hedgewars/uAmmos.pas
author koda
Sat, 13 Feb 2010 16:04:04 +0000
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new menupage ingame for common actions new style for moving the main menu
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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;
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procedure init_uAmmos;
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procedure free_uAmmos;
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procedure AddAmmoStore(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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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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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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FillChar(mi, sizeof(mi), 0);
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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 ((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(s: shortstring);
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const probability: array [0..8] of LongWord = (0,20,30,60,100,150,200,400,600);
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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(s[0]) = byte(ord(High(TAmmoType))) * 2, 'Invalid ammo scheme (incompatible frontend)', true);
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// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editor
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substr:= Copy(s,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(s[ord(a) + ord(High(TAmmoType))]) - byte('0')];
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		if (TrainingFlags and tfIgnoreDelays) <> 0 then Ammoz[a].SkipTurns:= 0;
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        cnt:= byte(s[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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        // 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 shoppa then Ammoz[a].NumberInCase:= 1;  // FIXME - TEMPORARY remove when crate number in case editor is added
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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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        end else
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        ammos[a]:= AMMO_INFINITE
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    end;
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FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
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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])
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end;
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procedure AssignStores;
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var t: LongInt;
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    i: Longword;
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begin
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for t:= 0 to Pred(TeamsCount) do
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   with TeamsArray[t]^ do
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      begin
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      for i:= 0 to cMaxHHIndex do
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          if Hedgehogs[i].Gear <> nil then
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             Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
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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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FillChar(ammos, sizeof(ammos), 0);
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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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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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   end;
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FillAmmoStore(hhammo, ammos)
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end;
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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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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);
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      if b then // there is a free item in ammo stack
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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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         end;
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    until not b;
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end;
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procedure OnUsedAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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	begin
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	MultiShootAttacks:= 0;
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	with Ammo^[CurSlot, CurAmmo] do
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		if Count <> AMMO_INFINITE then
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			begin
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			dec(Count);
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			if Count = 0 then
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				begin
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				PackAmmo(Ammo, CurSlot);
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				SwitchNotHeldAmmo(Hedgehog)
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				end
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			end
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	end
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end;
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function  HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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var slot, ami: LongInt;
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begin
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Slot:= Ammoz[Ammo].Slot;
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ami:= 0;
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while (ami <= cMaxSlotAmmoIndex) do
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      begin
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      with Hedgehog.Ammo^[Slot, ami] do
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            if (AmmoType = Ammo) then
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               exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns));
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      inc(ami)
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      end;
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HHHasAmmo:= false
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end;
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procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
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begin
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with Hedgehog do
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	begin
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	CurMinAngle:= Ammoz[AmmoType].minAngle;
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	if Ammoz[AmmoType].maxAngle <> 0 then
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		CurMaxAngle:= Ammoz[AmmoType].maxAngle
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	else
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		CurMaxAngle:= cMaxAngle;
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	with Hedgehog.Gear^ do
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   246
		begin
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		if Angle < CurMinAngle then Angle:= CurMinAngle;
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		if Angle > CurMaxAngle then Angle:= CurMaxAngle;
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		end
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	end
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end;
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   252
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procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);
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begin
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   255
with Hedgehog do
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   256
	begin
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	CurAmmo:= 0;
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   258
	CurSlot:= 0;
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   259
	while (CurSlot <= cMaxSlotIndex) and
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		((Ammo^[CurSlot, CurAmmo].Count = 0) or
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		(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
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		do
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		begin
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		while (CurAmmo <= cMaxSlotAmmoIndex) and
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			((Ammo^[CurSlot, CurAmmo].Count = 0) or
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			(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
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			do inc(CurAmmo);
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		if (CurAmmo > cMaxSlotAmmoIndex) then
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			begin
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			CurAmmo:= 0;
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			inc(CurSlot)
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   273
			end
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		end;
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	TryDo(CurSlot <= cMaxSlotIndex, 'Ammo slot index overflow', true)
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   276
	end
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   277
end;
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   278
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   279
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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var s: shortstring;
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   281
begin
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TargetPoint.X:= NoPointX;
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   283
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   284
with Hedgehog do
1922
88cdabb51995 Fix bug with rope and bazooka
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   285
	begin
2409
dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
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   286
1922
88cdabb51995 Fix bug with rope and bazooka
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   287
	if (Ammo^[CurSlot, CurAmmo].Count = 0) then
2432
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		SwitchToFirstLegalAmmo(Hedgehog);
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23242609c44b Real fix to ammo slot overflow (bug triggered by r2411 fix)
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   289
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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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   291
	ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType);
553
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   292
1922
88cdabb51995 Fix bug with rope and bazooka
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   293
	with Ammo^[CurSlot, CurAmmo] do
88cdabb51995 Fix bug with rope and bazooka
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   294
		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.
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   295
        if AmmoType <> amNothing then
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   296
            begin
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   297
		    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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		    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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            end;
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		if (Propz and ammoprop_NeedTarget) <> 0
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			then begin
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			Gear^.State:= Gear^.State or      gstHHChooseTarget;
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			isCursorVisible:= true
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			end else begin
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			Gear^.State:= Gear^.State and not gstHHChooseTarget;
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			isCursorVisible:= false
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			end;
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		ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0
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		end
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	end
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end;
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procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
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begin
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with Hedgehog do
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	if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or
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		(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
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		SwitchToFirstLegalAmmo(Hedgehog);
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end;
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procedure SetWeapon(weap: TAmmoType);
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begin
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ParseCommand('/setweap ' + char(weap), true)
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end;
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procedure DisableSomeWeapons;
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var i, slot, a: Longword;
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	t: TAmmoType;
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begin
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for i:= 0 to Pred(StoreCnt) do
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	for slot:= 0 to cMaxSlotIndex do
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		begin
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		for a:= 0 to cMaxSlotAmmoIndex do
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			with StoresList[i]^[slot, a] do
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				if (Propz and ammoprop_NotBorder) <> 0 then Count:= 0;
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		PackAmmo(StoresList[i], slot)
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		end;
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for t:= Low(TAmmoType) to High(TAmmoType) do
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	if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0
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end;
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// Restore indefinitely disabled weapons and initial weapon counts.  Only used for hog placement right now
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procedure ResetWeapons;
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var i, slot, a: Longword;
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	t: TAmmoType;
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begin
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for i:= 0 to Pred(StoreCnt) do
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	for slot:= 0 to cMaxSlotIndex do
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		begin
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		for a:= 0 to cMaxSlotAmmoIndex do
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			with StoresList[i]^[slot, a] do
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                if Count <> InitialCount then Count:= InitialCount;
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		PackAmmo(StoresList[i], slot)
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		end;
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for t:= Low(TAmmoType) to High(TAmmoType) do
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	if Ammoz[t].SkipTurns >= 10000 then dec(Ammoz[t].SkipTurns,10000);
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   364
end;
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   365
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procedure init_uAmmos;
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begin
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	shoppa:= false;
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	StoreCnt:= 0
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end;
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   371
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procedure free_uAmmos;
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   373
var i: LongWord;
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begin
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7f86e7ad378b Engine:
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	if StoreCnt > 0 then
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		for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i]);
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	StoreCnt:= 0
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   378
end;
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   379
288
929c44745fd9 Ammo schemes and ammo stores support in engine
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end.