Haven't found a better place than uIO for OutError
(* * 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;interfaceuses 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 TeamGone(s: shortstring);procedure TeamGoneEffect(var Team: TTeam);function GetTeamStatString(p: PTeam): shortstring;implementationuses uWorld, uLocale, uAmmos, uChat, uMobile, uVariables, uUtils, uIO;const MaxTeamHealth: LongInt = 0;function CheckForWin: boolean;var AliveClan: PClan; s: shortstring; t, AliveCount, i, j: LongInt;beginAliveCount:= 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; AddCaption(s, cWhiteColor, capgrpGameState); SendStat(siGameResult, s); AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000) end; SendStats; end;GameOver:= trueend;procedure SwitchHedgehog;var c: LongWord; PrevHH, PrevTeam: LongWord;beginTargetPoint.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); enduntil (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil);CurrentHedgehog:= @(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);end;procedure AfterSwitchHedgehog;var g: PGear; i, t: LongInt; CurWeapon: PAmmo;beginif 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 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; g:= AddGear(0, 0, gtATSmoothWindCh, 0, _0, _0, 1); g^.Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);{$IFDEF DEBUGFILE}AddFileLog('Wind = '+FloatToStr(cWindSpeed));{$ENDIF} end;ApplyAmmoChanges(CurrentHedgehog^);if not CurrentTeam^.ExtDriven then SetBinds(CurrentTeam^.Binds);bShowFinger:= true;if PlacingHogs then begin if CurrentHedgehog^.Unplaced then TurnTimeLeft:= 15000 else TurnTimeLeft:= 0 endelse TurnTimeLeft:= cHedgehogTurnTime;if (TurnTimeLeft > 0) and (CurrentHedgehog^.BotLevel = 0) then begin if CurrentTeam^.ExtDriven then PlaySound(sndIllGetYou, CurrentTeam^.voicepack) else PlaySound(sndYesSir, CurrentTeam^.voicepack); if PlacingHogs or (cHedgehogTurnTime < 1000000) then ReadyTimeLeft:= cReadyDelay; AddCaption(Format(shortstring(trmsg[sidReady]), CurrentTeam^.TeamName), cWhiteColor, capgrpGameState) endelse begin if TurnTimeLeft > 0 then PlaySound(sndIllGetYou, CurrentTeam^.voicepack); ReadyTimeLeft:= 0 end;perfExt_NewTurnBeginning();end;function AddTeam(TeamColor: Longword): PTeam;var team: PTeam; c: LongInt;beginTryDo(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;beginfor t:= 0 to Pred(TeamsCount) do RecountTeamHealth(TeamsArray[t])end;procedure InitTeams;var i, t: LongInt; th, h: LongInt;beginfor 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; Hedgehogs[0].InitialHealth:= Hedgehogs[0].Gear^.Health end; end;RecountAllTeamsHealthend;function TeamSize(p: PTeam): Longword;var i, value: Longword;beginvalue:= 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;beginwith clan^ do begin ClanHealth:= 0; for i:= 0 to Pred(TeamsNumber) do inc(ClanHealth, Teams[i]^.TeamHealth) endend;procedure RecountTeamHealth(team: PTeam);var i: LongInt;beginwith 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;beginfor t:= 0 to Pred(TeamsCount) do TeamsArray[t]^.ExtDriven:= falseend;procedure TeamGone(s: shortstring);var t: LongInt;begint:= 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;beginwith Team do for i:= 0 to cMaxHHIndex do with Hedgehogs[i] do if Gear <> nil then begin Gear^.Invulnerable:= false; Gear^.Damage:= Gear^.Health endend;function GetTeamStatString(p: PTeam): shortstring;var s: ansistring;begin s:= p^.TeamName + ':' + IntToStr(p^.TeamHealth) + ':'; GetTeamStatString:= s;end;procedure initModule;begin CurrentTeam:= nil; PreviousTeam:= nil; CurrentHedgehog:= nil; TeamsCount:= 0; ClansCount:= 0; LocalClan:= -1; LocalAmmo:= -1; GameOver:= falseend;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:= 0end;end.