hedgewars/uTeams.pas
author unc0rr
Sun, 01 Jul 2007 20:16:19 +0000
changeset 544 9e068d2398ca
parent 540 b06c5aace2fa
child 547 b81a055f2d06
permissions -rw-r--r--
Fix AI jumping to wrong direction on the turn start
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2004-2007 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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unit uTeams;
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interface
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uses SDLh, uConsts, uKeys, uGears, uRandom, uFloat;
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{$INCLUDE options.inc}
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type PHHAmmo = ^THHAmmo;
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     THHAmmo = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo;
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type PHedgehog = ^THedgehog;
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     PTeam     = ^TTeam;
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     THedgehog = record
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                 Name: string[MAXNAMELEN];
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                 Gear: PGear;
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                 NameTag, HealthTag: PSDL_Surface;
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                 Ammo: PHHAmmo;
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                 AmmoStore: Longword;
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                 CurSlot, CurAmmo: LongWord;
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                 AltSlot, AltAmmo: LongWord;
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                 Team: PTeam;
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                 AttacksNum: Longword;
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                 visStepPos: LongWord;
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                 BotLevel  : LongWord; // 0 - Human player
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                 DamageGiven: Longword;
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                 MaxStepDamage: Longword;
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                 end;
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     TTeam = record
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             Next: PTeam;
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             Color, AdjColor: Longword;
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             TeamName: string[MAXNAMELEN];
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             ExtDriven: boolean;
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             Binds: TBinds;
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             Hedgehogs: array[0..cMaxHHIndex] of THedgehog;
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             CurrHedgehog: LongInt;
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             NameTag: PSDL_Surface;
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             CrosshairSurf: PSDL_Surface;
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             GraveRect, HealthRect: TSDL_Rect;
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             GraveName: string;
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             FortName: string;
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             TeamHealth: LongInt;
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             TeamHealthBarWidth: LongInt;
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             DrawHealthY: LongInt;
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             AttackBar: LongWord;
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             HedgehogsNumber: byte;
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             end;
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var CurrentTeam: PTeam = nil;
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    TeamsList: PTeam = nil;
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    CurMinAngle, CurMaxAngle: Longword;
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function AddTeam: PTeam;
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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procedure SwitchHedgehog;
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procedure InitTeams;
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function  TeamSize(p: PTeam): Longword;
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procedure RecountTeamHealth(team: PTeam);
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procedure RestoreTeamsFromSave;
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function CheckForWin: boolean;
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procedure SetWeapon(weap: TAmmoType);
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procedure SendStats;
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implementation
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uses uMisc, uWorld, uAI, uLocale, uConsole, uAmmos;
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const MaxTeamHealth: LongInt = 0;
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procedure FreeTeamsList; forward;
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function CheckForWin: boolean;
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var team, AliveTeam: PTeam;
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    AliveCount: Longword;
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    s: shortstring;
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begin
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AliveCount:= 0;
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AliveTeam:= nil;
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team:= TeamsList;
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while team <> nil do
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      begin
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      if team^.TeamHealth > 0 then
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         begin
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         inc(AliveCount);
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         AliveTeam:= team
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         end;
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      team:= team^.Next
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      end;
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if AliveCount >= 2 then exit(false);
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CheckForWin:= true;
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TurnTimeLeft:= 0;
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if AliveCount = 0 then
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   begin // draw
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   AddCaption(trmsg[sidDraw], $FFFFFF, capgrpGameState);
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   SendStat(siGameResult, trmsg[sidDraw]);
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   AddGear(0, 0, gtATFinishGame, 0, _0, _0, 2000)
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   end else // win
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   begin
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   s:= Format(trmsg[sidWinner], AliveTeam^.TeamName);
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   AddCaption(s, $FFFFFF, capgrpGameState);
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   SendStat(siGameResult, s);
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   AddGear(0, 0, gtATFinishGame, 0, _0, _0, 2000)
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   end;
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SendStats
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end;
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procedure SwitchHedgehog;
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var tteam: PTeam;
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    th: LongInt;
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    g: PGear;
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begin
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FreeActionsList;
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TargetPoint.X:= NoPointX;
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TryDo(CurrentTeam <> nil, 'nil Team', true);
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tteam:= CurrentTeam;
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with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
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     if Gear <> nil then
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        begin
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        AttacksNum:= 0;
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        Gear^.Message:= 0;
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        Gear^.Z:= cHHZ;
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        RemoveGearFromList(Gear);
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        InsertGearToList(Gear)
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        end;
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repeat
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  CurrentTeam:= CurrentTeam^.Next;
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  if CurrentTeam = nil then CurrentTeam:= TeamsList;
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  th:= CurrentTeam^.CurrHedgehog;
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  repeat
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    CurrentTeam^.CurrHedgehog:= Succ(CurrentTeam^.CurrHedgehog) mod (cMaxHHIndex + 1);
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  until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) or (CurrentTeam^.CurrHedgehog = th)
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until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) or (CurrentTeam = tteam);
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TryDo(CurrentTeam <> tteam, 'Switch hedgehog: only one team?!', true);
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with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do
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     begin
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     with Gear^ do
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          begin
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          Z:= cCurrHHZ;
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          State:= gstHHDriven;
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          Active:= true
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          end;
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     RemoveGearFromList(Gear);
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     InsertGearToList(Gear);
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     FollowGear:= Gear
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     end;
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ResetKbd;
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cWindSpeed:= rndSign(GetRandom * cMaxWindSpeed);
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g:= AddGear(0, 0, gtATSmoothWindCh, 0, _0, _0, 1);
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g^.Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
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{$IFDEF DEBUGFILE}AddFileLog('Wind = '+FloatToStr(cWindSpeed));{$ENDIF}
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ApplyAmmoChanges(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
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if CurrentTeam^.ExtDriven then SetDefaultBinds
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                          else SetBinds(CurrentTeam^.Binds);
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bShowFinger:= true;
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TurnTimeLeft:= cHedgehogTurnTime
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end;
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function AddTeam: PTeam;
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var Result: PTeam;
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begin
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New(Result);
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TryDo(Result <> nil, 'AddTeam: Result = nil', true);
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FillChar(Result^, sizeof(TTeam), 0);
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Result^.AttackBar:= 2;
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Result^.CurrHedgehog:= cMaxHHIndex;
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if TeamsList = nil then TeamsList:= Result
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                   else begin
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                        Result^.Next:= TeamsList;
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                        TeamsList:= Result
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                        end;
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CurrentTeam:= Result;
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AddTeam:= Result
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end;
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procedure FreeTeamsList;
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var t, tt: PTeam;
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begin
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tt:= TeamsList;
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TeamsList:= nil;
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while tt <> nil do
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      begin
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      t:= tt;
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      tt:= tt^.Next;
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      Dispose(t)
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      end;
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end;
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procedure RecountAllTeamsHealth;
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var p: PTeam;
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begin
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p:= TeamsList;
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while p <> nil do
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      begin
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      RecountTeamHealth(p);
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      p:= p^.Next
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      end
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end;
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procedure InitTeams;
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var p: PTeam;
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    i: LongInt;
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    th: LongInt;
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begin
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p:= TeamsList;
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while p <> nil do
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      begin
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      th:= 0;
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      for i:= 0 to cMaxHHIndex do
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          if p^.Hedgehogs[i].Gear <> nil then
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             inc(th, p^.Hedgehogs[i].Gear^.Health);
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      if th > MaxTeamHealth then MaxTeamHealth:= th;
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      p:= p^.Next
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      end;
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RecountAllTeamsHealth
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end;
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procedure ApplyAmmoChanges(var Hedgehog: THedgehog);
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var s: shortstring;
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begin
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TargetPoint.X:= NoPointX;
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with Hedgehog do
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     begin
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     if Ammo^[CurSlot, CurAmmo].Count = 0 then
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        begin
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        CurAmmo:= 0;
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        CurSlot:= 0;
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        while (CurSlot <= cMaxSlotIndex) and (Ammo^[CurSlot, CurAmmo].Count = 0) do inc(CurSlot)
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        end;
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with Ammo^[CurSlot, CurAmmo] do
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     begin
304
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     CurMinAngle:= Ammoz[AmmoType].minAngle;
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     if Ammoz[AmmoType].maxAngle <> 0 then CurMaxAngle:= Ammoz[AmmoType].maxAngle
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                                      else CurMaxAngle:= cMaxAngle;
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     with Hedgehog.Gear^ do
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        begin
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        if Angle < CurMinAngle then Angle:= CurMinAngle;
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        if Angle > CurMaxAngle then Angle:= CurMaxAngle;
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        end;
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     s:= trammo[Ammoz[AmmoType].NameId];
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     if Count <> AMMO_INFINITE then
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        s:= s + ' (' + IntToStr(Count) + ')';
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   264
     if (Propz and ammoprop_Timerable) <> 0 then
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        s:= s + ', ' + inttostr(Timer div 1000) + ' ' + trammo[sidSeconds];
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     AddCaption(s, Team^.Color, capgrpAmmoinfo);
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     if (Propz and ammoprop_NeedTarget) <> 0
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        then begin
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        Gear^.State:= Gear^.State or      gstHHChooseTarget;
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        isCursorVisible:= true
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        end else begin
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        Gear^.State:= Gear^.State and not gstHHChooseTarget;
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        isCursorVisible:= false
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        end;
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     ShowCrosshair:= (Propz and ammoprop_NoCrosshair) = 0
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     end
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     end
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end;
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function  TeamSize(p: PTeam): Longword;
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var i, Result: Longword;
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begin
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Result:= 0;
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for i:= 0 to cMaxHHIndex do
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    if p^.Hedgehogs[i].Gear <> nil then inc(Result);
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TeamSize:= Result
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   287
end;
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procedure RecountTeamHealth(team: PTeam);
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var i: LongInt;
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begin
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   292
with team^ do
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     begin
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458f4f58c1b6 - Fix AI not to damage self hedgehogs
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     TeamHealthBarWidth:= 0;
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     for i:= 0 to cMaxHHIndex do
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         if Hedgehogs[i].Gear <> nil then
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            inc(TeamHealthBarWidth, Hedgehogs[i].Gear^.Health);
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     TeamHealth:= TeamHealthBarWidth;
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     if TeamHealthBarWidth > MaxTeamHealth then
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        begin
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        MaxTeamHealth:= TeamHealthBarWidth;
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        RecountAllTeamsHealth;
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   303
        end else TeamHealthBarWidth:= (TeamHealthBarWidth * cTeamHealthWidth) div MaxTeamHealth
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     end;
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// FIXME: at the game init, gtTeamHealthSorters are created for each team, and they work simultaneously
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AddGear(0, 0, gtTeamHealthSorter, 0, _0, _0, 0)
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end;
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procedure RestoreTeamsFromSave;
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var p: PTeam;
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begin
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p:= TeamsList;
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while p <> nil do
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      begin
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      p^.ExtDriven:= false;
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      p:= p^.Next
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      end;
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end;
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procedure SetWeapon(weap: TAmmoType);
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   321
var t: LongInt;
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begin
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07605d2a2024 - Fix infinite loop when selecting weapon with ammo menu
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   323
t:= cMaxSlotAmmoIndex;
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with CurrentTeam^ do
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     with Hedgehogs[CurrHedgehog] do
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          while (Ammo^[CurSlot, CurAmmo].AmmoType <> weap) and (t >= 0) do
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                begin
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                ParseCommand('/slot ' + chr(49 + Ammoz[TAmmoType(weap)].Slot), true);
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                dec(t)
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                end
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end;
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307
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procedure SendStats;
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var p: PTeam;
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    i: LongInt;
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    msd: Longword; msdhh: PHedgehog;
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begin
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msd:= 0; msdhh:= nil;
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p:= TeamsList;
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while p <> nil do
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      begin
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      for i:= 0 to cMaxHHIndex do
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          if p^.Hedgehogs[i].MaxStepDamage > msd then
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             begin
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             msdhh:= @(p^.Hedgehogs[i]);
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             msd:= p^.Hedgehogs[i].MaxStepDamage
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             end;
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      p:= p^.Next
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      end;
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if msdhh <> nil then SendStat(siMaxStepDamage, inttostr(msdhh^.MaxStepDamage) + ' ' +
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                                               msdhh^.Name + ' (' + msdhh^.Team^.TeamName + ')');
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if KilledHHs > 0 then SendStat(siKilledHHs, inttostr(KilledHHs));
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end;
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4
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initialization
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finalization
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FreeTeamsList
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end.