- New team level icons
- Blue circle ammo icon to let new weapon be visible in ammo menu
unit uAmmos;
interface
uses uConsts;
{$INCLUDE options.inc}
type PHHAmmo = ^THHAmmo;
THHAmmo = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo;
procedure AddAmmoStore(s: shortstring);
procedure AssignStores;
procedure AddAmmo(Hedgehog: pointer; ammo: TAmmoType);
function HHHasAmmo(Hedgehog: pointer; Ammo: TAmmoType): boolean;
procedure PackAmmo(Ammo: PHHAmmo; Slot: integer);
procedure OnUsedAmmo(Ammo: PHHAmmo);
implementation
uses uMisc, uTeams, uGears;
type TAmmoCounts = array[TAmmoType] of Longword;
var StoresList: array[0..Pred(cMaxHHs)] of PHHAmmo;
StoreCnt: Longword = 0;
procedure FillAmmoStore(Ammo: PHHAmmo; var cnts: TAmmoCounts);
var mi: array[0..cMaxSlotIndex] of byte;
a: TAmmoType;
begin
FillChar(mi, sizeof(mi), 0);
FillChar(Ammo^, sizeof(Ammo^), 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
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;
Ammo[Ammoz[a].Slot, mi[Ammoz[a].Slot]].Count:= cnts[a];
inc(mi[Ammoz[a].Slot])
end
end;
procedure AddAmmoStore(s: shortstring);
var cnt: Longword;
a: TAmmoType;
ammos: TAmmoCounts;
begin
TryDo(byte(s[0]) = byte(ord(High(TAmmoType)) + 1), 'Invalid ammo scheme (incompatible frontend)', true);
inc(StoreCnt);
TryDo(StoreCnt <= cMaxHHs, 'Ammo stores overflow', true);
new(StoresList[Pred(StoreCnt)]);
for a:= Low(TAmmoType) to High(TAmmoType) do
begin
cnt:= byte(s[ord(a) + 1]) - byte('0');
if cnt = 9 then cnt:= AMMO_INFINITE;
ammos[a]:= cnt
end;
FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)
end;
function GetAmmoByNum(num: Longword): PHHAmmo;
begin
TryDo(num < StoreCnt, 'Invalid store number', true);
Result:= StoresList[num]
end;
procedure AssignStores;
var tteam: PTeam;
i: Longword;
begin
tteam:= TeamsList;
while tteam <> nil do
begin
for i:= 0 to cMaxHHIndex do
if tteam.Hedgehogs[i].Gear <> nil then
tteam.Hedgehogs[i].Ammo:= GetAmmoByNum(tteam.Hedgehogs[i].AmmoStore);
tteam:= tteam.Next
end
end;
procedure AddAmmo(Hedgehog: pointer; ammo: TAmmoType);
var ammos: TAmmoCounts;
slot, ami: integer;
hhammo: PHHAmmo;
begin
FillChar(ammos, sizeof(ammos), 0);
hhammo:= PHedgehog(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 inc(ammos[ammo]);
FillAmmoStore(hhammo, ammos)
end;
procedure PackAmmo(Ammo: PHHAmmo; Slot: integer);
var ami: integer;
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's 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(Ammo: PHHAmmo);
var s, a: Longword;
begin
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
begin
if CurAmmoGear = nil then begin s:= CurSlot; a:= CurAmmo end
else begin s:= AltSlot; a:= AltAmmo end;
with Ammo[s, a] do
if Count <> AMMO_INFINITE then
begin
dec(Count);
if Count = 0 then PackAmmo(Ammo, CurSlot)
end
end
end;
function HHHasAmmo(Hedgehog: pointer; Ammo: TAmmoType): boolean;
var slot, ami: integer;
begin
Slot:= Ammoz[Ammo].Slot;
ami:= 0;
Result:= false;
while (not Result) and (ami <= cMaxSlotAmmoIndex) do
begin
with PHedgehog(Hedgehog).Ammo[Slot, ami] do
if (AmmoType = Ammo) and (Count > 0) then Result:= true;
inc(ami)
end
end;
end.