hedgewars/uAmmos.pas
author koda
Sun, 11 Jul 2010 03:23:26 +0200
changeset 3637 0db298524c3d
parent 3407 dcc129c4352e
child 3697 d5b30d6373fc
permissions -rw-r--r--
implement the check on the type of ammo requiring a second tap to confirm
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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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var shoppa: boolean;
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implementation
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uses uMisc, uGears, uWorld, uLocale, uConsole;
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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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    StoreCnt: Longword;
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    ammoLoadout, ammoProbability, ammoDelay, ammoReinforcement: shortstring;
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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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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a];
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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= cnts[a];
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       if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then 
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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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    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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       Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= 0;
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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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    substr: shortstring; // TEMPORARY
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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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// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editor
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substr:= Copy(ammoLoadout,1,15);
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if (substr = '000000990000009') or 
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   (substr = '000000990000000') then
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    shoppa:= 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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   146
        end else
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        ammos[a]:= AMMO_INFINITE
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    end;
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FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
288
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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])
288
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end;
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procedure AssignStores;
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   160
var t: LongInt;
288
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    i: Longword;
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begin
547
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for t:= 0 to Pred(TeamsCount) do
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   with TeamsArray[t]^ do
288
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      begin
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      for i:= 0 to cMaxHHIndex do
547
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          if Hedgehogs[i].Gear <> nil then
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             Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
288
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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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   186
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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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   191
   end;
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   192
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FillAmmoStore(hhammo, ammos)
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   194
end;
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   195
371
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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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   199
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);
2221
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      if b then // there is a free item in ammo stack
295
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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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   211
         end;
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   212
    until not b;
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   213
end;
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   214
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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   216
begin
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   217
with Hedgehog do
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    begin
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    MultiShootAttacks:= 0;
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   220
    with Ammo^[CurSlot, CurAmmo] do
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        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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                PackAmmo(Ammo, CurSlot);
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   227
                SwitchNotHeldAmmo(Hedgehog)
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   228
                end
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            end
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   230
    end
295
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   231
end;
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   232
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   233
function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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   234
var slot, ami: LongInt;
295
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   235
begin
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   236
Slot:= Ammoz[Ammo].Slot;
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   237
ami:= 0;
351
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   238
while (ami <= cMaxSlotAmmoIndex) do
295
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   239
      begin
553
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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
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   243
      inc(ami)
351
29bc9c36ad5f Fixed-point arithmetics in engine.
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   244
      end;
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HHHasAmmo:= false
295
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   246
end;
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   247
1964
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   248
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
1922
88cdabb51995 Fix bug with rope and bazooka
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   249
begin
88cdabb51995 Fix bug with rope and bazooka
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   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
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diff changeset
   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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diff changeset
   263
    end
1922
88cdabb51995 Fix bug with rope and bazooka
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diff changeset
   264
end;
88cdabb51995 Fix bug with rope and bazooka
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diff changeset
   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
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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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);
2432
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diff changeset
   281
2948
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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
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
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   287
        end;
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   288
    TryDo(CurSlot <= cMaxSlotIndex, 'Ammo slot index overflow', true)
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diff changeset
   289
    end
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   290
end;
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diff changeset
   291
553
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   292
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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diff changeset
   293
var s: shortstring;
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diff changeset
   294
begin
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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diff changeset
   295
TargetPoint.X:= NoPointX;
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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diff changeset
   296
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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diff changeset
   297
with Hedgehog do
2948
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   298
    begin
3030
411146650700 Remove Timer2 from Gear, add a Timer to Hedgehog
nemo
parents: 3028
diff changeset
   299
    Timer:= 10;
2409
dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
koda
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   300
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    if (Ammo^[CurSlot, CurAmmo].Count = 0) then
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        SwitchToFirstLegalAmmo(Hedgehog);
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23242609c44b Real fix to ammo slot overflow (bug triggered by r2411 fix)
unc0rr
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   303
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dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
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        //bad things could happen here in case CurSlot is overflowing
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   305
    ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType);
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   306
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    with Ammo^[CurSlot, CurAmmo] do
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        begin
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   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.
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   310
            begin
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            s:= trammo[Ammoz[AmmoType].NameId];
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            if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) then
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                s:= s + ' (' + IntToStr(Count) + ')';
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   314
            if (Propz and ammoprop_Timerable) <> 0 then
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                s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
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            AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
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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
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   317
            end;
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        if (Propz and ammoprop_NeedTarget) <> 0
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   319
            then begin
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            Gear^.State:= Gear^.State or      gstHHChooseTarget;
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            isCursorVisible:= true
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   322
            end else begin
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            Gear^.State:= Gear^.State and not gstHHChooseTarget;
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   324
            isCursorVisible:= false
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   325
            end;
3114
3a3d1ee2ebd0 Tidier way to handle crosshair drawing. show/hide based on CurAmmoGear for alt attack weps
nemo
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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
nemo
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   327
            ShowCrosshair:= (CurAmmoGear^.Ammo^.Propz and ammoprop_NoCrossHair) = 0
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nemo
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   328
        else
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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
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   332
end;
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   333
1922
88cdabb51995 Fix bug with rope and bazooka
unc0rr
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   334
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
553
5478386d935f - Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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   335
begin
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   336
with Hedgehog do
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   337
    if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or
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unc0rr
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   338
        (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
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unc0rr
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   339
        SwitchToFirstLegalAmmo(Hedgehog);
553
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   340
end;
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unc0rr
parents: 547
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   341
783
4f59db6f147d - New command 'set weapon'
unc0rr
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   342
procedure SetWeapon(weap: TAmmoType);
4f59db6f147d - New command 'set weapon'
unc0rr
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   343
begin
1850
a0332e79fdc9 a patch :P
unc0rr
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   344
ParseCommand('/setweap ' + char(weap), true)
783
4f59db6f147d - New command 'set weapon'
unc0rr
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   345
end;
4f59db6f147d - New command 'set weapon'
unc0rr
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diff changeset
   346
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   347
procedure DisableSomeWeapons;
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   348
var i, slot, a: Longword;
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   349
    t: TAmmoType;
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   350
begin
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   351
for i:= 0 to Pred(StoreCnt) do
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unc0rr
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   352
    for slot:= 0 to cMaxSlotIndex do
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unc0rr
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   353
        begin
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   354
        for a:= 0 to cMaxSlotAmmoIndex do
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unc0rr
parents: 2860
diff changeset
   355
            with StoresList[i]^[slot, a] do
3319
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   356
                if (Propz and ammoprop_NotBorder) <> 0 then 
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   357
                    begin
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
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   358
                    Count:= 0;
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   359
                    InitialCount:= 0
af0d256205c1 Correct interaction of cave and placement.
nemo
parents: 3255
diff changeset
   360
                    end;
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unc0rr
parents: 1066
diff changeset
   361
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   362
        PackAmmo(StoresList[i], slot)
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   363
        end;
1784
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unc0rr
parents: 1066
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   364
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parents: 1066
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   365
for t:= Low(TAmmoType) to High(TAmmoType) do
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unc0rr
parents: 2860
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   366
    if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0
1784
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   367
end;
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diff changeset
   368
3346
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
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   369
procedure SetAmmoLoadout(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   370
begin
967fd96f7373 Engine/Frontend:
smxx
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   371
    ammoLoadout:= s;
967fd96f7373 Engine/Frontend:
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   372
end;
967fd96f7373 Engine/Frontend:
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   373
967fd96f7373 Engine/Frontend:
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   374
procedure SetAmmoProbability(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
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   375
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
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   376
    ammoProbability:= s;
967fd96f7373 Engine/Frontend:
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   377
end;
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   378
967fd96f7373 Engine/Frontend:
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   379
procedure SetAmmoDelay(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   380
begin
967fd96f7373 Engine/Frontend:
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   381
    ammoDelay:= s;
967fd96f7373 Engine/Frontend:
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parents: 3319
diff changeset
   382
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   383
967fd96f7373 Engine/Frontend:
smxx
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diff changeset
   384
procedure SetAmmoReinforcement(s: shortstring);
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   385
begin
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   386
    ammoReinforcement:= s;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   387
end;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   388
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff 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: 2732
diff changeset
   391
var i, slot, a: Longword;
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unc0rr
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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: 2732
diff changeset
   393
begin
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   394
for i:= 0 to Pred(StoreCnt) do
2948
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unc0rr
parents: 2860
diff changeset
   395
    for slot:= 0 to cMaxSlotIndex do
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unc0rr
parents: 2860
diff changeset
   396
        begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
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   397
        for a:= 0 to cMaxSlotAmmoIndex do
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unc0rr
parents: 2860
diff changeset
   398
            with StoresList[i]^[slot, a] do
2818
df7ec369992b Should be equivalent, but in any case, not needed
nemo
parents: 2796
diff changeset
   399
                Count:= InitialCount;
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   400
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   401
        PackAmmo(StoresList[i], slot)
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unc0rr
parents: 2860
diff changeset
   402
        end;
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   403
for t:= Low(TAmmoType) to High(TAmmoType) do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   404
    if Ammoz[t].SkipTurns >= 10000 then dec(Ammoz[t].SkipTurns,10000);
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   405
end;
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2732
diff changeset
   406
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3033
diff changeset
   407
procedure initModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   408
begin
2948
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unc0rr
parents: 2860
diff changeset
   409
    shoppa:= false;
3346
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   410
    StoreCnt:= 0;
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   411
    ammoLoadout:= '';
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   412
    ammoProbability:= '';
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   413
    ammoDelay:= '';
967fd96f7373 Engine/Frontend:
smxx
parents: 3319
diff changeset
   414
    ammoReinforcement:= ''
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   415
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2715
diff changeset
   416
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3033
diff changeset
   417
procedure freeModule;
2715
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   418
var i: LongWord;
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   419
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2860
diff changeset
   420
    if StoreCnt > 0 then
3052
unc0rr
parents: 3038
diff changeset
   421
        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
   422
end;
0e4e0db79e2a Free up some unfreed memory. Needed for Koda's iphone lib work
nemo
parents: 2630
diff changeset
   423
288
929c44745fd9 Ammo schemes and ammo stores support in engine
unc0rr
parents:
diff changeset
   424
end.