author | nemo |
Fri, 05 Feb 2010 11:44:28 +0000 | |
changeset 2756 | eebd54432b57 |
parent 2732 | d893901eff4a |
child 2762 | 2fbc8d35eb52 |
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 |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
8 |
* |
|
9 |
* This program is distributed in the hope that it will be useful, |
|
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
13 |
* |
|
14 |
* You should have received a copy of the GNU General Public License |
|
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
17 |
*) |
|
18 |
||
2630 | 19 |
{$INCLUDE "options.inc"} |
20 |
||
288 | 21 |
unit uAmmos; |
22 |
interface |
|
534 | 23 |
uses uConsts, uTeams; |
288 | 24 |
|
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|
25 |
procedure init_uAmmos; |
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Free up some unfreed memory. Needed for Koda's iphone lib work
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26 |
procedure free_uAmmos; |
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27 |
|
288 | 28 |
procedure AddAmmoStore(s: shortstring); |
29 |
procedure AssignStores; |
|
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|
30 |
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType); |
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|
31 |
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean; |
371 | 32 |
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt); |
534 | 33 |
procedure OnUsedAmmo(var Hedgehog: THedgehog); |
1964 | 34 |
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType); |
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|
35 |
procedure ApplyAmmoChanges(var Hedgehog: THedgehog); |
1922 | 36 |
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog); |
783 | 37 |
procedure SetWeapon(weap: TAmmoType); |
1784 | 38 |
procedure DisableSomeWeapons; |
288 | 39 |
|
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|
40 |
var shoppa: boolean; |
1966 | 41 |
|
288 | 42 |
implementation |
783 | 43 |
uses uMisc, uGears, uWorld, uLocale, uConsole; |
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44 |
|
295 | 45 |
type TAmmoCounts = array[TAmmoType] of Longword; |
288 | 46 |
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo; |
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47 |
StoreCnt: Longword; |
288 | 48 |
|
295 | 49 |
procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts); |
288 | 50 |
var mi: array[0..cMaxSlotIndex] of byte; |
51 |
a: TAmmoType; |
|
295 | 52 |
begin |
53 |
FillChar(mi, sizeof(mi), 0); |
|
54 |
FillChar(Ammo^, sizeof(Ammo^), 0); |
|
55 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
|
56 |
if cnts[a] > 0 then |
|
57 |
begin |
|
58 |
TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true); |
|
351 | 59 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo; |
60 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a]; |
|
295 | 61 |
inc(mi[Ammoz[a].Slot]) |
62 |
end |
|
63 |
end; |
|
64 |
||
65 |
procedure AddAmmoStore(s: shortstring); |
|
2370 | 66 |
const probability: array [0..8] of LongWord = (0,20,30,60,100,150,200,400,600); |
295 | 67 |
var cnt: Longword; |
68 |
a: TAmmoType; |
|
69 |
ammos: TAmmoCounts; |
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|
70 |
substr: shortstring; // TEMPORARY |
288 | 71 |
begin |
2370 | 72 |
TryDo(byte(s[0]) = byte(ord(High(TAmmoType))) * 2, 'Invalid ammo scheme (incompatible frontend)', true); |
288 | 73 |
|
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74 |
// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editor |
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|
75 |
substr:= Copy(s,1,15); |
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|
76 |
if (substr = '000000990000009') or |
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|
77 |
(substr = '000000990000000') then |
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|
78 |
shoppa:= true; |
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|
79 |
|
288 | 80 |
inc(StoreCnt); |
81 |
TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true); |
|
82 |
||
83 |
new(StoresList[Pred(StoreCnt)]); |
|
84 |
||
85 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
|
86 |
begin |
|
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|
87 |
if a <> amNothing then |
1895 | 88 |
begin |
2370 | 89 |
Ammoz[a].Probability:= probability[byte(s[ord(a) + ord(High(TAmmoType))]) - byte('0')]; |
2434 | 90 |
if (TrainingFlags and tfIgnoreDelays) <> 0 then Ammoz[a].SkipTurns:= 0; |
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|
91 |
cnt:= byte(s[ord(a)]) - byte('0'); |
2370 | 92 |
// avoid things we already have infinite number |
2357
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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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|
93 |
if cnt = 9 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.
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changeset
|
94 |
begin |
babe1a55e284
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|
95 |
cnt:= AMMO_INFINITE; |
2370 | 96 |
Ammoz[a].Probability:= 0 |
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|
97 |
end; |
2370 | 98 |
// avoid things we already have by scheme |
2461 | 99 |
// merge this into DisableSomeWeapons ? |
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|
100 |
if ((a = amLowGravity) and ((GameFlags and gfLowGravity) <> 0)) or |
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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|
101 |
((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or |
babe1a55e284
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|
102 |
((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or |
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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|
103 |
((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) then |
2128 | 104 |
begin |
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|
105 |
cnt:= 0; |
2370 | 106 |
Ammoz[a].Probability:= 0 |
107 |
end; |
|
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Initial molotov cocktail. Still needs graphics, tweaking of fire behaviour. Also changed probabilities for default weapon sets
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|
108 |
ammos[a]:= cnt; |
ecf0c7e7995b
Initial molotov cocktail. Still needs graphics, tweaking of fire behaviour. Also changed probabilities for default weapon sets
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changeset
|
109 |
if shoppa then Ammoz[a].NumberInCase:= 1; // FIXME - TEMPORARY remove when crate number in case editor is added |
2730
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|
110 |
|
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|
111 |
if ((GameFlags and gfKing) <> 0) and (Ammoz[a].SkipTurns = 0) and (a <> amTeleport) and (a <> amSkip) then |
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|
112 |
Ammoz[a].SkipTurns:= 1; |
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|
113 |
end else |
2370 | 114 |
ammos[a]:= AMMO_INFINITE |
288 | 115 |
end; |
295 | 116 |
|
117 |
FillAmmoStore(StoresList[Pred(StoreCnt)], ammos) |
|
288 | 118 |
end; |
119 |
||
120 |
function GetAmmoByNum(num: Longword): PHHAmmo; |
|
121 |
begin |
|
122 |
TryDo(num < StoreCnt, 'Invalid store number', true); |
|
351 | 123 |
exit(StoresList[num]) |
288 | 124 |
end; |
125 |
||
126 |
procedure AssignStores; |
|
547 | 127 |
var t: LongInt; |
288 | 128 |
i: Longword; |
129 |
begin |
|
547 | 130 |
for t:= 0 to Pred(TeamsCount) do |
131 |
with TeamsArray[t]^ do |
|
288 | 132 |
begin |
133 |
for i:= 0 to cMaxHHIndex do |
|
547 | 134 |
if Hedgehogs[i].Gear <> nil then |
135 |
Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore); |
|
288 | 136 |
end |
137 |
end; |
|
138 |
||
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diff
changeset
|
139 |
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType); |
295 | 140 |
var ammos: TAmmoCounts; |
371 | 141 |
slot, ami: LongInt; |
295 | 142 |
hhammo: PHHAmmo; |
143 |
begin |
|
144 |
FillChar(ammos, sizeof(ammos), 0); |
|
553
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diff
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|
145 |
hhammo:= Hedgehog.Ammo; |
295 | 146 |
|
147 |
for slot:= 0 to cMaxSlotIndex do |
|
148 |
for ami:= 0 to cMaxSlotAmmoIndex do |
|
351 | 149 |
if hhammo^[slot, ami].Count > 0 then |
150 |
ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami].Count; |
|
295 | 151 |
|
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|
152 |
if ammos[ammo] <> AMMO_INFINITE then |
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|
153 |
begin |
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|
154 |
inc(ammos[ammo], Ammoz[ammo].NumberInCase); |
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changeset
|
155 |
if ammos[ammo] > AMMO_INFINITE then ammos[ammo]:= AMMO_INFINITE |
b5222ddafe1f
- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
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|
156 |
end; |
b5222ddafe1f
- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
unc0rr
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927
diff
changeset
|
157 |
|
295 | 158 |
FillAmmoStore(hhammo, ammos) |
159 |
end; |
|
160 |
||
371 | 161 |
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt); |
162 |
var ami: LongInt; |
|
295 | 163 |
b: boolean; |
164 |
begin |
|
165 |
repeat |
|
166 |
b:= false; |
|
167 |
ami:= 0; |
|
168 |
while (not b) and (ami < cMaxSlotAmmoIndex) do |
|
351 | 169 |
if (Ammo^[Slot, ami].Count = 0) |
170 |
and (Ammo^[Slot, ami + 1].Count > 0) then b:= true |
|
553
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diff
changeset
|
171 |
else inc(ami); |
2221 | 172 |
if b then // there is a free item in ammo stack |
295 | 173 |
begin |
351 | 174 |
Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1]; |
175 |
Ammo^[Slot, ami + 1].Count:= 0 |
|
295 | 176 |
end; |
177 |
until not b; |
|
178 |
end; |
|
179 |
||
534 | 180 |
procedure OnUsedAmmo(var Hedgehog: THedgehog); |
295 | 181 |
begin |
534 | 182 |
with Hedgehog do |
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Fix a bug with automatic weapon switching when attacking from rope
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|
183 |
begin |
2608 | 184 |
MultiShootAttacks:= 0; |
971
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
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diff
changeset
|
185 |
with Ammo^[CurSlot, CurAmmo] do |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
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941
diff
changeset
|
186 |
if Count <> AMMO_INFINITE then |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
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diff
changeset
|
187 |
begin |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
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changeset
|
188 |
dec(Count); |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
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|
189 |
if Count = 0 then |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
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changeset
|
190 |
begin |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
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changeset
|
191 |
PackAmmo(Ammo, CurSlot); |
1922 | 192 |
SwitchNotHeldAmmo(Hedgehog) |
971
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Fix a bug with automatic weapon switching when attacking from rope
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changeset
|
193 |
end |
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Fix a bug with automatic weapon switching when attacking from rope
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diff
changeset
|
194 |
end |
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diff
changeset
|
195 |
end |
295 | 196 |
end; |
197 |
||
553
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
198 |
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean; |
371 | 199 |
var slot, ami: LongInt; |
295 | 200 |
begin |
201 |
Slot:= Ammoz[Ammo].Slot; |
|
202 |
ami:= 0; |
|
351 | 203 |
while (ami <= cMaxSlotAmmoIndex) do |
295 | 204 |
begin |
553
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
205 |
with Hedgehog.Ammo^[Slot, ami] do |
941
b5222ddafe1f
- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
unc0rr
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927
diff
changeset
|
206 |
if (AmmoType = Ammo) then |
b5222ddafe1f
- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
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927
diff
changeset
|
207 |
exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns)); |
295 | 208 |
inc(ami) |
351 | 209 |
end; |
210 |
HHHasAmmo:= false |
|
295 | 211 |
end; |
212 |
||
1964 | 213 |
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType); |
1922 | 214 |
begin |
215 |
with Hedgehog do |
|
1964 | 216 |
begin |
217 |
CurMinAngle:= Ammoz[AmmoType].minAngle; |
|
218 |
if Ammoz[AmmoType].maxAngle <> 0 then |
|
219 |
CurMaxAngle:= Ammoz[AmmoType].maxAngle |
|
220 |
else |
|
221 |
CurMaxAngle:= cMaxAngle; |
|
222 |
||
223 |
with Hedgehog.Gear^ do |
|
1922 | 224 |
begin |
1964 | 225 |
if Angle < CurMinAngle then Angle:= CurMinAngle; |
226 |
if Angle > CurMaxAngle then Angle:= CurMaxAngle; |
|
1922 | 227 |
end |
1964 | 228 |
end |
1922 | 229 |
end; |
230 |
||
2432
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
unc0rr
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2431
diff
changeset
|
231 |
procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog); |
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
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2431
diff
changeset
|
232 |
begin |
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
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diff
changeset
|
233 |
with Hedgehog do |
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
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2431
diff
changeset
|
234 |
begin |
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
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parents:
2431
diff
changeset
|
235 |
CurAmmo:= 0; |
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
unc0rr
parents:
2431
diff
changeset
|
236 |
CurSlot:= 0; |
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
unc0rr
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2431
diff
changeset
|
237 |
while (CurSlot <= cMaxSlotIndex) and |
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
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diff
changeset
|
238 |
((Ammo^[CurSlot, CurAmmo].Count = 0) or |
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
unc0rr
parents:
2431
diff
changeset
|
239 |
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)) |
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Switch to first legal ammo when hedgehog can't hold current one
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|
240 |
do |
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
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changeset
|
241 |
begin |
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|
242 |
while (CurAmmo <= cMaxSlotAmmoIndex) and |
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|
243 |
((Ammo^[CurSlot, CurAmmo].Count = 0) or |
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changeset
|
244 |
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)) |
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|
245 |
do inc(CurAmmo); |
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|
246 |
|
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|
247 |
if (CurAmmo > cMaxSlotAmmoIndex) then |
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|
248 |
begin |
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|
249 |
CurAmmo:= 0; |
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|
250 |
inc(CurSlot) |
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|
251 |
end |
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|
252 |
end; |
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|
253 |
TryDo(CurSlot <= cMaxSlotIndex, 'Ammo slot index overflow', true) |
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|
254 |
end |
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|
255 |
end; |
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Switch to first legal ammo when hedgehog can't hold current one
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|
256 |
|
553
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
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diff
changeset
|
257 |
procedure ApplyAmmoChanges(var Hedgehog: THedgehog); |
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|
258 |
var s: shortstring; |
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|
259 |
begin |
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changeset
|
260 |
TargetPoint.X:= NoPointX; |
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|
261 |
|
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diff
changeset
|
262 |
with Hedgehog do |
1922 | 263 |
begin |
2409
dbf195c3e09c
fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
koda
parents:
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diff
changeset
|
264 |
|
1922 | 265 |
if (Ammo^[CurSlot, CurAmmo].Count = 0) then |
2432
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changeset
|
266 |
SwitchToFirstLegalAmmo(Hedgehog); |
2431
23242609c44b
Real fix to ammo slot overflow (bug triggered by r2411 fix)
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diff
changeset
|
267 |
|
2409
dbf195c3e09c
fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
koda
parents:
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diff
changeset
|
268 |
//bad things could happen here in case CurSlot is overflowing |
1964 | 269 |
ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType); |
553
5478386d935f
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unc0rr
parents:
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diff
changeset
|
270 |
|
1922 | 271 |
with Ammo^[CurSlot, CurAmmo] do |
272 |
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:
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diff
changeset
|
273 |
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:
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diff
changeset
|
274 |
begin |
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:
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diff
changeset
|
275 |
s:= trammo[Ammoz[AmmoType].NameId]; |
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
|
276 |
if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) 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
|
277 |
s:= s + ' (' + IntToStr(Count) + ')'; |
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
|
278 |
if (Propz and ammoprop_Timerable) <> 0 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
|
279 |
s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds]; |
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
|
280 |
AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo); |
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
|
281 |
end; |
1922 | 282 |
if (Propz and ammoprop_NeedTarget) <> 0 |
283 |
then begin |
|
284 |
Gear^.State:= Gear^.State or gstHHChooseTarget; |
|
285 |
isCursorVisible:= true |
|
286 |
end else begin |
|
287 |
Gear^.State:= Gear^.State and not gstHHChooseTarget; |
|
288 |
isCursorVisible:= false |
|
289 |
end; |
|
290 |
ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0 |
|
291 |
end |
|
292 |
end |
|
553
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
293 |
end; |
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
294 |
|
1922 | 295 |
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog); |
553
5478386d935f
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unc0rr
parents:
547
diff
changeset
|
296 |
begin |
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
297 |
with Hedgehog do |
2431
23242609c44b
Real fix to ammo slot overflow (bug triggered by r2411 fix)
unc0rr
parents:
2409
diff
changeset
|
298 |
if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or |
23242609c44b
Real fix to ammo slot overflow (bug triggered by r2411 fix)
unc0rr
parents:
2409
diff
changeset
|
299 |
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then |
2432
1a0bb82d55f0
Switch to first legal ammo when hedgehog can't hold current one
unc0rr
parents:
2431
diff
changeset
|
300 |
SwitchToFirstLegalAmmo(Hedgehog); |
553
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
301 |
end; |
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
302 |
|
783 | 303 |
procedure SetWeapon(weap: TAmmoType); |
304 |
begin |
|
1850 | 305 |
ParseCommand('/setweap ' + char(weap), true) |
783 | 306 |
end; |
307 |
||
1784 | 308 |
procedure DisableSomeWeapons; |
309 |
var i, slot, a: Longword; |
|
310 |
t: TAmmoType; |
|
311 |
begin |
|
312 |
for i:= 0 to Pred(StoreCnt) do |
|
313 |
for slot:= 0 to cMaxSlotIndex do |
|
314 |
begin |
|
315 |
for a:= 0 to cMaxSlotAmmoIndex do |
|
316 |
with StoresList[i]^[slot, a] do |
|
317 |
if (Propz and ammoprop_NotBorder) <> 0 then Count:= 0; |
|
318 |
||
319 |
PackAmmo(StoresList[i], slot) |
|
320 |
end; |
|
321 |
||
322 |
for t:= Low(TAmmoType) to High(TAmmoType) do |
|
323 |
if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0 |
|
324 |
end; |
|
325 |
||
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2715
diff
changeset
|
326 |
procedure init_uAmmos; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2715
diff
changeset
|
327 |
begin |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2715
diff
changeset
|
328 |
shoppa:= false; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2715
diff
changeset
|
329 |
StoreCnt:= 0 |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2715
diff
changeset
|
330 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2715
diff
changeset
|
331 |
|
2715
0e4e0db79e2a
Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents:
2630
diff
changeset
|
332 |
procedure free_uAmmos; |
0e4e0db79e2a
Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents:
2630
diff
changeset
|
333 |
var i: LongWord; |
0e4e0db79e2a
Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents:
2630
diff
changeset
|
334 |
begin |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2715
diff
changeset
|
335 |
for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i]); |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2715
diff
changeset
|
336 |
StoreCnt:= 0 |
2715
0e4e0db79e2a
Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents:
2630
diff
changeset
|
337 |
end; |
0e4e0db79e2a
Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents:
2630
diff
changeset
|
338 |
|
288 | 339 |
end. |