return nil values if an invalid visual gear is passed to the get, add a check in Control map lua
(*
* 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
*)
{$INCLUDE "options.inc"}
unit PascalExports;
interface
uses uTypes, uConsts, uVariables, GLunit, uKeys, uChat, uSound, uAmmos, uUtils,
uCommands;
{$INCLUDE "config.inc"}
implementation
{$IFDEF HWLIBRARY}
var cZoomVal: GLfloat;
previousGameState: TGameState;
// retrieve protocol information
procedure HW_versionInfo(netProto: PLongInt; versionStr: PPChar); cdecl; export;
begin
netProto^:= cNetProtoVersion;
versionStr^:= cVersionString;
end;
procedure HW_click; cdecl; export;
begin
leftClick:= true;
end;
procedure HW_ammoMenu; cdecl; export;
begin
rightClick:= true;
end;
procedure HW_zoomSet(value: GLfloat); cdecl; export;
begin
cZoomVal:= value;
ZoomValue:= value;
end;
procedure HW_zoomIn; cdecl; export;
begin
if wheelDown = false then
wheelUp:= true;
end;
procedure HW_zoomOut; cdecl; export;
begin
if wheelUp = false then
wheelDown:= true;
end;
procedure HW_zoomReset; cdecl; export;
begin
ZoomValue:= cZoomVal;
//middleClick:= true;
// center the camera at current hog
if CurrentHedgehog <> nil then
followGear:= CurrentHedgehog^.Gear;
end;
function HW_zoomFactor: GLfloat; cdecl; export;
begin
exit( ZoomValue / cDefaultZoomLevel );
end;
function HW_zoomLevel: LongInt; cdecl; export;
begin
exit( trunc((ZoomValue - cDefaultZoomLevel) / cZoomDelta) );
end;
procedure HW_walkingKeysUp; cdecl; export;
begin
leftKey:= false;
rightKey:= false;
upKey:= false;
downKey:= false;
preciseKey:= false;
end;
procedure HW_otherKeysUp; cdecl; export;
begin
spaceKey:= false;
enterKey:= false;
backspaceKey:= false;
end;
procedure HW_allKeysUp; cdecl; export;
begin
// set all keys to released
uKeys.initModule;
end;
procedure HW_walkLeft; cdecl; export;
begin
leftKey:= true;
end;
procedure HW_walkRight; cdecl; export;
begin
rightKey:= true;
end;
procedure HW_preciseSet(status:boolean); cdecl; export;
begin
preciseKey:= status;
end;
procedure HW_aimUp; cdecl; export;
begin
upKey:= true;
end;
procedure HW_aimDown; cdecl; export;
begin
downKey:= true;
end;
procedure HW_shoot; cdecl; export;
begin
spaceKey:= true;
end;
procedure HW_jump; cdecl; export;
begin
enterKey:= true;
end;
procedure HW_backjump; cdecl; export;
begin
backspaceKey:= true;
end;
procedure HW_tab; cdecl; export;
begin
tabKey:= true;
end;
procedure HW_chat; cdecl; export;
begin
chatAction:= true;
end;
procedure HW_chatEnd; cdecl; export;
begin
KeyPressChat(27); // esc - cleans buffer
KeyPressChat(13); // enter - removes chat
end;
procedure HW_pause; cdecl; export;
begin
if isPaused = false then
pauseAction:= true;
end;
procedure HW_pauseToggle; cdecl; export;
begin
pauseAction:= true;
end;
function HW_isPaused: boolean; cdecl; export;
begin
exit( isPaused );
end;
procedure HW_suspend; cdecl; export;
begin
previousGameState:= GameState;
GameState:= gsSuspend;
end;
procedure HW_resume; cdecl; export;
begin
GameState:= previousGameState;
end;
procedure HW_terminate(closeFrontend: boolean); cdecl; export;
begin
isTerminated:= true;
if closeFrontend then alsoShutdownFrontend:= true;
end;
procedure HW_setCursor(x,y: LongInt); cdecl; export;
begin
CursorPoint.X:= x;
CursorPoint.Y:= y;
end;
procedure HW_getCursor(x,y: PLongInt); cdecl; export;
begin
x^:= CursorPoint.X;
y^:= CursorPoint.Y;
end;
function HW_isAmmoMenuOpen: boolean; cdecl; export;
begin
exit(bShowAmmoMenu);
end;
function HW_isAmmoMenuNotAllowed: boolean; cdecl; export;
begin;
exit ( (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) );
end;
function HW_isWaiting: boolean; cdecl; export;
begin
exit( ReadyTimeLeft > 0 );
end;
function HW_isWeaponRequiringClick: boolean; cdecl; export;
begin
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.BotLevel = 0) then
exit( (CurrentHedgehog^.Gear^.State and gstHHChooseTarget) <> 0 )
else
exit(false);
end;
function HW_isWeaponTimerable: boolean; cdecl; export;
begin
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then
exit( (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Timerable) <> 0)
else
exit(false);
end;
function HW_isWeaponSwitch: boolean cdecl; export;
begin
if (CurAmmoGear <> nil) and (CurrentHedgehog^.BotLevel = 0) then
exit(CurAmmoGear^.AmmoType = amSwitch)
else
exit(false)
end;
function HW_isWeaponRope: boolean cdecl; export;
begin
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then
exit (CurrentHedgehog^.CurAmmoType = amRope)
else
exit(false);
end;
procedure HW_setGrenadeTime(time: LongInt); cdecl; export;
begin
ParseCommand('/timer ' + inttostr(time), true);
end;
procedure HW_setPianoSound(snd: LongInt); cdecl; export;
begin
// this most likely won't work in network game
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0)
and (CurrentHedgehog^.CurAmmoType = amPiano) then
case snd of
0: PlaySound(sndPiano0);
1: PlaySound(sndPiano1);
2: PlaySound(sndPiano2);
3: PlaySound(sndPiano3);
4: PlaySound(sndPiano4);
5: PlaySound(sndPiano5);
6: PlaySound(sndPiano6);
7: PlaySound(sndPiano7);
else PlaySound(sndPiano8);
end;
end;
function HW_getWeaponNameByIndex(whichone: LongInt): PChar; cdecl; export;
begin
exit (str2pchar(trammo[Ammoz[TAmmoType(whichone+1)].NameId]));
end;
function HW_getWeaponCaptionByIndex(whichone: LongInt): PChar; cdecl; export;
begin
exit (str2pchar(trammoc[Ammoz[TAmmoType(whichone+1)].NameId]));
end;
function HW_getWeaponDescriptionByIndex(whichone: LongInt): PChar; cdecl; export;
begin
exit (str2pchar(trammod[Ammoz[TAmmoType(whichone+1)].NameId]));
end;
function HW_getNumberOfWeapons:LongInt; cdecl; export;
begin
exit(ord(high(TAmmoType)));
end;
procedure HW_setWeapon(whichone: LongInt); cdecl; export;
begin
if (not CurrentTeam^.ExtDriven) and (CurrentTeam^.Hedgehogs[0].BotLevel = 0) then
SetWeapon(TAmmoType(whichone+1));
end;
function HW_isWeaponAnEffect(whichone: LongInt): boolean; cdecl; export;
begin
exit(Ammoz[TAmmoType(whichone+1)].Ammo.Propz and ammoprop_Effect <> 0)
end;
function HW_getAmmoCounts(counts: PLongInt): LongInt; cdecl; export;
var a : PHHAmmo;
slot, index: LongInt;
begin
if (CurrentTeam = nil) or
(CurrentHedgehog = nil) or
(CurrentTeam^.ExtDriven) or
(CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then
exit(-1);
a:= CurrentHedgehog^.Ammo;
for slot:= 0 to cMaxSlotIndex do
for index:= 0 to cMaxSlotAmmoIndex do
if a^[slot,index].Count <> 0 then // yes, ammomenu is hell
counts[ord(a^[slot,index].AmmoType)-1]:= a^[slot,index].Count;
exit(0);
end;
procedure HW_getAmmoDelays (skipTurns: PByte); cdecl; export;
var a : TAmmoType;
begin
for a:= Low(TAmmoType) to High(TAmmoType) do
skipTurns[ord(a)-1]:= byte(Ammoz[a].SkipTurns);
end;
function HW_getTurnsForCurrentTeam: LongInt; cdecl; export;
begin
exit(CurrentTeam^.Clan^.TurnNumber);
end;
function HW_getMaxNumberOfHogs: LongInt; cdecl; export;
begin
exit(cMaxHHIndex+1);
end;
function HW_getMaxNumberOfTeams: LongInt; cdecl; export;
begin
exit(cMaxTeams);
end;
{$ENDIF}
end.