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.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2006-2008 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
*)
unit uAmmos;
interface
uses uConsts, uTeams;
{$INCLUDE options.inc}
procedure AddAmmoStore(s: shortstring);
procedure AssignStores;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
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;
var shoppa: Boolean = false;
implementation
uses uMisc, uGears, uWorld, uLocale, uConsole;
type TAmmoCounts = array[TAmmoType] of Longword;
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
StoreCnt: Longword = 0;
procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts);
var mi: array[0..cMaxSlotIndex] of byte;
a: TAmmoType;
begin
FillChar(mi, sizeof(mi), 0);
FillChar(Ammo^, sizeof(Ammo^), 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
if cnts[a] > 0 then
begin
TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo;
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a];
inc(mi[Ammoz[a].Slot])
end
end;
procedure AddAmmoStore(s: shortstring);
var cnt: Longword;
a: TAmmoType;
ammos: TAmmoCounts;
substr: shortstring; // TEMPORARY
begin
TryDo(byte(s[0]) = byte(ord(High(TAmmoType))), 'Invalid ammo scheme (incompatible frontend)', true);
// FIXME - TEMPORARY hardcoded check on shoppa pending creation of probability editor
substr:= Copy(s,1,15);
if (substr = '000000990000009') or
(substr = '000000990000000') then
shoppa:= true;
for a:= Low(TAmmoType) to High(TAmmoType) do
if (ord(a) > 14) and (s[ord(a)] <> '0') then shoppa:= false; // TEMPORARY etc - this just avoids updating every time new wep is added
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
cnt:= byte(s[ord(a)]) - byte('0');
if cnt = 9 then
begin
cnt:= AMMO_INFINITE;
Ammoz[a].Probability:= 0
end;
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)) then
begin
cnt:= 0;
Ammoz[a].Probability:= 0
end
else if shoppa then // FIXME - TEMPORARY REMOVE WHEN CRATE PROBABILITY IS ADDED
if cnt <> AMMO_INFINITE then
begin
if a = amGirder then
Ammoz[a].Probability:= 0
else
begin
Ammoz[a].Probability:= 100;
Ammoz[a].NumberInCase:= 1;
end
end;
ammos[a]:= cnt
end
end;
FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
end;
function GetAmmoByNum(num: Longword): PHHAmmo;
begin
TryDo(num < StoreCnt, 'Invalid store number', true);
exit(StoresList[num])
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
Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
end
end;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
var ammos: TAmmoCounts;
slot, ami: LongInt;
hhammo: PHHAmmo;
begin
FillChar(ammos, sizeof(ammos), 0);
hhammo:= Hedgehog.Ammo;
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].Count;
if ammos[ammo] <> AMMO_INFINITE then
begin
inc(ammos[ammo], Ammoz[ammo].NumberInCase);
if ammos[ammo] > AMMO_INFINITE then ammos[ammo]:= AMMO_INFINITE
end;
FillAmmoStore(hhammo, ammos)
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;
end;
procedure OnUsedAmmo(var Hedgehog: THedgehog);
begin
with Hedgehog do
begin
with Ammo^[CurSlot, CurAmmo] do
if Count <> AMMO_INFINITE then
begin
dec(Count);
if Count = 0 then
begin
PackAmmo(Ammo, CurSlot);
SwitchNotHeldAmmo(Hedgehog)
end
end
end
end;
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
var slot, ami: LongInt;
begin
Slot:= Ammoz[Ammo].Slot;
ami:= 0;
while (ami <= cMaxSlotAmmoIndex) do
begin
with Hedgehog.Ammo^[Slot, ami] do
if (AmmoType = Ammo) then
exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns));
inc(ami)
end;
HHHasAmmo:= false
end;
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
begin
with Hedgehog do
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;
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
var s: shortstring;
begin
TargetPoint.X:= NoPointX;
with Hedgehog do
begin
if (Ammo^[CurSlot, CurAmmo].Count = 0) then
begin
CurAmmo:= 0;
CurSlot:= 0;
while (CurSlot <= cMaxSlotIndex) and (Ammo^[CurSlot, CurAmmo].Count = 0) do inc(CurSlot)
end;
ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType);
with Ammo^[CurSlot, CurAmmo] do
begin
if AmmoType <> amNothing then
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);
end;
if (Propz and ammoprop_NeedTarget) <> 0
then begin
Gear^.State:= Gear^.State or gstHHChooseTarget;
isCursorVisible:= true
end else begin
Gear^.State:= Gear^.State and not gstHHChooseTarget;
isCursorVisible:= false
end;
ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0
end
end
end;
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
begin
with Hedgehog do
if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
begin
CurAmmo:= 0;
CurSlot:= 0;
while (CurSlot <= cMaxSlotIndex) and
(Ammo^[CurSlot, CurAmmo].Count = 0) and
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)
do inc(CurSlot)
end
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 Count:= 0;
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;
end.