author | unc0rr |
Sat, 07 Jan 2006 15:21:44 +0000 | |
changeset 39 | b78e7185ed13 |
parent 17 | a6bed8d31444 |
child 64 | 9df467527ae5 |
permissions | -rw-r--r-- |
(* * Hedgewars, a worms-like game * Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com> * * Distributed under the terms of the BSD-modified licence: * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * with the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * 3. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *) unit uAIActions; interface {$INCLUDE options.inc} const aia_none = 0; aia_Left = 1; aia_Right = 2; aia_Timer = 3; aia_Slot = 4; aia_attack = 5; aia_Up = 6; aia_Down = 7; aia_Weapon = $80000000; aia_WaitX = $80000001; aia_WaitY = $80000002; aia_LookLeft = $80000003; aia_LookRight = $80000004; aim_push = $80000000; aim_release = $80000001; ai_specmask = $80000000; type PAction = ^TAction; TAction = record Action, Param: Longword; Time: Longword; Next: PAction; end; function AddAction(Action, Param, TimeDelta: Longword): PAction; procedure FreeActionsList; function IsActionListEmpty: boolean; procedure ProcessAction; implementation uses uMisc, uConsts, uConsole, uTeams; const ActionIdToStr: array[0..7] of string[16] = ( {aia_none} '', {aia_Left} 'left', {aia_Right} 'right', {aia_Timer} 'timer', {aia_slot} 'slot', {aia_attack} 'attack', {aia_Up} 'up', {aia_Down} 'down' ); var ActionList, FinAction: PAction; function AddAction(Action, Param, TimeDelta: Longword): PAction; begin New(Result); TryDo(Result <> nil, 'AddAction: Result = nil', true); FillChar(Result^, sizeof(TAction), 0); Result.Action:= Action; Result.Param:= Param; if ActionList = nil then begin Result.Time:= GameTicks + TimeDelta; ActionList:= Result; FinAction := Result end else begin Result.Time:= TimeDelta; FinAction.Next:= Result; FinAction:= Result end end; procedure DeleteCurrAction; var t: PAction; begin t:= ActionList; ActionList:= ActionList.Next; if ActionList = nil then FinAction:= nil else inc(ActionList.Time, t.Time); Dispose(t) end; function IsActionListEmpty: boolean; begin Result:= ActionList = nil end; procedure FreeActionsList; begin while ActionList <> nil do DeleteCurrAction; end; procedure SetWeapon(weap: Longword); var t: integer; begin t:= 0; with CurrentTeam^ do with Hedgehogs[CurrHedgehog] do while Ammo[CurSlot, CurAmmo].AmmoType <> TAmmotype(weap) do begin ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot)); inc(t); if t > 10 then OutError('AI: incorrect try to change weapon!', true) end end; procedure ProcessAction; var s: shortstring; begin if ActionList = nil then exit; with ActionList^ do begin if Time > GameTicks then exit; if (Action and ai_specmask) <> 0 then case Action of aia_Weapon: SetWeapon(Param); aia_WaitX: with CurrentTeam^ do with Hedgehogs[CurrHedgehog] do if round(Gear.X) = Param then Time:= GameTicks else exit; aia_WaitY: with CurrentTeam^ do with Hedgehogs[CurrHedgehog] do if round(Gear.Y) = Param then Time:= GameTicks else exit; aia_LookLeft: with CurrentTeam^ do with Hedgehogs[CurrHedgehog] do if Gear.dX >= 0 then begin ParseCommand('+left'); exit end else ParseCommand('-left'); aia_LookRight: with CurrentTeam^ do with Hedgehogs[CurrHedgehog] do if Gear.dX < 0 then begin ParseCommand('+right'); exit end else ParseCommand('-right'); end else begin s:= ActionIdToStr[Action]; if (Param and ai_specmask) <> 0 then case Param of aim_push: s:= '+' + s; aim_release: s:= '-' + s; end else if Param <> 0 then s:= s + ' ' + inttostr(Param); ParseCommand(s) end end; DeleteCurrAction end; end.