author | smxx |
Sat, 27 Mar 2010 20:51:53 +0000 | |
changeset 3123 | b0a02930a1dc |
parent 3114 | 3a3d1ee2ebd0 |
child 3255 | 6d6f4241debe |
permissions | -rw-r--r-- |
393 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
883 | 3 |
* Copyright (c) 2006-2008 Andrey Korotaev <unC0Rr@gmail.com> |
393 | 4 |
* |
5 |
* This program is free software; you can redistribute it and/or modify |
|
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
8 |
* |
|
9 |
* This program is distributed in the hope that it will be useful, |
|
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
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13 |
* |
|
14 |
* 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 |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
17 |
*) |
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||
2630 | 19 |
{$INCLUDE "options.inc"} |
20 |
||
288 | 21 |
unit uAmmos; |
22 |
interface |
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23 |
uses uConsts, uTeams, uStats; |
288 | 24 |
|
3038 | 25 |
procedure initModule; |
26 |
procedure freeModule; |
|
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27 |
|
288 | 28 |
procedure AddAmmoStore(s: shortstring); |
29 |
procedure AssignStores; |
|
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30 |
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType); |
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31 |
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean; |
371 | 32 |
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt); |
534 | 33 |
procedure OnUsedAmmo(var Hedgehog: THedgehog); |
1964 | 34 |
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType); |
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35 |
procedure ApplyAmmoChanges(var Hedgehog: THedgehog); |
1922 | 36 |
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog); |
783 | 37 |
procedure SetWeapon(weap: TAmmoType); |
1784 | 38 |
procedure DisableSomeWeapons; |
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39 |
procedure ResetWeapons; |
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Show the ammo menu of the last local non-bot team when not local turn. needs testing
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|
40 |
function GetAmmoByNum(num: Longword): PHHAmmo; |
288 | 41 |
|
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42 |
var shoppa: boolean; |
1966 | 43 |
|
288 | 44 |
implementation |
783 | 45 |
uses uMisc, uGears, uWorld, uLocale, uConsole; |
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46 |
|
295 | 47 |
type TAmmoCounts = array[TAmmoType] of Longword; |
288 | 48 |
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo; |
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49 |
StoreCnt: Longword; |
288 | 50 |
|
295 | 51 |
procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts); |
288 | 52 |
var mi: array[0..cMaxSlotIndex] of byte; |
53 |
a: TAmmoType; |
|
295 | 54 |
begin |
55 |
FillChar(mi, sizeof(mi), 0); |
|
56 |
FillChar(Ammo^, sizeof(Ammo^), 0); |
|
57 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
|
2764 | 58 |
begin |
295 | 59 |
if cnts[a] > 0 then |
60 |
begin |
|
61 |
TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true); |
|
351 | 62 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo; |
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63 |
|
351 | 64 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a]; |
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65 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= cnts[a]; |
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Mode to place hogs at start of game. Will probably need a bit more testing.
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66 |
|
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Mode to place hogs at start of game. Will probably need a bit more testing.
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|
67 |
if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then |
2764 | 68 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= AMMO_INFINITE; |
295 | 69 |
inc(mi[Ammoz[a].Slot]) |
70 |
end |
|
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FillAmmoStore is reused - check for before start of play.
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71 |
else if (TotalRounds < 0) and ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then |
2764 | 72 |
begin |
73 |
TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true); |
|
74 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo; |
|
75 |
||
2767 | 76 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= AMMO_INFINITE; |
2838 | 77 |
Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]].InitialCount:= 0; |
2764 | 78 |
|
79 |
inc(mi[Ammoz[a].Slot]) |
|
80 |
end |
|
81 |
end |
|
295 | 82 |
end; |
83 |
||
84 |
procedure AddAmmoStore(s: shortstring); |
|
2370 | 85 |
const probability: array [0..8] of LongWord = (0,20,30,60,100,150,200,400,600); |
295 | 86 |
var cnt: Longword; |
87 |
a: TAmmoType; |
|
88 |
ammos: TAmmoCounts; |
|
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|
89 |
substr: shortstring; // TEMPORARY |
288 | 90 |
begin |
3075 | 91 |
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); |
288 | 92 |
|
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|
93 |
// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editor |
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|
94 |
substr:= Copy(s,1,15); |
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Restore crate probability restriction for "shoppa" weapon sets
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|
95 |
if (substr = '000000990000009') or |
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Restore crate probability restriction for "shoppa" weapon sets
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|
96 |
(substr = '000000990000000') then |
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Restore crate probability restriction for "shoppa" weapon sets
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|
97 |
shoppa:= true; |
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|
98 |
|
288 | 99 |
inc(StoreCnt); |
100 |
TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true); |
|
101 |
||
102 |
new(StoresList[Pred(StoreCnt)]); |
|
103 |
||
104 |
for a:= Low(TAmmoType) to High(TAmmoType) do |
|
105 |
begin |
|
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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.
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|
106 |
if a <> amNothing then |
1895 | 107 |
begin |
2370 | 108 |
Ammoz[a].Probability:= probability[byte(s[ord(a) + ord(High(TAmmoType))]) - byte('0')]; |
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Awesome patch from TheException - adds editing of weapon delay and crate count. Tiy might want to tweak the crate graphic, could make be smaller or less overlappy.
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109 |
Ammoz[a].SkipTurns:= (byte(s[ord(a) + ord(High(TAmmoType)) + ord(High(TAmmoType))]) - byte('0')); |
13a53315ae18
Awesome patch from TheException - adds editing of weapon delay and crate count. Tiy might want to tweak the crate graphic, could make be smaller or less overlappy.
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|
110 |
Ammoz[a].NumberInCase:= (byte(s[ord(a) + ord(High(TAmmoType)) + ord(High(TAmmoType)) + ord(High(TAmmoType))]) - byte('0')); |
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111 |
if (TrainingFlags and tfIgnoreDelays) <> 0 then Ammoz[a].SkipTurns:= 0; |
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|
112 |
cnt:= byte(s[ord(a)]) - byte('0'); |
2370 | 113 |
// avoid things we already have infinite number |
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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.
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|
114 |
if cnt = 9 then |
babe1a55e284
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.
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changeset
|
115 |
begin |
babe1a55e284
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|
116 |
cnt:= AMMO_INFINITE; |
2370 | 117 |
Ammoz[a].Probability:= 0 |
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|
118 |
end; |
2860
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changeset
|
119 |
if Ammoz[a].NumberInCase = 0 then Ammoz[a].Probability:= 0; |
13a53315ae18
Awesome patch from TheException - adds editing of weapon delay and crate count. Tiy might want to tweak the crate graphic, could make be smaller or less overlappy.
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parents:
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changeset
|
120 |
|
2370 | 121 |
// avoid things we already have by scheme |
2461 | 122 |
// merge this into DisableSomeWeapons ? |
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|
123 |
if ((a = amLowGravity) and ((GameFlags and gfLowGravity) <> 0)) or |
babe1a55e284
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.
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|
124 |
((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0)) or |
babe1a55e284
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.
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|
125 |
((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0)) or |
babe1a55e284
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.
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|
126 |
((a = amVampiric) and ((GameFlags and gfVampiric) <> 0)) then |
2128 | 127 |
begin |
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|
128 |
cnt:= 0; |
2370 | 129 |
Ammoz[a].Probability:= 0 |
130 |
end; |
|
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Initial molotov cocktail. Still needs graphics, tweaking of fire behaviour. Also changed probabilities for default weapon sets
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|
131 |
ammos[a]:= cnt; |
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Remove king invulnerability, disable everything but teleport instead.
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|
132 |
|
2769
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Some handling of interaction between king mode and place hogs mode.
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|
133 |
if ((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0) and (Ammoz[a].SkipTurns = 0) and (a <> amTeleport) and (a <> amSkip) then |
2732
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|
134 |
Ammoz[a].SkipTurns:= 1; |
2762
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changeset
|
135 |
|
2fbc8d35eb52
Mode to place hogs at start of game. Will probably need a bit more testing.
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parents:
2732
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changeset
|
136 |
if ((GameFlags and gfPlaceHog) <> 0) and |
2fbc8d35eb52
Mode to place hogs at start of game. Will probably need a bit more testing.
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diff
changeset
|
137 |
(a <> amTeleport) and (a <> amSkip) and |
2fbc8d35eb52
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changeset
|
138 |
(Ammoz[a].SkipTurns < 10000) then inc(Ammoz[a].SkipTurns,10000) |
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|
139 |
end else |
2370 | 140 |
ammos[a]:= AMMO_INFINITE |
288 | 141 |
end; |
295 | 142 |
|
143 |
FillAmmoStore(StoresList[Pred(StoreCnt)], ammos) |
|
288 | 144 |
end; |
145 |
||
146 |
function GetAmmoByNum(num: Longword): PHHAmmo; |
|
147 |
begin |
|
148 |
TryDo(num < StoreCnt, 'Invalid store number', true); |
|
351 | 149 |
exit(StoresList[num]) |
288 | 150 |
end; |
151 |
||
152 |
procedure AssignStores; |
|
547 | 153 |
var t: LongInt; |
288 | 154 |
i: Longword; |
155 |
begin |
|
547 | 156 |
for t:= 0 to Pred(TeamsCount) do |
157 |
with TeamsArray[t]^ do |
|
288 | 158 |
begin |
159 |
for i:= 0 to cMaxHHIndex do |
|
547 | 160 |
if Hedgehogs[i].Gear <> nil then |
161 |
Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore); |
|
288 | 162 |
end |
163 |
end; |
|
164 |
||
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5478386d935f
- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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diff
changeset
|
165 |
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType); |
295 | 166 |
var ammos: TAmmoCounts; |
371 | 167 |
slot, ami: LongInt; |
295 | 168 |
hhammo: PHHAmmo; |
169 |
begin |
|
170 |
FillChar(ammos, sizeof(ammos), 0); |
|
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547
diff
changeset
|
171 |
hhammo:= Hedgehog.Ammo; |
295 | 172 |
|
173 |
for slot:= 0 to cMaxSlotIndex do |
|
174 |
for ami:= 0 to cMaxSlotAmmoIndex do |
|
351 | 175 |
if hhammo^[slot, ami].Count > 0 then |
176 |
ammos[hhammo^[slot, ami].AmmoType]:= hhammo^[slot, ami].Count; |
|
295 | 177 |
|
941
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changeset
|
178 |
if ammos[ammo] <> AMMO_INFINITE then |
b5222ddafe1f
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|
179 |
begin |
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- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
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changeset
|
180 |
inc(ammos[ammo], Ammoz[ammo].NumberInCase); |
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changeset
|
181 |
if ammos[ammo] > AMMO_INFINITE then ammos[ammo]:= AMMO_INFINITE |
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|
182 |
end; |
b5222ddafe1f
- Fix bug with picking up ammos from cases, when total ammo count may become more than AMMO_INFINITE
unc0rr
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927
diff
changeset
|
183 |
|
295 | 184 |
FillAmmoStore(hhammo, ammos) |
185 |
end; |
|
186 |
||
371 | 187 |
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt); |
188 |
var ami: LongInt; |
|
295 | 189 |
b: boolean; |
190 |
begin |
|
191 |
repeat |
|
192 |
b:= false; |
|
193 |
ami:= 0; |
|
194 |
while (not b) and (ami < cMaxSlotAmmoIndex) do |
|
351 | 195 |
if (Ammo^[Slot, ami].Count = 0) |
196 |
and (Ammo^[Slot, ami + 1].Count > 0) then b:= true |
|
553
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- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
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parents:
547
diff
changeset
|
197 |
else inc(ami); |
2221 | 198 |
if b then // there is a free item in ammo stack |
295 | 199 |
begin |
351 | 200 |
Ammo^[Slot, ami]:= Ammo^[Slot, ami + 1]; |
201 |
Ammo^[Slot, ami + 1].Count:= 0 |
|
295 | 202 |
end; |
203 |
until not b; |
|
204 |
end; |
|
205 |
||
534 | 206 |
procedure OnUsedAmmo(var Hedgehog: THedgehog); |
295 | 207 |
begin |
534 | 208 |
with Hedgehog do |
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Replace tabs with spaces using 'expand -t 4' command
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changeset
|
209 |
begin |
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Replace tabs with spaces using 'expand -t 4' command
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changeset
|
210 |
MultiShootAttacks:= 0; |
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Replace tabs with spaces using 'expand -t 4' command
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2860
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changeset
|
211 |
with Ammo^[CurSlot, CurAmmo] do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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diff
changeset
|
212 |
if Count <> AMMO_INFINITE then |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
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2860
diff
changeset
|
213 |
begin |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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diff
changeset
|
214 |
dec(Count); |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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diff
changeset
|
215 |
if Count = 0 then |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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2860
diff
changeset
|
216 |
begin |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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2860
diff
changeset
|
217 |
PackAmmo(Ammo, CurSlot); |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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diff
changeset
|
218 |
SwitchNotHeldAmmo(Hedgehog) |
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219 |
end |
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220 |
end |
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221 |
end |
295 | 222 |
end; |
223 |
||
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224 |
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean; |
371 | 225 |
var slot, ami: LongInt; |
295 | 226 |
begin |
227 |
Slot:= Ammoz[Ammo].Slot; |
|
228 |
ami:= 0; |
|
351 | 229 |
while (ami <= cMaxSlotAmmoIndex) do |
295 | 230 |
begin |
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231 |
with Hedgehog.Ammo^[Slot, ami] do |
941
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232 |
if (AmmoType = Ammo) then |
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233 |
exit((Count > 0) and (Hedgehog.Team^.Clan^.TurnNumber > Ammoz[AmmoType].SkipTurns)); |
295 | 234 |
inc(ami) |
351 | 235 |
end; |
236 |
HHHasAmmo:= false |
|
295 | 237 |
end; |
238 |
||
1964 | 239 |
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType); |
1922 | 240 |
begin |
241 |
with Hedgehog do |
|
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242 |
begin |
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243 |
CurMinAngle:= Ammoz[AmmoType].minAngle; |
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244 |
if Ammoz[AmmoType].maxAngle <> 0 then |
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245 |
CurMaxAngle:= Ammoz[AmmoType].maxAngle |
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246 |
else |
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247 |
CurMaxAngle:= cMaxAngle; |
1964 | 248 |
|
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249 |
with Hedgehog.Gear^ do |
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250 |
begin |
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251 |
if Angle < CurMinAngle then Angle:= CurMinAngle; |
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252 |
if Angle > CurMaxAngle then Angle:= CurMaxAngle; |
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253 |
end |
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254 |
end |
1922 | 255 |
end; |
256 |
||
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257 |
procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog); |
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258 |
begin |
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259 |
with Hedgehog do |
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260 |
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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|
266 |
do |
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|
267 |
begin |
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268 |
while (CurAmmo <= cMaxSlotAmmoIndex) and |
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269 |
((Ammo^[CurSlot, CurAmmo].Count = 0) or |
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270 |
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)) |
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|
271 |
do inc(CurAmmo); |
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272 |
|
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273 |
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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|
277 |
end |
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|
278 |
end; |
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279 |
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 | 290 |
Timer:= 10; |
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|
291 |
|
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|
292 |
if (Ammo^[CurSlot, CurAmmo].Count = 0) then |
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|
293 |
SwitchToFirstLegalAmmo(Hedgehog); |
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|
294 |
|
2409
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|
295 |
//bad things could happen here in case CurSlot is overflowing |
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|
296 |
ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType); |
553
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|
297 |
|
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|
298 |
with Ammo^[CurSlot, CurAmmo] do |
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|
299 |
begin |
2357
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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.
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|
300 |
if AmmoType <> amNothing then |
babe1a55e284
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|
301 |
begin |
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|
302 |
s:= trammo[Ammoz[AmmoType].NameId]; |
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|
303 |
if (Count <> AMMO_INFINITE) and not (Hedgehog.Team^.ExtDriven or (Hedgehog.BotLevel > 0)) then |
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|
304 |
s:= s + ' (' + IntToStr(Count) + ')'; |
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|
305 |
if (Propz and ammoprop_Timerable) <> 0 then |
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|
306 |
s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds]; |
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|
307 |
AddCaption(s, Team^.Clan^.Color, capgrpAmmoinfo); |
2357
babe1a55e284
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nemo
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changeset
|
308 |
end; |
2948
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|
309 |
if (Propz and ammoprop_NeedTarget) <> 0 |
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|
310 |
then begin |
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|
311 |
Gear^.State:= Gear^.State or gstHHChooseTarget; |
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|
312 |
isCursorVisible:= true |
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|
313 |
end else begin |
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|
314 |
Gear^.State:= Gear^.State and not gstHHChooseTarget; |
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|
315 |
isCursorVisible:= false |
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|
316 |
end; |
3114
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|
317 |
if (CurAmmoGear <> nil) and ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) <> 0) then |
3a3d1ee2ebd0
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|
318 |
ShowCrosshair:= (CurAmmoGear^.Ammo^.Propz and ammoprop_NoCrossHair) = 0 |
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|
319 |
else |
3a3d1ee2ebd0
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|
320 |
ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0; |
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|
321 |
end |
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|
322 |
end |
553
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|
323 |
end; |
5478386d935f
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|
324 |
|
1922 | 325 |
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog); |
553
5478386d935f
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|
326 |
begin |
5478386d935f
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|
327 |
with Hedgehog do |
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|
328 |
if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or |
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|
329 |
(Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then |
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|
330 |
SwitchToFirstLegalAmmo(Hedgehog); |
553
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|
331 |
end; |
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changeset
|
332 |
|
783 | 333 |
procedure SetWeapon(weap: TAmmoType); |
334 |
begin |
|
1850 | 335 |
ParseCommand('/setweap ' + char(weap), true) |
783 | 336 |
end; |
337 |
||
1784 | 338 |
procedure DisableSomeWeapons; |
339 |
var i, slot, a: Longword; |
|
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|
340 |
t: TAmmoType; |
1784 | 341 |
begin |
342 |
for i:= 0 to Pred(StoreCnt) do |
|
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|
343 |
for slot:= 0 to cMaxSlotIndex do |
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|
344 |
begin |
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|
345 |
for a:= 0 to cMaxSlotAmmoIndex do |
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|
346 |
with StoresList[i]^[slot, a] do |
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|
347 |
if (Propz and ammoprop_NotBorder) <> 0 then Count:= 0; |
1784 | 348 |
|
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|
349 |
PackAmmo(StoresList[i], slot) |
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|
350 |
end; |
1784 | 351 |
|
352 |
for t:= Low(TAmmoType) to High(TAmmoType) do |
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|
353 |
if (Ammoz[t].Ammo.Propz and ammoprop_NotBorder) <> 0 then Ammoz[t].Probability:= 0 |
1784 | 354 |
end; |
355 |
||
2762
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|
356 |
// Restore indefinitely disabled weapons and initial weapon counts. Only used for hog placement right now |
2fbc8d35eb52
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|
357 |
procedure ResetWeapons; |
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|
358 |
var i, slot, a: Longword; |
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|
359 |
t: TAmmoType; |
2762
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nemo
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|
360 |
begin |
2fbc8d35eb52
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|
361 |
for i:= 0 to Pred(StoreCnt) do |
2948
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|
362 |
for slot:= 0 to cMaxSlotIndex do |
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|
363 |
begin |
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for a:= 0 to cMaxSlotAmmoIndex do |
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with StoresList[i]^[slot, a] do |
2818 | 366 |
Count:= InitialCount; |
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367 |
|
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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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end; |
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|
3038 | 374 |
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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|
3038 | 380 |
procedure freeModule; |
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381 |
var i: LongWord; |
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382 |
begin |
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if StoreCnt > 0 then |
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for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i]) |
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385 |
end; |
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386 |
|
288 | 387 |
end. |