ACF7: Add one pick hammer in crate
Players often reported to screw up with the pick hammer, which is quite annoying.
With one pick hammer more, this mission should be slightly less annoying.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uTeams;
interface
uses uConsts, uInputHandler, uRandom, uFloat, uStats,
uCollisions, uSound, uStore, uTypes, uScript
{$IFDEF USE_TOUCH_INTERFACE}, uWorld{$ENDIF};
procedure initModule;
procedure freeModule;
function AddTeam(TeamColor: Longword): PTeam;
procedure SwitchHedgehog;
procedure AfterSwitchHedgehog;
procedure InitTeams;
function TeamSize(p: PTeam): Longword;
procedure RecountTeamHealth(team: PTeam);
procedure RecountAllTeamsHealth();
procedure RestoreHog(HH: PHedgehog);
procedure RestoreTeamsFromSave;
function CheckForWin: boolean;
procedure TeamGoneEffect(var Team: TTeam);
procedure SwitchCurrentHedgehog(newHog: PHedgehog);
var MaxTeamHealth: LongInt;
implementation
uses uLocale, uAmmos, uChat, uVariables, uUtils, uIO, uCaptions, uCommands, uDebug,
uGearsUtils, uGearsList, uVisualGearsList, uTextures
{$IFDEF USE_TOUCH_INTERFACE}, uTouch{$ENDIF};
var TeamsGameOver: boolean;
NextClan: boolean;
function CheckForWin: boolean;
var AliveClan: PClan;
s, cap: ansistring;
ts: array[0..(cMaxTeams - 1)] of ansistring;
t, AliveCount, i, j: LongInt;
begin
CheckForWin:= false;
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;
CheckForWin:= true;
TurnTimeLeft:= 0;
ReadyTimeLeft:= 0;
// if the game ends during a multishot, do last TurnReaction
if (not bBetweenTurns) and isInMultiShoot then
TurnReaction();
if not TeamsGameOver then
begin
if AliveCount = 0 then
begin // draw
AddCaption(GetEventString(eidRoundDraw), cWhiteColor, capgrpGameState);
if SendGameResultOn then
SendStat(siGameResult, shortstring(trmsg[sidDraw]));
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000);
end
else // win
begin
with AliveClan^ do
begin
if TeamsNumber = 1 then // single team wins
begin
s:= ansistring(Teams[0]^.TeamName);
// Victory caption is randomly selected
cap:= FormatA(GetEventString(eidRoundWin), s);
AddCaption(cap, cWhiteColor, capgrpGameState);
s:= FormatA(trmsg[sidWinner], s);
end
else // clan with at least 2 teams wins
begin
s:= '';
for j:= 0 to Pred(TeamsNumber) do
begin
ts[j] := Teams[j]^.TeamName;
end;
// Write victory message for caption and stats page
if (TeamsNumber = cMaxTeams) or (TeamsCount = TeamsNumber) then
// No enemies for some reason … Everyone wins!!1!
s:= trmsg[sidWinnerAll]
else if (TeamsNumber >= 2) and (TeamsNumber < cMaxTeams) then
// List all winning teams in a list
s:= FormatA(trmsg[TMsgStrId(Ord(sidWinner2) + (TeamsNumber - 2))], ts);
// The winner caption is the same as the stats message and not randomized
cap:= s;
AddCaption(cap, cWhiteColor, capgrpGameState);
// TODO (maybe): Show victory animation/captions per-team instead of all winners at once?
end;
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);
end;
if SendGameResultOn then
SendStat(siGameResult, shortstring(s));
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000)
end;
SendStats;
end;
TeamsGameOver:= true;
GameOver:= true
end;
procedure SwitchHedgehog;
var c, i, t: LongWord;
PrevHH, PrevTeam : LongWord;
begin
TargetPoint.X:= NoPointX;
if checkFails(CurrentTeam <> nil, 'nil Team', true) then exit;
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, true);
if Gear <> nil then
AddCI(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) and (Hedgehogs[c].Effects[heFrozen] < 50255);
LocalAmmo:= Hedgehogs[c].AmmoStore
end;
c:= CurrentTeam^.Clan^.ClanIndex;
repeat
with ClansArray[c]^ do
if (GameFlags and gfTagTeam) <> 0 then
begin
if (CurrTeam = TagTeamIndex) then
begin
if (c = 0) and (not PlacingHogs) then
inc(TotalRounds);
TagTeamIndex:= Pred(TagTeamIndex) mod TeamsNumber;
CurrTeam:= Pred(CurrTeam) mod TeamsNumber;
inc(c);
NextClan:= true;
end;
end
else if (c = 0) and (not PlacingHogs) then
inc(TotalRounds);
if (GameFlags and gfTagTeam) = 0 then
inc(c);
if c = ClansCount then
c:= 0;
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) and (Hedgehogs[CurrHedgehog].Effects[heFrozen] < 256)) or (CurrHedgehog = PrevHH)
end
until ((CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] < 256)) or (PrevTeam = CurrTeam) or ((CurrTeam = TagTeamIndex) and ((GameFlags and gfTagTeam) <> 0))
end;
if (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear = nil) or (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] > 255) then
begin
with CurrentTeam^.Clan^ do
for t:= 0 to Pred(TeamsNumber) do
with Teams[t]^ do
for i:= 0 to Pred(HedgehogsNumber) do
with Hedgehogs[i] do
begin
if Effects[heFrozen] > 255 then Effects[heFrozen]:= max(255,Effects[heFrozen]-50000);
if (Gear <> nil) and (Effects[heFrozen] < 256) and (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] > 255) then
CurrHedgehog:= i
end;
if (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear = nil) or (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] > 255) then
inc(CurrentTeam^.Clan^.TurnNumber);
end
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] < 256);
SwitchCurrentHedgehog(@(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]));
{$IFDEF USE_TOUCH_INTERFACE}
if (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
begin
if not(arrowUp.show) then
begin
animateWidget(@arrowUp, true, true);
animateWidget(@arrowDown, true, true);
end;
end
else
if arrowUp.show then
begin
animateWidget(@arrowUp, true, false);
animateWidget(@arrowDown, true, false);
end;
{$ENDIF}
AmmoMenuInvalidated:= true;
end;
procedure AfterSwitchHedgehog;
var i, t: LongInt;
CurWeapon: PAmmo;
w: real;
vg: PVisualGear;
s: ansistring;
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);
with CurrentTeam^.Clan^ do
for t:= 0 to Pred(TeamsNumber) do
with Teams[t]^ do
for i:= 0 to Pred(HedgehogsNumber) do
with Hedgehogs[i] do
if Effects[heFrozen] > 255 then
Effects[heFrozen]:= max(255,Effects[heFrozen]-50000);
CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
if CurWeapon^.Count = 0 then
CurrentHedgehog^.CurAmmoType:= amNothing;
with CurrentHedgehog^ do
begin
with Gear^ do
begin
Z:= cCurrHHZ;
State:= gstHHDriven;
Active:= true;
Power:= 0;
LastDamage:= nil
end;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
FollowGear:= Gear
end;
if (GameFlags and gfDisableWind) = 0 then
begin
cWindSpeed:= rndSign(GetRandomf * 2 * cMaxWindSpeed);
w:= hwFloat2Float(cWindSpeed);
vg:= AddVisualGear(0, 0, vgtSmoothWindBar);
if vg <> nil then vg^.dAngle:= w;
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;
IsGetAwayTime:= false;
if (TurnTimeLeft > 0) and (CurrentHedgehog^.BotLevel = 0) then
begin
if CurrentTeam^.ExtDriven then
begin
if GetRandom(2) = 0 then
AddVoice(sndIllGetYou, CurrentTeam^.voicepack)
else AddVoice(sndJustYouWait, CurrentTeam^.voicepack)
end
else
begin
GetRandom(2); // needed to avoid extdriven desync
AddVoice(sndYesSir, CurrentTeam^.voicepack);
end;
if cHedgehogTurnTime < 1000000 then
ReadyTimeLeft:= cReadyDelay;
s:= ansistring(CurrentTeam^.TeamName);
AddCaption(FormatA(trmsg[sidReady], s), cWhiteColor, capgrpGameState)
end
else
begin
if TurnTimeLeft > 0 then
begin
if GetRandom(2) = 0 then
AddVoice(sndIllGetYou, CurrentTeam^.voicepack)
else AddVoice(sndJustYouWait, CurrentTeam^.voicepack)
end;
ReadyTimeLeft:= 0
end;
end;
function AddTeam(TeamColor: Longword): PTeam;
var team: PTeam;
c: LongInt;
begin
if checkFails(TeamsCount < cMaxTeams, 'Too many teams', true) then exit(nil);
New(team);
if checkFails(team <> nil, 'AddTeam: team = nil', true) then exit(nil);
FillChar(team^, sizeof(TTeam), 0);
team^.AttackBar:= 2;
team^.CurrHedgehog:= 0;
team^.Flag:= 'hedgewars';
TeamsArray[TeamsCount]:= team;
inc(TeamsCount);
team^.Binds:= DefaultBinds;
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;
// mirror changes into array for clans to spawn
SpawnClansArray:= ClansArray;
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] := 0;
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
TeamHealth:= 0;
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
inc(TeamHealth, Hedgehogs[i].Gear^.Health)
else if Hedgehogs[i].GearHidden <> nil then
inc(TeamHealth, Hedgehogs[i].GearHidden^.Health);
if TeamHealth > MaxTeamHealth then
begin
MaxTeamHealth:= TeamHealth;
RecountAllTeamsHealth;
end
end;
RecountClanHealth(team^.Clan);
AddVisualGear(0, 0, vgtTeamHealthSorter)
end;
procedure RestoreHog(HH: PHedgehog);
begin
HH^.Gear:=HH^.GearHidden;
HH^.GearHidden:= nil;
InsertGearToList(HH^.Gear);
HH^.Gear^.State:= (HH^.Gear^.State and (not (gstHHDriven or gstInvisible or gstAttacking))) or gstAttacked;
AddCI(HH^.Gear);
HH^.Gear^.Active:= true;
ScriptCall('onHogRestore', HH^.Gear^.Uid);
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
if skippedTurns < 3 then
begin
inc(skippedTurns);
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i] do
if Gear <> nil then
Gear^.State:= Gear^.State and (not gstHHDriven);
ParseCommand('/skip', true);
end
else
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^.Hedgehog^.Effects[heInvulnerable]:= 0;
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) then
exit;
if checkFails((CurrentTeam <> nil), 'Can''t add hedgehogs yet, add a team first!', true) then exit;
with CurrentTeam^ do
begin
if checkFails(HedgehogsNumber<=cMaxHHIndex, 'Can''t add hedgehog to "' + TeamName + '"! (already ' + intToStr(HedgehogsNumber) + ' hogs)', true) then exit;
SplitBySpace(id, s);
SwitchCurrentHedgehog(@Hedgehogs[HedgehogsNumber]);
CurrentHedgehog^.BotLevel:= StrToInt(id);
CurrentHedgehog^.Team:= CurrentTeam;
Gear:= AddGear(0, 0, gtHedgehog, 0, _0, _0, 0);
SplitBySpace(s, id);
Gear^.Health:= StrToInt(s);
if checkFails(Gear^.Health > 0, 'Invalid hedgehog health', true) then exit;
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 loadTeamBinds(s: shortstring);
var i: LongInt;
begin
for i:= 1 to length(s) do
if ((s[i] = '\') or
(s[i] = '/') or
(s[i] = ':')) then
s[i]:= '_';
s:= cPathz[ptTeams] + '/' + s + '.hwt';
loadBinds('bind', s);
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);
Color:= StrToInt(cs);
// color is always little endian so the mask must be constant also in big endian archs
Color:= Color or $FF000000;
AddTeam(Color);
if CurrentTeam <> nil then
begin
CurrentTeam^.TeamName:= ts;
CurrentTeam^.PlayerHash:= s;
loadTeamBinds(ts);
if GameType in [gmtDemo, gmtSave, gmtRecord] then
CurrentTeam^.ExtDriven:= true;
CurrentTeam^.voicepack:= AskForVoicepack('Default')
end
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);
t:= StrToInt(x);
CurrentHedgehog^.Gear^.X:= int2hwFloat(t);
t:= StrToInt(y);
CurrentHedgehog^.Gear^.Y:= int2hwFloat(t)
end;
procedure chBind(var id: shortstring);
begin
if CurrentTeam = nil then
exit;
addBind(CurrentTeam^.Binds, id)
end;
procedure chTeamGone(var s:shortstring);
var t, i: LongInt;
isSynced: boolean;
begin
isSynced:= s[1] = 's';
Delete(s, 1, 1);
t:= 0;
while (t < TeamsCount) and (TeamsArray[t]^.TeamName <> s) do
inc(t);
if t = TeamsCount then
exit;
TeamsArray[t]^.isGoneFlagPendingToBeSet:= true;
if isSynced then
begin
for i:= 0 to Pred(TeamsCount) do
with TeamsArray[i]^ do
begin
if (not hasGone) and isGoneFlagPendingToBeSet then
begin
AddChatString(#7 + '* '+ FormatA(trmsg[sidTeamGone], TeamName));
if not CurrentTeam^.ExtDriven then SendIPC(_S'f' + s);
hasGone:= true;
skippedTurns:= 0;
isGoneFlagPendingToBeSet:= false;
RecountTeamHealth(TeamsArray[i])
end;
if hasGone and isGoneFlagPendingToBeUnset then
ParseCommand('/teamback s' + s, true)
end
end
else
begin
//TeamsArray[t]^.isGoneFlagPendingToBeSet:= true;
if (not CurrentTeam^.ExtDriven) or (CurrentTeam^.TeamName = s) or (CurrentTeam^.hasGone) then
ParseCommand('/teamgone s' + s, true)
end;
end;
procedure chTeamBack(var s:shortstring);
var t: LongInt;
isSynced: boolean;
begin
isSynced:= s[1] = 's';
Delete(s, 1, 1);
t:= 0;
while (t < TeamsCount) and (TeamsArray[t]^.TeamName <> s) do
inc(t);
if t = TeamsCount then
exit;
if isSynced then
begin
with TeamsArray[t]^ do
if hasGone then
begin
AddChatString(#8 + '* '+ FormatA(trmsg[sidTeamBack], TeamName));
if not CurrentTeam^.ExtDriven then SendIPC(_S'g' + s);
hasGone:= false;
RecountTeamHealth(TeamsArray[t]);
if isGoneFlagPendingToBeUnset and (Owner = UserNick) then
ExtDriven:= false;
isGoneFlagPendingToBeUnset:= false;
end;
end
else
begin
TeamsArray[t]^.isGoneFlagPendingToBeUnset:= true;
if not CurrentTeam^.ExtDriven then
ParseCommand('/teamback s' + s, true);
end;
end;
procedure SwitchCurrentHedgehog(newHog: PHedgehog);
var oldCI, newCI: boolean;
oldHH: PHedgehog;
begin
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.CurAmmoType = amKnife) then
LoadHedgehogHat(CurrentHedgehog^, CurrentHedgehog^.Hat);
oldCI:= (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex >= 0);
newCI:= (newHog^.Gear <> nil) and (newHog^.Gear^.CollisionIndex >= 0);
if oldCI then DeleteCI(CurrentHedgehog^.Gear);
if newCI then DeleteCI(newHog^.Gear);
oldHH:= CurrentHedgehog;
CurrentHedgehog:= newHog;
if oldCI then AddCI(oldHH^.Gear);
if newCI then AddCI(newHog^.Gear)
end;
procedure chSetHat(var s: shortstring);
begin
if (not isDeveloperMode) or (CurrentTeam = nil) then exit;
with CurrentTeam^ do
begin
if not CurrentHedgehog^.King then
if (s = '')
or (((GameFlags and gfKing) <> 0) and (s = 'crown'))
or ((Length(s) > 39) and (Copy(s,1,8) = 'Reserved') and (Copy(s,9,32) <> PlayerHash)) then
CurrentHedgehog^.Hat:= 'NoHat'
else
CurrentHedgehog^.Hat:= s
end;
end;
procedure chGrave(var s: shortstring);
begin
if CurrentTeam = nil then
OutError(errmsgIncorrectUse + ' "/grave"', true);
if s[1]='"' then
Delete(s, 1, 1);
if s[byte(s[0])]='"' then
Delete(s, byte(s[0]), 1);
CurrentTeam^.GraveName:= s
end;
procedure chFort(var s: shortstring);
begin
if CurrentTeam = nil then
OutError(errmsgIncorrectUse + ' "/fort"', true);
if s[1]='"' then
Delete(s, 1, 1);
if s[byte(s[0])]='"' then
Delete(s, byte(s[0]), 1);
CurrentTeam^.FortName:= s
end;
procedure chFlag(var s: shortstring);
begin
if CurrentTeam = nil then
OutError(errmsgIncorrectUse + ' "/flag"', true);
if s[1]='"' then
Delete(s, 1, 1);
if s[byte(s[0])]='"' then
Delete(s, byte(s[0]), 1);
CurrentTeam^.flag:= s
end;
procedure chOwner(var s: shortstring);
begin
if CurrentTeam = nil then
OutError(errmsgIncorrectUse + ' "/owner"', true);
CurrentTeam^.Owner:= s
end;
procedure initModule;
begin
RegisterVariable('addhh', @chAddHH, false);
RegisterVariable('addteam', @chAddTeam, false);
RegisterVariable('hhcoords', @chSetHHCoords, false);
RegisterVariable('bind', @chBind, true );
RegisterVariable('teamgone', @chTeamGone, true );
RegisterVariable('teamback', @chTeamBack, true );
RegisterVariable('fort' , @chFort , false);
RegisterVariable('grave' , @chGrave , false);
RegisterVariable('hat' , @chSetHat , false);
RegisterVariable('flag' , @chFlag , false);
RegisterVariable('owner' , @chOwner , false);
CurrentTeam:= nil;
PreviousTeam:= nil;
CurrentHedgehog:= nil;
TeamsCount:= 0;
ClansCount:= 0;
LocalClan:= -1;
LocalTeam:= -1;
LocalAmmo:= -1;
GameOver:= false;
NextClan:= true;
MaxTeamHealth:= 0;
end;
procedure freeModule;
var i, h: LongWord;
begin
CurrentHedgehog:= nil;
if TeamsCount > 0 then
begin
for i:= 0 to Pred(TeamsCount) do
begin
for h:= 0 to cMaxHHIndex do
with TeamsArray[i]^.Hedgehogs[h] do
begin
// if Gear <> nil then
// DeleteGearStage(Gear, true);
if GearHidden <> nil then
Dispose(GearHidden);
// DeleteGearStage(GearHidden, true);
FreeAndNilTexture(NameTagTex);
FreeAndNilTexture(HealthTagTex);
FreeAndNilTexture(HatTex)
end;
with TeamsArray[i]^ do
begin
FreeAndNilTexture(NameTagTex);
FreeAndNilTexture(OwnerTex);
FreeAndNilTexture(GraveTex);
FreeAndNilTexture(AIKillsTex);
FreeAndNilTexture(LuaTeamValueTex);
FreeAndNilTexture(FlagTex);
end;
Dispose(TeamsArray[i])
end;
for i:= 0 to Pred(ClansCount) do
begin
FreeAndNilTexture(ClansArray[i]^.HealthTex);
Dispose(ClansArray[i])
end
end;
TeamsCount:= 0;
ClansCount:= 0;
end;
end.