hedgewars/uTeams.pas
author unc0rr
Fri, 08 Aug 2008 19:34:55 +0000
changeset 1180 e56317fdf78d
parent 1170 bd0f414e395a
child 1242 4aca5f7b2504
permissions -rw-r--r--
Start implementing support for 32bit sprites concerned in map generation process. Step 1: forts are loading correctly. Everything else is broken
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2008 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, uStats;
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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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     PClan     = ^TClan;
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     THedgehog = record
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                 Name: string[MAXNAMELEN];
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                 Gear: PGear;
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                 NameTagTex: PTexture;
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                 HealthTagTex: PTexture;
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                 Ammo: PHHAmmo;
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                 AmmoStore: Longword;
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                 CurSlot, CurAmmo: 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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                 stats: TStatistics;
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                 end;
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     TTeam = record
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             Clan: PClan;
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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: LongWord;
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             NameTagTex: PTexture;
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             CrosshairTex,
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             GraveTex,
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             HealthTex: PTexture;
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             GraveName: string;
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             FortName: string;
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             TeamHealth: LongInt;
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             TeamHealthBarWidth,
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             NewTeamHealthBarWidth: LongInt;
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             DrawHealthY: LongInt;
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             AttackBar: LongWord;
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             HedgehogsNumber: Longword;
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             end;
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     TClan = record
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             Color: Longword;
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             Teams: array[0..Pred(cMaxTeams)] of PTeam;
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             TeamsNumber: Longword;
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             CurrTeam: LongWord;
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             ClanHealth: LongInt;
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             ClanIndex: LongInt;
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             TurnNumber: LongWord;
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             end;
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var CurrentTeam: PTeam = nil;
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    CurrentHedgehog: PHedgehog = nil;
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    TeamsArray: array[0..Pred(cMaxTeams)] of PTeam;
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    TeamsCount: Longword = 0;
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    ClansArray: array[0..Pred(cMaxTeams)] of PClan;
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    ClansCount: Longword = 0;
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    CurMinAngle, CurMaxAngle: Longword;
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function  AddTeam(TeamColor: Longword): PTeam;
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procedure SwitchHedgehog;
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procedure AfterSwitchHedgehog;
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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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implementation
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uses uMisc, uWorld, uAI, uLocale, uConsole, uAmmos, uSound;
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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 AliveClan: PClan;
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    s: shortstring;
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    t, AliveCount, i, j: LongInt;
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begin
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AliveCount:= 0;
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for t:= 0 to Pred(ClansCount) do
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    if ClansArray[t]^.ClanHealth > 0 then
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       begin
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       inc(AliveCount);
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       AliveClan:= ClansArray[t]
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       end;
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if  (AliveCount > 1) or
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   ((AliveCount = 1) and ((GameFlags and gfOneClanMode) <> 0)) 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, 3000)
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	end else // win
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	with AliveClan^ do
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		begin
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		if TeamsNumber = 1 then
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			s:= Format(trmsg[sidWinner], Teams[0]^.TeamName)  // team wins
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		else
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			s:= Format(trmsg[sidWinner], Teams[0]^.TeamName); // clan wins
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		for j:= 0 to Pred(TeamsNumber) do
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			with Teams[j]^ do
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				for i:= 0 to cMaxHHIndex do
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					with Hedgehogs[i] do
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						if (Gear <> nil) then
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							Gear^.State:= gstWinner;
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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, 3000)
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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 c: LongWord;
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    PrevHH, PrevTeam: LongWord;
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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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with CurrentHedgehog^ 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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c:= CurrentTeam^.Clan^.ClanIndex;
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repeat
1058
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	inc(c);
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	if c = ClansCount then
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		begin
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		inc(TotalRounds);
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		c:= 0
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		end;
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	with ClansArray[c]^ do
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		repeat
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			PrevTeam:= CurrTeam;
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			CurrTeam:= Succ(CurrTeam) mod TeamsNumber;
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			CurrentTeam:= Teams[CurrTeam];
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			with CurrentTeam^ do
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				begin
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				PrevHH:= CurrHedgehog;
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				repeat
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					CurrHedgehog:= Succ(CurrHedgehog) mod HedgehogsNumber;
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				until (Hedgehogs[CurrHedgehog].Gear <> nil) or (CurrHedgehog = PrevHH)
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			end
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		until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) or (PrevTeam = CurrTeam);
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until CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil;
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CurrentHedgehog:= @(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog])
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end;
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procedure AfterSwitchHedgehog;
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var g: PGear;
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begin
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SwitchNotHoldedAmmo(CurrentHedgehog^);
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with CurrentHedgehog^ 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;
294
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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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inc(CurrentTeam^.Clan^.TurnNumber);
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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(CurrentHedgehog^);
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351
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if CurrentTeam^.ExtDriven then SetDefaultBinds
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                          else SetBinds(CurrentTeam^.Binds);
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533d03041dcd 'h' marks out current hedgehog
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bShowFinger:= true;
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if (CurrentTeam^.ExtDriven or (CurrentHedgehog^.BotLevel > 0)) then
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   PlaySound(sndIllGetYou, false)
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else
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   PlaySound(sndYesSir, false);
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TurnTimeLeft:= cHedgehogTurnTime
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end;
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function AddTeam(TeamColor: Longword): PTeam;
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var Result: PTeam;
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    c: LongInt;
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begin
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TryDo(TeamsCount < cMaxTeams, 'Too many teams', true);
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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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TeamsArray[TeamsCount]:= Result;
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inc(TeamsCount);
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c:= Pred(ClansCount);
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while (c >= 0) and (ClansArray[c]^.Color <> TeamColor) do dec(c);
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if c < 0 then
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   begin
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   new(Result^.Clan);
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   FillChar(Result^.Clan^, sizeof(TClan), 0);
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   ClansArray[ClansCount]:= Result^.Clan;
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   inc(ClansCount);
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   with Result^.Clan^ do
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        begin
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f6a18d2bab00 Clan-based hedgehogs switching
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        ClanIndex:= Pred(ClansCount);
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7513452b1d51 Now game looks almost like it did before switching to OpenGL
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        Color:= TeamColor
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        end
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   253
   end else
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   254
   begin
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   Result^.Clan:= ClansArray[c];
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   256
   end;
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   257
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   258
with Result^.Clan^ do
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   259
    begin
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    Teams[TeamsNumber]:= Result;
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   261
    inc(TeamsNumber)
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   262
    end;
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   263
351
29bc9c36ad5f Fixed-point arithmetics in engine.
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CurrentTeam:= Result;
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   265
AddTeam:= Result
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   266
end;
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   267
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procedure FreeTeamsList;
547
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   269
var t: LongInt;
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begin
547
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for t:= 0 to Pred(TeamsCount) do Dispose(TeamsArray[t]);
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TeamsCount:= 0
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   273
end;
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   274
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8daf1ee0b9a3 Show team health bars, without sorting yet
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procedure RecountAllTeamsHealth;
547
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   276
var t: LongInt;
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begin 
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   278
for t:= 0 to Pred(TeamsCount) do
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    RecountTeamHealth(TeamsArray[t])
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   280
end;
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   281
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procedure InitTeams;
547
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   283
var i, t: LongInt;
371
731ad6d27bd1 integer -> LongInt
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   284
    th: LongInt;
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8daf1ee0b9a3 Show team health bars, without sorting yet
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   285
begin
547
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   286
for t:= 0 to Pred(TeamsCount) do
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   287
   with TeamsArray[t]^ do
47
8daf1ee0b9a3 Show team health bars, without sorting yet
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   288
      begin
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   289
      th:= 0;
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   290
      for i:= 0 to cMaxHHIndex do
547
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   291
          if Hedgehogs[i].Gear <> nil then
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   292
             inc(th, Hedgehogs[i].Gear^.Health);
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8daf1ee0b9a3 Show team health bars, without sorting yet
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   293
      if th > MaxTeamHealth then MaxTeamHealth:= th;
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   294
      end;
47
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   295
RecountAllTeamsHealth
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   296
end;
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   297
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   298
function  TeamSize(p: PTeam): Longword;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
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var i, Result: Longword;
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begin
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   301
Result:= 0;
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   302
for i:= 0 to cMaxHHIndex do
351
29bc9c36ad5f Fixed-point arithmetics in engine.
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   303
    if p^.Hedgehogs[i].Gear <> nil then inc(Result);
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   304
TeamSize:= Result
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   305
end;
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   306
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   307
procedure RecountClanHealth(clan: PClan);
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diff changeset
   308
var i: LongInt;
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   309
begin
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with clan^ do
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   311
    begin
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   312
    ClanHealth:= 0;
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   313
    for i:= 0 to Pred(TeamsNumber) do
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   314
        inc(ClanHealth, Teams[i]^.TeamHealth)
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   315
    end
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   316
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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with team^ do
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     begin
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     NewTeamHealthBarWidth:= 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(NewTeamHealthBarWidth, Hedgehogs[i].Gear^.Health);
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     TeamHealth:= NewTeamHealthBarWidth;
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     if NewTeamHealthBarWidth > MaxTeamHealth then
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        begin
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        MaxTeamHealth:= NewTeamHealthBarWidth;
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        RecountAllTeamsHealth;
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        end else NewTeamHealthBarWidth:= (NewTeamHealthBarWidth * cTeamHealthWidth) div MaxTeamHealth
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     end;
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RecountClanHealth(team^.Clan);
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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 t: LongInt;
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begin
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for t:= 0 to Pred(TeamsCount) do
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   TeamsArray[t]^.ExtDriven:= false
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end;
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initialization
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finalization
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FreeTeamsList
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end.