King Mode: Fix king placement phase not working correctly with multiple teams in a clan
New king placement phase rules:
* Before the game begins, each team can walk with their king and teleport for free, everything else is disabled
* This special round does not count towards the round counter, like in gfPlaceHog
* TotalRounds is set to -1 during this round, like in gfPlaceHog
Under the old rules, this was much more hacky. The delay of all delay-less weapons was just set to 1
The problem with the old rules was that if any clan had more than 1 team, eventually the weapon delay will time out before all kings have been placed.
(*
* 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
else if (PreviousTeam <> nil) and PlacingKings and UnplacedKing then
UnplacedKing:= false;
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 (not PlacingKings) 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) and (not PlacingKings) 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 or PlacingKings then
begin
PlacingHogs:= false;
PlacingKings:= false;
for t:= 0 to Pred(TeamsCount) do
for i:= 0 to cMaxHHIndex do
if ((GameFlags and gfPlaceHog) <> 0) and (TeamsArray[t]^.Hedgehogs[i].Gear <> nil) and (TeamsArray[t]^.Hedgehogs[i].Unplaced) then
PlacingHogs:= true
else if ((GameFlags and gfPlaceHog) = 0) and ((GameFlags and gfKing) <> 0) and (TeamsArray[t]^.Hedgehogs[i].Gear <> nil) and (TeamsArray[t]^.Hedgehogs[i].UnplacedKing) then
PlacingKings:= true;
if (not PlacingHogs) and (not PlacingKings) 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) and (not PlacingKings) 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) and (not PlacingKings) 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 if PlacingKings then
if CurrentHedgehog^.King and CurrentHedgehog^.UnplacedKing then
TurnTimeLeft:= cHedgehogTurnTime
else
TurnTimeLeft:= 0
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;
LocalOrAlly:= false;
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
if (MissionTeam = nil) or (MissionTeam^.TeamName = TeamName) then
Clan^.LocalOrAlly:= true;
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;
CurrentHedgehog^.RevengeHog:= nil;
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;
CurrentHedgehog^.FlownOffMap:= false;
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_qau')
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_qau')
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;
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.