- Implement hack to let ammo stores work without needed assistance of frontend
- Ammo case can now contain other weapons besides Mine Strike
(*
* 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, uAmmos, uFloat;
{$INCLUDE options.inc}
type PHedgehog = ^THedgehog;
PTeam = ^TTeam;
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
Next: PTeam;
Color, AdjColor: Longword;
TeamName: string[MAXNAMELEN];
ExtDriven: boolean;
Binds: TBinds;
Hedgehogs: array[0..cMaxHHIndex] of THedgehog;
CurrHedgehog: LongInt;
NameTag: PSDL_Surface;
CrosshairSurf: PSDL_Surface;
GraveRect, HealthRect: TSDL_Rect;
GraveName: string;
FortName: string;
TeamHealth: LongInt;
TeamHealthBarWidth: LongInt;
DrawHealthY: LongInt;
AttackBar: LongWord;
HedgehogsNumber: byte;
end;
var CurrentTeam: PTeam = nil;
TeamsList: PTeam = nil;
CurMinAngle, CurMaxAngle: Longword;
function AddTeam: PTeam;
procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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;
const MaxTeamHealth: LongInt = 0;
procedure FreeTeamsList; forward;
function CheckForWin: boolean;
var team, AliveTeam: PTeam;
AliveCount: Longword;
s: shortstring;
begin
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(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
begin
s:= Format(trmsg[sidWinner], AliveTeam^.TeamName);
AddCaption(s, $FFFFFF, capgrpGameState);
SendStat(siGameResult, s);
AddGear(0, 0, gtATFinishGame, 0, 0, 0, 2000)
end;
SendStats
end;
procedure SwitchHedgehog;
var tteam: PTeam;
th: LongInt;
g: PGear;
begin
FreeActionsList;
TargetPoint.X:= NoPointX;
TryDo(CurrentTeam <> nil, 'nil Team', true);
tteam:= CurrentTeam;
with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
if Gear <> nil then
begin
Gear^.Message:= 0;
Gear^.Z:= cHHZ
end;
repeat
CurrentTeam:= CurrentTeam^.Next;
if CurrentTeam = nil then CurrentTeam:= TeamsList;
th:= CurrentTeam^.CurrHedgehog;
repeat
CurrentTeam^.CurrHedgehog:= Succ(CurrentTeam^.CurrHedgehog) mod (cMaxHHIndex + 1);
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) or (CurrentTeam^.CurrHedgehog = th)
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) or (CurrentTeam = tteam);
TryDo(CurrentTeam <> tteam, 'Switch hedgehog: only one team?!', true);
with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
begin
AttacksNum:= 0;
with Gear^ do
begin
Z:= cCurrHHZ;
State:= gstHHDriven;
Active:= true
end;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
FollowGear:= Gear
end;
ResetKbd;
cWindSpeed:= rndSign(GetRandom * cMaxWindSpeed);
g:= AddGear(0, 0, gtATSmoothWindCh, 0, 0, 0, 1);
g^.Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
{$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: PTeam;
var Result: 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;
AddTeam:= 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 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: LongInt;
th: LongInt;
begin
p:= TeamsList;
while p <> nil do
begin
th:= 0;
for i:= 0 to cMaxHHIndex do
if p^.Hedgehogs[i].Gear <> nil then
inc(th, p^.Hedgehogs[i].Gear^.Health);
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;
CurSlot:= 0;
while (CurSlot <= cMaxSlotIndex) and (Ammo^[CurSlot, CurAmmo].Count = 0) do inc(CurSlot)
end;
with Ammo^[CurSlot, CurAmmo] do
begin
CurMinAngle:= Ammoz[AmmoType].minAngle;
if Ammoz[AmmoType].maxAngle <> 0 then CurMaxAngle:= Ammoz[AmmoType].maxAngle
else CurMaxAngle:= cMaxAngle;
with Hedgehog.Gear^ do
begin
if Angle < CurMinAngle then Angle:= CurMinAngle;
if Angle > CurMaxAngle then Angle:= CurMaxAngle;
end;
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;
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 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;
// 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 p: PTeam;
begin
p:= TeamsList;
while p <> nil do
begin
p^.ExtDriven:= false;
p:= p^.Next
end;
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 p: PTeam;
i: LongInt;
msd: Longword; msdhh: PHedgehog;
begin
msd:= 0; msdhh:= nil;
p:= TeamsList;
while p <> nil do
begin
for i:= 0 to cMaxHHIndex do
if p^.Hedgehogs[i].MaxStepDamage > msd then
begin
msdhh:= @(p^.Hedgehogs[i]);
msd:= p^.Hedgehogs[i].MaxStepDamage
end;
p:= p^.Next
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.