hedgewars/uAIActions.pas
author unc0rr
Mon, 09 Jan 2006 20:29:14 +0000
changeset 41 5d7a505875cd
parent 17 a6bed8d31444
child 64 9df467527ae5
permissions -rw-r--r--
- Fixed crash in IPC code - Fix exec engine by frontend
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * Distributed under the terms of the BSD-modified licence:
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * with the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * 1. Redistributions of source code must retain the above copyright notice,
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 *    this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright notice,
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 *    this list of conditions and the following disclaimer in the documentation
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 *    and/or other materials provided with the distribution.
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 * 3. The name of the author may not be used to endorse or promote products
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 *    derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 *)
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unit uAIActions;
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interface
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{$INCLUDE options.inc}
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const aia_none       = 0;
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      aia_Left       = 1;
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      aia_Right      = 2;
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      aia_Timer      = 3;
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      aia_Slot       = 4;
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      aia_attack     = 5;
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      aia_Up         = 6;
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      aia_Down       = 7;
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      aia_Weapon     = $80000000;
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      aia_WaitX      = $80000001;
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      aia_WaitY      = $80000002;
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      aia_LookLeft   = $80000003;
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      aia_LookRight  = $80000004;
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      aim_push       = $80000000;
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      aim_release    = $80000001;
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      ai_specmask    = $80000000;
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type PAction = ^TAction;
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     TAction = record
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               Action, Param: Longword;
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               Time: Longword;
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               Next: PAction;
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               end;
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function AddAction(Action, Param, TimeDelta: Longword): PAction;
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procedure FreeActionsList;
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function IsActionListEmpty: boolean;
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procedure ProcessAction;
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implementation
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uses uMisc, uConsts, uConsole, uTeams;
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const ActionIdToStr: array[0..7] of string[16] = (
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{aia_none}           '',
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{aia_Left}           'left',
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{aia_Right}          'right',
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{aia_Timer}          'timer',
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{aia_slot}           'slot',
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{aia_attack}         'attack',
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{aia_Up}             'up',
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{aia_Down}           'down'
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      );
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var ActionList,
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    FinAction: PAction;
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function AddAction(Action, Param, TimeDelta: Longword): PAction;
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begin
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New(Result);
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TryDo(Result <> nil, 'AddAction: Result = nil', true);
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FillChar(Result^, sizeof(TAction), 0);
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Result.Action:= Action;
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Result.Param:= Param;
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if ActionList = nil then
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   begin
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   Result.Time:= GameTicks + TimeDelta;
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   ActionList:= Result;
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   FinAction := Result
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   end else
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   begin
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   Result.Time:= TimeDelta;
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   FinAction.Next:= Result;
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   FinAction:= Result
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   end
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end;
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procedure DeleteCurrAction;
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var t: PAction;
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begin
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t:= ActionList;
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ActionList:= ActionList.Next;
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if ActionList = nil then FinAction:= nil
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                    else inc(ActionList.Time, t.Time);
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Dispose(t)
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end;
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function IsActionListEmpty: boolean;
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begin
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Result:= ActionList = nil
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end;
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procedure FreeActionsList;
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begin
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while ActionList <> nil do DeleteCurrAction;
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end;
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procedure SetWeapon(weap: Longword);
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var t: integer;
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begin
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t:= 0;
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with CurrentTeam^ do
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     with Hedgehogs[CurrHedgehog] do
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          while Ammo[CurSlot, CurAmmo].AmmoType <> TAmmotype(weap) do
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                begin
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                ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot));
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                inc(t);
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                if t > 10 then OutError('AI: incorrect try to change weapon!', true)
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                end
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end;
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procedure ProcessAction;
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var s: shortstring;
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begin
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if ActionList = nil then exit;
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with ActionList^ do
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     begin
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     if Time > GameTicks then exit;
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     if (Action and ai_specmask) <> 0 then
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        case Action of
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           aia_Weapon: SetWeapon(Param);
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            aia_WaitX: with CurrentTeam^ do
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                            with Hedgehogs[CurrHedgehog] do
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                                 if round(Gear.X) = Param then Time:= GameTicks
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                                                          else exit;
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            aia_WaitY: with CurrentTeam^ do
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                            with Hedgehogs[CurrHedgehog] do
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                                 if round(Gear.Y) = Param then Time:= GameTicks
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                                                          else exit;
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         aia_LookLeft: with CurrentTeam^ do
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                            with Hedgehogs[CurrHedgehog] do
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                                 if Gear.dX >= 0 then
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                                    begin
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                                    ParseCommand('+left');
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                                    exit
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                                    end else ParseCommand('-left');
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        aia_LookRight: with CurrentTeam^ do
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                            with Hedgehogs[CurrHedgehog] do
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                                 if Gear.dX < 0 then
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                                    begin
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                                    ParseCommand('+right');
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                                    exit
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                                    end else ParseCommand('-right');
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             end else
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        begin
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        s:= ActionIdToStr[Action];
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        if (Param and ai_specmask) <> 0 then
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           case Param of
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             aim_push: s:= '+' + s;
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          aim_release: s:= '-' + s;
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             end
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          else if Param <> 0 then s:= s + ' ' + inttostr(Param);
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        ParseCommand(s)
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        end
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     end;
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DeleteCurrAction
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end;
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end.