author | koda |
Mon, 02 Aug 2010 15:23:16 +0200 | |
changeset 3708 | 64e059b6f9c5 |
parent 3697 | d5b30d6373fc |
child 3836 | 833c0f32e326 |
permissions | -rw-r--r-- |
393 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
883 | 3 |
* Copyright (c) 2006-2008 Andrey Korotaev <unC0Rr@gmail.com> |
393 | 4 |
* |
5 |
* This program is free software; you can redistribute it and/or modify |
|
6 |
* 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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||
2630 | 19 |
{$INCLUDE "options.inc"} |
20 |
||
288 | 21 |
unit uAmmos; |
22 |
interface |
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23 |
uses uConsts, uTeams, uStats; |
288 | 24 |
|
3038 | 25 |
procedure initModule; |
26 |
procedure freeModule; |
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procedure AddAmmoStore; |
29 |
procedure SetAmmoLoadout(s: shortstring); |
|
30 |
procedure SetAmmoProbability(s: shortstring); |
|
31 |
procedure SetAmmoDelay(s: shortstring); |
|
32 |
procedure SetAmmoReinforcement(s: shortstring); |
|
288 | 33 |
procedure AssignStores; |
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procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType); |
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35 |
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean; |
371 | 36 |
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt); |
534 | 37 |
procedure OnUsedAmmo(var Hedgehog: THedgehog); |
1964 | 38 |
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType); |
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39 |
procedure ApplyAmmoChanges(var Hedgehog: THedgehog); |
1922 | 40 |
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog); |
783 | 41 |
procedure SetWeapon(weap: TAmmoType); |
1784 | 42 |
procedure DisableSomeWeapons; |
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43 |
procedure ResetWeapons; |
3405 | 44 |
function GetAmmoByNum(num: Longword): PHHAmmo; |
288 | 45 |
|
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46 |
var shoppa: boolean; |
1966 | 47 |
|
288 | 48 |
implementation |
783 | 49 |
uses uMisc, uGears, uWorld, uLocale, uConsole; |
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50 |
|
295 | 51 |
type TAmmoCounts = array[TAmmoType] of Longword; |
288 | 52 |
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo; |
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StoreCnt: Longword; |
3346 | 54 |
ammoLoadout, ammoProbability, ammoDelay, ammoReinforcement: shortstring; |
288 | 55 |
|
295 | 56 |
procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts); |
288 | 57 |
var mi: array[0..cMaxSlotIndex] of byte; |
58 |
a: TAmmoType; |
|
295 | 59 |
begin |
3407 | 60 |
{$HINTS OFF} |
295 | 61 |
FillChar(mi, sizeof(mi), 0); |
3407 | 62 |
{$HINTS ON} |
295 | 63 |
FillChar(Ammo^, sizeof(Ammo^), 0); |
64 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
|
2764 | 65 |
begin |
295 | 66 |
if cnts[a] > 0 then |
67 |
begin |
|
68 |
TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true); |
|
351 | 69 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo; |
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70 |
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351 | 71 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a]; |
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72 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= cnts[a]; |
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73 |
|
3697 | 74 |
if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then |
2764 | 75 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= AMMO_INFINITE; |
295 | 76 |
inc(mi[Ammoz[a].Slot]) |
77 |
end |
|
3697 | 78 |
else if (TotalRounds < 0) and ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then |
2764 | 79 |
begin |
80 |
TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true); |
|
81 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo; |
|
82 |
||
2767 | 83 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= AMMO_INFINITE; |
2838 | 84 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= 0; |
2764 | 85 |
|
86 |
inc(mi[Ammoz[a].Slot]) |
|
87 |
end |
|
88 |
end |
|
295 | 89 |
end; |
90 |
||
3346 | 91 |
procedure AddAmmoStore; |
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92 |
const probability: array [0..8] of LongWord = (0,20,30,60,100,200,400,600,800); |
295 | 93 |
var cnt: Longword; |
94 |
a: TAmmoType; |
|
95 |
ammos: TAmmoCounts; |
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96 |
substr: shortstring; // TEMPORARY |
288 | 97 |
begin |
3346 | 98 |
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); |
288 | 99 |
|
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100 |
// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editor |
3346 | 101 |
substr:= Copy(ammoLoadout,1,15); |
3697 | 102 |
if (substr = '000000990000009') or |
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103 |
(substr = '000000990000000') then |
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104 |
shoppa:= true; |
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105 |
|
288 | 106 |
inc(StoreCnt); |
107 |
TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true); |
|
108 |
||
109 |
new(StoresList[Pred(StoreCnt)]); |
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110 |
||
111 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
|
112 |
begin |
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113 |
if a <> amNothing then |
1895 | 114 |
begin |
3346 | 115 |
Ammoz[a].Probability:= probability[byte(ammoProbability[ord(a)]) - byte('0')]; |
116 |
Ammoz[a].SkipTurns:= (byte(ammoDelay[ord(a)]) - byte('0')); |
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117 |
Ammoz[a].NumberInCase:= (byte(ammoReinforcement[ord(a)]) - byte('0')); |
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if (TrainingFlags and tfIgnoreDelays) <> 0 then Ammoz[a].SkipTurns:= 0; |
3346 | 119 |
cnt:= byte(ammoLoadout[ord(a)]) - byte('0'); |
2370 | 120 |
// avoid things we already have infinite number |
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121 |
if cnt = 9 then |
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122 |
begin |
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123 |
cnt:= AMMO_INFINITE; |
2370 | 124 |
Ammoz[a].Probability:= 0 |
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125 |
end; |
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126 |
if Ammoz[a].NumberInCase = 0 then Ammoz[a].Probability:= 0; |
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127 |
|
2370 | 128 |
// avoid things we already have by scheme |
2461 | 129 |
// 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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133 |
((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) then |
2128 | 134 |
begin |
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135 |
cnt:= 0; |
2370 | 136 |
Ammoz[a].Probability:= 0 |
137 |
end; |
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138 |
ammos[a]:= cnt; |
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139 |
|
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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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141 |
Ammoz[a].SkipTurns:= 1; |
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|
142 |
|
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|
143 |
if ((GameFlags and gfPlaceHog) <> 0) and |
3697 | 144 |
(a <> amTeleport) and (a <> amSkip) and |
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145 |
(Ammoz[a].SkipTurns < 10000) then inc(Ammoz[a].SkipTurns,10000) |
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146 |
end else |
2370 | 147 |
ammos[a]:= AMMO_INFINITE |
288 | 148 |
end; |
295 | 149 |
|
150 |
FillAmmoStore(StoresList[Pred(StoreCnt)], ammos) |
|
288 | 151 |
end; |
152 |
||
153 |
function GetAmmoByNum(num: Longword): PHHAmmo; |
|
154 |
begin |
|
155 |
TryDo(num < StoreCnt, 'Invalid store number', true); |
|
351 | 156 |
exit(StoresList[num]) |
288 | 157 |
end; |
158 |
||
159 |
procedure AssignStores; |
|
547 | 160 |
var t: LongInt; |
288 | 161 |
i: Longword; |
162 |
begin |
|
547 | 163 |
for t:= 0 to Pred(TeamsCount) do |
164 |
with TeamsArray[t]^ do |
|
288 | 165 |
begin |
166 |
for i:= 0 to cMaxHHIndex do |
|
547 | 167 |
if Hedgehogs[i].Gear <> nil then |
168 |
Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore); |
|
288 | 169 |
end |
170 |
end; |
|
171 |
||
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|
172 |
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType); |
295 | 173 |
var ammos: TAmmoCounts; |
371 | 174 |
slot, ami: LongInt; |
295 | 175 |
hhammo: PHHAmmo; |
176 |
begin |
|
3407 | 177 |
{$HINTS OFF} |
295 | 178 |
FillChar(ammos, sizeof(ammos), 0); |
3407 | 179 |
{$HINTS ON} |
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|
180 |
hhammo:= Hedgehog.Ammo; |
295 | 181 |
|
182 |
for slot:= 0 to cMaxSlotIndex do |
|
183 |
for ami:= 0 to cMaxSlotAmmoIndex do |
|
351 | 184 |
if hhammo^[slot, ami].Count > 0 then |
185 |
ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami].Count; |
|
295 | 186 |
|
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|
187 |
if ammos[ammo] <> AMMO_INFINITE then |
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188 |
begin |
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|
189 |
inc(ammos[ammo], Ammoz[ammo].NumberInCase); |
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190 |
if ammos[ammo] > AMMO_INFINITE then ammos[ammo]:= AMMO_INFINITE |
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|
191 |
end; |
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|
192 |
|
295 | 193 |
FillAmmoStore(hhammo, ammos) |
194 |
end; |
|
195 |
||
371 | 196 |
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt); |
197 |
var ami: LongInt; |
|
295 | 198 |
b: boolean; |
199 |
begin |
|
200 |
repeat |
|
201 |
b:= false; |
|
202 |
ami:= 0; |
|
203 |
while (not b) and (ami < cMaxSlotAmmoIndex) do |
|
351 | 204 |
if (Ammo^[Slot, ami].Count = 0) |
205 |
and (Ammo^[Slot, ami + 1].Count > 0) then b:= true |
|
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|
206 |
else inc(ami); |
2221 | 207 |
if b then // there is a free item in ammo stack |
295 | 208 |
begin |
351 | 209 |
Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1]; |
210 |
Ammo^[Slot, ami + 1].Count:= 0 |
|
295 | 211 |
end; |
212 |
until not b; |
|
213 |
end; |
|
214 |
||
534 | 215 |
procedure OnUsedAmmo(var Hedgehog: THedgehog); |
295 | 216 |
begin |
534 | 217 |
with Hedgehog do |
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218 |
begin |
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219 |
MultiShootAttacks:= 0; |
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|
220 |
with Ammo^[CurSlot, CurAmmo] do |
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|
221 |
if Count <> AMMO_INFINITE then |
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|
222 |
begin |
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|
223 |
dec(Count); |
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|
224 |
if Count = 0 then |
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|
225 |
begin |
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|
226 |
PackAmmo(Ammo, CurSlot); |
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|
227 |
SwitchNotHeldAmmo(Hedgehog) |
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|
228 |
end |
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|
229 |
end |
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|
230 |
end |
295 | 231 |
end; |
232 |
||
553
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
233 |
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean; |
371 | 234 |
var slot, ami: LongInt; |
295 | 235 |
begin |
236 |
Slot:= Ammoz[Ammo].Slot; |
|
237 |
ami:= 0; |
|
351 | 238 |
while (ami <= cMaxSlotAmmoIndex) do |
295 | 239 |
begin |
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240 |
with Hedgehog.Ammo^[Slot, ami] do |
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241 |
if (AmmoType = Ammo) then |
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242 |
exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns)); |
295 | 243 |
inc(ami) |
351 | 244 |
end; |
245 |
HHHasAmmo:= false |
|
295 | 246 |
end; |
247 |
||
1964 | 248 |
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType); |
1922 | 249 |
begin |
250 |
with Hedgehog do |
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251 |
begin |
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252 |
CurMinAngle:= Ammoz[AmmoType].minAngle; |
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253 |
if Ammoz[AmmoType].maxAngle <> 0 then |
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254 |
CurMaxAngle:= Ammoz[AmmoType].maxAngle |
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255 |
else |
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|
256 |
CurMaxAngle:= cMaxAngle; |
1964 | 257 |
|
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|
258 |
with Hedgehog.Gear^ do |
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259 |
begin |
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260 |
if Angle < CurMinAngle then Angle:= CurMinAngle; |
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261 |
if Angle > CurMaxAngle then Angle:= CurMaxAngle; |
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262 |
end |
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|
263 |
end |
1922 | 264 |
end; |
265 |
||
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266 |
procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog); |
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267 |
begin |
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|
268 |
with Hedgehog do |
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269 |
begin |
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270 |
CurAmmo:= 0; |
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|
271 |
CurSlot:= 0; |
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272 |
while (CurSlot <= cMaxSlotIndex) and |
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273 |
((Ammo^[CurSlot, CurAmmo].Count = 0) or |
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274 |
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)) |
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|
275 |
do |
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276 |
begin |
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277 |
while (CurAmmo <= cMaxSlotAmmoIndex) and |
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278 |
((Ammo^[CurSlot, CurAmmo].Count = 0) or |
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|
279 |
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)) |
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|
280 |
do inc(CurAmmo); |
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281 |
|
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282 |
if (CurAmmo > cMaxSlotAmmoIndex) then |
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|
283 |
begin |
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|
284 |
CurAmmo:= 0; |
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|
285 |
inc(CurSlot) |
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|
286 |
end |
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|
287 |
end; |
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|
288 |
TryDo(CurSlot <= cMaxSlotIndex, 'Ammo slot index overflow', true) |
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|
289 |
end |
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|
290 |
end; |
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|
291 |
|
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|
292 |
procedure ApplyAmmoChanges(var Hedgehog: THedgehog); |
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293 |
var s: shortstring; |
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|
294 |
begin |
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|
295 |
TargetPoint.X:= NoPointX; |
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|
296 |
|
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|
297 |
with Hedgehog do |
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|
298 |
begin |
3030 | 299 |
Timer:= 10; |
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|
300 |
|
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301 |
if (Ammo^[CurSlot, CurAmmo].Count = 0) then |
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|
302 |
SwitchToFirstLegalAmmo(Hedgehog); |
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|
303 |
|
2409
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fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
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|
304 |
//bad things could happen here in case CurSlot is overflowing |
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|
305 |
ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType); |
553
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|
306 |
|
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|
307 |
with Ammo^[CurSlot, CurAmmo] do |
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|
308 |
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
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changeset
|
309 |
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
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|
310 |
begin |
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|
311 |
s:= trammo[Ammoz[AmmoType].NameId]; |
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|
312 |
if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) then |
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|
313 |
s:= s + ' (' + IntToStr(Count) + ')'; |
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|
314 |
if (Propz and ammoprop_Timerable) <> 0 then |
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|
315 |
s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds]; |
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|
316 |
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
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diff
changeset
|
317 |
end; |
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|
318 |
if (Propz and ammoprop_NeedTarget) <> 0 |
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|
319 |
then begin |
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|
320 |
Gear^.State:= Gear^.State or gstHHChooseTarget; |
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|
321 |
isCursorVisible:= true |
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|
322 |
end else begin |
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|
323 |
Gear^.State:= Gear^.State and not gstHHChooseTarget; |
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|
324 |
isCursorVisible:= false |
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|
325 |
end; |
3114
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Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
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|
326 |
if (CurAmmoGear <> nil) and ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) <> 0) then |
3a3d1ee2ebd0
Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
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|
327 |
ShowCrosshair:= (CurAmmoGear^.Ammo^.Propz and ammoprop_NoCrossHair) = 0 |
3a3d1ee2ebd0
Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
nemo
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changeset
|
328 |
else |
3a3d1ee2ebd0
Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
nemo
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|
329 |
ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0; |
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|
330 |
end |
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|
331 |
end |
553
5478386d935f
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547
diff
changeset
|
332 |
end; |
5478386d935f
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unc0rr
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547
diff
changeset
|
333 |
|
1922 | 334 |
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog); |
553
5478386d935f
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unc0rr
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diff
changeset
|
335 |
begin |
5478386d935f
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diff
changeset
|
336 |
with Hedgehog do |
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|
337 |
if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or |
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|
338 |
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then |
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|
339 |
SwitchToFirstLegalAmmo(Hedgehog); |
553
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diff
changeset
|
340 |
end; |
5478386d935f
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diff
changeset
|
341 |
|
783 | 342 |
procedure SetWeapon(weap: TAmmoType); |
343 |
begin |
|
1850 | 344 |
ParseCommand('/setweap ' + char(weap), true) |
783 | 345 |
end; |
346 |
||
1784 | 347 |
procedure DisableSomeWeapons; |
348 |
var i, slot, a: Longword; |
|
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|
349 |
t: TAmmoType; |
1784 | 350 |
begin |
351 |
for i:= 0 to Pred(StoreCnt) do |
|
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|
352 |
for slot:= 0 to cMaxSlotIndex do |
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|
353 |
begin |
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|
354 |
for a:= 0 to cMaxSlotAmmoIndex do |
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|
355 |
with StoresList[i]^[slot, a] do |
3697 | 356 |
if (Propz and ammoprop_NotBorder) <> 0 then |
3319 | 357 |
begin |
358 |
Count:= 0; |
|
359 |
InitialCount:= 0 |
|
360 |
end; |
|
1784 | 361 |
|
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|
362 |
PackAmmo(StoresList[i], slot) |
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|
363 |
end; |
1784 | 364 |
|
365 |
for t:= Low(TAmmoType) to High(TAmmoType) do |
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|
366 |
if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0 |
1784 | 367 |
end; |
368 |
||
3346 | 369 |
procedure SetAmmoLoadout(s: shortstring); |
370 |
begin |
|
371 |
ammoLoadout:= s; |
|
372 |
end; |
|
373 |
||
374 |
procedure SetAmmoProbability(s: shortstring); |
|
375 |
begin |
|
376 |
ammoProbability:= s; |
|
377 |
end; |
|
378 |
||
379 |
procedure SetAmmoDelay(s: shortstring); |
|
380 |
begin |
|
381 |
ammoDelay:= s; |
|
382 |
end; |
|
383 |
||
384 |
procedure SetAmmoReinforcement(s: shortstring); |
|
385 |
begin |
|
386 |
ammoReinforcement:= s; |
|
387 |
end; |
|
388 |
||
2762
2fbc8d35eb52
Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents:
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changeset
|
389 |
// 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
|
390 |
procedure ResetWeapons; |
2fbc8d35eb52
Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents:
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diff
changeset
|
391 |
var i, slot, a: Longword; |
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|
392 |
t: TAmmoType; |
2762
2fbc8d35eb52
Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents:
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diff
changeset
|
393 |
begin |
2fbc8d35eb52
Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents:
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diff
changeset
|
394 |
for i:= 0 to Pred(StoreCnt) do |
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|
395 |
for slot:= 0 to cMaxSlotIndex do |
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|
396 |
begin |
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397 |
for a:= 0 to cMaxSlotAmmoIndex do |
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398 |
with StoresList[i]^[slot, a] do |
2818 | 399 |
Count:= InitialCount; |
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400 |
|
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401 |
PackAmmo(StoresList[i], slot) |
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402 |
end; |
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403 |
for t:= Low(TAmmoType) to High(TAmmoType) do |
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404 |
if Ammoz[t].SkipTurns >= 10000 then dec(Ammoz[t].SkipTurns,10000); |
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405 |
end; |
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406 |
|
3038 | 407 |
procedure initModule; |
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408 |
begin |
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409 |
shoppa:= false; |
3346 | 410 |
StoreCnt:= 0; |
411 |
ammoLoadout:= ''; |
|
412 |
ammoProbability:= ''; |
|
413 |
ammoDelay:= ''; |
|
414 |
ammoReinforcement:= '' |
|
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415 |
end; |
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416 |
|
3038 | 417 |
procedure freeModule; |
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418 |
var i: LongWord; |
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419 |
begin |
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420 |
if StoreCnt > 0 then |
3052 | 421 |
for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i]) |
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422 |
end; |
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423 |
|
288 | 424 |
end. |