Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2008 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, uFloat, uStats, uVisualGears,
{$IFDEF GLES11}
gles11,
{$ELSE}
GL,
{$ENDIF}
uSound;
{$INCLUDE options.inc}
type PHHAmmo = ^THHAmmo;
THHAmmo = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo;
PHedgehog = ^THedgehog;
PTeam = ^TTeam;
PClan = ^TClan;
THedgehog = record
Name: string[MAXNAMELEN];
Gear: PGear;
SpeechGear: PVisualGear;
NameTagTex,
HealthTagTex,
HatTex: PTexture;
Ammo: PHHAmmo;
AmmoStore: Longword;
CurSlot, CurAmmo: LongWord;
Team: PTeam;
AttacksNum: Longword;
visStepPos: LongWord;
BotLevel : LongWord; // 0 - Human player
HatVisibility: GLfloat;
stats: TStatistics;
Hat: String;
end;
TTeam = record
Clan: PClan;
TeamName: string[MAXNAMELEN];
ExtDriven: boolean;
Binds: TBinds;
Hedgehogs: array[0..cMaxHHIndex] of THedgehog;
CurrHedgehog: LongWord;
NameTagTex: PTexture;
CrosshairTex,
GraveTex,
HealthTex: PTexture;
GraveName: string;
FortName: string;
TeamHealth: LongInt;
TeamHealthBarWidth,
NewTeamHealthBarWidth: LongInt;
DrawHealthY: LongInt;
AttackBar: LongWord;
HedgehogsNumber: Longword;
hasGone: boolean;
voicepack: PVoicepack;
end;
TClan = record
Color: Longword;
Teams: array[0..Pred(cMaxTeams)] of PTeam;
TeamsNumber: Longword;
CurrTeam: LongWord;
ClanHealth: LongInt;
ClanIndex: LongInt;
TurnNumber: LongWord;
end;
var CurrentTeam: PTeam = nil;
PreviousTeam: PTeam = nil;
CurrentHedgehog: PHedgehog = nil;
TeamsArray: array[0..Pred(cMaxTeams)] of PTeam;
TeamsCount: Longword = 0;
ClansArray: array[0..Pred(cMaxTeams)] of PClan;
ClansCount: Longword = 0;
LocalClan: Longword = 0; // first non-bot, non-extdriven clan
CurMinAngle, CurMaxAngle: Longword;
function AddTeam(TeamColor: Longword): PTeam;
procedure SwitchHedgehog;
procedure AfterSwitchHedgehog;
procedure InitTeams;
function TeamSize(p: PTeam): Longword;
procedure RecountTeamHealth(team: PTeam);
procedure RestoreTeamsFromSave;
function CheckForWin: boolean;
procedure TeamGone(s: shortstring);
procedure TeamGoneEffect(var Team: TTeam);
implementation
uses uMisc, uWorld, uAI, uLocale, uConsole, uAmmos, uChat;
const MaxTeamHealth: LongInt = 0;
procedure FreeTeamsList; forward;
function CheckForWin: boolean;
var AliveClan: PClan;
s: shortstring;
t, AliveCount, i, j: LongInt;
begin
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(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, 3000)
end else // win
with AliveClan^ do
begin
if TeamsNumber = 1 then
s:= Format(trmsg[sidWinner], Teams[0]^.TeamName) // team wins
else
s:= Format(trmsg[sidWinner], Teams[0]^.TeamName); // clan wins
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;
AddCaption(s, $FFFFFF, capgrpGameState);
SendStat(siGameResult, s);
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000)
end;
SendStats
end;
procedure SwitchHedgehog;
var c: LongWord;
PrevHH, PrevTeam: LongWord;
begin
TargetPoint.X:= NoPointX;
TryDo(CurrentTeam <> nil, 'nil Team', true);
PreviousTeam:= CurrentTeam;
with CurrentHedgehog^ do
if Gear <> nil then
begin
AttacksNum:= 0;
Gear^.Message:= 0;
Gear^.Z:= cHHZ;
RemoveGearFromList(Gear);
InsertGearToList(Gear)
end;
c:= CurrentTeam^.Clan^.ClanIndex;
repeat
inc(c);
if c = ClansCount then
begin
inc(TotalRounds);
c:= 0
end;
with ClansArray[c]^ do
begin
PrevTeam:= CurrTeam;
repeat
CurrTeam:= Succ(CurrTeam) mod TeamsNumber;
CurrentTeam:= Teams[CurrTeam];
with CurrentTeam^ do
begin
PrevHH:= CurrHedgehog mod HedgehogsNumber; // prevent infinite loop when CurrHedgehog = 7, but HedgehogsNumber < 8 (team is destroyed before its first turn
repeat
CurrHedgehog:= Succ(CurrHedgehog) mod HedgehogsNumber;
until (Hedgehogs[CurrHedgehog].Gear <> nil) or (CurrHedgehog = PrevHH)
end
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) or (PrevTeam = CurrTeam);
end
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil);
CurrentHedgehog:= @(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog])
end;
procedure AfterSwitchHedgehog;
var g: PGear;
begin
SwitchNotHeldAmmo(CurrentHedgehog^);
with CurrentHedgehog^ do
begin
with Gear^ do
begin
Z:= cCurrHHZ;
State:= gstHHDriven;
Active:= true
end;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
FollowGear:= Gear
end;
inc(CurrentTeam^.Clan^.TurnNumber);
ResetKbd;
cWindSpeed:= rndSign(GetRandom * cMaxWindSpeed);
g:= AddGear(0, 0, gtATSmoothWindCh, 0, _0, _0, 1);
g^.Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
{$IFDEF DEBUGFILE}AddFileLog('Wind = '+FloatToStr(cWindSpeed));{$ENDIF}
ApplyAmmoChanges(CurrentHedgehog^);
if not CurrentTeam^.ExtDriven then SetBinds(CurrentTeam^.Binds);
bShowFinger:= true;
if (CurrentTeam^.ExtDriven or (CurrentHedgehog^.BotLevel > 0)) then
PlaySound(sndIllGetYou, false, CurrentTeam^.voicepack)
else
PlaySound(sndYesSir, false, CurrentTeam^.voicepack);
TurnTimeLeft:= cHedgehogTurnTime
end;
function AddTeam(TeamColor: Longword): PTeam;
var Result: PTeam;
c: LongInt;
begin
TryDo(TeamsCount < cMaxTeams, 'Too many teams', true);
New(Result);
TryDo(Result <> nil, 'AddTeam: Result = nil', true);
FillChar(Result^, sizeof(TTeam), 0);
Result^.AttackBar:= 2;
Result^.CurrHedgehog:= cMaxHHIndex;
TeamsArray[TeamsCount]:= Result;
inc(TeamsCount);
c:= Pred(ClansCount);
while (c >= 0) and (ClansArray[c]^.Color <> TeamColor) do dec(c);
if c < 0 then
begin
new(Result^.Clan);
FillChar(Result^.Clan^, sizeof(TClan), 0);
ClansArray[ClansCount]:= Result^.Clan;
inc(ClansCount);
with Result^.Clan^ do
begin
ClanIndex:= Pred(ClansCount);
Color:= TeamColor
end
end else
begin
Result^.Clan:= ClansArray[c];
end;
with Result^.Clan^ do
begin
Teams[TeamsNumber]:= Result;
inc(TeamsNumber)
end;
CurrentTeam:= Result;
AddTeam:= Result
end;
procedure FreeTeamsList;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do Dispose(TeamsArray[t]);
TeamsCount:= 0
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: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
if (not ExtDriven) and (Hedgehogs[0].BotLevel = 0) then
LocalClan:= Clan^.ClanIndex + 1;
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;
end;
RecountAllTeamsHealth
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 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
NewTeamHealthBarWidth:= 0;
if not hasGone then
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
inc(NewTeamHealthBarWidth, Hedgehogs[i].Gear^.Health);
TeamHealth:= NewTeamHealthBarWidth;
if NewTeamHealthBarWidth > MaxTeamHealth then
begin
MaxTeamHealth:= NewTeamHealthBarWidth;
RecountAllTeamsHealth;
end else NewTeamHealthBarWidth:= (NewTeamHealthBarWidth * cTeamHealthWidth) div MaxTeamHealth
end;
RecountClanHealth(team^.Clan);
AddVisualGear(0, 0, vgtTeamHealthSorter)
end;
procedure RestoreTeamsFromSave;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
TeamsArray[t]^.ExtDriven:= false
end;
procedure TeamGone(s: shortstring);
var t: LongInt;
begin
t:= 0;
while (t < cMaxTeams)
and (TeamsArray[t] <> nil)
and (TeamsArray[t]^.TeamName <> s) do inc(t);
if (t = cMaxTeams) or (TeamsArray[t] = nil) then exit;
with TeamsArray[t]^ do
begin
AddChatString('** '+ TeamName + ' is gone');
hasGone:= true
end;
RecountTeamHealth(TeamsArray[t])
end;
procedure TeamGoneEffect(var Team: TTeam);
var i: LongInt;
begin
with Team do
for i:= 0 to cMaxHHIndex do
with Hedgehogs[i] do
if Gear <> nil then
Gear^.Damage:= Gear^.Health
end;
initialization
finalization
FreeTeamsList
end.