author | koda |
Sat, 26 Sep 2009 03:44:32 +0000 | |
changeset 2393 | 068632066f80 |
parent 2370 | 2ff8fce5e06f |
child 2409 | dbf195c3e09c |
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 |
||
288 | 19 |
unit uAmmos; |
20 |
interface |
|
534 | 21 |
uses uConsts, uTeams; |
288 | 22 |
{$INCLUDE options.inc} |
23 |
||
24 |
procedure AddAmmoStore(s: shortstring); |
|
25 |
procedure AssignStores; |
|
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26 |
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType); |
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27 |
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean; |
371 | 28 |
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt); |
534 | 29 |
procedure OnUsedAmmo(var Hedgehog: THedgehog); |
1964 | 30 |
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType); |
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|
31 |
procedure ApplyAmmoChanges(var Hedgehog: THedgehog); |
1922 | 32 |
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog); |
783 | 33 |
procedure SetWeapon(weap: TAmmoType); |
1784 | 34 |
procedure DisableSomeWeapons; |
288 | 35 |
|
1966 | 36 |
var shoppa: Boolean = false; |
37 |
||
288 | 38 |
implementation |
783 | 39 |
uses uMisc, uGears, uWorld, uLocale, uConsole; |
295 | 40 |
type TAmmoCounts = array[TAmmoType] of Longword; |
288 | 41 |
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo; |
42 |
StoreCnt: Longword = 0; |
|
43 |
||
295 | 44 |
procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts); |
288 | 45 |
var mi: array[0..cMaxSlotIndex] of byte; |
46 |
a: TAmmoType; |
|
295 | 47 |
begin |
48 |
FillChar(mi, sizeof(mi), 0); |
|
49 |
FillChar(Ammo^, sizeof(Ammo^), 0); |
|
50 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
|
51 |
if cnts[a] > 0 then |
|
52 |
begin |
|
53 |
TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true); |
|
351 | 54 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo; |
55 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a]; |
|
295 | 56 |
inc(mi[Ammoz[a].Slot]) |
57 |
end |
|
58 |
end; |
|
59 |
||
60 |
procedure AddAmmoStore(s: shortstring); |
|
2370 | 61 |
const probability: array [0..8] of LongWord = (0,20,30,60,100,150,200,400,600); |
295 | 62 |
var cnt: Longword; |
63 |
a: TAmmoType; |
|
64 |
ammos: TAmmoCounts; |
|
288 | 65 |
begin |
2370 | 66 |
TryDo(byte(s[0]) = byte(ord(High(TAmmoType))) * 2, 'Invalid ammo scheme (incompatible frontend)', true); |
288 | 67 |
|
68 |
inc(StoreCnt); |
|
69 |
TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true); |
|
70 |
||
71 |
new(StoresList[Pred(StoreCnt)]); |
|
72 |
||
73 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
|
74 |
begin |
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|
75 |
if a <> amNothing then |
1895 | 76 |
begin |
2370 | 77 |
Ammoz[a].Probability:= probability[byte(s[ord(a) + ord(High(TAmmoType))]) - byte('0')]; |
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78 |
cnt:= byte(s[ord(a)]) - byte('0'); |
2370 | 79 |
// avoid things we already have infinite number |
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80 |
if cnt = 9 then |
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|
81 |
begin |
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82 |
cnt:= AMMO_INFINITE; |
2370 | 83 |
Ammoz[a].Probability:= 0 |
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|
84 |
end; |
2370 | 85 |
// avoid things we already have by scheme |
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|
86 |
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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|
87 |
((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or |
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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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|
88 |
((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or |
babe1a55e284
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parents:
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|
89 |
((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) then |
2128 | 90 |
begin |
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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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parents:
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changeset
|
91 |
cnt:= 0; |
2370 | 92 |
Ammoz[a].Probability:= 0 |
93 |
end; |
|
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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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|
94 |
ammos[a]:= cnt |
2360
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Ok. This time I think I have it. amNothing should work.
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|
95 |
end else |
2370 | 96 |
ammos[a]:= AMMO_INFINITE |
288 | 97 |
end; |
295 | 98 |
|
99 |
FillAmmoStore(StoresList[Pred(StoreCnt)], ammos) |
|
288 | 100 |
end; |
101 |
||
102 |
function GetAmmoByNum(num: Longword): PHHAmmo; |
|
103 |
begin |
|
104 |
TryDo(num < StoreCnt, 'Invalid store number', true); |
|
351 | 105 |
exit(StoresList[num]) |
288 | 106 |
end; |
107 |
||
108 |
procedure AssignStores; |
|
547 | 109 |
var t: LongInt; |
288 | 110 |
i: Longword; |
111 |
begin |
|
547 | 112 |
for t:= 0 to Pred(TeamsCount) do |
113 |
with TeamsArray[t]^ do |
|
288 | 114 |
begin |
115 |
for i:= 0 to cMaxHHIndex do |
|
547 | 116 |
if Hedgehogs[i].Gear <> nil then |
117 |
Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore); |
|
288 | 118 |
end |
119 |
end; |
|
120 |
||
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diff
changeset
|
121 |
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType); |
295 | 122 |
var ammos: TAmmoCounts; |
371 | 123 |
slot, ami: LongInt; |
295 | 124 |
hhammo: PHHAmmo; |
125 |
begin |
|
126 |
FillChar(ammos, sizeof(ammos), 0); |
|
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|
127 |
hhammo:= Hedgehog.Ammo; |
295 | 128 |
|
129 |
for slot:= 0 to cMaxSlotIndex do |
|
130 |
for ami:= 0 to cMaxSlotAmmoIndex do |
|
351 | 131 |
if hhammo^[slot, ami].Count > 0 then |
132 |
ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami].Count; |
|
295 | 133 |
|
941
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|
134 |
if ammos[ammo] <> AMMO_INFINITE then |
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|
135 |
begin |
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|
136 |
inc(ammos[ammo], Ammoz[ammo].NumberInCase); |
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|
137 |
if ammos[ammo] > AMMO_INFINITE then ammos[ammo]:= AMMO_INFINITE |
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|
138 |
end; |
b5222ddafe1f
- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
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changeset
|
139 |
|
295 | 140 |
FillAmmoStore(hhammo, ammos) |
141 |
end; |
|
142 |
||
371 | 143 |
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt); |
144 |
var ami: LongInt; |
|
295 | 145 |
b: boolean; |
146 |
begin |
|
147 |
repeat |
|
148 |
b:= false; |
|
149 |
ami:= 0; |
|
150 |
while (not b) and (ami < cMaxSlotAmmoIndex) do |
|
351 | 151 |
if (Ammo^[Slot, ami].Count = 0) |
152 |
and (Ammo^[Slot, ami + 1].Count > 0) then b:= true |
|
553
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parents:
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diff
changeset
|
153 |
else inc(ami); |
2221 | 154 |
if b then // there is a free item in ammo stack |
295 | 155 |
begin |
351 | 156 |
Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1]; |
157 |
Ammo^[Slot, ami + 1].Count:= 0 |
|
295 | 158 |
end; |
159 |
until not b; |
|
160 |
end; |
|
161 |
||
534 | 162 |
procedure OnUsedAmmo(var Hedgehog: THedgehog); |
295 | 163 |
begin |
534 | 164 |
with Hedgehog do |
971
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Fix a bug with automatic weapon switching when attacking from rope
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diff
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|
165 |
begin |
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Fix a bug with automatic weapon switching when attacking from rope
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diff
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|
166 |
with Ammo^[CurSlot, CurAmmo] do |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
unc0rr
parents:
941
diff
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|
167 |
if Count <> AMMO_INFINITE then |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
unc0rr
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diff
changeset
|
168 |
begin |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
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diff
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|
169 |
dec(Count); |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
unc0rr
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diff
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|
170 |
if Count = 0 then |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
unc0rr
parents:
941
diff
changeset
|
171 |
begin |
d2c49b730771
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diff
changeset
|
172 |
PackAmmo(Ammo, CurSlot); |
1922 | 173 |
SwitchNotHeldAmmo(Hedgehog) |
971
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diff
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|
174 |
end |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
unc0rr
parents:
941
diff
changeset
|
175 |
end |
d2c49b730771
Fix a bug with automatic weapon switching when attacking from rope
unc0rr
parents:
941
diff
changeset
|
176 |
end |
295 | 177 |
end; |
178 |
||
553
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
179 |
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean; |
371 | 180 |
var slot, ami: LongInt; |
295 | 181 |
begin |
182 |
Slot:= Ammoz[Ammo].Slot; |
|
183 |
ami:= 0; |
|
351 | 184 |
while (ami <= cMaxSlotAmmoIndex) do |
295 | 185 |
begin |
553
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
186 |
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
parents:
927
diff
changeset
|
187 |
if (AmmoType = Ammo) then |
b5222ddafe1f
- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
unc0rr
parents:
927
diff
changeset
|
188 |
exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns)); |
295 | 189 |
inc(ami) |
351 | 190 |
end; |
191 |
HHHasAmmo:= false |
|
295 | 192 |
end; |
193 |
||
1964 | 194 |
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType); |
1922 | 195 |
begin |
196 |
with Hedgehog do |
|
1964 | 197 |
begin |
198 |
CurMinAngle:= Ammoz[AmmoType].minAngle; |
|
199 |
if Ammoz[AmmoType].maxAngle <> 0 then |
|
200 |
CurMaxAngle:= Ammoz[AmmoType].maxAngle |
|
201 |
else |
|
202 |
CurMaxAngle:= cMaxAngle; |
|
203 |
||
204 |
with Hedgehog.Gear^ do |
|
1922 | 205 |
begin |
1964 | 206 |
if Angle < CurMinAngle then Angle:= CurMinAngle; |
207 |
if Angle > CurMaxAngle then Angle:= CurMaxAngle; |
|
1922 | 208 |
end |
1964 | 209 |
end |
1922 | 210 |
end; |
211 |
||
553
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
212 |
procedure ApplyAmmoChanges(var Hedgehog: THedgehog); |
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
213 |
var s: shortstring; |
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
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547
diff
changeset
|
214 |
begin |
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
215 |
TargetPoint.X:= NoPointX; |
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
216 |
|
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
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547
diff
changeset
|
217 |
with Hedgehog do |
1922 | 218 |
begin |
219 |
if (Ammo^[CurSlot, CurAmmo].Count = 0) then |
|
220 |
begin |
|
221 |
CurAmmo:= 0; |
|
222 |
CurSlot:= 0; |
|
223 |
while (CurSlot <= cMaxSlotIndex) and (Ammo^[CurSlot, CurAmmo].Count = 0) do inc(CurSlot) |
|
224 |
end; |
|
225 |
||
1964 | 226 |
ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType); |
553
5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
unc0rr
parents:
547
diff
changeset
|
227 |
|
1922 | 228 |
with Ammo^[CurSlot, CurAmmo] do |
229 |
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
|
230 |
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
|
231 |
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:
2246
diff
changeset
|
232 |
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
|
233 |
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
|
234 |
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
|
235 |
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
|
236 |
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
|
237 |
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
|
238 |
end; |
1922 | 239 |
if (Propz and ammoprop_NeedTarget) <> 0 |
240 |
then begin |
|
241 |
Gear^.State:= Gear^.State or gstHHChooseTarget; |
|
242 |
isCursorVisible:= true |
|
243 |
end else begin |
|
244 |
Gear^.State:= Gear^.State and not gstHHChooseTarget; |
|
245 |
isCursorVisible:= false |
|
246 |
end; |
|
247 |
ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0 |
|
248 |
end |
|
249 |
end |
|
553
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|
250 |
end; |
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|
251 |
|
1922 | 252 |
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog); |
553
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253 |
begin |
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|
254 |
with Hedgehog do |
1909 | 255 |
if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or |
1915 | 256 |
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then |
553
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changeset
|
257 |
begin |
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258 |
CurAmmo:= 0; |
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|
259 |
CurSlot:= 0; |
2364 | 260 |
while (CurSlot <= cMaxSlotIndex) and |
261 |
((Ammo^[CurSlot, CurAmmo].Count = 0) or |
|
262 |
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)) |
|
1909 | 263 |
do inc(CurSlot) |
553
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changeset
|
264 |
end |
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diff
changeset
|
265 |
end; |
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diff
changeset
|
266 |
|
783 | 267 |
procedure SetWeapon(weap: TAmmoType); |
268 |
begin |
|
1850 | 269 |
ParseCommand('/setweap ' + char(weap), true) |
783 | 270 |
end; |
271 |
||
1784 | 272 |
procedure DisableSomeWeapons; |
273 |
var i, slot, a: Longword; |
|
274 |
t: TAmmoType; |
|
275 |
begin |
|
276 |
for i:= 0 to Pred(StoreCnt) do |
|
277 |
for slot:= 0 to cMaxSlotIndex do |
|
278 |
begin |
|
279 |
for a:= 0 to cMaxSlotAmmoIndex do |
|
280 |
with StoresList[i]^[slot, a] do |
|
281 |
if (Propz and ammoprop_NotBorder) <> 0 then Count:= 0; |
|
282 |
||
283 |
PackAmmo(StoresList[i], slot) |
|
284 |
end; |
|
285 |
||
286 |
for t:= Low(TAmmoType) to High(TAmmoType) do |
|
287 |
if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0 |
|
288 |
end; |
|
289 |
||
288 | 290 |
end. |