hedgewars/uTeams.pas
author unc0rr
Sat, 22 Sep 2007 10:45:18 +0000
changeset 607 26a91a9f5514
parent 602 f7628ebfccde
child 689 f4ec46c48ed2
permissions -rw-r--r--
Now trainings can have custom ammostore
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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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     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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                 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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             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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             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,
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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, AdjColor: 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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             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 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 AliveClan: PClan;
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    s: shortstring;
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    t, AliveCount: 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, 2000)
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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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     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 c: LongWord;
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    g: PGear;
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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 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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        SwitchNotHoldedAmmo(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog]);
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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
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  c:= Succ(c) mod ClansCount;
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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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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;
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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(CurrentHedgehog^);
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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(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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        ClanIndex:= Pred(ClansCount);
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        Color:= TeamColor;
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        AdjColor:= Color;
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        AdjustColor(AdjColor);
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        end
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   end else
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   begin
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   Result^.Clan:= ClansArray[c];
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   end;
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with Result^.Clan^ do
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    begin
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    Teams[TeamsNumber]:= Result;
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    inc(TeamsNumber)
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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: LongInt;
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begin
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for t:= 0 to Pred(TeamsCount) do Dispose(TeamsArray[t]);
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TeamsCount:= 0
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end;
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procedure RecountAllTeamsHealth;
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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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    RecountTeamHealth(TeamsArray[t])
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   255
end;
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procedure InitTeams;
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var i, t: LongInt;
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731ad6d27bd1 integer -> LongInt
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    th: LongInt;
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begin
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for t:= 0 to Pred(TeamsCount) do
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   with TeamsArray[t]^ 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 Hedgehogs[i].Gear <> nil then
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             inc(th, Hedgehogs[i].Gear^.Health);
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      if th > MaxTeamHealth then MaxTeamHealth:= th;
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      end;
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RecountAllTeamsHealth
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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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end;
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procedure RecountClanHealth(clan: PClan);
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var i: LongInt;
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begin
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with clan^ do
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    begin
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    ClanHealth:= 0;
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    for i:= 0 to Pred(TeamsNumber) do
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        inc(ClanHealth, Teams[i]^.TeamHealth)
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    end
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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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   321
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procedure SetWeapon(weap: TAmmoType);
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   323
var t: LongInt;
165
9b9144948668 Many small fixes
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   324
begin
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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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procedure SendStats;
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var i, t: 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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for t:= 0 to Pred(TeamsCount) do
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   with TeamsArray[t]^ do
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      begin
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      for i:= 0 to cMaxHHIndex do
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          if Hedgehogs[i].MaxStepDamage > msd then
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             begin
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             msdhh:= @Hedgehogs[i];
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             msd:= Hedgehogs[i].MaxStepDamage
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             end;
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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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initialization
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finalization
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FreeTeamsList
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end.