- Support for forts game mode option. Works for demos, frontend doesn't support it.
- Updated copyright info for forts
(*
* Hedgewars, a worms-like game
* Copyright (c) 2004, 2005 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[15];
Gear: PGear;
NameRect, HealthRect, HealthTagRect: TSDL_Rect;
Ammo: PHHAmmo;
CurSlot, CurAmmo: LongWord;
AltSlot, AltAmmo: LongWord;
Team: PTeam;
AttacksNum: Longword;
visStepPos: LongWord;
BotLevel : LongWord; // 0 - человек
end;
THHAmmo = array[0..cMaxSlot, 0..cMaxSlotAmmo] of TAmmo;
TTeam = record
Next: PTeam;
Color: Cardinal;
TeamName: string[15];
ExtDriven: boolean;
Aliases: array[0..cKeyMaxIndex] of shortstring;
Hedgehogs: array[0..cMaxHHIndex] of THedgehog;
Ammos: array[0..cMaxHHIndex] of THHAmmo;
CurrHedgehog: integer;
NameRect, CrossHairRect, GraveRect: TSDL_Rect;
GraveName: string;
FortName: string;
AttackBar: LongWord;
end;
var CurrentTeam: PTeam = nil;
TeamsList: PTeam = nil;
function AddTeam: PTeam;
procedure ApplyAmmoChanges(Hedgehog: PHedgehog);
procedure SwitchHedgehog;
procedure InitTeams;
procedure OnUsedAmmo(Ammo: PHHAmmo);
implementation
uses uMisc, uStore, uWorld, uIO, uAIActions;
procedure FreeTeamsList; forward;
procedure SwitchHedgehog;
var tteam: PTeam;
th: integer;
begin
FreeActionsList;
TargetPoint.X:= NoPointX;
if CurrentTeam = nil then OutError('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;
until (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear <> nil) or (CurrentTeam.CurrHedgehog = th)
until (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear <> nil) or (CurrentTeam = tteam);
if (CurrentTeam = tteam) then
begin
if GameType = gmtDemo then
begin
SendIPC('q');
GameState:= gsExit;
exit
end else OutError('There''s only one team on map!', true);
end;
with CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog] do
begin
AttacksNum:= 0;
with Gear^ do
begin
State:= State or gstHHDriven;
Active:= true
end;
FollowGear:= Gear
end;
ResetKbd;
cWindSpeed:= (GetRandom * 2 - 1) * cMaxWindSpeed;
{$IFDEF DEBUGFILE}AddFileLog('Wind = '+FloatToStr(cWindSpeed));{$ENDIF}
ApplyAmmoChanges(@CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog]);
TurnTimeLeft:= cHedgehogTurnTime
end;
procedure SetFirstTurnHedgehog;
var i: integer;
begin
if CurrentTeam=nil then OutError('nil Team (SetFirstTurnHedgehog)', true);
i:= 0;
while (i<cMaxHHIndex)and(CurrentTeam.Hedgehogs[i].Gear=nil) do inc(i);
if CurrentTeam.Hedgehogs[i].Gear = nil then OutError(errmsgIncorrectUse + ' (sfth)', true);
CurrentTeam.CurrHedgehog:= i;
end;
function AddTeam: PTeam;
begin
try
New(Result);
except Result:= nil; OutError(errmsgDynamicVar, true) end;
FillChar(Result^, sizeof(TTeam), 0);
Result.AttackBar:= 1;
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;
try
Dispose(t)
except OutError(errmsgDynamicVar) end;
end;
end;
procedure InitTeams;
var p: PTeam;
i: integer;
begin
p:= TeamsList;
while p <> nil do
begin
for i:= 0 to cMaxHHIndex do
if p.Hedgehogs[i].Gear <> nil then
begin
p.Ammos[i][0, 0]:= Ammoz[amGrenade].Ammo;
p.Ammos[i][0, 1]:= Ammoz[amUFO].Ammo;
p.Ammos[i][1, 0]:= Ammoz[amBazooka].Ammo;
p.Ammos[i][2, 0]:= Ammoz[amShotgun].Ammo;
p.Ammos[i][3, 0]:= Ammoz[amPickHammer].Ammo;
p.Ammos[i][3, 1]:= Ammoz[amRope].Ammo;
p.Ammos[i][4, 0]:= Ammoz[amSkip].Ammo;
p.Hedgehogs[i].Gear.Health:= 100;
p.Hedgehogs[i].Ammo:= @p.Ammos[0]
{0 - общее на всех оружие, i - у каждого своё
можно группировать ёжиков, чтобы у каждой группы было своё оружие}
end;
p:= p.Next
end;
SetFirstTurnHedgehog;
end;
procedure ApplyAmmoChanges(Hedgehog: PHedgehog);
var s: shortstring;
begin
with Hedgehog^ do
begin
if Ammo[CurSlot, CurAmmo].Count = 0 then
begin
CurAmmo:= 0;
while (CurAmmo <= cMaxSlotAmmo) and (Ammo[CurSlot, CurAmmo].Count = 0) do inc(CurAmmo)
end;
with Ammo[CurSlot, CurAmmo] do
begin
s:= Ammoz[AmmoType].Name;
if Count <> AMMO_INFINITE then
s:= s + ' (' + IntToStr(Count) + ')';
if (Propz and ammoprop_Timerable) <> 0 then
s:= s + ', ' + inttostr(Timer div 1000) + ' sec';
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;
AdjustMPoint;
isCursorVisible:= false
end
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 < cMaxSlotAmmo) do
if (Ammo[slot, ami].Count = 0)
and (Ammo[slot, ami + 1].Count > 0) then b:= true
else inc(ami);
if b then // есть пустое место
begin
Ammo[slot, ami]:= Ammo[slot, ami + 1]
end
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;
initialization
finalization
FreeTeamsList
end.