hedgewars/uTeams.pas
author Wuzzy <Wuzzy2@mail.ru>
Wed, 25 Oct 2017 23:09:41 +0200
changeset 12768 ad67a3804981
parent 12584 0411e04cf12a
child 12924 0f02dd1ff4c9
child 13250 195208deff1d
permissions -rw-r--r--
Fix sometimes ammo schemes not being saved after changing before an ammo scheme got deleted in session This was because the bool isDeleting is not initialized, so its initial value is unpredictable. Which means there's chance it starts with true, confusing the frontend.

 (*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uTeams;
interface
uses uConsts, uInputHandler, uRandom, uFloat, uStats,
     uCollisions, uSound, uStore, uTypes, uScript
     {$IFDEF USE_TOUCH_INTERFACE}, uWorld{$ENDIF};


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 RecountAllTeamsHealth();
procedure RestoreHog(HH: PHedgehog);

procedure RestoreTeamsFromSave;
function  CheckForWin: boolean;
procedure TeamGoneEffect(var Team: TTeam);
procedure SwitchCurrentHedgehog(newHog: PHedgehog);

var MaxTeamHealth: LongInt;

implementation
uses uLocale, uAmmos, uChat, uVariables, uUtils, uIO, uCaptions, uCommands, uDebug,
    uGearsUtils, uGearsList, uVisualGearsList, uTextures
    {$IFDEF USE_TOUCH_INTERFACE}, uTouch{$ENDIF};

var TeamsGameOver: boolean;
    NextClan: boolean;

function CheckForWin: boolean;
var AliveClan: PClan;
    s, ts, cap: ansistring;
    t, AliveCount, i, j: LongInt;
begin
CheckForWin:= false;
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;
CheckForWin:= true;

TurnTimeLeft:= 0;
ReadyTimeLeft:= 0;

// if the game ends during a multishot, do last TurnReaction
if (not bBetweenTurns) and isInMultiShoot then
    TurnReaction();

if not TeamsGameOver then
    begin
    if AliveCount = 0 then
        begin // draw
        AddCaption(GetEventString(eidRoundDraw), cWhiteColor, capgrpGameState);
        if SendGameResultOn then
            SendStat(siGameResult, shortstring(trmsg[sidDraw]));
        AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000);
        end
    else // win
        begin
        with AliveClan^ do
            begin
            ts:= ansistring(Teams[0]^.TeamName);
            if TeamsNumber = 1 then // team wins
                begin
                s:= FormatA(trmsg[sidWinner], ts);
                cap:= FormatA(GetEventString(eidRoundWin), ts);
                AddCaption(cap, cWhiteColor, capgrpGameState);
                end
            else // clan wins
                begin
                s:= '';
                for j:= 0 to Pred(TeamsNumber) do
                    begin
                    (*
                    Currently, the game result string is just the victory
                    string concatenated multiple times. This assumes that
                    sidWinner is a complete sentence.
                    This might not work well for some languages.

                    FIXME/TODO: Add event strings for 2, 3, 4 and >4 teams winning.
                                 This requires FormatA to work with multiple parameters. *)
                    ts:= Teams[j]^.TeamName;
                    s:= s + ' ' + FormatA(trmsg[sidWinner], ts);

                    // FIXME: Show victory captions one-by-one, not all at once
                    cap:= FormatA(GetEventString(eidRoundWin), ts);
                    AddCaption(cap, cWhiteColor, capgrpGameState);
                    end;
                end;

            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;
            if Flawless then
                AddVoice(sndFlawless, Teams[0]^.voicepack)
            else
                AddVoice(sndVictory, Teams[0]^.voicepack);
            end;

        if SendGameResultOn then
            SendStat(siGameResult, shortstring(s));
        AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000)
        end;
    SendStats;
    end;
TeamsGameOver:= true;
GameOver:= true
end;

procedure SwitchHedgehog;
var c, i, t: LongWord;
    PrevHH, PrevTeam : LongWord;
begin
TargetPoint.X:= NoPointX;
if checkFails(CurrentTeam <> nil, 'nil Team', true) then exit;
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, true);
           if Gear <> nil then
               AddCI(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;
// Try to make the ammo menu viewed when not your turn be a bit more useful for per-hog-ammo mode
with CurrentTeam^ do
    if ((GameFlags and gfPerHogAmmo) <> 0) and (not ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
        begin
        c:= CurrHedgehog;
        repeat
            begin
            inc(c);
            if c > cMaxHHIndex then
                c:= 0
            end
        until (c = CurrHedgehog) or (Hedgehogs[c].Gear <> nil) and (Hedgehogs[c].Effects[heFrozen] < 50255);
        LocalAmmo:= Hedgehogs[c].AmmoStore
        end;

c:= CurrentTeam^.Clan^.ClanIndex;
repeat
    with ClansArray[c]^ do
        if (CurrTeam = TagTeamIndex) and ((GameFlags and gfTagTeam) <> 0) then
            begin
            TagTeamIndex:= Pred(TagTeamIndex) mod TeamsNumber;
            CurrTeam:= Pred(CurrTeam) mod TeamsNumber;
            inc(c);
            NextClan:= true;
            end;

    if (GameFlags and gfTagTeam) = 0 then
        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) and (Hedgehogs[CurrHedgehog].Effects[heFrozen] < 256)) or (CurrHedgehog = PrevHH)
                end
        until ((CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] < 256)) or (PrevTeam = CurrTeam) or ((CurrTeam = TagTeamIndex) and ((GameFlags and gfTagTeam) <> 0))
        end;
        if (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear = nil) or (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] > 255) then
            begin
            with CurrentTeam^.Clan^ do
                for t:= 0 to Pred(TeamsNumber) do
                    with Teams[t]^ do
                        for i:= 0 to Pred(HedgehogsNumber) do
                            with Hedgehogs[i] do
                                begin
                                if Effects[heFrozen] > 255 then Effects[heFrozen]:= max(255,Effects[heFrozen]-50000);
                                if (Gear <> nil) and (Effects[heFrozen] < 256) and (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] > 255) then
                                    CurrHedgehog:= i
                                end;
            if (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear = nil) or (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] > 255) then
                inc(CurrentTeam^.Clan^.TurnNumber);
            end
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] < 256);

SwitchCurrentHedgehog(@(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]));
{$IFDEF USE_TOUCH_INTERFACE}
if (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
    begin
    if not(arrowUp.show) then
        begin
        animateWidget(@arrowUp, true, true);
        animateWidget(@arrowDown, true, true);
        end;
    end
else
    if arrowUp.show then
        begin
        animateWidget(@arrowUp, true, false);
        animateWidget(@arrowDown, true, false);
        end;
{$ENDIF}
AmmoMenuInvalidated:= true;
end;

procedure AfterSwitchHedgehog;
var i, t: LongInt;
    CurWeapon: PAmmo;
    w: real;
    vg: PVisualGear;
    s: ansistring;
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);
with CurrentTeam^.Clan^ do
    for t:= 0 to Pred(TeamsNumber) do
        with Teams[t]^ do
            for i:= 0 to Pred(HedgehogsNumber) do
                with Hedgehogs[i] do
                    if Effects[heFrozen] > 255 then
                        Effects[heFrozen]:= max(255,Effects[heFrozen]-50000);

CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^);
if CurWeapon^.Count = 0 then
    CurrentHedgehog^.CurAmmoType:= amNothing;

with CurrentHedgehog^ do
    begin
    with Gear^ do
        begin
        Z:= cCurrHHZ;
        State:= gstHHDriven;
        Active:= true;
        Power:= 0;
        LastDamage:= nil
        end;
    RemoveGearFromList(Gear);
    InsertGearToList(Gear);
    FollowGear:= Gear
    end;

if (GameFlags and gfDisableWind) = 0 then
    begin
    cWindSpeed:= rndSign(GetRandomf * 2 * cMaxWindSpeed);
    w:= hwFloat2Float(cWindSpeed);
    vg:= AddVisualGear(0, 0, vgtSmoothWindBar);
    if vg <> nil then vg^.dAngle:= w;
    AddFileLog('Wind = '+FloatToStr(cWindSpeed));
    end;

ApplyAmmoChanges(CurrentHedgehog^);

if (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
    SetBinds(CurrentTeam^.Binds);

bShowFinger:= true;

if PlacingHogs then
    begin
    if CurrentHedgehog^.Unplaced then
        TurnTimeLeft:= 15000
    else TurnTimeLeft:= 0
    end
else if ((GameFlags and gfTagTeam) <> 0) and (not NextClan) then
    begin
    if TagTurnTimeLeft <> 0 then
        TurnTimeLeft:= TagTurnTimeLeft;
    TagTurnTimeLeft:= 0;
    end
else
    begin
    TurnTimeLeft:= cHedgehogTurnTime;
    TagTurnTimeLeft:= 0;
    NextClan:= false;
    end;
IsGetAwayTime:= false;

if (TurnTimeLeft > 0) and (CurrentHedgehog^.BotLevel = 0) then
    begin
    if CurrentTeam^.ExtDriven then
        begin
        if GetRandom(2) = 0 then
             AddVoice(sndIllGetYou, CurrentTeam^.voicepack)
        else AddVoice(sndJustYouWait, CurrentTeam^.voicepack)
        end
    else
        begin
        GetRandom(2); // needed to avoid extdriven desync
        AddVoice(sndYesSir, CurrentTeam^.voicepack);
        end;
    if cHedgehogTurnTime < 1000000 then
        ReadyTimeLeft:= cReadyDelay;
    s:= ansistring(CurrentTeam^.TeamName);
    AddCaption(FormatA(trmsg[sidReady], s), cWhiteColor, capgrpGameState)
    end
else
    begin
    if TurnTimeLeft > 0 then
        begin
        if GetRandom(2) = 0 then
             AddVoice(sndIllGetYou, CurrentTeam^.voicepack)
        else AddVoice(sndJustYouWait, CurrentTeam^.voicepack)
        end;
    ReadyTimeLeft:= 0
    end;
end;

function AddTeam(TeamColor: Longword): PTeam;
var team: PTeam;
    c, t: LongInt;
begin
if checkFails(TeamsCount < cMaxTeams, 'Too many teams', true) then exit(nil);
New(team);
if checkFails(team <> nil, 'AddTeam: team = nil', true) then exit(nil);
FillChar(team^, sizeof(TTeam), 0);
team^.AttackBar:= 2;
team^.CurrHedgehog:= 0;
team^.Flag:= 'hedgewars';

TeamsArray[TeamsCount]:= team;
inc(TeamsCount);

for t:= 0 to cKbdMaxIndex do
    team^.Binds[t]:= DefaultBinds[t];

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;
        TagTeamIndex:= 0;
        Flawless:= true
        end
    end
else
    begin
    team^.Clan:= ClansArray[c];
    end;

with team^.Clan^ do
    begin
    Teams[TeamsNumber]:= team;
    inc(TeamsNumber)
    end;

// mirror changes into array for clans to spawn
SpawnClansArray:= ClansArray;

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;
            LocalTeam:= t;
            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] := 0;
            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;
            Hedgehogs[0].InitialHealth:= Hedgehogs[0].Gear^.Health
            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
    TeamHealth:= 0;
    for i:= 0 to cMaxHHIndex do
        if Hedgehogs[i].Gear <> nil then
            inc(TeamHealth, Hedgehogs[i].Gear^.Health)
        else if Hedgehogs[i].GearHidden <> nil then
            inc(TeamHealth, Hedgehogs[i].GearHidden^.Health);

    if TeamHealth > MaxTeamHealth then
        begin
        MaxTeamHealth:= TeamHealth;
        RecountAllTeamsHealth;
        end
    end;

RecountClanHealth(team^.Clan);

AddVisualGear(0, 0, vgtTeamHealthSorter)
end;

procedure RestoreHog(HH: PHedgehog);
begin
    HH^.Gear:=HH^.GearHidden;
    HH^.GearHidden:= nil;
    InsertGearToList(HH^.Gear);
    HH^.Gear^.State:= (HH^.Gear^.State and (not (gstHHDriven or gstInvisible or gstAttacking))) or gstAttacked;
    AddCI(HH^.Gear);
    HH^.Gear^.Active:= true;
    ScriptCall('onHogRestore', HH^.Gear^.Uid)
end;

procedure RestoreTeamsFromSave;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
   TeamsArray[t]^.ExtDriven:= false
end;

procedure TeamGoneEffect(var Team: TTeam);
var i: LongInt;
begin
    with Team do
        if skippedTurns < 3 then
            begin
            inc(skippedTurns);
            for i:= 0 to cMaxHHIndex do
                with Hedgehogs[i] do
                    if Gear <> nil then
                        Gear^.State:= Gear^.State and (not gstHHDriven);

            ParseCommand('/skip', true);
            end
        else
            for i:= 0 to cMaxHHIndex do
                with Hedgehogs[i] do
                    begin
                    if Hedgehogs[i].GearHidden <> nil then
                        RestoreHog(@Hedgehogs[i]);

                    if Gear <> nil then
                        begin
                        Gear^.Hedgehog^.Effects[heInvulnerable]:= 0;
                        Gear^.Damage:= Gear^.Health;
                        Gear^.State:= (Gear^.State or gstHHGone) and (not gstHHDriven)
                        end
                    end
end;

procedure chAddHH(var id: shortstring);
var s: shortstring;
    Gear: PGear;
begin
s:= '';
if (not isDeveloperMode) then
    exit;
if checkFails((CurrentTeam <> nil), 'Can''t add hedgehogs yet, add a team first!', true) then exit;
with CurrentTeam^ do
    begin
    if checkFails(HedgehogsNumber<=cMaxHHIndex, 'Can''t add hedgehog to "' + TeamName + '"! (already ' + intToStr(HedgehogsNumber) + ' hogs)', true) then exit;
    SplitBySpace(id, s);
    SwitchCurrentHedgehog(@Hedgehogs[HedgehogsNumber]);
    CurrentHedgehog^.BotLevel:= StrToInt(id);
    CurrentHedgehog^.Team:= CurrentTeam;
    Gear:= AddGear(0, 0, gtHedgehog, 0, _0, _0, 0);
    SplitBySpace(s, id);
    Gear^.Health:= StrToInt(s);
    if checkFails(Gear^.Health > 0, 'Invalid hedgehog health', true) then exit;
    if (GameFlags and gfSharedAmmo) <> 0 then
        CurrentHedgehog^.AmmoStore:= Clan^.ClanIndex
    else if (GameFlags and gfPerHogAmmo) <> 0 then
        begin
        AddAmmoStore;
        CurrentHedgehog^.AmmoStore:= StoreCnt - 1
        end
    else CurrentHedgehog^.AmmoStore:= TeamsCount - 1;
    CurrentHedgehog^.Gear:= Gear;
    CurrentHedgehog^.Name:= id;
    CurrentHedgehog^.InitialHealth:= Gear^.Health;
    CurrHedgehog:= HedgehogsNumber;
    inc(HedgehogsNumber)
    end
end;

procedure loadTeamBinds(s: shortstring);
var i: LongInt;
begin
    for i:= 1 to length(s) do
        if ((s[i] = '\') or
            (s[i] = '/') or
            (s[i] = ':')) then
            s[i]:= '_';

    s:= cPathz[ptTeams] + '/' + s + '.hwt';

    loadBinds('bind', s);
end;

procedure chAddTeam(var s: shortstring);
var Color: Longword;
    ts, cs: shortstring;
begin
cs:= '';
ts:= '';
if isDeveloperMode then
    begin
    SplitBySpace(s, cs);
    SplitBySpace(cs, ts);
    Color:= StrToInt(cs);

    // color is always little endian so the mask must be constant also in big endian archs
    Color:= Color or $FF000000;
    AddTeam(Color);
    
    if CurrentTeam <> nil then
        begin
        CurrentTeam^.TeamName:= ts;
        CurrentTeam^.PlayerHash:= s;
        loadTeamBinds(ts);

        if GameType in [gmtDemo, gmtSave, gmtRecord] then
            CurrentTeam^.ExtDriven:= true;

        CurrentTeam^.voicepack:= AskForVoicepack('Default')
        end
    end
end;

procedure chSetHHCoords(var x: shortstring);
var y: shortstring;
    t: Longint;
begin
    y:= '';
    if (not isDeveloperMode) or (CurrentHedgehog = nil) or (CurrentHedgehog^.Gear = nil) then
        exit;
    SplitBySpace(x, y);
    t:= StrToInt(x);
    CurrentHedgehog^.Gear^.X:= int2hwFloat(t);
    t:= StrToInt(y);
    CurrentHedgehog^.Gear^.Y:= int2hwFloat(t)
end;

procedure chBind(var id: shortstring);
begin
    if CurrentTeam = nil then
        exit;

    addBind(CurrentTeam^.Binds, id)
end;

procedure chTeamGone(var s:shortstring);
var t, i: LongInt;
    isSynced: boolean;
begin
    isSynced:= s[1] = 's';

    Delete(s, 1, 1);

    t:= 0;
    while (t < TeamsCount) and (TeamsArray[t]^.TeamName <> s) do
        inc(t);
    if t = TeamsCount then
        exit;

    TeamsArray[t]^.isGoneFlagPendingToBeSet:= true;

    if isSynced then
        begin
        for i:= 0 to Pred(TeamsCount) do
            with TeamsArray[i]^ do
                begin
                if (not hasGone) and isGoneFlagPendingToBeSet then
                    begin
                    AddChatString(#7 + '* '+ TeamName + ' is gone'); // TODO: localize
                    if not CurrentTeam^.ExtDriven then SendIPC(_S'f' + s);
                    hasGone:= true;
                    skippedTurns:= 0;
                    isGoneFlagPendingToBeSet:= false;
                    RecountTeamHealth(TeamsArray[i])
                    end;
                if hasGone and isGoneFlagPendingToBeUnset then
                    ParseCommand('/teamback s' + s, true)
                end
        end
    else
        begin
        //TeamsArray[t]^.isGoneFlagPendingToBeSet:= true;

        if (not CurrentTeam^.ExtDriven) or (CurrentTeam^.TeamName = s) or (CurrentTeam^.hasGone) then
            ParseCommand('/teamgone s' + s, true)
        end;
end;

procedure chTeamBack(var s:shortstring);
var t: LongInt;
    isSynced: boolean;
begin
    isSynced:= s[1] = 's';

    Delete(s, 1, 1);

    t:= 0;
    while (t < TeamsCount) and (TeamsArray[t]^.TeamName <> s) do
        inc(t);
    if t = TeamsCount then
        exit;

    if isSynced then
        begin
        with TeamsArray[t]^ do
            if hasGone then
                begin
                AddChatString(#8 + '* '+ TeamName + ' is back');
                if not CurrentTeam^.ExtDriven then SendIPC(_S'g' + s);
                hasGone:= false;

                RecountTeamHealth(TeamsArray[t]);

                if isGoneFlagPendingToBeUnset and (Owner = UserNick) then
                    ExtDriven:= false;

                isGoneFlagPendingToBeUnset:= false;
                end;
        end
    else
        begin
        TeamsArray[t]^.isGoneFlagPendingToBeUnset:= true;

        if not CurrentTeam^.ExtDriven then
            ParseCommand('/teamback s' + s, true);
        end;
end;


procedure SwitchCurrentHedgehog(newHog: PHedgehog);
var oldCI, newCI: boolean;
    oldHH: PHedgehog;
begin
   if (CurrentHedgehog <> nil) and (CurrentHedgehog^.CurAmmoType = amKnife) then
       LoadHedgehogHat(CurrentHedgehog^, CurrentHedgehog^.Hat);
    oldCI:= (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex >= 0);
    newCI:= (newHog^.Gear <> nil) and (newHog^.Gear^.CollisionIndex >= 0);
    if oldCI then DeleteCI(CurrentHedgehog^.Gear);
    if newCI then DeleteCI(newHog^.Gear);
    oldHH:= CurrentHedgehog;
    CurrentHedgehog:= newHog;
    if oldCI then AddCI(oldHH^.Gear);
    if newCI then AddCI(newHog^.Gear)
end;


procedure chSetHat(var s: shortstring);
begin
if (not isDeveloperMode) or (CurrentTeam = nil) then exit;
with CurrentTeam^ do
    begin
    if not CurrentHedgehog^.King then
    if (s = '')
    or (((GameFlags and gfKing) <> 0) and (s = 'crown'))
    or ((Length(s) > 39) and (Copy(s,1,8) = 'Reserved') and (Copy(s,9,32) <> PlayerHash)) then
        CurrentHedgehog^.Hat:= 'NoHat'
    else
        CurrentHedgehog^.Hat:= s
    end;
end;

procedure chGrave(var s: shortstring);
begin
    if CurrentTeam = nil then
        OutError(errmsgIncorrectUse + ' "/grave"', true);
    if s[1]='"' then
        Delete(s, 1, 1);
    if s[byte(s[0])]='"' then
        Delete(s, byte(s[0]), 1);
    CurrentTeam^.GraveName:= s
end;

procedure chFort(var s: shortstring);
begin
    if CurrentTeam = nil then
        OutError(errmsgIncorrectUse + ' "/fort"', true);
    if s[1]='"' then
        Delete(s, 1, 1);
    if s[byte(s[0])]='"' then
        Delete(s, byte(s[0]), 1);
    CurrentTeam^.FortName:= s
end;

procedure chFlag(var s: shortstring);
begin
    if CurrentTeam = nil then
        OutError(errmsgIncorrectUse + ' "/flag"', true);
    if s[1]='"' then
        Delete(s, 1, 1);
    if s[byte(s[0])]='"' then
        Delete(s, byte(s[0]), 1);
    CurrentTeam^.flag:= s
end;

procedure chOwner(var s: shortstring);
begin
    if CurrentTeam = nil then
        OutError(errmsgIncorrectUse + ' "/owner"', true);

    CurrentTeam^.Owner:= s
end;

procedure initModule;
begin
RegisterVariable('addhh', @chAddHH, false);
RegisterVariable('addteam', @chAddTeam, false);
RegisterVariable('hhcoords', @chSetHHCoords, false);
RegisterVariable('bind', @chBind, true );
RegisterVariable('teamgone', @chTeamGone, true );
RegisterVariable('teamback', @chTeamBack, true );
RegisterVariable('fort'    , @chFort         , false);
RegisterVariable('grave'   , @chGrave        , false);
RegisterVariable('hat'     , @chSetHat       , false);
RegisterVariable('flag'    , @chFlag         , false);
RegisterVariable('owner'   , @chOwner        , false);

CurrentTeam:= nil;
PreviousTeam:= nil;
CurrentHedgehog:= nil;
TeamsCount:= 0;
ClansCount:= 0;
LocalClan:= -1;
LocalTeam:= -1;
LocalAmmo:= -1;
GameOver:= false;
NextClan:= true;
MaxTeamHealth:= 0;
end;

procedure freeModule;
var i, h: LongWord;
begin
CurrentHedgehog:= nil;
if TeamsCount > 0 then
    begin
    for i:= 0 to Pred(TeamsCount) do
        begin
        for h:= 0 to cMaxHHIndex do
            with TeamsArray[i]^.Hedgehogs[h] do
                begin
//                if Gear <> nil then
//                    DeleteGearStage(Gear, true);
                if GearHidden <> nil then
                    Dispose(GearHidden);
//                    DeleteGearStage(GearHidden, true);

                FreeAndNilTexture(NameTagTex);
                FreeAndNilTexture(HealthTagTex);
                FreeAndNilTexture(HatTex)
                end;

        with TeamsArray[i]^ do
            begin
            FreeAndNilTexture(NameTagTex);
            FreeAndNilTexture(OwnerTex);
            FreeAndNilTexture(GraveTex);
            FreeAndNilTexture(AIKillsTex);
            FreeAndNilTexture(FlagTex);
            end;

        Dispose(TeamsArray[i])
        end;
    for i:= 0 to Pred(ClansCount) do
        begin
        FreeAndNilTexture(ClansArray[i]^.HealthTex);
        Dispose(ClansArray[i])
        end
    end;
TeamsCount:= 0;
ClansCount:= 0;
end;

end.