Rewrote the Ammomenu:
Added landscape ammomenu
At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it
Draw to texture once
uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos
Slot/Cellsize is dependent on uConsts.AMSlotSize
this should make it easier to scale the ammo menu on smaller screens
AmmoRect
AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point
needs testing on the iphone (and other systems as well ofcourse..)
(*
* 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 uTeams;
interface
uses uConsts, uKeys, uGears, uRandom, uFloat, uStats, uVisualGears, uCollisions, GLunit, uSound, uTypes;
procedure initModule;
procedure freeModule;
function AddTeam(TeamColor: Longword): PTeam;
procedure SwitchHedgehog;
procedure AfterSwitchHedgehog;
procedure InitTeams;
function TeamSize(p: PTeam): Longword;
procedure RecountTeamHealth(team: PTeam);
procedure RestoreTeamsFromSave;
function CheckForWin: boolean;
procedure TeamGoneEffect(var Team: TTeam);
implementation
uses uLocale, uAmmos, uChat, uMobile, uVariables, uUtils, uIO, uCaptions, uCommands, uDebug, uScript,
uGearsUtils, uGearsList;
const MaxTeamHealth: LongInt = 0;
function CheckForWin: boolean;
var AliveClan: PClan;
s: shortstring;
t, AliveCount, i, j: LongInt;
begin
AliveCount:= 0;
for t:= 0 to Pred(ClansCount) do
if ClansArray[t]^.ClanHealth > 0 then
begin
inc(AliveCount);
AliveClan:= ClansArray[t]
end;
if (AliveCount > 1)
or ((AliveCount = 1) and ((GameFlags and gfOneClanMode) <> 0)) then
exit(false);
CheckForWin:= true;
TurnTimeLeft:= 0;
ReadyTimeLeft:= 0;
if not GameOver then
begin
if AliveCount = 0 then
begin // draw
AddCaption(trmsg[sidDraw], cWhiteColor, capgrpGameState);
SendStat(siGameResult, trmsg[sidDraw]);
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000)
end
else // win
with AliveClan^ do
begin
if TeamsNumber = 1 then
s:= Format(shortstring(trmsg[sidWinner]), Teams[0]^.TeamName) // team wins
else
s:= Format(shortstring(trmsg[sidWinner]), Teams[0]^.TeamName); // clan wins
for j:= 0 to Pred(TeamsNumber) do
with Teams[j]^ do
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i] do
if (Gear <> nil) then
Gear^.State:= gstWinner;
if Flawless then
AddVoice(sndFlawless, Teams[0]^.voicepack)
else
AddVoice(sndVictory, Teams[0]^.voicepack);
AddCaption(s, cWhiteColor, capgrpGameState);
SendStat(siGameResult, s);
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000)
end;
SendStats;
end;
GameOver:= true
end;
procedure SwitchHedgehog;
var c: LongWord;
PrevHH, PrevTeam : LongWord;
begin
TargetPoint.X:= NoPointX;
TryDo(CurrentTeam <> nil, 'nil Team', true);
with CurrentHedgehog^ do
if (PreviousTeam <> nil) and PlacingHogs and Unplaced then
begin
Unplaced:= false;
if Gear <> nil then
begin
DeleteCI(Gear);
FindPlace(Gear, false, 0, LAND_WIDTH);
if Gear <> nil then
AddGearCI(Gear)
end
end;
PreviousTeam:= CurrentTeam;
with CurrentHedgehog^ do
begin
if Gear <> nil then
begin
MultiShootAttacks:= 0;
Gear^.Message:= 0;
Gear^.Z:= cHHZ;
RemoveGearFromList(Gear);
InsertGearToList(Gear)
end
end;
// Try to make the ammo menu viewed when not your turn be a bit more useful for per-hog-ammo mode
with CurrentTeam^ do
if ((GameFlags and gfPerHogAmmo) <> 0) and (not ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
begin
c:= CurrHedgehog;
repeat
begin
inc(c);
if c > cMaxHHIndex then
c:= 0
end
until (c = CurrHedgehog) or (Hedgehogs[c].Gear <> nil);
LocalAmmo:= Hedgehogs[c].AmmoStore
end;
c:= CurrentTeam^.Clan^.ClanIndex;
repeat
with ClansArray[c]^ do
if (CurrTeam = TagTeamIndex) and ((GameFlags and gfTagTeam) <> 0) then
begin
TagTeamIndex:= Pred(TagTeamIndex) mod TeamsNumber;
CurrTeam:= Pred(CurrTeam) mod TeamsNumber;
inc(c);
NextClan:= true;
end;
if (GameFlags and gfTagTeam) = 0 then
inc(c);
if c = ClansCount then
begin
if not PlacingHogs then
inc(TotalRounds);
c:= 0
end;
with ClansArray[c]^ do
begin
PrevTeam:= CurrTeam;
repeat
CurrTeam:= Succ(CurrTeam) mod TeamsNumber;
CurrentTeam:= Teams[CurrTeam];
with CurrentTeam^ do
begin
PrevHH:= CurrHedgehog mod HedgehogsNumber; // prevent infinite loop when CurrHedgehog = 7, but HedgehogsNumber < 8 (team is destroyed before its first turn)
repeat
CurrHedgehog:= Succ(CurrHedgehog) mod HedgehogsNumber;
until (Hedgehogs[CurrHedgehog].Gear <> nil) or (CurrHedgehog = PrevHH)
end
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) or (PrevTeam = CurrTeam) or ((CurrTeam = TagTeamIndex) and ((GameFlags and gfTagTeam) <> 0));
end
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil);
CurrentHedgehog:= @(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
AmmoMenuInvalidated:= true;
end;
procedure AfterSwitchHedgehog;
var i, t: LongInt;
CurWeapon: PAmmo;
begin
if PlacingHogs then
begin
PlacingHogs:= false;
for t:= 0 to Pred(TeamsCount) do
for i:= 0 to cMaxHHIndex do
if (TeamsArray[t]^.Hedgehogs[i].Gear <> nil) and (TeamsArray[t]^.Hedgehogs[i].Unplaced) then
PlacingHogs:= true;
if not PlacingHogs then // Reset various things I mucked with
begin
for i:= 0 to ClansCount do
if ClansArray[i] <> nil then
ClansArray[i]^.TurnNumber:= 0;
ResetWeapons
end
end;
inc(CurrentTeam^.Clan^.TurnNumber);
CurWeapon:= GetAmmoEntry(CurrentHedgehog^);
if CurWeapon^.Count = 0 then
CurrentHedgehog^.CurAmmoType:= amNothing;
with CurrentHedgehog^ do
begin
with Gear^ do
begin
Z:= cCurrHHZ;
State:= gstHHDriven;
Active:= true;
LastDamage:= nil
end;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
FollowGear:= Gear
end;
ResetKbd;
if (GameFlags and gfDisableWind) = 0 then
begin
cWindSpeed:= rndSign(GetRandom * 2 * cMaxWindSpeed);
// cWindSpeedf:= cWindSpeed.QWordValue / _1.QWordValue throws 'Internal error 200502052' on Darwin
// see http://mantis.freepascal.org/view.php?id=17714
cWindSpeedf:= SignAs(cWindSpeed,cWindSpeed).QWordValue / SignAs(_1,_1).QWordValue;
if cWindSpeed.isNegative then
CWindSpeedf := -cWindSpeedf;
AddVisualGear(0, 0, vgtSmoothWindBar);
AddFileLog('Wind = '+FloatToStr(cWindSpeed));
end;
ApplyAmmoChanges(CurrentHedgehog^);
if (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
SetBinds(CurrentTeam^.Binds);
bShowFinger:= true;
if PlacingHogs then
begin
if CurrentHedgehog^.Unplaced then
TurnTimeLeft:= 15000
else TurnTimeLeft:= 0
end
else if ((GameFlags and gfTagTeam) <> 0) and (not NextClan) then
begin
if TagTurnTimeLeft <> 0 then
TurnTimeLeft:= TagTurnTimeLeft;
TagTurnTimeLeft:= 0;
end
else
begin
TurnTimeLeft:= cHedgehogTurnTime;
TagTurnTimeLeft:= 0;
NextClan:= false;
end;
if (TurnTimeLeft > 0) and (CurrentHedgehog^.BotLevel = 0) then
begin
if CurrentTeam^.ExtDriven then
AddVoice(sndIllGetYou, CurrentTeam^.voicepack)
else
AddVoice(sndYesSir, CurrentTeam^.voicepack);
if PlacingHogs or (cHedgehogTurnTime < 1000000) then
ReadyTimeLeft:= cReadyDelay;
AddCaption(Format(shortstring(trmsg[sidReady]), CurrentTeam^.TeamName), cWhiteColor, capgrpGameState)
end
else
begin
if TurnTimeLeft > 0 then
AddVoice(sndIllGetYou, CurrentTeam^.voicepack);
ReadyTimeLeft:= 0
end;
uMobile.NewTurnBeginning();
ScriptCall('onNewTurn');
end;
function AddTeam(TeamColor: Longword): PTeam;
var team: PTeam;
c: LongInt;
begin
TryDo(TeamsCount < cMaxTeams, 'Too many teams', true);
New(team);
TryDo(team <> nil, 'AddTeam: team = nil', true);
FillChar(team^, sizeof(TTeam), 0);
team^.AttackBar:= 2;
team^.CurrHedgehog:= 0;
team^.Flag:= 'hedgewars';
TeamsArray[TeamsCount]:= team;
inc(TeamsCount);
c:= Pred(ClansCount);
while (c >= 0) and (ClansArray[c]^.Color <> TeamColor) do dec(c);
if c < 0 then
begin
new(team^.Clan);
FillChar(team^.Clan^, sizeof(TClan), 0);
ClansArray[ClansCount]:= team^.Clan;
inc(ClansCount);
with team^.Clan^ do
begin
ClanIndex:= Pred(ClansCount);
Color:= TeamColor;
TagTeamIndex:= 0;
Flawless:= true
end
end
else
begin
team^.Clan:= ClansArray[c];
end;
with team^.Clan^ do
begin
Teams[TeamsNumber]:= team;
inc(TeamsNumber)
end;
CurrentTeam:= team;
AddTeam:= team;
end;
procedure RecountAllTeamsHealth;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
RecountTeamHealth(TeamsArray[t])
end;
procedure InitTeams;
var i, t: LongInt;
th, h: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
if (not ExtDriven) and (Hedgehogs[0].BotLevel = 0) then
begin
LocalClan:= Clan^.ClanIndex;
LocalTeam:= t;
LocalAmmo:= Hedgehogs[0].AmmoStore
end;
th:= 0;
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
inc(th, Hedgehogs[i].Gear^.Health);
if th > MaxTeamHealth then
MaxTeamHealth:= th;
// Some initial King buffs
if (GameFlags and gfKing) <> 0 then
begin
Hedgehogs[0].King:= true;
Hedgehogs[0].Hat:= 'crown';
Hedgehogs[0].Effects[hePoisoned] := false;
h:= Hedgehogs[0].Gear^.Health;
Hedgehogs[0].Gear^.Health:= hwRound(int2hwFloat(th)*_0_375);
if Hedgehogs[0].Gear^.Health > h then
begin
dec(th, h);
inc(th, Hedgehogs[0].Gear^.Health);
if th > MaxTeamHealth then
MaxTeamHealth:= th
end
else
Hedgehogs[0].Gear^.Health:= h;
Hedgehogs[0].InitialHealth:= Hedgehogs[0].Gear^.Health
end;
end;
RecountAllTeamsHealth
end;
function TeamSize(p: PTeam): Longword;
var i, value: Longword;
begin
value:= 0;
for i:= 0 to cMaxHHIndex do
if p^.Hedgehogs[i].Gear <> nil then
inc(value);
TeamSize:= value;
end;
procedure RecountClanHealth(clan: PClan);
var i: LongInt;
begin
with clan^ do
begin
ClanHealth:= 0;
for i:= 0 to Pred(TeamsNumber) do
inc(ClanHealth, Teams[i]^.TeamHealth)
end
end;
procedure RecountTeamHealth(team: PTeam);
var i: LongInt;
begin
with team^ do
begin
NewTeamHealthBarWidth:= 0;
if not hasGone then
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
inc(NewTeamHealthBarWidth, Hedgehogs[i].Gear^.Health)
else if Hedgehogs[i].GearHidden <> nil then
inc(NewTeamHealthBarWidth, Hedgehogs[i].GearHidden^.Health);
TeamHealth:= NewTeamHealthBarWidth;
if NewTeamHealthBarWidth > MaxTeamHealth then
begin
MaxTeamHealth:= NewTeamHealthBarWidth;
RecountAllTeamsHealth;
end else if NewTeamHealthBarWidth > 0 then
NewTeamHealthBarWidth:= (NewTeamHealthBarWidth * cTeamHealthWidth) div MaxTeamHealth
end;
RecountClanHealth(team^.Clan);
AddVisualGear(0, 0, vgtTeamHealthSorter)
end;
procedure RestoreTeamsFromSave;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
TeamsArray[t]^.ExtDriven:= false
end;
procedure TeamGoneEffect(var Team: TTeam);
var i: LongInt;
begin
with Team do
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i] do
begin
if Hedgehogs[i].GearHidden <> nil then
RestoreHog(@Hedgehogs[i]);
if Gear <> nil then
begin
Gear^.Invulnerable:= false;
Gear^.Damage:= Gear^.Health;
Gear^.State:= (Gear^.State or gstHHGone) and not gstHHDriven
end
end
end;
procedure chAddHH(var id: shortstring);
var s: shortstring;
Gear: PGear;
begin
s:= '';
if (not isDeveloperMode) or (CurrentTeam = nil) then
exit;
with CurrentTeam^ do
begin
SplitBySpace(id, s);
CurrentHedgehog:= @Hedgehogs[HedgehogsNumber];
val(id, CurrentHedgehog^.BotLevel);
Gear:= AddGear(0, 0, gtHedgehog, 0, _0, _0, 0);
SplitBySpace(s, id);
val(s, Gear^.Health);
TryDo(Gear^.Health > 0, 'Invalid hedgehog health', true);
Gear^.Hedgehog^.Team:= CurrentTeam;
if (GameFlags and gfSharedAmmo) <> 0 then
CurrentHedgehog^.AmmoStore:= Clan^.ClanIndex
else if (GameFlags and gfPerHogAmmo) <> 0 then
begin
AddAmmoStore;
CurrentHedgehog^.AmmoStore:= StoreCnt - 1
end
else CurrentHedgehog^.AmmoStore:= TeamsCount - 1;
CurrentHedgehog^.Gear:= Gear;
CurrentHedgehog^.Name:= id;
CurrentHedgehog^.InitialHealth:= Gear^.Health;
CurrHedgehog:= HedgehogsNumber;
inc(HedgehogsNumber)
end
end;
procedure chAddTeam(var s: shortstring);
var Color: Longword;
ts, cs: shortstring;
begin
cs:= '';
ts:= '';
if isDeveloperMode then
begin
SplitBySpace(s, cs);
SplitBySpace(cs, ts);
val(cs, Color);
TryDo(Color <> 0, 'Error: black team color', true);
// color is always little endian so the mask must be constant also in big endian archs
Color:= Color or $FF000000;
AddTeam(Color);
CurrentTeam^.TeamName:= ts;
CurrentTeam^.PlayerHash:= s;
if GameType in [gmtDemo, gmtSave] then
CurrentTeam^.ExtDriven:= true;
CurrentTeam^.voicepack:= AskForVoicepack('Default')
end
end;
procedure chSetHHCoords(var x: shortstring);
var y: shortstring;
t: Longint;
begin
y:= '';
if (not isDeveloperMode) or (CurrentHedgehog = nil) or (CurrentHedgehog^.Gear = nil) then
exit;
SplitBySpace(x, y);
val(x, t);
CurrentHedgehog^.Gear^.X:= int2hwFloat(t);
val(y, t);
CurrentHedgehog^.Gear^.Y:= int2hwFloat(t)
end;
procedure chBind(var id: shortstring);
var s: shortstring;
b: LongInt;
begin
s:= '';
if CurrentTeam = nil then
exit;
SplitBySpace(id, s);
if s[1]='"' then
Delete(s, 1, 1);
if s[byte(s[0])]='"' then
Delete(s, byte(s[0]), 1);
b:= KeyNameToCode(id);
if b = 0 then
OutError(errmsgUnknownVariable + ' "' + id + '"', false)
else
CurrentTeam^.Binds[b]:= s
end;
procedure chTeamGone(var s:shortstring);
var t: LongInt;
begin
t:= 0;
while (t < cMaxTeams) and (TeamsArray[t] <> nil) and (TeamsArray[t]^.TeamName <> s) do
inc(t);
if (t = cMaxTeams) or (TeamsArray[t] = nil) then
exit;
with TeamsArray[t]^ do
begin
AddChatString('** '+ TeamName + ' is gone');
hasGone:= true
end;
RecountTeamHealth(TeamsArray[t])
end;
procedure chFinish(var s:shortstring);
var t: LongInt;
begin
// avoid compiler hint
s:= s;
t:= 0;
while (t < cMaxTeams) and (TeamsArray[t] <> nil) do
begin
TeamsArray[t]^.hasGone:= true;
inc(t);
end;
AddChatString('** Good-bye!');
RecountAllTeamsHealth();
end;
procedure initModule;
begin
RegisterVariable('addhh', vtCommand, @chAddHH, false);
RegisterVariable('addteam', vtCommand, @chAddTeam, false);
RegisterVariable('hhcoords', vtCommand, @chSetHHCoords, false);
RegisterVariable('bind', vtCommand, @chBind, true );
RegisterVariable('teamgone', vtCommand, @chTeamGone, true );
RegisterVariable('finish', vtCommand, @chFinish, true ); // all teams gone
CurrentTeam:= nil;
PreviousTeam:= nil;
CurrentHedgehog:= nil;
TeamsCount:= 0;
ClansCount:= 0;
LocalClan:= -1;
LocalTeam:= -1;
LocalAmmo:= -1;
GameOver:= false;
NextClan:= true;
end;
procedure freeModule;
var i, h: LongWord;
begin
if TeamsCount > 0 then
begin
for i:= 0 to Pred(TeamsCount) do
begin
for h:= 0 to cMaxHHIndex do
if TeamsArray[i]^.Hedgehogs[h].GearHidden <> nil then
Dispose(TeamsArray[i]^.Hedgehogs[h].GearHidden);
Dispose(TeamsArray[i]);
end;
for i:= 0 to Pred(ClansCount) do
Dispose(ClansArray[i]);
end;
TeamsCount:= 0;
ClansCount:= 0;
end;
end.