--- a/hedgewars/uWorld.pas Tue Feb 23 23:54:38 2010 +0000
+++ b/hedgewars/uWorld.pas Wed Feb 24 01:55:59 2010 +0000
@@ -112,6 +112,7 @@
const MENUSPEED = 15;
var x, y, i, t, l, g: LongInt;
Slot, Pos: LongInt;
+ Ammo: PHHAmmo;
begin
if (TurnTimeLeft = 0) or (((CurAmmoGear = nil) or ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu) then bShowAmmoMenu:= false;
if bShowAmmoMenu then
@@ -136,88 +137,87 @@
else
if AMxShift < 210 then inc(AMxShift, MENUSPEED);
end;
-
-if CurrentTeam = nil then exit;
+if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
+ Ammo:= CurrentHedgehog^.Ammo
+else
+ Ammo:= GetAmmoByNum(LocalAmmo);
Slot:= 0;
Pos:= -1;
-with CurrentHedgehog^ do
- begin
- if Ammo = nil then exit;
- SlotsNum:= 0;
- x:= (cScreenWidth shr 1) - 210 + AMxShift;
- y:= cScreenHeight - 40;
- dec(y);
- DrawSprite(sprAMBorders, x, y, 0);
- dec(y);
- DrawSprite(sprAMBorders, x, y, 1);
- dec(y, 33);
- DrawSprite(sprAMSlotName, x, y, 0);
- for i:= cMaxSlotIndex downto 0 do
- if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
+if Ammo = nil then exit;
+SlotsNum:= 0;
+x:= (cScreenWidth shr 1) - 210 + AMxShift;
+y:= cScreenHeight - 40;
+dec(y);
+DrawSprite(sprAMBorders, x, y, 0);
+dec(y);
+DrawSprite(sprAMBorders, x, y, 1);
+dec(y, 33);
+DrawSprite(sprAMSlotName, x, y, 0);
+for i:= cMaxSlotIndex downto 0 do
+ if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
+ begin
+ if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i;
+ dec(y, 33);
+ inc(SlotsNum);
+ DrawSprite(sprAMSlot, x, y, 0);
+ DrawSprite(sprAMSlotKeys, x + 2, y + 1, i);
+ t:= 0;
+ g:= 0;
+ while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
begin
- if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i;
- dec(y, 33);
- inc(SlotsNum);
- DrawSprite(sprAMSlot, x, y, 0);
- DrawSprite(sprAMSlotKeys, x + 2, y + 1, i);
- t:= 0;
- g:= 0;
- while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
+ if (Ammo^[i, t].AmmoType <> amNothing) then
begin
- if (Ammo^[i, t].AmmoType <> amNothing) then
- begin
- l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
+ l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
- if l >= 0 then
- begin
- DrawSprite(sprAMAmmosBW, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
- if l < 100 then DrawSprite(sprTurnsLeft, x + g * 33 + 51, y + 17, l);
- end else
- DrawSprite(sprAMAmmos, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
- if (Slot = i)
- and (CursorPoint.X >= x + g * 33 + 35)
- and (CursorPoint.X < x + g * 33 + 68) then
- begin
- if (l < 0) then DrawSprite(sprAMSelection, x + g * 33 + 35, y + 1, 0);
- Pos:= t;
- end;
- inc(g)
+ if l >= 0 then
+ begin
+ DrawSprite(sprAMAmmosBW, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
+ if l < 100 then DrawSprite(sprTurnsLeft, x + g * 33 + 51, y + 17, l);
+ end else
+ DrawSprite(sprAMAmmos, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
+ if (Slot = i)
+ and (CursorPoint.X >= x + g * 33 + 35)
+ and (CursorPoint.X < x + g * 33 + 68) then
+ begin
+ if (l < 0) then DrawSprite(sprAMSelection, x + g * 33 + 35, y + 1, 0);
+ Pos:= t;
end;
- inc(t)
- end
- end;
- dec(y, 1);
- DrawSprite(sprAMBorders, x, y, 0);
+ inc(g)
+ end;
+ inc(t)
+ end
+ end;
+dec(y, 1);
+DrawSprite(sprAMBorders, x, y, 0);
- if (Pos >= 0) then
- begin
- if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
- if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
- begin
- amSel:= Ammo^[Slot, Pos].AmmoType;
- RenderWeaponTooltip(amSel)
- end;
-
- DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
+if (Pos >= 0) then
+ begin
+ if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
+ if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
+ begin
+ amSel:= Ammo^[Slot, Pos].AmmoType;
+ RenderWeaponTooltip(amSel)
+ end;
+
+ DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
- if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
- DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]);
+ if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
+ DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]);
- if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
- begin
- bShowAmmoMenu:= false;
- SetWeapon(Ammo^[Slot, Pos].AmmoType);
- bSelected:= false;
- FreeWeaponTooltip;
- exit
- end;
- end
- else
- FreeWeaponTooltip;
-
- if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
- ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, y);
- end;
+ if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
+ begin
+ bShowAmmoMenu:= false;
+ SetWeapon(Ammo^[Slot, Pos].AmmoType);
+ bSelected:= false;
+ FreeWeaponTooltip;
+ exit
+ end;
+ end
+else
+ FreeWeaponTooltip;
+
+if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
+ ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, y);
bSelected:= false;
if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)