make the rubber band a "flat" surface so bounce is a bit more predictable. This is mostly just for testing. It looks a bit odd walking on it, and unpredictable bounce might even be just fine...
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uAmmos;
interface
uses uConsts, uTypes, uStore;
procedure initModule;
procedure freeModule;
procedure AddAmmoStore;
procedure SetAmmoLoadout(var s: shortstring);
procedure SetAmmoProbability(var s: shortstring);
procedure SetAmmoDelay(var s: shortstring);
procedure SetAmmoReinforcement(var s: shortstring);
procedure AssignStores;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType; amt: LongWord);
procedure SetAmmo(var Hedgehog: THedgehog; ammo: TAmmoType; cnt: LongWord);
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): LongWord;
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
procedure OnUsedAmmo(var Hedgehog: THedgehog);
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
procedure SetWeapon(weap: TAmmoType);
procedure DisableSomeWeapons;
procedure ResetWeapons;
function GetAmmoByNum(num: Longword): PHHAmmo;
function GetCurAmmoEntry(var Hedgehog: THedgehog): PAmmo;
function GetAmmoEntry(var Hedgehog: THedgehog; am: TAmmoType): PAmmo;
var StoreCnt: Longword;
implementation
uses uLocale, uVariables, uCommands, uUtils, uCaptions, uDebug;
type TAmmoCounts = array[TAmmoType] of Longword;
TAmmoArray = array[TAmmoType] of TAmmo;
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
ammoLoadout, ammoProbability, ammoDelay, ammoReinforcement: shortstring;
InitialCounts: array[0..Pred(cMaxHHs)] of TAmmoCounts;
procedure FillAmmoStore(Ammo: PHHAmmo; var newAmmo: TAmmoArray);
var mi: array[0..cMaxSlotIndex] of byte;
a: TAmmoType;
begin
{$HINTS OFF}
FillChar(mi, sizeof(mi), 0);
{$HINTS ON}
FillChar(Ammo^, sizeof(Ammo^), 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
begin
if newAmmo[a].Count > 0 then
begin
TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= newAmmo[a];
inc(mi[Ammoz[a].Slot])
end
end;
AmmoMenuInvalidated:= true;
end;
procedure AddAmmoStore;
const probability: array [0..8] of LongWord = (0,20,30,60,100,200,400,600,800);
var cnt: Longword;
a: TAmmoType;
ammos: TAmmoCounts;
newAmmos: TAmmoArray;
begin
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);
inc(StoreCnt);
TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true);
new(StoresList[Pred(StoreCnt)]);
for a:= Low(TAmmoType) to High(TAmmoType) do
begin
if a <> amNothing then
begin
Ammoz[a].Probability:= probability[byte(ammoProbability[ord(a)]) - byte('0')];
Ammoz[a].SkipTurns:= (byte(ammoDelay[ord(a)]) - byte('0'));
Ammoz[a].NumberInCase:= (byte(ammoReinforcement[ord(a)]) - byte('0'));
cnt:= byte(ammoLoadout[ord(a)]) - byte('0');
// avoid things we already have infinite number
if cnt = 9 then
begin
cnt:= AMMO_INFINITE;
Ammoz[a].Probability:= 0
end;
if Ammoz[a].NumberInCase = 0 then
Ammoz[a].Probability:= 0;
// avoid things we already have by scheme
// merge this into DisableSomeWeapons ?
if ((a = amLowGravity) and ((GameFlags and gfLowGravity) <> 0))
or ((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0))
or ((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0))
or ((a = amVampiric) and ((GameFlags and gfVampiric) <> 0))
or ((a = amExtraTime) and (cHedgehogTurnTime >= 1000000)) then
begin
cnt:= 0;
Ammoz[a].Probability:= 0
end;
ammos[a]:= cnt;
if ((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0)
and (Ammoz[a].SkipTurns = 0) and (a <> amTeleport) and (a <> amSkip) then
Ammoz[a].SkipTurns:= 1;
if ((GameFlags and gfPlaceHog) <> 0)
and (a <> amTeleport) and (a <> amSkip)
and (Ammoz[a].SkipTurns < 10000) then
inc(Ammoz[a].SkipTurns,10000);
if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then
ammos[a]:= AMMO_INFINITE
end
else
ammos[a]:= AMMO_INFINITE;
if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then
InitialCounts[Pred(StoreCnt)][a]:= cnt
else
InitialCounts[Pred(StoreCnt)][a]:= ammos[a];
end;
for a:= Low(TAmmoType) to High(TAmmoType) do
begin
newAmmos[a]:= Ammoz[a].Ammo;
newAmmos[a].Count:= ammos[a]
end;
FillAmmoStore(StoresList[Pred(StoreCnt)], newAmmos)
end;
function GetAmmoByNum(num: Longword): PHHAmmo;
begin
TryDo(num < StoreCnt, 'Invalid store number', true);
GetAmmoByNum:= StoresList[num]
end;
function GetCurAmmoEntry(var Hedgehog: THedgehog): PAmmo;
begin
GetCurAmmoEntry:= GetAmmoEntry(Hedgehog, Hedgehog.CurAmmoType)
end;
function GetAmmoEntry(var Hedgehog: THedgehog; am: TAmmoType): PAmmo;
var ammoidx, slot: LongWord;
begin
with Hedgehog do
begin
slot:= Ammoz[am].Slot;
ammoidx:= 0;
while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> am) do
inc(ammoidx);
GetAmmoEntry:= @Ammo^[slot, ammoidx];
if (Ammo^[slot, ammoidx].AmmoType <> am) then
GetAmmoEntry:= GetAmmoEntry(Hedgehog, amNothing)
end;
end;
procedure AssignStores;
var t: LongInt;
i: Longword;
begin
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
begin
Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
if (GameFlags and gfPlaceHog) <> 0 then
Hedgehogs[i].CurAmmoType:= amTeleport
else
Hedgehogs[i].CurAmmoType:= amNothing
end
end
end;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType; amt: LongWord);
var cnt: LongWord;
a: PAmmo;
begin
a:= GetAmmoEntry(Hedgehog, ammo);
if (a^.AmmoType <> amNothing) then
cnt:= a^.Count
else
cnt:= 0;
if (cnt <> AMMO_INFINITE) then
begin
inc(cnt, amt);
SetAmmo(Hedgehog, ammo, cnt)
end
end;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
begin
AddAmmo(Hedgehog, ammo, Ammoz[ammo].NumberInCase);
end;
procedure SetAmmo(var Hedgehog: THedgehog; ammo: TAmmoType; cnt: LongWord);
var ammos: TAmmoArray;
slot, ami: LongInt;
hhammo: PHHAmmo;
CurWeapon: PAmmo;
a: TAmmoType;
begin
if ammo = amNothing then exit;
{$HINTS OFF}
FillChar(ammos, sizeof(ammos), 0);
{$HINTS ON}
hhammo:= Hedgehog.Ammo;
for a:= Low(TAmmoType) to High(TAmmoType) do
begin
ammos[a]:= Ammoz[a].Ammo;
ammos[a].Count:= 0
end;
for slot:= 0 to cMaxSlotIndex do
for ami:= 0 to cMaxSlotAmmoIndex do
if hhammo^[slot, ami].Count > 0 then
ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami];
ammos[ammo].Count:= cnt;
if ammos[ammo].Count > AMMO_INFINITE then ammos[ammo].Count:= AMMO_INFINITE;
FillAmmoStore(hhammo, ammos);
CurWeapon:= GetCurAmmoEntry(Hedgehog);
with Hedgehog, CurWeapon^ do
if (Count = 0) or (AmmoType = amNothing) then
begin
PackAmmo(Ammo, Ammoz[AmmoType].Slot);
CurAmmoType:= amNothing
end
end;
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
var ami: LongInt;
b: boolean;
begin
repeat
b:= false;
ami:= 0;
while (not b) and (ami < cMaxSlotAmmoIndex) do
if (Ammo^[Slot, ami].Count = 0)
and (Ammo^[Slot, ami + 1].Count > 0) then
b:= true
else
inc(ami);
if b then // there is a free item in ammo stack
begin
Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1];
Ammo^[Slot, ami + 1].Count:= 0
end;
until not b;
AmmoMenuInvalidated:= true;
end;
procedure OnUsedAmmo(var Hedgehog: THedgehog);
var CurWeapon: PAmmo;
begin
CurWeapon:= GetCurAmmoEntry(Hedgehog);
with Hedgehog do
begin
MultiShootAttacks:= 0;
with CurWeapon^ do
if Count <> AMMO_INFINITE then
begin
dec(Count);
if Count = 0 then
begin
PackAmmo(Ammo, Ammoz[AmmoType].Slot);
//SwitchNotHeldAmmo(Hedgehog);
if CurAmmoType = amKnife then LoadHedgehogHat(Hedgehog, Hedgehog.Hat);
CurAmmoType:= amNothing
end
end
end;
end;
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): LongWord;
var slot, ami: LongInt;
begin
HHHasAmmo:= 0;
Slot:= Ammoz[Ammo].Slot;
ami:= 0;
while (ami <= cMaxSlotAmmoIndex) do
begin
with Hedgehog.Ammo^[Slot, ami] do
if (AmmoType = Ammo) then
if Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns then
exit(Count)
else
exit(0);
inc(ami)
end;
end;
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
begin
if Hedgehog.Gear <> nil then
with Hedgehog do
begin
if (AmmoType <> amNothing) then
begin
CurMinAngle:= Ammoz[AmmoType].minAngle;
if Ammoz[AmmoType].maxAngle <> 0 then
CurMaxAngle:= Ammoz[AmmoType].maxAngle
else
CurMaxAngle:= cMaxAngle;
with Hedgehog.Gear^ do
begin
if Angle < CurMinAngle then
Angle:= CurMinAngle;
if Angle > CurMaxAngle then
Angle:= CurMaxAngle;
end
end
end
end;
procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);
var slot, ammoidx: LongWord;
begin
with Hedgehog do
begin
CurAmmoType:= amNothing;
slot:= 0;
ammoidx:= 0;
while (slot <= cMaxSlotIndex) and
((Ammo^[slot, ammoidx].Count = 0) or
(Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
do
begin
while (ammoidx <= cMaxSlotAmmoIndex)
and ((Ammo^[slot, ammoidx].Count = 0) or (Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
do inc(ammoidx);
if (ammoidx > cMaxSlotAmmoIndex) then
begin
ammoidx:= 0;
inc(slot)
end
end;
TryDo(slot <= cMaxSlotIndex, 'Ammo slot index overflow', true);
CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
if CurAmmoType = amKnife then LoadHedgehogHat(Hedgehog, 'Reserved/chef')
end
end;
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
var s: shortstring;
CurWeapon: PAmmo;
begin
TargetPoint.X:= NoPointX;
with Hedgehog do
begin
Timer:= 10;
CurWeapon:= GetCurAmmoEntry(Hedgehog);
if (CurWeapon^.Count = 0) then
SwitchToFirstLegalAmmo(Hedgehog)
else if CurWeapon^.AmmoType = amNothing then
Hedgehog.CurAmmoType:= amNothing;
CurWeapon:= GetCurAmmoEntry(Hedgehog);
ApplyAngleBounds(Hedgehog, CurWeapon^.AmmoType);
with CurWeapon^ do
begin
s:= trammo[Ammoz[AmmoType].NameId];
if (Count <> AMMO_INFINITE) and (not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0))) then
s:= s + ' (' + IntToStr(Count) + ')';
if (Propz and ammoprop_Timerable) <> 0 then
s:= s + ', ' + IntToStr(Timer div 1000) + ' ' + trammo[sidSeconds];
AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo);
if (Propz and ammoprop_NeedTarget) <> 0 then
begin
if Gear <> nil then Gear^.State:= Gear^.State or gstHHChooseTarget;
isCursorVisible:= true
end
else
begin
if Gear <> nil then Gear^.State:= Gear^.State and (not gstHHChooseTarget);
isCursorVisible:= false
end;
end
end;
end;
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
begin
with Hedgehog do
if ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_DontHold) <> 0)
or (Ammoz[CurAmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
SwitchToFirstLegalAmmo(Hedgehog);
end;
procedure SetWeapon(weap: TAmmoType);
begin
ParseCommand('/setweap ' + char(weap), true)
end;
procedure DisableSomeWeapons;
var i, slot, a: Longword;
t: TAmmoType;
begin
for i:= 0 to Pred(StoreCnt) do
for slot:= 0 to cMaxSlotIndex do
begin
for a:= 0 to cMaxSlotAmmoIndex do
with StoresList[i]^[slot, a] do
if (Propz and ammoprop_NotBorder) <> 0 then
begin
Count:= 0;
InitialCounts[i][AmmoType]:= 0
end;
PackAmmo(StoresList[i], slot)
end;
for t:= Low(TAmmoType) to High(TAmmoType) do
if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then
Ammoz[t].Probability:= 0
end;
procedure SetAmmoLoadout(var s: shortstring);
begin
ammoLoadout:= s;
end;
procedure SetAmmoProbability(var s: shortstring);
begin
ammoProbability:= s;
end;
procedure SetAmmoDelay(var s: shortstring);
begin
ammoDelay:= s;
end;
procedure SetAmmoReinforcement(var s: shortstring);
begin
ammoReinforcement:= s;
end;
// Restore indefinitely disabled weapons and initial weapon counts. Only used for hog placement right now
procedure ResetWeapons;
var i, t: Longword;
a: TAmmoType;
newAmmos: TAmmoArray;
begin
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
for i:= 0 to cMaxHHIndex do
Hedgehogs[i].CurAmmoType:= amNothing;
for a:= Low(TAmmoType) to High(TAmmoType) do
newAmmos[a]:= Ammoz[a].Ammo;
for i:= 0 to Pred(StoreCnt) do
begin
for a:= Low(TAmmoType) to High(TAmmoType) do
newAmmos[a].Count:= InitialCounts[i][a];
FillAmmoStore(StoresList[i], newAmmos);
end;
for a:= Low(TAmmoType) to High(TAmmoType) do
if Ammoz[a].SkipTurns >= 10000 then
dec(Ammoz[a].SkipTurns,10000)
end;
procedure chAddAmmoStore(var descr: shortstring);
begin
descr:= ''; // avoid compiler hint
AddAmmoStore
end;
procedure initModule;
var i: Longword;
begin
RegisterVariable('ammloadt', @SetAmmoLoadout, false);
RegisterVariable('ammdelay', @SetAmmoDelay, false);
RegisterVariable('ammprob', @SetAmmoProbability, false);
RegisterVariable('ammreinf', @SetAmmoReinforcement, false);
RegisterVariable('ammstore', @chAddAmmoStore , false);
CurMinAngle:= 0;
CurMaxAngle:= cMaxAngle;
StoreCnt:= 0;
ammoLoadout:= '';
ammoProbability:= '';
ammoDelay:= '';
ammoReinforcement:= '';
for i:=1 to ord(High(TAmmoType)) do
begin
ammoLoadout:= ammoLoadout + '0';
ammoProbability:= ammoProbability + '0';
ammoDelay:= ammoDelay + '0';
ammoReinforcement:= ammoReinforcement + '0'
end;
FillChar(InitialCounts, sizeof(InitialCounts), 0)
end;
procedure freeModule;
var i: LongWord;
begin
if StoreCnt > 0 then
for i:= 0 to Pred(StoreCnt) do
Dispose(StoresList[i])
end;
end.