(* * Hedgewars, a free turn based strategy game * Copyright (c) 2006-2008 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 *)unit uAmmos;interfaceuses uConsts, uTeams;{$INCLUDE "options.inc"}procedure AddAmmoStore(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;var shoppa: Boolean = false;implementationuses uMisc, uGears, uWorld, uLocale, uConsole;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;beginFillChar(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]) endend;procedure AddAmmoStore(s: shortstring);const probability: array [0..8] of LongWord = (0,20,30,60,100,150,200,400,600);var cnt: Longword; a: TAmmoType; ammos: TAmmoCounts; substr: shortstring; // TEMPORARYbeginTryDo(byte(s[0]) = byte(ord(High(TAmmoType))) * 2, 'Invalid ammo scheme (incompatible frontend)', true);// FIXME - TEMPORARY hardcoded check on shoppa pending creation of crate *type* probability editorsubstr:= Copy(s,1,15);if (substr = '000000990000009') or (substr = '000000990000000') then shoppa:= 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(s[ord(a) + ord(High(TAmmoType))]) - byte('0')]; if (TrainingFlags and tfIgnoreDelays) <> 0 then Ammoz[a].SkipTurns:= 0; cnt:= byte(s[ord(a)]) - byte('0'); // avoid things we already have infinite number if cnt = 9 then begin cnt:= AMMO_INFINITE; Ammoz[a].Probability:= 0 end; // 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 shoppa then Ammoz[a].NumberInCase:= 1; // FIXME - TEMPORARY remove when crate number in case editor is added end else ammos[a]:= AMMO_INFINITE end;FillAmmoStore(StoresList[Pred(StoreCnt)], ammos)end;function GetAmmoByNum(num: Longword): PHHAmmo;beginTryDo(num < StoreCnt, 'Invalid store number', true);exit(StoresList[num])end;procedure AssignStores;var t: LongInt; i: Longword;beginfor t:= 0 to Pred(TeamsCount) do with TeamsArray[t]^ do begin for i:= 0 to cMaxHHIndex do if Hedgehogs[i].Gear <> nil then Hedgehogs[i].Ammo:= GetAmmoByNum(Hedgehogs[i].AmmoStore); endend;procedure AddAmmo(var Hedgehog: THedgehog; ammo: TAmmoType);var ammos: TAmmoCounts; slot, ami: LongInt; hhammo: PHHAmmo;beginFillChar(ammos, sizeof(ammos), 0);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);beginwith Hedgehog do begin with Ammo^[CurSlot, CurAmmo] do if Count <> AMMO_INFINITE then begin dec(Count); if Count = 0 then begin PackAmmo(Ammo, CurSlot); SwitchNotHeldAmmo(Hedgehog) end end endend;function HHHasAmmo(var Hedgehog: THedgehog; Ammo: TAmmoType): boolean;var slot, ami: LongInt;beginSlot:= 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:= falseend;procedure ApplyAngleBounds(var Hedgehog: THedgehog; AmmoType: TAmmoType);beginwith 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 endend;procedure SwitchToFirstLegalAmmo(var Hedgehog: THedgehog);beginwith Hedgehog do begin CurAmmo:= 0; CurSlot:= 0; while (CurSlot <= cMaxSlotIndex) and ((Ammo^[CurSlot, CurAmmo].Count = 0) or (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)) do begin while (CurAmmo <= cMaxSlotAmmoIndex) and ((Ammo^[CurSlot, CurAmmo].Count = 0) or (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0)) do inc(CurAmmo); if (CurAmmo > cMaxSlotAmmoIndex) then begin CurAmmo:= 0; inc(CurSlot) end end; TryDo(CurSlot <= cMaxSlotIndex, 'Ammo slot index overflow', true) endend;procedure ApplyAmmoChanges(var Hedgehog: THedgehog);var s: shortstring;beginTargetPoint.X:= NoPointX;with Hedgehog do begin if (Ammo^[CurSlot, CurAmmo].Count = 0) then SwitchToFirstLegalAmmo(Hedgehog); //bad things could happen here in case CurSlot is overflowing ApplyAngleBounds(Hedgehog, Ammo^[CurSlot, CurAmmo].AmmoType); with Ammo^[CurSlot, CurAmmo] do begin if AmmoType <> amNothing then 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); end; 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; ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0 end endend;procedure SwitchNotHeldAmmo(var Hedgehog: THedgehog);beginwith Hedgehog do if ((Ammo^[CurSlot, CurAmmo].Propz and ammoprop_DontHold) <> 0) or (Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber >= 0) then SwitchToFirstLegalAmmo(Hedgehog);end;procedure SetWeapon(weap: TAmmoType);beginParseCommand('/setweap ' + char(weap), true)end;procedure DisableSomeWeapons;var i, slot, a: Longword; t: TAmmoType;beginfor 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 Count:= 0; 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:= 0end;end.