Attempt to fix
issue #125. The password pop-up doesn't appear every time when going into the official server anymore, now it only does it when the password is blank. If a user enters an invalid password, the password is set blank to avoid the user going back to the official server just to be rejected. When entering an invalid password, the unknown error dialog doesn't show up anymore, but the connection lost to server one still does. This fixes the bug where the user would be spammed with error messages. The user can also now change his password in the settings page.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 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
*)
{$INCLUDE "options.inc"}
unit uAmmos;
interface
uses uConsts, uTypes;
procedure initModule;
procedure freeModule;
procedure AddAmmoStore;
procedure SetAmmoLoadout(s: shortstring);
procedure SetAmmoProbability(s: shortstring);
procedure SetAmmoDelay(s: shortstring);
procedure SetAmmoReinforcement(s: shortstring);
procedure AssignStores;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;
procedure PackAmmo(Ammo: PHHAmmo; Slot: LongInt);
procedure OnUsedAmmo(var Hedgehog: THedgehog);
procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
procedure SetWeapon(weap: TAmmoType);
procedure DisableSomeWeapons;
procedure ResetWeapons;
function GetAmmoByNum(num: Longword): PHHAmmo;
function GetAmmoEntry(var Hedgehog: THedgehog): PAmmo;
var StoreCnt: Longword;
implementation
uses uLocale, uMobile, uVariables, uCommands, uUtils, uCaptions, uDebug;
type TAmmoCounts = array[TAmmoType] of Longword;
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
ammoLoadout, ammoProbability, ammoDelay, ammoReinforcement: shortstring;
InitialCounts: array[0..Pred(cMaxHHs)] of TAmmoCounts;
procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts);
var mi: array[0..cMaxSlotIndex] of byte;
a: TAmmoType;
begin
{$HINTS OFF}
FillChar(mi, sizeof(mi), 0);
{$HINTS ON}
FillChar(Ammo^, sizeof(Ammo^), 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
begin
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;
with Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]] do Count:= cnts[a];
inc(mi[Ammoz[a].Slot])
end
end
end;
procedure AddAmmoStore;
const probability: array [0..8] of LongWord = (0,20,30,60,100,200,400,600,800);
var cnt: Longword;
a: TAmmoType;
ammos: TAmmoCounts;
begin
TryDo((byte(ammoLoadout[0]) = byte(ord(High(TAmmoType)))) and (byte(ammoProbability[0]) = byte(ord(High(TAmmoType)))) and (byte(ammoDelay[0]) = byte(ord(High(TAmmoType)))) and (byte(ammoReinforcement[0]) = byte(ord(High(TAmmoType)))), 'Incomplete or missing ammo scheme set (incompatible frontend or demo/save?)', true);
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
Ammoz[a].Probability:= probability[byte(ammoProbability[ord(a)]) - byte('0')];
Ammoz[a].SkipTurns:= (byte(ammoDelay[ord(a)]) - byte('0'));
Ammoz[a].NumberInCase:= (byte(ammoReinforcement[ord(a)]) - byte('0'));
cnt:= byte(ammoLoadout[ord(a)]) - byte('0');
// avoid things we already have infinite number
if cnt = 9 then
begin
cnt:= AMMO_INFINITE;
Ammoz[a].Probability:= 0
end;
if Ammoz[a].NumberInCase = 0 then Ammoz[a].Probability:= 0;
// avoid things we already have by scheme
// merge this into DisableSomeWeapons ?
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;
ammos[a]:= cnt;
if ((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0) and (Ammoz[a].SkipTurns = 0) and (a <> amTeleport) and (a <> amSkip) then
Ammoz[a].SkipTurns:= 1;
if ((GameFlags and gfPlaceHog) <> 0) and
(a <> amTeleport) and (a <> amSkip) and
(Ammoz[a].SkipTurns < 10000) then inc(Ammoz[a].SkipTurns,10000);
if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then ammos[a]:= AMMO_INFINITE
end
else ammos[a]:= AMMO_INFINITE;
if ((GameFlags and gfPlaceHog) <> 0) and (a = amTeleport) then
InitialCounts[Pred(StoreCnt)][a]:= cnt
else
InitialCounts[Pred(StoreCnt)][a]:= ammos[a];
end;
FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
end;
function GetAmmoByNum(num: Longword): PHHAmmo;
begin
TryDo(num < StoreCnt, 'Invalid store number', true);
exit(StoresList[num])
end;
function GetAmmoEntry(var Hedgehog: THedgehog): PAmmo;
var ammoidx, slot: LongWord;
begin
with Hedgehog do
begin
slot:= Ammoz[CurAmmoType].Slot;
ammoidx:= 0;
while (ammoidx < cMaxSlotAmmoIndex) and (Ammo^[slot, ammoidx].AmmoType <> CurAmmoType) do inc(ammoidx);
GetAmmoEntry:= @Ammo^[slot, ammoidx];
end
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
begin
Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore);
if (GameFlags and gfPlaceHog) <> 0 then
Hedgehogs[i].CurAmmoType:= amTeleport
else
Hedgehogs[i].CurAmmoType:= amNothing
end
end
end;
procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);
var ammos: TAmmoCounts;
slot, ami: LongInt;
hhammo: PHHAmmo;
begin
{$HINTS OFF}
FillChar(ammos, sizeof(ammos), 0);
{$HINTS ON}
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);
var CurWeapon: PAmmo;
begin
CurWeapon:= GetAmmoEntry(Hedgehog);
with Hedgehog do
begin
MultiShootAttacks:= 0;
with CurWeapon^ do
if Count <> AMMO_INFINITE then
begin
dec(Count);
if Count = 0 then
begin
PackAmmo(Ammo, Ammoz[AmmoType].Slot);
//SwitchNotHeldAmmo(Hedgehog);
CurAmmoType:= amNothing
end
end
end;
uMobile.AmmoUpdate;
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 SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);
var slot, ammoidx: LongWord;
begin
with Hedgehog do
begin
CurAmmoType:= amNothing;
slot:= 0;
ammoidx:= 0;
while (slot <= cMaxSlotIndex) and
((Ammo^[slot, ammoidx].Count = 0) or
(Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
do
begin
while (ammoidx <= cMaxSlotAmmoIndex) and
((Ammo^[slot, ammoidx].Count = 0) or
(Ammoz[Ammo^[slot, ammoidx].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0))
do inc(ammoidx);
if (ammoidx > cMaxSlotAmmoIndex) then
begin
ammoidx:= 0;
inc(slot)
end
end;
TryDo(slot <= cMaxSlotIndex, 'Ammo slot index overflow', true);
CurAmmoType:= Ammo^[slot, ammoidx].AmmoType;
end
end;
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
var s: shortstring;
CurWeapon: PAmmo;
begin
TargetPoint.X:= NoPointX;
with Hedgehog do
begin
Timer:= 10;
CurWeapon:= GetAmmoEntry(Hedgehog);
if (CurWeapon^.Count = 0) then
SwitchToFirstLegalAmmo(Hedgehog);
CurWeapon:= GetAmmoEntry(Hedgehog);
ApplyAngleBounds(Hedgehog, CurWeapon^.AmmoType);
with CurWeapon^ do
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);
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;
end
end;
end;
procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);
begin
with Hedgehog do
if ((Ammoz[CurAmmoType].Ammo.Propz and ammoprop_DontHold) <> 0) or
(Ammoz[CurAmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then
SwitchToFirstLegalAmmo(Hedgehog);
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
begin
Count:= 0;
InitialCounts[i][AmmoType]:= 0
end;
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;
procedure SetAmmoLoadout(s: shortstring);
begin
ammoLoadout:= s;
end;
procedure SetAmmoProbability(s: shortstring);
begin
ammoProbability:= s;
end;
procedure SetAmmoDelay(s: shortstring);
begin
ammoDelay:= s;
end;
procedure SetAmmoReinforcement(s: shortstring);
begin
ammoReinforcement:= s;
end;
// Restore indefinitely disabled weapons and initial weapon counts. Only used for hog placement right now
procedure ResetWeapons;
var i, t: Longword;
a: TAmmoType;
begin
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
begin
FillAmmoStore(Hedgehogs[i].Ammo, InitialCounts[Hedgehogs[i].AmmoStore]);
Hedgehogs[i].CurAmmoType:= amNothing
end;
for a:= Low(TAmmoType) to High(TAmmoType) do
if Ammoz[a].SkipTurns >= 10000 then dec(Ammoz[a].SkipTurns,10000)
end;
procedure chAddAmmoStore(var descr: shortstring);
begin
descr:= ''; // avoid compiler hint
AddAmmoStore
end;
procedure initModule;
begin
RegisterVariable('ammloadt', vtCommand, @SetAmmoLoadout, false);
RegisterVariable('ammdelay', vtCommand, @SetAmmoDelay, false);
RegisterVariable('ammprob', vtCommand, @SetAmmoProbability, false);
RegisterVariable('ammreinf', vtCommand, @SetAmmoReinforcement, false);
RegisterVariable('ammstore', vtCommand, @chAddAmmoStore , false);
StoreCnt:= 0;
ammoLoadout:= '';
ammoProbability:= '';
ammoDelay:= '';
ammoReinforcement:= '';
FillChar(InitialCounts, sizeof(InitialCounts), 0)
end;
procedure freeModule;
var i: LongWord;
begin
if StoreCnt > 0 then
for i:= 0 to Pred(StoreCnt) do Dispose(StoresList[i])
end;
end.