- Properly get seed in net game
- Changed graphics to not get different collisions array in different bit depth
- Make log files of different clients look more similar in net game
- Start to implement new ammo
- Properly handle intersections with current hedgehog
(*
* Hedgewars, a worms-like game
* Copyright (c) 2004, 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 uPlayers;
interface
uses windows, WinSock;
type PPlayer = ^TPlayer;
PTeam = ^TTeam;
TTeam = record
hhs: array[0..7] of TPoint;
hhCount: LongWord;
end;
TPlayer = record
socket: TSocket;
NextPlayer, PrevPlayer: PPlayer;
Name: string[31];
inbuf: string;
isme: boolean;
CurrTeam: LongWord;
TeamCount: LongWord;
Teams: array[0..3] of TTeam
end;
function AddPlayer(sock: TSocket): PPlayer;
procedure DeletePlayer(Player: PPlayer);
function FindPlayerbySock(sock: TSocket): PPlayer;
procedure SendAll(s: shortstring);
procedure SendAllButOne(Player: PPlayer; s: shortstring);
procedure SelectFirstCFGTeam;
procedure SelectNextCFGTeam;
function GetTeamCount: Longword;
procedure ConfCurrTeam(s: shortstring);
procedure SendConfig(player: PPlayer);
var CurrCFGPlayer: PPlayer;
implementation
uses uServerMisc, uNet, SysUtils;
var PlayersList: PPlayer = nil;
function AddPlayer(sock: TSocket): PPlayer;
begin
New(Result);
TryDo(Result <> nil, 'Error adding player!');
FillChar(Result^, sizeof(TPlayer), 0);
Result.socket:= sock;
Result.TeamCount:= 2;
if PlayersList = nil then begin PlayersList:= Result; result.isme:= true end
else begin
PlayersList.PrevPlayer:= Result;
Result.NextPlayer:= PlayersList;
PlayersList:= Result
end
end;
procedure DeletePlayer(Player: PPlayer);
begin
if Player = nil then OutError('Trying remove nil player!', false);
if Player.NextPlayer <> nil then Player.NextPlayer.PrevPlayer:= Player.PrevPlayer;
if Player.PrevPlayer <> nil then Player.PrevPlayer.NextPlayer:= Player.NextPlayer
else begin
PlayersList:= Player^.NextPlayer;
if PlayersList <> nil then PlayersList.PrevPlayer:= nil
end;
Dispose(Player)
end;
function FindPlayerbySock(sock: TSocket): PPlayer;
begin
Result:= PlayersList;
while (Result<>nil)and(Result.socket<>sock) do
Result:= Result.NextPlayer
end;
procedure SendAll(s: shortstring);
var p: PPlayer;
begin
p:= PlayersList;
while p <> nil do
begin
SendSock(p.socket, s);
p:= p.NextPlayer
end;
end;
procedure SendAllButOne(Player: PPlayer; s: shortstring);
var p: PPlayer;
begin
p:= Player.NextPlayer;
while p <> nil do
begin
SendSock(p.socket, s);
p:= p.NextPlayer
end;
p:= PlayersList;
while p <> Player do
begin
SendSock(p.socket, s);
p:= p.NextPlayer
end;
end;
function GetTeamCount: Longword;
var p: PPlayer;
begin
p:= PlayersList;
Result:= 0;
while p <> nil do
begin
inc(Result, p.TeamCount);
p:= p.NextPlayer
end;
end;
procedure SelectFirstCFGTeam;
begin
CurrCFGPlayer:= PlayersList
end;
procedure SelectNextCFGTeam;
begin
if CurrCFGPlayer = nil then OutError('Trying select next on nil current', true);
if Succ(CurrCFGPlayer.CurrTeam) < CurrCFGPlayer.TeamCount then inc(CurrCFGPlayer.CurrTeam)
else CurrCFGPlayer:= CurrCFGPlayer.NextPlayer
end;
procedure ConfCurrTeam(s: shortstring);
begin
if CurrCFGPlayer = nil then OutError('Trying select next on nil current', true);
case s[1] of
'h': with CurrCFGPlayer.Teams[CurrCFGPlayer.CurrTeam] do
begin
hhs[hhCount].X:= PLongWord(@s[2])^;
hhs[hhCount].Y:= PLongWord(@s[6])^;
inc(hhCount);
end;
end;
end;
procedure SendConfig(player: PPlayer);
var p: PPlayer;
i, t: integer;
begin
p:= PlayersList;
while p <> nil do
begin
for t:= 0 to Pred(player.TeamCount) do
begin
SendSock(player.socket, 'eaddteam');
if p = player then SendSock(player.socket, '@')
else SendSock(player.socket, 'erdriven');
for i:= 0 to Pred(player.Teams[t].hhCount) do
SendSock(player.socket, Format('eadd hh%d %d %d %d',[i, p.Teams[t].hhs[i].X, p.Teams[t].hhs[i].Y, 0]));
Sendsock(player.socket, Format('ecolor %d',[random($A0A0A0)+$5F5F5F]))
end;
p:= p.NextPlayer
end
end;
end.