Prevent entering “/”, “\” and “:” in team and scheme names.
The name of teams and schems is saved in the file name itself, so these characters would cause trouble as they are used in path names in Linux and Windows.
(*
* 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{$ENDIF};
procedure initModule;
procedure freeModule;
function AddTeam(TeamColor: Longword): PTeam;
function SetMissionTeam(): PTeam;
procedure SwitchHedgehog;
procedure AfterSwitchHedgehog;
procedure InitTeams;
function TeamSize(p: PTeam): Longword;
procedure RecountTeamHealth(team: PTeam);
procedure RecountAllTeamsHealth();
procedure RestoreHog(HH: PHedgehog);
procedure RestoreTeamsFromSave;
function CheckForWin: boolean;
procedure TeamGoneEffect(var Team: TTeam);
procedure SwitchCurrentHedgehog(newHog: PHedgehog);
var MaxTeamHealth: LongInt;
implementation
uses uLocale, uAmmos, uChat, uVariables, uUtils, uIO, uCaptions, uCommands, uDebug,
uGearsUtils, uGearsList, uVisualGearsList, uTextures
{$IFDEF USE_TOUCH_INTERFACE}, uTouch{$ENDIF};
var TeamsGameOver: boolean;
NextClan: boolean;
SwapClanPre, SwapClanReal: LongInt;
function CheckForWin: boolean;
var AliveClan: PClan;
s, cap: ansistring;
ts: array[0..(cMaxTeams - 1)] of ansistring;
t, ActiveAliveCount, i, j: LongInt;
allWin, winCamera: boolean;
begin
CheckForWin:= false;
ActiveAliveCount:= 0;
// Victory if there is 1 living and non-passive clan left
for t:= 0 to Pred(ClansCount) do
if (ClansArray[t]^.ClanHealth > 0) and (not ClansArray[t]^.Passive) then
begin
inc(ActiveAliveCount);
AliveClan:= ClansArray[t]
end;
// Exception: gfOneClanMode, then there is no winner
if (ActiveAliveCount > 1) or ((ActiveAliveCount = 1) and ((GameFlags and gfOneClanMode) <> 0)) then
exit;
CheckForWin:= true;
TurnTimeLeft:= 0;
ReadyTimeLeft:= 0;
// If the game ends during a multishot, or after the Sudden Death
// water has risen, do last turn stats / reaction.
if ((not bBetweenTurns) and isInMultiShoot) or (bDuringWaterRise) then
begin
TurnStats();
if (not bDuringWaterRise) then
TurnReaction();
TurnStatsReset();
end;
if not TeamsGameOver then
begin
if ActiveAliveCount = 0 then
begin // draw
AddCaption(GetEventString(eidRoundDraw), capcolDefault, capgrpGameState);
if SendGameResultOn then
SendStat(siGameResult, shortstring(trmsg[sidDraw]));
if PreviousTeam <> nil then
AddVoice(sndStupid, PreviousTeam^.voicepack)
else
AddVoice(sndStupid, TeamsArray[0]^.voicepack);
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000);
end
else // win
begin
allWin:= false;
with AliveClan^ do
begin
if TeamsNumber = 1 then // single team wins
begin
s:= ansistring(Teams[0]^.TeamName);
// Victory caption is randomly selected
cap:= FormatA(GetEventString(eidRoundWin), s);
AddCaption(cap, capcolDefault, capgrpGameState);
s:= FormatA(trmsg[sidWinner], s);
end
else // clan with at least 2 teams wins
begin
s:= '';
for j:= 0 to Pred(TeamsNumber) do
begin
ts[j] := Teams[j]^.TeamName;
end;
// Write victory message for caption and stats page
if (TeamsNumber = cMaxTeams) or (TeamsCount = TeamsNumber) then
begin
// No enemies for some reason ... Everyone wins!!1!
s:= trmsg[sidWinnerAll];
allWin:= true;
end
else if (TeamsNumber >= 2) and (TeamsNumber < cMaxTeams) then
// List all winning teams in a list
if (TeamsNumber = 2) then
s:= FormatA(trmsg[TMsgStrId(sidWinner2)], ts[0], ts[1])
else if (TeamsNumber = 3) then
s:= FormatA(trmsg[TMsgStrId(sidWinner3)], ts[0], ts[1], ts[2])
else if (TeamsNumber = 4) then
s:= FormatA(trmsg[TMsgStrId(sidWinner4)], ts[0], ts[1], ts[2], ts[3])
else if (TeamsNumber = 5) then
s:= FormatA(trmsg[TMsgStrId(sidWinner5)], ts[0], ts[1], ts[2], ts[3], ts[4])
else if (TeamsNumber = 6) then
s:= FormatA(trmsg[TMsgStrId(sidWinner6)], ts[0], ts[1], ts[2], ts[3], ts[4], ts[5])
else if (TeamsNumber = 7) then
s:= FormatA(trmsg[TMsgStrId(sidWinner7)], ts[0], ts[1], ts[2], ts[3], ts[4], ts[5], ts[6]);
// The winner caption is the same as the stats message and not randomized
cap:= s;
AddCaption(cap, capcolDefault, capgrpGameState);
// TODO (maybe): Show victory animation/captions per-team instead of all winners at once?
end;
// Enable winner state for winning hogs and move camera to a winning hedgehog
winCamera:= false;
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
begin
if (not winCamera) then
begin
FollowGear:= Gear;
winCamera:= true;
end;
Gear^.State:= gstWinner;
end;
if Flawless then
AddVoice(sndFlawless, Teams[0]^.voicepack)
else
AddVoice(sndVictory, Teams[0]^.voicepack);
end;
if SendGameResultOn then
SendStat(siGameResult, shortstring(s));
if allWin and SendAchievementsStatsOn then
SendStat(siEverAfter, '');
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, 'Team is nil!', 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
if (GameFlags and gfTagTeam) <> 0 then
begin
with ClansArray[c]^ do
begin
if (CurrTeam = TagTeamIndex) then
begin
TagTeamIndex:= Pred(TagTeamIndex) mod TeamsNumber;
CurrTeam:= Pred(CurrTeam) mod TeamsNumber;
inc(c);
if c = ClansCount then
c:= 0;
if c = SwapClanReal then
inc(TotalRoundsReal);
NextClan:= true;
end;
end;
with ClansArray[c]^ do
begin
if (not PlacingHogs) and ((Succ(CurrTeam) mod TeamsNumber) = TagTeamIndex) then
begin
if c = SwapClanPre then
inc(TotalRoundsPre);
end;
end;
end
else
begin
inc(c);
if c = ClansCount then
c:= 0;
if (not PlacingHogs) then
begin
if c = SwapClanPre then
inc(TotalRoundsPre);
if c = SwapClanReal then
inc(TotalRoundsReal);
end;
end;
with ClansArray[c]^ do
begin
PrevTeam:= CurrTeam;
repeat
CurrTeam:= Succ(CurrTeam) mod TeamsNumber;
CurrentTeam:= Teams[CurrTeam];
with CurrentTeam^ do
if (not Passive) then
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 ((not CurrentTeam^.Passive) and (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^.Passive) or (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 (not CurrentTeam^.Passive) and ((CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear = nil) or (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Effects[heFrozen] > 255)) then
inc(CurrentTeam^.Clan^.TurnNumber);
end;
until (not CurrentTeam^.Passive) and (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;
g: PGear;
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
begin
ClansArray[i]^.TurnNumber:= 0;
end;
ResetWeapons
end;
end;
if not PlacingHogs then
begin
if (TotalRoundsReal = -1) then
TotalRoundsReal:= 0;
if (TotalRoundsPre = -1) and (ClansCount = 1) then
TotalRoundsPre:= 0;
end;
// Determine clan ID to check to determine whether to increase TotalRoundsPre/TotalRoundsReal
if (not PlacingHogs) then
begin
if SwapClanPre = -1 then
begin
if (GameFlags and gfRandomOrder) <> 0 then
SwapClanPre:= 0
else
SwapClanPre:= ClansCount - 1;
end;
if SwapClanReal = -1 then
SwapClanReal:= CurrentTeam^.Clan^.ClanIndex;
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);
if PlacingHogs then
begin
if CurrentHedgehog^.Unplaced then
TurnTimeLeft:= 15000
else TurnTimeLeft:= 0
end
else
begin
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;
// Enable switching mode when gfSwitchHog is active
if ((GameFlags and gfSwitchHog) <> 0) and (not CurrentTeam^.hasGone) and
// Exception: During the special "Place your King" round in King Mode;
// you're not supposed to switch away from your king in this round.
(not (((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0) and (TotalRoundsReal <= 0))) then
begin
g:= AddGear(hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y), gtSwitcher, 0, _0, _0, 0);
CurAmmoGear:= g;
lastGearByUID:= g;
end
else
bShowFinger:= true;
end;
IsGetAwayTime:= false;
// turn start taunt: sndYesSir for own team, sndHmm for enemy or computer team
if (TurnTimeLeft > 0) and (CurrentHedgehog^.BotLevel = 0) then
begin
if (not CinematicScript) then
if CurrentTeam^.ExtDriven then
AddVoice(sndHmm, CurrentTeam^.voicepack)
else
AddVoice(sndYesSir, CurrentTeam^.voicepack);
if cHedgehogTurnTime < 1000000 then
ReadyTimeLeft:= cReadyDelay;
s:= ansistring(CurrentTeam^.TeamName);
AddCaption(FormatA(trmsg[sidReady], s), capcolDefault, capgrpGameState)
end
else
begin
if (TurnTimeLeft > 0) and (not CinematicScript) then
AddVoice(sndHmm, CurrentTeam^.voicepack);
ReadyTimeLeft:= 0;
end;
end;
function SetMissionTeam(): PTeam;
var team: PTeam;
begin
New(team);
if checkFails(team <> nil, 'AddTeam: team = nil', true) then exit(nil);
FillChar(team^, sizeof(TTeam), 0);
team^.HedgehogsNumber:= 0;
team^.Binds:= DefaultBinds;
CurrentTeam:= team;
MissionTeam:= team;
SetMissionTeam:= team;
end;
function AddTeam(TeamColor: Longword): PTeam;
var team: PTeam;
c: 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);
inc(VisibleTeamsCount);
team^.Binds:= DefaultBinds;
team^.Passive:= false;
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;
DeathLogged:= false;
StatsHandled:= false;
end
end
else
begin
team^.Clan:= ClansArray[c];
end;
with team^.Clan^ do
begin
Teams[TeamsNumber]:= team;
Passive:= false;
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
hasKing:= true;
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;
// Prevent overflow
if (Hedgehogs[0].Gear^.Health < 0) or (Hedgehogs[0].Gear^.Health > cMaxHogHealth) then
Hedgehogs[0].Gear^.Health:= cMaxHogHealth;
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);
AddVisualGear(0, 0, vgtTeamHealthSorter);
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 chAddMissionHH(var id: shortstring);
var s: shortstring;
Health: LongInt;
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);
CurrentHedgehog:= @Hedgehogs[HedgehogsNumber];
CurrentHedgehog^.BotLevel:= StrToInt(id);
CurrentHedgehog^.Team:= CurrentTeam;
SplitBySpace(s, id);
Health:= StrToInt(s);
if checkFails((Health > 0) and (Health <= cMaxHogHealth), 'Invalid hedgehog health (must be between 1 and '+IntToStr(cMaxHogHealth)+')', true) then exit;
CurrentHedgehog^.Name:= id;
CurrentHedgehog^.InitialHealth:= Health;
inc(HedgehogsNumber)
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) and (Gear^.Health <= cMaxHogHealth), 'Invalid hedgehog health (must be between 1 and '+IntToStr(cMaxHogHealth)+')', 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;
CurrentHedgehog^.RevengeHog:= nil;
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;
// Make sure the team name of chTeam is unique.
// If it isn't, the name is changed to be unique.
procedure makeTeamNameUnique(chTeam: PTeam);
var tail: shortstring;
t, numLen, numTail: LongInt;
// valOK: Word; -- see pas2c-related FIXME below
nameDupeCheck: boolean;
chChar: char;
begin
nameDupeCheck:= false;
while(nameDupeCheck = false) do
begin
nameDupeCheck:= true;
for t:=0 to TeamsCount - 1 do
begin
// Name collision?
if (chTeam <> teamsArray[t]) and (TeamsArray[t]^.TeamName = chTeam^.TeamName) then
begin
// Change the name by appending a sequence number, starting from 2
numLen:= 0;
chChar:= chTeam^.TeamName[Length(chTeam^.TeamName) - numLen];
// Parse number at end of team name (if any)
while (chChar >= '0') and (chChar <= '9') and (numLen < Length(chTeam^.TeamName)) do
begin
inc(numLen);
chChar:= chTeam^.TeamName[Length(chTeam^.TeamName) - numLen];
end;
if numLen > 0 then
// Number found: Increment it by 1
begin
tail:= Copy(chTeam^.TeamName, Length(chTeam^.TeamName) - numLen + 1, numLen);
(* FIXME - pas2c missing 3rd param for val
valOK:= 1;
Val(tail, numTail, valOK);
Inc(numTail);
if valOK = 0 then
tail:= IntToStr(numTail)
else
// This should not happen
tail:= shortstring('X');
*)
Val(tail, numTail);
Inc(numTail);
tail:= IntToStr(numTail);
chTeam^.TeamName:= Copy(chTeam^.TeamName, 0, Length(chTeam^.TeamName) - numLen) + tail;
end
else
// No number at team end: Just append a '2'
chTeam^.TeamName:= chTeam^.TeamName + ' 2';
nameDupeCheck:= false;
break;
end;
end;
end;
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;
makeTeamNameUnique(CurrentTeam);
CurrentTeam^.PlayerHash:= s;
loadTeamBinds(ts);
if GameType in [gmtDemo, gmtSave, gmtRecord] then
CurrentTeam^.ExtDriven:= true;
CurrentTeam^.voicepack:= AskForVoicepack('Default')
end
end
end;
procedure chSetMissionTeam(var s: shortstring);
var ts, cs: shortstring;
begin
cs:= '';
ts:= '';
if isDeveloperMode then
begin
SplitBySpace(s, cs);
SplitBySpace(cs, ts);
SetMissionTeam();
if CurrentTeam <> nil then
begin
CurrentTeam^.TeamName:= ts;
CurrentTeam^.PlayerHash:= s;
loadTeamBinds(ts);
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
if (not TeamsGameOver) then
AddChatString(#7 + Format('* '+shortstring(trmsg[sidTeamGone]), TeamName));
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 + Format('* '+shortstring(trmsg[sidTeamBack]), TeamName));
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('addmisshh', @chAddMissionHH, false);
RegisterVariable('addteam', @chAddTeam, false);
RegisterVariable('setmissteam', @chSetMissionTeam, 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;
TeamsGameOver:= false;
NextClan:= true;
SwapClanPre:= -1;
SwapClanReal:= -1;
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(LuaTeamValueTex);
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;
SwapClanPre:= -1;
SwapClanReal:= -1;
end;
end.