moved some utilities to a separate column with round buttons
some improvements to rotation handling, overlay appears later so device shouldn't be stressed
removed some code and autoset to default only when textfield is empty (for weaps and schemes)
(*
* 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 uConsts, uKeys, uGears, uRandom, uFloat, uStats, uVisualGears, uCollisions, GLunit, 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;
CurAmmoType: TAmmoType;
AmmoStore: Longword;
Team: PTeam;
MultiShootAttacks: Longword;
visStepPos: LongWord;
BotLevel : Byte; // 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,
AIKillsTex,
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
stats: TTeamStats;
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);
function GetTeamStatString(p: PTeam): shortstring;
implementation
uses uMisc, uWorld, uLocale, uAmmos, uChat, uMobile;
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;
ReadyTimeLeft:= 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 * 2 * 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^);
if not CurrentTeam^.ExtDriven then SetBinds(CurrentTeam^.Binds);
bShowFinger:= true;
if PlacingHogs then
begin
if CurrentHedgehog^.Unplaced then TurnTimeLeft:= 15000
else TurnTimeLeft:= 0
end
else 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)
end
else
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;
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;
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;
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.