hedgewars/PascalExports.pas
author koda
Wed, 02 May 2012 14:35:54 +0100
changeset 6997 2356bf174df8
parent 6990 40e5af28d026
child 6998 f2524a80eea2
permissions -rw-r--r--
remove old ukeys hooks from pascalexport (definitely breaking the ios port, will have to work on that, but for now sheepluva and xeli will be happy *hopefully*)
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 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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{$INCLUDE "options.inc"}
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unit PascalExports;
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(*
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 * If the engine is compiled as library this unit will export functions
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 * as C declarations for convenient library usage in your application and
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 * language of choice.
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 *
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 * See also: C declarations on wikipedia
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 *           http://en.wikipedia.org/wiki/X86_calling_conventions#cdecl
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 *)
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interface
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uses uTypes, uConsts, uVariables, GLunit, uInputHandler, uSound, uAmmos, uUtils, uCommands;
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{$INCLUDE "config.inc"}
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procedure HW_versionInfo(netProto: PLongInt; versionStr: PPChar); cdecl; export;
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function HW_getNumberOfWeapons:LongInt; cdecl; export;
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function HW_getMaxNumberOfTeams:LongInt; cdecl; export;
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function HW_getMaxNumberOfHogs:LongInt; cdecl; export;
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procedure HW_terminate(closeFrontend: Boolean); cdecl; export;
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implementation
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{$IFDEF HWLIBRARY}
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var cZoomVal: GLfloat;
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// retrieve protocol information
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procedure HW_versionInfo(netProto: PLongInt; versionStr: PPChar); cdecl; export;
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begin
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    netProto^:= cNetProtoVersion;
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    versionStr^:= cVersionString;
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end;
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procedure HW_zoomSet(value: GLfloat); cdecl; export;
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begin
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    cZoomVal:= value;
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    ZoomValue:= value;
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end;
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procedure HW_zoomReset; cdecl; export;
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begin
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    ZoomValue:= cZoomVal;
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    // center the camera at current hog
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    if CurrentHedgehog <> nil then
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        followGear:= CurrentHedgehog^.Gear;
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end;
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function HW_zoomFactor: GLfloat; cdecl; export;
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begin
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    HW_zoomFactor:= ZoomValue / cDefaultZoomLevel;
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end;
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function HW_zoomLevel: LongInt; cdecl; export;
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begin
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    HW_zoomLevel:= trunc((ZoomValue - cDefaultZoomLevel) / cZoomDelta);
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end;
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procedure HW_screenshot; cdecl; export;
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begin
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    flagMakeCapture:= true;
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end;
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function HW_isPaused: boolean; cdecl; export;
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begin
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    HW_isPaused:= isPaused;
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end;
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// equivalent to esc+y; when closeFrontend = true the game exits after memory cleanup
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procedure HW_terminate(closeFrontend: boolean); cdecl; export;
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begin
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    alsoShutdownFrontend:= closeFrontend;
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    ParseCommand('forcequit', true);
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end;
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function HW_getSDLWindow: pointer; cdecl; export;
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begin
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    HW_getSDLWindow:={$IFDEF SDL13}SDLwindow{$ELSE}nil{$ENDIF};
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end;
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// cursor handling
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procedure HW_setCursor(x,y: LongInt); cdecl; export;
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begin
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    CursorPoint.X:= x;
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    CursorPoint.Y:= y;
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end;
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procedure HW_getCursor(x,y: PLongInt); cdecl; export;
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begin
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    x^:= CursorPoint.X;
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    y^:= CursorPoint.Y;
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end;
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// ammo menu related functions
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function HW_isAmmoMenuOpen: boolean; cdecl; export;
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begin
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    HW_isAmmoMenuOpen:= bShowAmmoMenu;
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end;
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function HW_isAmmoMenuNotAllowed: boolean; cdecl; export;
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begin;
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    HW_isAmmoMenuNotAllowed:= ( (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or
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                                ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) );
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end;
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function HW_isWeaponRequiringClick: boolean; cdecl; export;
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begin
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    HW_isWeaponRequiringClick:= false;
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        HW_isWeaponRequiringClick:= (CurrentHedgehog^.Gear^.State and gstHHChooseTarget) <> 0;
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end;
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function HW_isWeaponTimerable: boolean; cdecl; export;
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begin
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    HW_isWeaponTimerable:= false;
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        HW_isWeaponTimerable:= (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Timerable) <> 0;
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end;
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function HW_isWeaponSwitch: boolean cdecl; export;
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begin
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    HW_isWeaponSwitch:= false;
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    if (CurAmmoGear <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        HW_isWeaponSwitch:= (CurAmmoGear^.AmmoType = amSwitch);
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end;
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function HW_isWeaponRope: boolean cdecl; export;
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begin
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    HW_isWeaponRope:= false
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        HW_isWeaponRope:= (CurrentHedgehog^.CurAmmoType = amRope);
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end;
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procedure HW_setGrenadeTime(time: LongInt); cdecl; export;
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begin
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    ParseCommand('/timer ' + inttostr(time), true);
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end;
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function HW_getGrenadeTime: LongInt; cdecl; export;
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var CurWeapon: PAmmo;
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begin
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    HW_getGrenadeTime:= 3;
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    if HW_isWeaponTimerable then
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    begin
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        CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
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        HW_getGrenadeTime:= CurWeapon^.Timer div 1000;
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    end;
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end;
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procedure HW_setPianoSound(snd: LongInt); cdecl; export;
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begin
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    // this most likely won't work in network game
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0)
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        and (CurrentHedgehog^.CurAmmoType = amPiano) then
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        case snd of
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            0: PlaySound(sndPiano0);
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            1: PlaySound(sndPiano1);
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            2: PlaySound(sndPiano2);
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            3: PlaySound(sndPiano3);
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            4: PlaySound(sndPiano4);
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            5: PlaySound(sndPiano5);
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            6: PlaySound(sndPiano6);
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            7: PlaySound(sndPiano7);
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            else PlaySound(sndPiano8);
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        end;
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end;
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function HW_getWeaponNameByIndex(whichone: LongInt): PChar; cdecl; export;
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begin
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    HW_getWeaponNameByIndex:= (str2pchar(trammo[Ammoz[TAmmoType(whichone+1)].NameId]));
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end;
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function HW_getWeaponCaptionByIndex(whichone: LongInt): PChar; cdecl; export;
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begin
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    HW_getWeaponCaptionByIndex:= (str2pchar(trammoc[Ammoz[TAmmoType(whichone+1)].NameId]));
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end;
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function HW_getWeaponDescriptionByIndex(whichone: LongInt): PChar; cdecl; export;
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begin
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    HW_getWeaponDescriptionByIndex:= (str2pchar(trammod[Ammoz[TAmmoType(whichone+1)].NameId]));
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end;
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function HW_getNumberOfWeapons: LongInt; cdecl; export;
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begin
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    HW_getNumberOfWeapons:= ord(high(TAmmoType));
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end;
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procedure HW_setWeapon(whichone: LongInt); cdecl; export;
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begin
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    if (CurrentTeam = nil) then exit;
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    if (not CurrentTeam^.ExtDriven) and (CurrentTeam^.Hedgehogs[0].BotLevel = 0) then
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        SetWeapon(TAmmoType(whichone+1));
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end;
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function HW_isWeaponAnEffect(whichone: LongInt): boolean; cdecl; export;
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begin
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    HW_isWeaponAnEffect:= Ammoz[TAmmoType(whichone+1)].Ammo.Propz and ammoprop_Effect <> 0;
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end;
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function HW_getAmmoCounts(counts: PLongInt): LongInt; cdecl; export;
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var a : PHHAmmo;
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    slot, index, res: LongInt;
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begin
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    HW_getAmmoCounts:= -1;
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    // nil check
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    if (CurrentHedgehog = nil) or (CurrentHedgehog^.Ammo = nil) or (CurrentTeam = nil) then
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        exit;
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    // hog controlled by opponent (net or ai)
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    if (CurrentTeam^.ExtDriven) or (CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then
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        exit;
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    a:= CurrentHedgehog^.Ammo;
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    for slot:= 0 to cMaxSlotIndex do
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        for index:= 0 to cMaxSlotAmmoIndex do
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            if a^[slot,index].Count <> 0 then // yes, ammomenu is hell
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                counts[ord(a^[slot,index].AmmoType)-1]:= a^[slot,index].Count;
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    HW_getAmmoCounts:= 0;
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end;
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procedure HW_getAmmoDelays (skipTurns: PByte); cdecl; export;
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var a : TAmmoType;
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begin
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    for a:= Low(TAmmoType) to High(TAmmoType) do
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        skipTurns[ord(a)-1]:= byte(Ammoz[a].SkipTurns);
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end;
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function HW_getTurnsForCurrentTeam: LongInt; cdecl; export;
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begin
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    HW_getTurnsForCurrentTeam:= 0;
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    if (CurrentTeam <> nil) and (CurrentTeam^.Clan <> nil) then
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        HW_getTurnsForCurrentTeam:= CurrentTeam^.Clan^.TurnNumber;
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end;
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function HW_getMaxNumberOfHogs: LongInt; cdecl; export;
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begin
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    HW_getMaxNumberOfHogs:= cMaxHHIndex + 1;
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end;
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function HW_getMaxNumberOfTeams: LongInt; cdecl; export;
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begin
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    HW_getMaxNumberOfTeams:= cMaxTeams;
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end;
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procedure HW_memoryWarningCallback; cdecl; export;
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begin
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    ReleaseSound(false);
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end;
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{$ENDIF}
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end.
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