hedgewars/uTeams.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 16 Sep 2019 17:33:49 +0200
changeset 15410 8504fee3b601
parent 15337 63372e3879df
child 15442 6031c0cfec89
permissions -rw-r--r--
Racer: Fix weird water splashes after waypoint placement Does not affect official racer, as only waypoint placement is touched. The reason was that the air attack gear sometimes was not deleted fast enough so it might occassionally drop some air bombs (these are deleted now). Also, the airplane position was set to water level, which caused another water splash.

 (*
 * 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 = -1))) 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.