- Switch to bazooka (or whatever) after use of some weapon (fixes problem with bots)
- Decrease frequency of case spawning
- Small fixes
(*
* Hedgewars, a worms-like game
* Copyright (c) 2004-2007 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 uTeams;
interface
uses SDLh, uConsts, uKeys, uGears, uRandom, uFloat;
{$INCLUDE options.inc}
type PHHAmmo = ^THHAmmo;
THHAmmo = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo;
type PHedgehog = ^THedgehog;
PTeam = ^TTeam;
PClan = ^TClan;
THedgehog = record
Name: string[MAXNAMELEN];
Gear: PGear;
NameTag, HealthTag: PSDL_Surface;
Ammo: PHHAmmo;
AmmoStore: Longword;
CurSlot, CurAmmo: LongWord;
AltSlot, AltAmmo: LongWord;
Team: PTeam;
AttacksNum: Longword;
visStepPos: LongWord;
BotLevel : LongWord; // 0 - Human player
DamageGiven: Longword;
MaxStepDamage: Longword;
end;
TTeam = record
Clan: PClan;
TeamName: string[MAXNAMELEN];
ExtDriven: boolean;
Binds: TBinds;
Hedgehogs: array[0..cMaxHHIndex] of THedgehog;
CurrHedgehog: LongWord;
NameTag: PSDL_Surface;
CrosshairSurf: PSDL_Surface;
GraveRect, HealthRect: TSDL_Rect;
GraveName: string;
FortName: string;
TeamHealth: LongInt;
TeamHealthBarWidth: LongInt;
DrawHealthY: LongInt;
AttackBar: LongWord;
HedgehogsNumber: Longword;
end;
TClan = record
Color, AdjColor: Longword;
Teams: array[0..Pred(cMaxTeams)] of PTeam;
TeamsNumber: Longword;
CurrTeam: LongWord;
ClanHealth: LongInt;
ClanIndex: LongInt;
end;
var CurrentTeam: PTeam = nil;
TeamsArray: array[0..Pred(cMaxTeams)] of PTeam;
TeamsCount: Longword = 0;
ClansArray: array[0..Pred(cMaxTeams)] of PClan;
ClansCount: Longword = 0;
CurMinAngle, CurMaxAngle: Longword;
function AddTeam(TeamColor: Longword): PTeam;
procedure SwitchHedgehog;
procedure InitTeams;
function TeamSize(p: PTeam): Longword;
procedure RecountTeamHealth(team: PTeam);
procedure RestoreTeamsFromSave;
function CheckForWin: boolean;
procedure SetWeapon(weap: TAmmoType);
procedure SendStats;
implementation
uses uMisc, uWorld, uAI, uLocale, uConsole, uAmmos;
const MaxTeamHealth: LongInt = 0;
procedure FreeTeamsList; forward;
function CheckForWin: boolean;
var team: PTeam;
AliveClan: PClan;
s: shortstring;
t, AliveCount: 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 >= 2 then exit(false);
CheckForWin:= true;
TurnTimeLeft:= 0;
if AliveCount = 0 then
begin // draw
AddCaption(trmsg[sidDraw], $FFFFFF, capgrpGameState);
SendStat(siGameResult, trmsg[sidDraw]);
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 2000)
end else // win
with AliveClan^ do
begin
if TeamsNumber = 1 then
s:= Format(trmsg[sidWinner], Teams[0]^.TeamName) // team wins
else
s:= Format(trmsg[sidWinner], Teams[0]^.TeamName); // clan wins
AddCaption(s, $FFFFFF, capgrpGameState);
SendStat(siGameResult, s);
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 2000)
end;
SendStats
end;
procedure SwitchHedgehog;
var c: LongWord;
t: LongWord;
g: PGear;
PrevHH, PrevTeam: LongWord;
begin
FreeActionsList;
TargetPoint.X:= NoPointX;
TryDo(CurrentTeam <> nil, 'nil Team', true);
with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
if Gear <> nil then
begin
AttacksNum:= 0;
Gear^.Message:= 0;
Gear^.Z:= cHHZ;
SwitchNotHoldedAmmo(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
RemoveGearFromList(Gear);
InsertGearToList(Gear)
end;
c:= CurrentTeam^.Clan^.ClanIndex;
repeat
c:= Succ(c) mod ClansCount;
with ClansArray[c]^ do
repeat
PrevTeam:= CurrTeam;
CurrTeam:= Succ(CurrTeam) mod TeamsNumber;
CurrentTeam:= Teams[CurrTeam];
with CurrentTeam^ do
begin
PrevHH:= CurrHedgehog;
repeat
CurrHedgehog:= Succ(CurrHedgehog) mod HedgehogsNumber;
until (Hedgehogs[CurrHedgehog].Gear <> nil) or (CurrHedgehog = PrevHH)
end
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) or (PrevTeam = CurrTeam);
until CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil;
with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
begin
with Gear^ do
begin
Z:= cCurrHHZ;
State:= gstHHDriven;
Active:= true
end;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
FollowGear:= Gear
end;
ResetKbd;
cWindSpeed:= rndSign(GetRandom * cMaxWindSpeed);
g:= AddGear(0, 0, gtATSmoothWindCh, 0, _0, _0, 1);
g^.Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
{$IFDEF DEBUGFILE}AddFileLog('Wind = '+FloatToStr(cWindSpeed));{$ENDIF}
ApplyAmmoChanges(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
if CurrentTeam^.ExtDriven then SetDefaultBinds
else SetBinds(CurrentTeam^.Binds);
bShowFinger:= true;
TurnTimeLeft:= cHedgehogTurnTime
end;
function AddTeam(TeamColor: Longword): PTeam;
var Result: PTeam;
c: LongInt;
begin
TryDo(TeamsCount <= cMaxTeams, 'Too many teams', true);
New(Result);
TryDo(Result <> nil, 'AddTeam: Result = nil', true);
FillChar(Result^, sizeof(TTeam), 0);
Result^.AttackBar:= 2;
Result^.CurrHedgehog:= cMaxHHIndex;
TeamsArray[TeamsCount]:= Result;
inc(TeamsCount);
c:= Pred(ClansCount);
while (c >= 0) and (ClansArray[c]^.Color <> TeamColor) do dec(c);
if c < 0 then
begin
new(Result^.Clan);
FillChar(Result^.Clan^, sizeof(TClan), 0);
ClansArray[ClansCount]:= Result^.Clan;
inc(ClansCount);
with Result^.Clan^ do
begin
ClanIndex:= Pred(ClansCount);
Color:= TeamColor;
AdjColor:= Color;
AdjustColor(AdjColor);
end
end else
begin
Result^.Clan:= ClansArray[c];
end;
with Result^.Clan^ do
begin
Teams[TeamsNumber]:= Result;
inc(TeamsNumber)
end;
CurrentTeam:= Result;
AddTeam:= Result
end;
procedure FreeTeamsList;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do Dispose(TeamsArray[t]);
TeamsCount:= 0
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: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
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;
end;
RecountAllTeamsHealth
end;
function TeamSize(p: PTeam): Longword;
var i, Result: Longword;
begin
Result:= 0;
for i:= 0 to cMaxHHIndex do
if p^.Hedgehogs[i].Gear <> nil then inc(Result);
TeamSize:= Result
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
TeamHealthBarWidth:= 0;
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
inc(TeamHealthBarWidth, Hedgehogs[i].Gear^.Health);
TeamHealth:= TeamHealthBarWidth;
if TeamHealthBarWidth > MaxTeamHealth then
begin
MaxTeamHealth:= TeamHealthBarWidth;
RecountAllTeamsHealth;
end else TeamHealthBarWidth:= (TeamHealthBarWidth * cTeamHealthWidth) div MaxTeamHealth
end;
RecountClanHealth(team^.Clan);
// FIXME: at the game init, gtTeamHealthSorters are created for each team, and they work simultaneously
AddGear(0, 0, gtTeamHealthSorter, 0, _0, _0, 0)
end;
procedure RestoreTeamsFromSave;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
TeamsArray[t]^.ExtDriven:= false
end;
procedure SetWeapon(weap: TAmmoType);
var t: LongInt;
begin
t:= cMaxSlotAmmoIndex;
with CurrentTeam^ do
with Hedgehogs[CurrHedgehog] do
while (Ammo^[CurSlot, CurAmmo].AmmoType <> weap) and (t >= 0) do
begin
ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot), true);
dec(t)
end
end;
procedure SendStats;
var i, t: LongInt;
msd: Longword; msdhh: PHedgehog;
begin
msd:= 0; msdhh:= nil;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].MaxStepDamage > msd then
begin
msdhh:= @Hedgehogs[i];
msd:= Hedgehogs[i].MaxStepDamage
end;
end;
if msdhh <> nil then SendStat(siMaxStepDamage, inttostr(msdhh^.MaxStepDamage) + ' ' +
msdhh^.Name + ' (' + msdhh^.Team^.TeamName + ')');
if KilledHHs > 0 then SendStat(siKilledHHs, inttostr(KilledHHs));
end;
initialization
finalization
FreeTeamsList
end.