hedgewars/uTeams.pas
author unc0rr
Wed, 27 Sep 2006 20:52:22 +0000
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child 176 533d03041dcd
permissions -rw-r--r--
- Some improvements to volume control - Simplified captions
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2004, 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * Distributed under the terms of the BSD-modified licence:
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * with the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * 1. Redistributions of source code must retain the above copyright notice,
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 *    this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright notice,
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 *    this list of conditions and the following disclaimer in the documentation
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 *    and/or other materials provided with the distribution.
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 * 3. The name of the author may not be used to endorse or promote products
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 *    derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 *)
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unit uTeams;
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interface
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uses SDLh, uConsts, uKeys, uGears, uRandom;
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{$INCLUDE options.inc}
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type PHedgehog = ^THedgehog;
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     PTeam     = ^TTeam;
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     PHHAmmo   = ^THHAmmo;
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     THedgehog = record
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                 Name: string[MAXNAMELEN];
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                 Gear: PGear;
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                 NameTag, HealthTag: PSDL_Surface;
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                 Ammo: PHHAmmo;
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                 CurSlot, CurAmmo: LongWord;
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                 AltSlot, AltAmmo: LongWord;
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                 Team: PTeam;
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                 AttacksNum: Longword;
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                 visStepPos: LongWord;
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                 BotLevel  : LongWord; // 0 - Human player
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                 end;
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     THHAmmo   = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo;
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     TTeam = record
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             Next: PTeam;
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             Color: Cardinal;
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             TeamName: string[MAXNAMELEN];
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             ExtDriven: boolean;
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             Binds: TBinds;
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             Hedgehogs: array[0..cMaxHHIndex] of THedgehog;
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             Ammos: array[0..cMaxHHIndex] of THHAmmo;
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             CurrHedgehog: integer;
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             NameTag: PSDL_Surface;
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             CrossHairRect,
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             GraveRect, HealthRect: TSDL_Rect;
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             GraveName: string;
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             FortName: string;
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             TeamHealth: integer;
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             TeamHealthBarWidth: integer;
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             DrawHealthY: integer;
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             AttackBar: LongWord;
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             end;
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var CurrentTeam: PTeam = nil;
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    TeamsList: PTeam = nil;
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function AddTeam: PTeam;
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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procedure SwitchHedgehog;
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procedure InitTeams;
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procedure OnUsedAmmo(Ammo: PHHAmmo);
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function  HHHasAmmo(Hedgehog: PHedgehog; Ammo: TAmmoType): boolean;
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function  TeamSize(p: PTeam): Longword;
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procedure RecountTeamHealth(team: PTeam);
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procedure RestoreTeamsFromSave;
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function CheckForWin: boolean;
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procedure SetWeapon(weap: TAmmoType);
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implementation
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uses uMisc, uStore, uWorld, uIO, uAI, uLocale, uConsole;
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const MaxTeamHealth: integer = 0;
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procedure FreeTeamsList; forward;
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function CheckForWin: boolean;
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var team, AliveTeam: PTeam;
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    AliveCount: Longword;
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begin
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Result:= false;
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AliveCount:= 0;
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AliveTeam:= nil;
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team:= TeamsList;
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while team <> nil do
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      begin
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      if team.TeamHealth > 0 then
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         begin
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         inc(AliveCount);
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         AliveTeam:= team
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         end;
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      team:= team.Next
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      end;
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if AliveCount >= 2 then exit;
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Result:= true;
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TurnTimeLeft:= 0;
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if AliveCount = 0 then
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   begin // draw
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   AddCaption(trmsg[sidDraw], $FFFFFF, capgrpGameState);
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   AddGear(0, 0, gtATFinishGame, 0, 0, 0, 2000)
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   end else // win
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   begin
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   AddCaption(Format(trmsg[sidWinner], AliveTeam.TeamName), $FFFFFF, capgrpGameState);
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   AddGear(0, 0, gtATFinishGame, 0, 0, 0, 2000)
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   end;
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end;
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procedure SwitchHedgehog;
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var tteam: PTeam;
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    th: integer;
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begin
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FreeActionsList;
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TargetPoint.X:= NoPointX;
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TryDo(CurrentTeam <> nil, 'nil Team', true);
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tteam:= CurrentTeam;
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     if Gear <> nil then Gear.Message:= 0;
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repeat
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  CurrentTeam:= CurrentTeam.Next;
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  if CurrentTeam = nil then CurrentTeam:= TeamsList;
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  th:= CurrentTeam.CurrHedgehog;
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  repeat
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    CurrentTeam.CurrHedgehog:= Succ(CurrentTeam.CurrHedgehog) mod (cMaxHHIndex + 1);
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  until (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear <> nil) or (CurrentTeam.CurrHedgehog = th)
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until (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear <> nil) or (CurrentTeam = tteam);
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TryDo(CurrentTeam <> tteam, 'Switch hedgehog: only one team?!', true);
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     begin
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     AttacksNum:= 0;
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     with Gear^ do
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          begin
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          State:= gstHHDriven;
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          Active:= true
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          end;
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     FollowGear:= Gear
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     end;
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ResetKbd;
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cWindSpeed:= (GetRandom * 2 - 1) * cMaxWindSpeed;
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AddGear(0, 0, gtATSmoothWindCh, 0, 0, 0, 1).Tag:= round(72 * cWindSpeed / cMaxWindSpeed);
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{$IFDEF DEBUGFILE}AddFileLog('Wind = '+FloatToStr(cWindSpeed));{$ENDIF}
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ApplyAmmoChanges(CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog]);
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if CurrentTeam.ExtDriven then SetDefaultBinds
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                         else SetBinds(CurrentTeam.Binds);
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TurnTimeLeft:= cHedgehogTurnTime
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end;
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function AddTeam: PTeam;
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begin
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New(Result);
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TryDo(Result <> nil, 'AddTeam: Result = nil', true);
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FillChar(Result^, sizeof(TTeam), 0);
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Result.AttackBar:= 2;
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Result.CurrHedgehog:= cMaxHHIndex;
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if TeamsList = nil then TeamsList:= Result
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                   else begin
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                        Result.Next:= TeamsList;
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                        TeamsList:= Result
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                        end;
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CurrentTeam:= Result
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end;
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procedure FreeTeamsList;
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var t, tt: PTeam;
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begin
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tt:= TeamsList;
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TeamsList:= nil;
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while tt<>nil do
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      begin
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      t:= tt;
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      tt:= tt.Next;
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      Dispose(t)
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      end;
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end;
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procedure FillAmmoGroup(Ammo: PHHAmmo);
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var mi: array[0..cMaxSlotIndex] of byte;
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    a: TAmmoType;
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begin
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FillChar(mi, sizeof(mi), 0);
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for a:= Low(TAmmoType) to High(TAmmoType) do
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    begin
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    TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
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    Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo;
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    inc(mi[Ammoz[a].Slot])
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    end;
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end;
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procedure RecountAllTeamsHealth;
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var p: PTeam;
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begin
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p:= TeamsList;
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while p <> nil do
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      begin
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      RecountTeamHealth(p);
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      p:= p.Next
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      end
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end;
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procedure InitTeams;
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var p: PTeam;
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    i: integer;
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    th: integer;
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begin
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p:= TeamsList;
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while p <> nil do
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      begin
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      th:= 0;
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      FillAmmoGroup(@p.Ammos[0]);
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      for i:= 0 to cMaxHHIndex do
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          if p.Hedgehogs[i].Gear <> nil then
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             begin
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             p.Hedgehogs[i].Gear.Health:= 100;
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             inc(th, 100);
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             p.Hedgehogs[i].Ammo:= @p.Ammos[0] // 0 means all hedgehogs
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             // will have common set of ammo
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             end;
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      if th > MaxTeamHealth then MaxTeamHealth:= th;
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      p:= p.Next
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      end;
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RecountAllTeamsHealth
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end;
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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var s: shortstring;
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begin
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TargetPoint.X:= NoPointX;
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with Hedgehog do
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     begin
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     if Ammo[CurSlot, CurAmmo].Count = 0 then
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        begin
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        CurAmmo:= 0;
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        while (CurAmmo <= cMaxSlotAmmoIndex) and (Ammo[CurSlot, CurAmmo].Count = 0) do inc(CurAmmo)
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        end;
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with Ammo[CurSlot, CurAmmo] do
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     begin
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     s:= trammo[Ammoz[AmmoType].NameId];
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     if Count <> AMMO_INFINITE then
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        s:= s + ' (' + IntToStr(Count) + ')';
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     if (Propz and ammoprop_Timerable) <> 0 then
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        s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
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     AddCaption(s, Team.Color, capgrpAmmoinfo);
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     if (Propz and ammoprop_NeedTarget) <> 0
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        then begin
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        Gear.State:= Gear.State or      gstHHChooseTarget;
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        isCursorVisible:= true
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        end else begin
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        Gear.State:= Gear.State and not gstHHChooseTarget;
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        isCursorVisible:= false
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        end;
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     ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0
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     end
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     end
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end;
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procedure PackAmmo(Ammo: PHHAmmo; Slot: integer);
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var ami: integer;
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    b: boolean;
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begin
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    repeat
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      b:= false;
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      ami:= 0;
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      while (not b) and (ami < cMaxSlotAmmoIndex) do
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          if (Ammo[Slot, ami].Count = 0)
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             and (Ammo[Slot, ami + 1].Count > 0) then b:= true
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                                                 else inc(ami);
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      if b then // there's a free item in ammo stack
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         Ammo[Slot, ami]:= Ammo[Slot, ami + 1]
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    until not b;
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end;
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procedure OnUsedAmmo(Ammo: PHHAmmo);
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var s, a: Longword;
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begin
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with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
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     begin
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     if CurAmmoGear = nil then begin s:= CurSlot; a:= CurAmmo end
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                          else begin s:= AltSlot; a:= AltAmmo end;
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     with Ammo[s, a] do
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          if Count <> AMMO_INFINITE then
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             begin
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             dec(Count);
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             if Count = 0 then PackAmmo(Ammo, CurSlot)
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             end
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     end
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end;
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function  HHHasAmmo(Hedgehog: PHedgehog; Ammo: TAmmoType): boolean;
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var slot, ami: integer;
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begin
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Slot:= Ammoz[Ammo].Slot;
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ami:= 0;
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Result:= false;
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while (not Result) and (ami <= cMaxSlotAmmoIndex) do
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      begin
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      with  Hedgehog.Ammo[Slot, ami] do
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            if (AmmoType = Ammo) and (Count > 0) then Result:= true;
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      inc(ami)
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      end
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end;
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function  TeamSize(p: PTeam): Longword;
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var i: Longword;
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begin
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Result:= 0;
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for i:= 0 to cMaxHHIndex do
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    if p.Hedgehogs[i].Gear <> nil then inc(Result)
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end;
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47
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procedure RecountTeamHealth(team: PTeam);
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var i: integer;
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begin
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with team^ do
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     begin
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     TeamHealthBarWidth:= 0;
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     for i:= 0 to cMaxHHIndex do
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         if Hedgehogs[i].Gear <> nil then
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            inc(TeamHealthBarWidth, Hedgehogs[i].Gear.Health);
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     TeamHealth:= TeamHealthBarWidth;
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     if TeamHealthBarWidth > MaxTeamHealth then
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        begin
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        MaxTeamHealth:= TeamHealthBarWidth;
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        RecountAllTeamsHealth;
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        end else TeamHealthBarWidth:= (TeamHealthBarWidth * cTeamHealthWidth) div MaxTeamHealth
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     end;
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// FIXME: at the game init, gtTeamHealthSorters are created for each team, and they work simultaneously
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AddGear(0, 0, gtTeamHealthSorter, 0)
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end;
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procedure RestoreTeamsFromSave;
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var p: PTeam;
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begin
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p:= TeamsList;
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while p <> nil do
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      begin
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      p.ExtDriven:= false;
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      p:= p.Next
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      end;
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end;
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165
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procedure SetWeapon(weap: TAmmoType);
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begin
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with CurrentTeam^ do
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     with Hedgehogs[CurrHedgehog] do
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          while Ammo[CurSlot, CurAmmo].AmmoType <> weap do
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                ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot));
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end;
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4
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initialization
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finalization
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FreeTeamsList
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end.