hedgewars/uAmmos.pas
author nemo
Sun, 26 Jul 2009 19:43:38 +0000
changeset 2276 d4d9e490d534
parent 2246 4f138785a3ff
child 2357 babe1a55e284
permissions -rw-r--r--
Remove this check since I got confused as to why my sound still wasn't working even after I had fixed the lock caused by bad flash plugin and restarted hedgewars

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2006-2008 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

unit uAmmos;
interface
uses uConsts, uTeams;
{$INCLUDE options.inc}

procedure AddAmmoStore(s: shortstring);
procedure AssignStores;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
procedure OnUsedAmmo(var Hedgehog: THedgehog);
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
procedure SetWeapon(weap: TAmmoType);
procedure DisableSomeWeapons;

var shoppa: Boolean = false;

implementation
uses uMisc, uGears, uWorld, uLocale, uConsole;
type TAmmoCounts = array[TAmmoType] of Longword;
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
    StoreCnt: Longword = 0;

procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts);
var mi: array[0..cMaxSlotIndex] of byte;
    a: TAmmoType;
begin
FillChar(mi, sizeof(mi), 0);
FillChar(Ammo^, sizeof(Ammo^), 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
    if cnts[a] > 0 then
       begin
       TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo;
       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a];
       inc(mi[Ammoz[a].Slot])
       end
end;

procedure AddAmmoStore(s: shortstring);
var cnt: Longword;
    a: TAmmoType;
    ammos: TAmmoCounts;
    substr: shortstring; // TEMPORARY
begin
TryDo(byte(s[0]) = byte(ord(High(TAmmoType)) + 1), 'Invalid ammo scheme (incompatible frontend)', true);

// FIXME - TEMPORARY hardcoded check on shoppa pending creation of probability editor
substr:= Copy(s,1,15);
if (substr = '000000990000009') or 
   (substr = '000000990000000') then
    shoppa:= true;
for a:= Low(TAmmoType) to High(TAmmoType) do
    if (ord(a) > 14) and (s[ord(a)+1] <> '0') then shoppa:= false;  // TEMPORARY etc - this just avoids updating every time new wep is added
inc(StoreCnt);
TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true);

new(StoresList[Pred(StoreCnt)]);

for a:= Low(TAmmoType) to High(TAmmoType) do
    begin
    cnt:= byte(s[ord(a) + 1]) - byte('0');
    if cnt = 9 then
        begin
        cnt:= AMMO_INFINITE;
        Ammoz[a].Probability:= 0 
        end;
    if ((a = amLowGravity) and ((GameFlags and gfLowGravity) <> 0)) or
       ((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or
       ((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or
       ((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) then
        begin
        cnt:= 0;
        Ammoz[a].Probability:= 0 
        end
    else if shoppa then      // FIXME - TEMPORARY REMOVE WHEN CRATE PROBABILITY IS ADDED
        if cnt <> AMMO_INFINITE then
            begin
            if a = amGirder then
                Ammoz[a].Probability:= 0
            else
                begin
                Ammoz[a].Probability:= 100;
                Ammoz[a].NumberInCase:= 1;
                end
            end;
    ammos[a]:= cnt
    end;

FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
end;

function GetAmmoByNum(num: Longword): PHHAmmo;
begin
TryDo(num < StoreCnt, 'Invalid store number', true);
exit(StoresList[num])
end;

procedure AssignStores;
var t: LongInt;
    i: Longword;
begin
for t:= 0 to Pred(TeamsCount) do
   with TeamsArray[t]^ do
      begin
      for i:= 0 to cMaxHHIndex do
          if Hedgehogs[i].Gear <> nil then
             Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
      end
end;

procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
var ammos: TAmmoCounts;
    slot, ami: LongInt;
    hhammo: PHHAmmo;
begin
FillChar(ammos, sizeof(ammos), 0);
hhammo:= Hedgehog.Ammo;

for slot:= 0 to cMaxSlotIndex do
    for ami:= 0 to cMaxSlotAmmoIndex do
        if hhammo^[slot, ami].Count > 0 then
           ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami].Count;

if ammos[ammo] <> AMMO_INFINITE then
   begin
   inc(ammos[ammo], Ammoz[ammo].NumberInCase);
   if ammos[ammo] > AMMO_INFINITE then ammos[ammo]:= AMMO_INFINITE
   end;

FillAmmoStore(hhammo, ammos)
end;

procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
var ami: LongInt;
    b: boolean;
begin
    repeat
      b:= false;
      ami:= 0;
      while (not b) and (ami < cMaxSlotAmmoIndex) do
          if (Ammo^[Slot, ami].Count = 0)
             and (Ammo^[Slot, ami + 1].Count > 0) then b:= true
                                                  else inc(ami);
      if b then // there is a free item in ammo stack
         begin
         Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1];
         Ammo^[Slot, ami + 1].Count:= 0
         end;
    until not b;
end;

procedure OnUsedAmmo(var Hedgehog: THedgehog);
begin
with Hedgehog do
	begin
	with Ammo^[CurSlot, CurAmmo] do
		if Count <> AMMO_INFINITE then
			begin
			dec(Count);
			if Count = 0 then
				begin
				PackAmmo(Ammo, CurSlot);
				SwitchNotHeldAmmo(Hedgehog)
				end
			end
	end
end;

function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
var slot, ami: LongInt;
begin
Slot:= Ammoz[Ammo].Slot;
ami:= 0;
while (ami <= cMaxSlotAmmoIndex) do
      begin
      with Hedgehog.Ammo^[Slot, ami] do
            if (AmmoType = Ammo) then
               exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns));
      inc(ami)
      end;
HHHasAmmo:= false
end;

procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
begin
with Hedgehog do
	begin
	CurMinAngle:= Ammoz[AmmoType].minAngle;
	if Ammoz[AmmoType].maxAngle <> 0 then
		CurMaxAngle:= Ammoz[AmmoType].maxAngle
	else
		CurMaxAngle:= cMaxAngle;

	with Hedgehog.Gear^ do
		begin
		if Angle < CurMinAngle then Angle:= CurMinAngle;
		if Angle > CurMaxAngle then Angle:= CurMaxAngle;
		end
	end
end;

procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
var s: shortstring;
begin
TargetPoint.X:= NoPointX;

with Hedgehog do
	begin
	if (Ammo^[CurSlot, CurAmmo].Count = 0) then
		begin
		CurAmmo:= 0;
		CurSlot:= 0;
		while (CurSlot <= cMaxSlotIndex) and (Ammo^[CurSlot, CurAmmo].Count = 0) do inc(CurSlot)
		end;

	ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType);

	with Ammo^[CurSlot, CurAmmo] do
		begin
		s:= trammo[Ammoz[AmmoType].NameId];
		if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) then
			s:= s + ' (' + IntToStr(Count) + ')';
		if (Propz and ammoprop_Timerable) <> 0 then
			s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
		AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
		if (Propz and ammoprop_NeedTarget) <> 0
			then begin
			Gear^.State:= Gear^.State or      gstHHChooseTarget;
			isCursorVisible:= true
			end else begin
			Gear^.State:= Gear^.State and not gstHHChooseTarget;
			isCursorVisible:= false
			end;
		ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0
		end
	end
end;

procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
begin
with Hedgehog do
     if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or
        (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
        begin
        CurAmmo:= 0;
        CurSlot:= 0;
        while (CurSlot <= cMaxSlotIndex) and 
              (Ammo^[CurSlot, CurAmmo].Count = 0) and
              (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)
              do inc(CurSlot)
        end
end;

procedure SetWeapon(weap: TAmmoType);
begin
ParseCommand('/setweap ' + char(weap), true)
end;

procedure DisableSomeWeapons;
var i, slot, a: Longword;
	t: TAmmoType;
begin
for i:= 0 to Pred(StoreCnt) do
	for slot:= 0 to cMaxSlotIndex do
		begin
		for a:= 0 to cMaxSlotAmmoIndex do
			with StoresList[i]^[slot, a] do
				if (Propz and ammoprop_NotBorder) <> 0 then Count:= 0;

		PackAmmo(StoresList[i], slot)
		end;

for t:= Low(TAmmoType) to High(TAmmoType) do
	if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0
end;

end.