
                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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   240
                //SwitchNotHeldAmmo(Hedgehog);
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60920aeb1606 hide crosshair when switching to no weapon
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   241
                ShowCrossHair:= false;
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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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                CurAmmoType:= amNothing
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   243
                end
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   244
            end
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5ca27a0e9a63 made the new menu toggable
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   245
    end;
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d6412423da45 moved some utilities to a separate column with round buttons
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   246
perfExt_AmmoUpdate;
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   247
end;
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   248
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   249
function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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   250
var slot, ami: LongInt;
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   251
begin
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   252
Slot:= Ammoz[Ammo].Slot;
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   253
ami:= 0;
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   254
while (ami <= cMaxSlotAmmoIndex) do
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   255
      begin
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   256
      with Hedgehog.Ammo^[Slot, ami] do
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   257
            if (AmmoType = Ammo) then
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   258
               exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns));
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   259
      inc(ami)
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   260
      end;
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   261
HHHasAmmo:= false
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   262
end;
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   263
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   264
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
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88cdabb51995 Fix bug with rope and bazooka
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   265
begin
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   266
with Hedgehog do
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   267
    begin
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   268
    CurMinAngle:= Ammoz[AmmoType].minAngle;
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   269
    if Ammoz[AmmoType].maxAngle <> 0 then
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   270
        CurMaxAngle:= Ammoz[AmmoType].maxAngle
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   271
    else
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        CurMaxAngle:= cMaxAngle;
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   273
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   274
    with Hedgehog.Gear^ do
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   275
        begin
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   276
        if Angle < CurMinAngle then Angle:= CurMinAngle;
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   277
        if Angle > CurMaxAngle then Angle:= CurMaxAngle;
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   278
        end
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   279
    end
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88cdabb51995 Fix bug with rope and bazooka
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   280
end;
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   281
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   282
procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);
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   283
var slot, ammoidx: LongWord;
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   284
begin
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   285
with Hedgehog do
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   286
    begin
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   287
    CurAmmoType:= amNothing;
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   288
    slot:= 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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   289
    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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diff changeset
   290
    while (slot <= cMaxSlotIndex) and
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
   291
        ((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.
nemo
parents: 3697
diff changeset
   292
        (Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
2948
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   293
        do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   294
        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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diff changeset
   295
        while (ammoidx <= cMaxSlotAmmoIndex) and
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
   296
            ((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.
nemo
parents: 3697
diff changeset
   297
            (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.
nemo
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diff changeset
   298
            do inc(ammoidx);
2432
1a0bb82d55f0 Switch to first legal ammo when hedgehog can't hold current one
unc0rr
parents: 2431
diff changeset
   299
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
   300
        if (ammoidx > cMaxSlotAmmoIndex) then
2948
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parents: 2860
diff changeset
   301
            begin
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
   302
            ammoidx:= 0;
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
   303
            inc(slot)
2948
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diff changeset
   304
            end
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parents: 2860
diff changeset
   305
        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
   306
    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.
nemo
parents: 3697
diff changeset
   307
    CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
2948
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parents: 2860
diff changeset
   308
    end
2432
1a0bb82d55f0 Switch to first legal ammo when hedgehog can't hold current one
unc0rr
parents: 2431
diff changeset
   309
end;
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unc0rr
parents: 2431
diff changeset
   310
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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parents: 547
diff changeset
   311
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
   312
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
parents: 3697
diff changeset
   313
    CurWeapon: PAmmo;
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   314
begin
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   315
TargetPoint.X:= NoPointX;
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   316
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   317
with Hedgehog do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
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   318
    begin
3030
411146650700 Remove Timer2 from Gear, add a Timer to Hedgehog
nemo
parents: 3028
diff changeset
   319
    Timer:= 10;
2409
dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
koda
parents: 2370
diff changeset
   320
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
   321
    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
   322
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
   323
    if (CurWeapon^.Count = 0) then
2948
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unc0rr
parents: 2860
diff changeset
   324
        SwitchToFirstLegalAmmo(Hedgehog);
2431
23242609c44b Real fix to ammo slot overflow (bug triggered by r2411 fix)
unc0rr
parents: 2409
diff changeset
   325
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
   326
    CurWeapon:= GetAmmoEntry(Hedgehog);
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   327
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
   328
    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
   329
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
   330
    with CurWeapon^ do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   331
        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
   332
        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
   333
            begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   334
            s:= trammo[Ammoz[AmmoType].NameId];
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   335
            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
   336
                s:= s + ' (' + IntToStr(Count) + ')';
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   337
            if (Propz and ammoprop_Timerable) <> 0 then
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   338
                s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   339
            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
   340
            end;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   341
        if (Propz and ammoprop_NeedTarget) <> 0
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   342
            then begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   343
            Gear^.State:= Gear^.State or      gstHHChooseTarget;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   344
            isCursorVisible:= true
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   345
            end else begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   346
            Gear^.State:= Gear^.State and not gstHHChooseTarget;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   347
            isCursorVisible:= false
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   348
            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
   349
        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
   350
            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
   351
        else
3a3d1ee2ebd0 Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
nemo
parents: 3075
diff changeset
   352
            ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   353
        end
3935
5ca27a0e9a63 made the new menu toggable
koda
parents: 3836
diff changeset
   354
    end;
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   355
end;
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   356
1922
88cdabb51995 Fix bug with rope and bazooka
unc0rr
parents: 1915
diff changeset
   357
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
   358
begin
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   359
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
   360
    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
   361
        (Ammoz[CurAmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   362
        SwitchToFirstLegalAmmo(Hedgehog);
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   363
end;
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents: 547
diff changeset
   364
783
4f59db6f147d - New command 'set weapon'
unc0rr
parents: 553
diff changeset
   365
procedure SetWeapon(weap: TAmmoType);
4f59db6f147d - New command 'set weapon'
unc0rr
parents: 553
diff changeset
   366
begin
1850
a0332e79fdc9 a patch :P
unc0rr
parents: 1849
diff changeset
   367
ParseCommand('/setweap ' + char(weap), true)
783
4f59db6f147d - New command 'set weapon'
unc0rr
parents: 553
diff changeset
   368
end;
4f59db6f147d - New command 'set weapon'
unc0rr
parents: 553
diff changeset
   369
1784
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   370
procedure DisableSomeWeapons;
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   371
var i, slot, a: Longword;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   372
    t: TAmmoType;
1784
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   373
begin
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   374
for i:= 0 to Pred(StoreCnt) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   375
    for slot:= 0 to cMaxSlotIndex do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   376
        begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   377
        for a:= 0 to cMaxSlotAmmoIndex do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   378
            with StoresList[i]^[slot, a] do
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3407
diff changeset
   379
                if (Propz and ammoprop_NotBorder) <> 0 then
3319
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   380
                    begin
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   381
                    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
   382
                    InitialCounts[i][AmmoType]:= 0
3319
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   383
                    end;
1784
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   384
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   385
        PackAmmo(StoresList[i], slot)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   386
        end;
1784
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   387
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   388
for t:= Low(TAmmoType) to High(TAmmoType) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   389
    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
   390
end;
dfe9bafb4590 Apply nemo's patch polished by me:
unc0rr
parents: 1066
diff changeset
   391
3346
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   392
procedure SetAmmoLoadout(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   393
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   394
    ammoLoadout:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   395
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   396
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   397
procedure SetAmmoProbability(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   398
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   399
    ammoProbability:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   400
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   401
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   402
procedure SetAmmoDelay(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   403
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   404
    ammoDelay:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   405
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   406
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   407
procedure SetAmmoReinforcement(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   408
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   409
    ammoReinforcement:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   410
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   411
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   412
// 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
   413
procedure ResetWeapons;
3955
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   414
var i, t: Longword;
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   415
    a: TAmmoType;
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   416
begin
3955
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   417
for t:= 0 to Pred(TeamsCount) do
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   418
   with TeamsArray[t]^ do
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   419
      for i:= 0 to cMaxHHIndex do
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   420
          if Hedgehogs[i].Gear <> nil then
4339
58d4733c9cad resets CurAmmoType in ResetWeapons
Henek
parents: 4330
diff changeset
   421
             begin
3955
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   422
             FillAmmoStore(Hedgehogs[i].Ammo, InitialCounts[Hedgehogs[i].AmmoStore]);
4339
58d4733c9cad resets CurAmmoType in ResetWeapons
Henek
parents: 4330
diff changeset
   423
             Hedgehogs[i].CurAmmoType:= amNothing
58d4733c9cad resets CurAmmoType in ResetWeapons
Henek
parents: 4330
diff changeset
   424
             end;
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   425
3955
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   426
for a:= Low(TAmmoType) to High(TAmmoType) do
d14ecff9502b You win fillammostore
nemo
parents: 3951
diff changeset
   427
    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
   428
end;
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   429
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3033
diff changeset
   430
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   431
begin
3346
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   432
    StoreCnt:= 0;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   433
    ammoLoadout:= '';
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   434
    ammoProbability:= '';
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   435
    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
   436
    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
   437
    FillChar(InitialCounts, sizeof(InitialCounts), 0)
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   438
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   439
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3033
diff changeset
   440
procedure freeModule;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   441
var i: LongWord;
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   442
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   443
    if StoreCnt > 0 then
3052
unc0rr
parents: 3038
diff changeset
   444
        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
   445
end;
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   446
288
929c44745fd9 Ammo schemes and ammo stores support in engine
unc0rr
parents:
diff changeset
   447
end.