hedgewars/uAmmos.pas
author smxx
Sat, 27 Mar 2010 20:51:53 +0000
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child 3255 6d6f4241debe
permissions -rw-r--r--
Engine: * Added sounds for Birdy (eggs breaking still missing) * Added random coughs/moans to poisoned hogs * Fixed one frame flickers when using fade in/out * Fixed fade in/out while using zoom Frontend: * Added chat context menu icons Themes: * Updated Underwater's horizon
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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, uStats;
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procedure initModule;
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procedure freeModule;
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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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function GetAmmoByNum(num: Longword): PHHAmmo;
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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 (TotalRounds < 0) and ((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))) * 4, 'Invalid ammo scheme (incompatible frontend; got: ' + inttostr(byte(s[0]) div 4) + ', expected: ' + inttostr(ord(High(TAmmoType))) + ')', 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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        Ammoz[a].SkipTurns:= (byte(s[ord(a) + ord(High(TAmmoType)) + ord(High(TAmmoType))]) - byte('0'));
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        Ammoz[a].NumberInCase:= (byte(s[ord(a) + ord(High(TAmmoType)) + ord(High(TAmmoType)) + 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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        if Ammoz[a].NumberInCase = 0 then Ammoz[a].Probability:= 0;
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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 ((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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   231
      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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   238
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   239
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
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88cdabb51995 Fix bug with rope and bazooka
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begin
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   241
with Hedgehog do
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    begin
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    CurMinAngle:= Ammoz[AmmoType].minAngle;
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   244
    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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   249
    with Hedgehog.Gear^ do
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   250
        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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   253
        end
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   254
    end
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88cdabb51995 Fix bug with rope and bazooka
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   255
end;
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   256
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procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);
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begin
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   259
with Hedgehog do
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    begin
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   261
    CurAmmo:= 0;
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   262
    CurSlot:= 0;
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   263
    while (CurSlot <= cMaxSlotIndex) and
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   264
        ((Ammo^[CurSlot, CurAmmo].Count = 0) or
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   265
        (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
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        do
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   267
        begin
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   268
        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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   274
            begin
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   275
            CurAmmo:= 0;
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   276
            inc(CurSlot)
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            end
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   278
        end;
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    TryDo(CurSlot <= cMaxSlotIndex, 'Ammo slot index overflow', true)
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   280
    end
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   281
end;
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   282
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   283
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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   284
var s: shortstring;
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   285
begin
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   286
TargetPoint.X:= NoPointX;
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   287
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   288
with Hedgehog do
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   289
    begin
3030
411146650700 Remove Timer2 from Gear, add a Timer to Hedgehog
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   290
    Timer:= 10;
2409
dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
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   291
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   292
    if (Ammo^[CurSlot, CurAmmo].Count = 0) then
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   293
        SwitchToFirstLegalAmmo(Hedgehog);
2431
23242609c44b Real fix to ammo slot overflow (bug triggered by r2411 fix)
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   294
2409
dbf195c3e09c fix a very rare bug in which CurSlot becomes greater than cMaxCurSlot
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   295
        //bad things could happen here in case CurSlot is overflowing
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    ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType);
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    with Ammo^[CurSlot, CurAmmo] do
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        begin
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        if AmmoType <> amNothing then
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            begin
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            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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        if (CurAmmoGear <> nil) and ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) <> 0) then
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            ShowCrosshair:= (CurAmmoGear^.Ammo^.Propz and ammoprop_NoCrossHair) = 0
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        else
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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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   332
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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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   337
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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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                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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   372
end;
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   373
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procedure initModule;
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begin
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    shoppa:= false;
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    StoreCnt:= 0
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   378
end;
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   379
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   380
procedure freeModule;
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   381
var i: LongWord;
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   382
begin
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   383
    if StoreCnt > 0 then
3052
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   384
        for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i])
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   385
end;
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   386
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   387
end.