- Show no crosshair when using mine
- Fix for ability to play one kind of sound in many channels simultaneously
- Sound for activated mine
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005 Andrey Korotaev <unC0Rr@gmail.com>
*
* Distributed under the terms of the BSD-modified licence:
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* with the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*)
unit uAIActions;
interface
{$INCLUDE options.inc}
const aia_none = 0;
aia_Left = 1;
aia_Right = 2;
aia_Timer = 3;
aia_Slot = 4;
aia_attack = 5;
aia_Up = 6;
aia_Down = 7;
aia_Weapon = $80000000;
aia_WaitX = $80000001;
aia_WaitY = $80000002;
aia_LookLeft = $80000003;
aia_LookRight = $80000004;
aim_push = $80000000;
aim_release = $80000001;
ai_specmask = $80000000;
type PAction = ^TAction;
TAction = record
Action, Param: Longword;
Time: Longword;
Next: PAction;
end;
function AddAction(Action, Param, TimeDelta: Longword): PAction;
procedure FreeActionsList;
function IsActionListEmpty: boolean;
procedure ProcessAction;
implementation
uses uMisc, uConsts, uConsole, uTeams;
const ActionIdToStr: array[0..7] of string[16] = (
{aia_none} '',
{aia_Left} 'left',
{aia_Right} 'right',
{aia_Timer} 'timer',
{aia_slot} 'slot',
{aia_attack} 'attack',
{aia_Up} 'up',
{aia_Down} 'down'
);
var ActionList,
FinAction: PAction;
function AddAction(Action, Param, TimeDelta: Longword): PAction;
begin
New(Result);
TryDo(Result <> nil, errmsgDynamicVar, true);
FillChar(Result^, sizeof(TAction), 0);
Result.Action:= Action;
Result.Param:= Param;
if ActionList = nil then
begin
Result.Time:= GameTicks + TimeDelta;
ActionList:= Result;
FinAction := Result
end else
begin
Result.Time:= TimeDelta;
FinAction.Next:= Result;
FinAction:= Result
end
end;
procedure DeleteCurrAction;
var t: PAction;
begin
t:= ActionList;
ActionList:= ActionList.Next;
if ActionList = nil then FinAction:= nil
else inc(ActionList.Time, t.Time);
Dispose(t)
end;
function IsActionListEmpty: boolean;
begin
Result:= ActionList = nil
end;
procedure FreeActionsList;
begin
while ActionList <> nil do DeleteCurrAction;
end;
procedure SetWeapon(weap: Longword);
var t: integer;
begin
t:= 0;
with CurrentTeam^ do
with Hedgehogs[CurrHedgehog] do
while Ammo[CurSlot, CurAmmo].AmmoType <> TAmmotype(weap) do
begin
ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot));
inc(t);
if t > 10 then OutError('AI: incorrect try to change weapon!', true)
end
end;
procedure ProcessAction;
var s: shortstring;
begin
if ActionList = nil then exit;
with ActionList^ do
begin
if Time > GameTicks then exit;
if (Action and ai_specmask) <> 0 then
case Action of
aia_Weapon: SetWeapon(Param);
aia_WaitX: with CurrentTeam^ do
with Hedgehogs[CurrHedgehog] do
if round(Gear.X) = Param then Time:= GameTicks
else exit;
aia_WaitY: with CurrentTeam^ do
with Hedgehogs[CurrHedgehog] do
if round(Gear.Y) = Param then Time:= GameTicks
else exit;
aia_LookLeft: with CurrentTeam^ do
with Hedgehogs[CurrHedgehog] do
if Gear.dX >= 0 then
begin
ParseCommand('+left');
exit
end else ParseCommand('-left');
aia_LookRight: with CurrentTeam^ do
with Hedgehogs[CurrHedgehog] do
if Gear.dX < 0 then
begin
ParseCommand('+right');
exit
end else ParseCommand('-right');
end else
begin
s:= ActionIdToStr[Action];
if (Param and ai_specmask) <> 0 then
case Param of
aim_push: s:= '+' + s;
aim_release: s:= '-' + s;
end
else if Param <> 0 then s:= s + ' ' + inttostr(Param);
ParseCommand(s)
end
end;
DeleteCurrAction
end;
end.