author | koda |
Sat, 27 Mar 2010 16:57:18 +0000 | |
changeset 3113 | 2829ea0dd47c |
parent 3112 | f1bbe35ddb83 |
child 3165 | 3ec07a7d8456 |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2008 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 *) {$INCLUDE "options.inc"} unit uTeams; interface uses SDLh, uConsts, uKeys, uGears, uRandom, uFloat, uStats, uVisualGears, uCollisions, uLand, {$IFDEF GLES11} gles11, {$ELSE} GL, {$ENDIF} uSound; type PHHAmmo = ^THHAmmo; THHAmmo = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo; PHedgehog = ^THedgehog; PTeam = ^TTeam; PClan = ^TClan; THedgehog = record Name: string[MAXNAMELEN]; Gear: PGear; SpeechGear: PVisualGear; NameTagTex, HealthTagTex, HatTex: PTexture; Ammo: PHHAmmo; AmmoStore: Longword; CurSlot, CurAmmo: LongWord; Team: PTeam; MultiShootAttacks: Longword; visStepPos: LongWord; BotLevel : LongWord; // 0 - Human player HatVisibility: GLfloat; stats: TStatistics; Hat: shortstring; King: boolean; // Flag for a bunch of hedgehog attributes Unplaced: boolean; // Flag for hog placing mode Timer: Longword; Effects: Array[THogEffect] of boolean; end; TTeam = record Clan: PClan; TeamName: string[MAXNAMELEN]; ExtDriven: boolean; Binds: TBinds; Hedgehogs: array[0..cMaxHHIndex] of THedgehog; CurrHedgehog: LongWord; NameTagTex: PTexture; CrosshairTex, GraveTex, HealthTex, FlagTex: PTexture; Flag: shortstring; GraveName: shortstring; FortName: shortstring; TeamHealth: LongInt; TeamHealthBarWidth, NewTeamHealthBarWidth: LongInt; DrawHealthY: LongInt; AttackBar: LongWord; HedgehogsNumber: Longword; hasGone: boolean; voicepack: PVoicepack; PlayerHash: shortstring; // md5 hash of player name. For temporary enabling of hats as thank you. Hashed for privacy of players end; TClan = record Color: Longword; Teams: array[0..Pred(cMaxTeams)] of PTeam; TeamsNumber: Longword; CurrTeam: LongWord; ClanHealth: LongInt; ClanIndex: LongInt; TurnNumber: LongWord; end; var CurrentTeam: PTeam; PreviousTeam: PTeam; CurrentHedgehog: PHedgehog; TeamsArray: array[0..Pred(cMaxTeams)] of PTeam; TeamsCount: Longword; ClansArray: array[0..Pred(cMaxTeams)] of PClan; ClansCount: Longword; LocalClan: LongInt; // last non-bot, non-extdriven clan LocalAmmo: LongInt; // last non-bot, non-extdriven clan's first team's ammo index CurMinAngle, CurMaxAngle: Longword; 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 TeamGone(s: shortstring); procedure TeamGoneEffect(var Team: TTeam); implementation uses uMisc, uWorld, uAI, uLocale, uConsole, uAmmos, uChat; 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; 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; AddCaption(s, cWhiteColor, capgrpGameState); SendStat(siGameResult, s); AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000) end; SendStats 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; c:= CurrentTeam^.Clan^.ClanIndex; repeat 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); end until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil); CurrentHedgehog:= @(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]) end; procedure AfterSwitchHedgehog; var g: PGear; i, t: LongInt; 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); SwitchNotHeldAmmo(CurrentHedgehog^); with CurrentHedgehog^ do begin with Gear^ do begin Z:= cCurrHHZ; State:= gstHHDriven; Active:= true end; RemoveGearFromList(Gear); InsertGearToList(Gear); FollowGear:= Gear end; ResetKbd; cWindSpeed:= rndSign(GetRandom * cMaxWindSpeed); g:= AddGear(0, 0, gtATSmoothWindCh, 0, _0, _0, 1); g^.Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed); {$IFDEF DEBUGFILE}AddFileLog('Wind = '+FloatToStr(cWindSpeed));{$ENDIF} ApplyAmmoChanges(CurrentHedgehog^); {$IFNDEF IPHONEOS} if not CurrentTeam^.ExtDriven then SetBinds(CurrentTeam^.Binds); {$ENDIF} bShowFinger:= true; if (CurrentTeam^.ExtDriven or (CurrentHedgehog^.BotLevel > 0)) then PlaySound(sndIllGetYou, CurrentTeam^.voicepack) else PlaySound(sndYesSir, CurrentTeam^.voicepack); if PlacingHogs then begin if CurrentHedgehog^.Unplaced then TurnTimeLeft:= 15000 else TurnTimeLeft:= 0 end else TurnTimeLeft:= cHedgehogTurnTime 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 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; 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 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); TeamHealth:= NewTeamHealthBarWidth; if NewTeamHealthBarWidth > MaxTeamHealth then begin MaxTeamHealth:= NewTeamHealthBarWidth; RecountAllTeamsHealth; end else 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 TeamGone(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 TeamGoneEffect(var Team: TTeam); var i: LongInt; begin with Team do for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do if Gear <> nil then begin Gear^.Invulnerable:= false; Gear^.Damage:= Gear^.Health end end; procedure initModule; begin CurrentTeam:= nil; PreviousTeam:= nil; CurrentHedgehog:= nil; TeamsCount:= 0; ClansCount:= 0; LocalClan:= -1; LocalAmmo:= -1; end; procedure freeModule; var i: LongWord; begin if TeamsCount > 0 then begin for i:= 0 to Pred(TeamsCount) do Dispose(TeamsArray[i]); for i:= 0 to Pred(ClansCount) do Dispose(ClansArray[i]); end; TeamsCount:= 0; ClansCount:= 0 end; end.