hedgewars/uTeams.pas
author unc0rr
Sun, 24 Sep 2006 18:29:14 +0000
changeset 162 4822f6face35
parent 146 458f4f58c1b6
child 165 9b9144948668
permissions -rw-r--r--
Ammo menu now works!

(*
 * Hedgewars, a worms-like game
 * Copyright (c) 2004, 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * Distributed under the terms of the BSD-modified licence:
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * with the Software without restriction, including without limitation the
 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 * sell copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * 1. Redistributions of source code must retain the above copyright notice,
 *    this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 * 3. The name of the author may not be used to endorse or promote products
 *    derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *)

unit uTeams;
interface
uses SDLh, uConsts, uKeys, uGears, uRandom;
{$INCLUDE options.inc}
type PHedgehog = ^THedgehog;
     PTeam     = ^TTeam;
     PHHAmmo   = ^THHAmmo;
     THedgehog = record
                 Name: string[MAXNAMELEN];
                 Gear: PGear;
                 NameTag, HealthTag: PSDL_Surface;
                 Ammo: PHHAmmo;
                 CurSlot, CurAmmo: LongWord;
                 AltSlot, AltAmmo: LongWord;
                 Team: PTeam;
                 AttacksNum: Longword;
                 visStepPos: LongWord;
                 BotLevel  : LongWord; // 0 - Human player
                 end;
     THHAmmo   = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo;
     TTeam = record
             Next: PTeam;
             Color: Cardinal;
             TeamName: string[MAXNAMELEN];
             ExtDriven: boolean;
             Aliases: array[0..cKeyMaxIndex] of shortstring;
             Hedgehogs: array[0..cMaxHHIndex] of THedgehog;
             Ammos: array[0..cMaxHHIndex] of THHAmmo;
             CurrHedgehog: integer;
             NameTag: PSDL_Surface;
             CrossHairRect,
             GraveRect, HealthRect: TSDL_Rect;
             GraveName: string;
             FortName: string;
             TeamHealth: integer;
             TeamHealthBarWidth: integer;
             DrawHealthY: integer;
             AttackBar: LongWord;
             end;

var CurrentTeam: PTeam = nil;
    TeamsList: PTeam = nil;

function AddTeam: PTeam;
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
procedure SwitchHedgehog;
procedure InitTeams;
procedure OnUsedAmmo(Ammo: PHHAmmo);
function  HHHasAmmo(Hedgehog: PHedgehog; Ammo: TAmmoType): boolean;
function  TeamSize(p: PTeam): Longword;
procedure RecountTeamHealth(team: PTeam);
procedure RestoreTeamsFromSave;
function CheckForWin: boolean;

implementation
uses uMisc, uStore, uWorld, uIO, uAI, uLocale;
const MaxTeamHealth: integer = 0;

procedure FreeTeamsList; forward;

function CheckForWin: boolean;
var team, AliveTeam: PTeam;
    AliveCount: Longword;
begin
Result:= false;
AliveCount:= 0;
AliveTeam:= nil;
team:= TeamsList;
while team <> nil do
      begin
      if team.TeamHealth > 0 then
         begin
         inc(AliveCount);
         AliveTeam:= team
         end;
      team:= team.Next
      end;

if AliveCount >= 2 then exit;
Result:= true;

TurnTimeLeft:= 0;
if AliveCount = 0 then
   begin // draw
   AddCaption(trmsg[sidDraw], $FFFFFF, capgrpGameState);
   AddGear(0, 0, gtATFinishGame, 0, 0, 0, 2000)
   end else // win
   begin
   AddCaption(Format(trmsg[sidWinner], AliveTeam.TeamName), $FFFFFF, capgrpGameState);
   AddGear(0, 0, gtATFinishGame, 0, 0, 0, 2000)
   end;
end;

procedure SwitchHedgehog;
var tteam: PTeam;
    th: integer;
begin
FreeActionsList;
TargetPoint.X:= NoPointX;
TryDo(CurrentTeam <> nil, 'nil Team', true);
tteam:= CurrentTeam;
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
     if Gear <> nil then Gear.Message:= 0;

repeat
  CurrentTeam:= CurrentTeam.Next;
  if CurrentTeam = nil then CurrentTeam:= TeamsList;
  th:= CurrentTeam.CurrHedgehog;
  repeat
    CurrentTeam.CurrHedgehog:= Succ(CurrentTeam.CurrHedgehog) mod (cMaxHHIndex + 1);
  until (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear <> nil) or (CurrentTeam.CurrHedgehog = th)
until (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear <> nil) or (CurrentTeam = tteam);

TryDo(CurrentTeam <> tteam, 'Switch hedgehog: only one team?!', true);

with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
     begin
     AttacksNum:= 0;
     with Gear^ do
          begin
          State:= gstHHDriven;
          Active:= true
          end;
     FollowGear:= Gear
     end;
ResetKbd;
cWindSpeed:= (GetRandom * 2 - 1) * cMaxWindSpeed;
AddGear(0, 0, gtATSmoothWindCh, 0, 0, 0, 1).Tag:= round(72 * cWindSpeed / cMaxWindSpeed);
{$IFDEF DEBUGFILE}AddFileLog('Wind = '+FloatToStr(cWindSpeed));{$ENDIF}
ApplyAmmoChanges(CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog]);
TurnTimeLeft:= cHedgehogTurnTime
end;

function AddTeam: PTeam;
begin
New(Result);
TryDo(Result <> nil, 'AddTeam: Result = nil', true);
FillChar(Result^, sizeof(TTeam), 0);
Result.AttackBar:= 2;
Result.CurrHedgehog:= cMaxHHIndex;
if TeamsList = nil then TeamsList:= Result
                   else begin
                        Result.Next:= TeamsList;
                        TeamsList:= Result
                        end;
CurrentTeam:= Result
end;

procedure FreeTeamsList;
var t, tt: PTeam;
begin
tt:= TeamsList;
TeamsList:= nil;
while tt<>nil do
      begin
      t:= tt;
      tt:= tt.Next;
      Dispose(t)
      end;
end;

procedure FillAmmoGroup(Ammo: PHHAmmo);
var mi: array[0..cMaxSlotIndex] of byte;
    a: TAmmoType;
begin
FillChar(mi, sizeof(mi), 0);
for a:= Low(TAmmoType) to High(TAmmoType) do
    begin
    TryDo(mi[Ammoz[a].Slot] <= cMaxSlotAmmoIndex, 'Ammo slot overflow', true);
    Ammo^[Ammoz[a].Slot, mi[Ammoz[a].Slot]]:= Ammoz[a].Ammo;
    inc(mi[Ammoz[a].Slot])
    end;
end;

procedure RecountAllTeamsHealth;
var p: PTeam;
begin
p:= TeamsList;
while p <> nil do
      begin
      RecountTeamHealth(p);
      p:= p.Next
      end
end;

procedure InitTeams;
var p: PTeam;
    i: integer;
    th: integer;
begin
p:= TeamsList;
while p <> nil do
      begin
      th:= 0;
      FillAmmoGroup(@p.Ammos[0]);
      for i:= 0 to cMaxHHIndex do
          if p.Hedgehogs[i].Gear <> nil then
             begin
             p.Hedgehogs[i].Gear.Health:= 100;
             inc(th, 100);
             p.Hedgehogs[i].Ammo:= @p.Ammos[0] // 0 means all hedgehogs
             // will have common set of ammo
             end;
      if th > MaxTeamHealth then MaxTeamHealth:= th;
      p:= p.Next
      end;
RecountAllTeamsHealth
end;

procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
var s: shortstring;
begin
TargetPoint.X:= NoPointX;

with Hedgehog do
     begin
     if Ammo[CurSlot, CurAmmo].Count = 0 then
        begin
        CurAmmo:= 0;
        while (CurAmmo <= cMaxSlotAmmoIndex) and (Ammo[CurSlot, CurAmmo].Count = 0) do inc(CurAmmo)
        end;

with Ammo[CurSlot, CurAmmo] do
     begin
     s:= trammo[Ammoz[AmmoType].NameId];
     if Count <> AMMO_INFINITE then
        s:= s + ' (' + IntToStr(Count) + ')';
     if (Propz and ammoprop_Timerable) <> 0 then
        s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
     AddCaption(s, Team.Color, capgrpAmmoinfo);
     if (Propz and ammoprop_NeedTarget) <> 0
        then begin
        Gear.State:= Gear.State or      gstHHChooseTarget;
        isCursorVisible:= true
        end else begin
        Gear.State:= Gear.State and not gstHHChooseTarget;
        isCursorVisible:= false
        end;
     ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0
     end
     end
end;

procedure PackAmmo(Ammo: PHHAmmo; Slot: integer);
var ami: integer;
    b: boolean;
begin
    repeat
      b:= false;
      ami:= 0;
      while (not b) and (ami < cMaxSlotAmmoIndex) do
          if (Ammo[Slot, ami].Count = 0)
             and (Ammo[Slot, ami + 1].Count > 0) then b:= true
                                                 else inc(ami);
      if b then // there's a free item in ammo stack
         Ammo[Slot, ami]:= Ammo[Slot, ami + 1]
    until not b;
end;

procedure OnUsedAmmo(Ammo: PHHAmmo);
var s, a: Longword;
begin
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
     begin
     if CurAmmoGear = nil then begin s:= CurSlot; a:= CurAmmo end
                          else begin s:= AltSlot; a:= AltAmmo end;
     with Ammo[s, a] do
          if Count <> AMMO_INFINITE then
             begin
             dec(Count);
             if Count = 0 then PackAmmo(Ammo, CurSlot)
             end
     end
end;

function  HHHasAmmo(Hedgehog: PHedgehog; Ammo: TAmmoType): boolean;
var slot, ami: integer;
begin
Slot:= Ammoz[Ammo].Slot;
ami:= 0;
Result:= false;
while (not Result) and (ami <= cMaxSlotAmmoIndex) do
      begin
      with  Hedgehog.Ammo[Slot, ami] do
            if (AmmoType = Ammo) and (Count > 0) then Result:= true;
      inc(ami)
      end
end;

function  TeamSize(p: PTeam): Longword;
var i: Longword;
begin
Result:= 0;
for i:= 0 to cMaxHHIndex do
    if p.Hedgehogs[i].Gear <> nil then inc(Result)
end;

procedure RecountTeamHealth(team: PTeam);
var i: integer;
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;
// FIXME: at the game init, gtTeamHealthSorters are created for each team, and they work simultaneously
AddGear(0, 0, gtTeamHealthSorter, 0)
end;

procedure RestoreTeamsFromSave;
var p: PTeam;
begin
p:= TeamsList;
while p <> nil do
      begin
      p.ExtDriven:= false;
      p:= p.Next
      end;
end;

initialization

finalization

FreeTeamsList

end.