hedgewars/uTeams.pas
author nemo
Sun, 03 May 2009 21:12:34 +0000
changeset 2024 2985f3bd18b7
parent 2017 7845c77c8d31
child 2040 7c366fc3c099
permissions -rw-r--r--
Disable long jump in artillery mode, make snipre rifle single shot
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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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{$IFDEF IPHONE}
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	gles11,
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{$ELSE}
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	GL,
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{$ENDIF}
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	uSound;
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{$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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	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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			SpeechGear: PGear;
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			NameTagTex,
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			HealthTagTex,
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			HatTex: 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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			HatVisibility: GLfloat;
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			stats: TStatistics;
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			Hat: String;
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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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			hasGone: boolean;
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			voicepack: PVoicepack;
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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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	PreviousTeam: 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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procedure TeamGone(s: shortstring);
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implementation
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uses uMisc, uWorld, uAI, uLocale, uConsole, uAmmos, uChat, uVisualGears;
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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)
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or ((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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PreviousTeam:= CurrentTeam;
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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
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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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		begin
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		PrevTeam:= CurrTeam;
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		repeat
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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 mod HedgehogsNumber; // prevent infinite loop when CurrHedgehog = 7, but HedgehogsNumber < 8 (team is destroyed before its first turn
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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) and (not CurrentTeam^.hasGone)) or (PrevTeam = CurrTeam);
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		end
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until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) and (not CurrentTeam^.hasGone);
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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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SwitchNotHeldAmmo(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;
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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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if not CurrentTeam^.ExtDriven then 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, CurrentTeam^.voicepack)
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else
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	PlaySound(sndYesSir, false, CurrentTeam^.voicepack);
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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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   267
   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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   end else
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   begin
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   Result^.Clan:= ClansArray[c];
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   end;
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   277
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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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   283
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CurrentTeam:= Result;
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AddTeam:= Result
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   286
end;
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   287
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procedure FreeTeamsList;
547
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var t: LongInt;
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   290
begin
547
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   291
for t:= 0 to Pred(TeamsCount) do Dispose(TeamsArray[t]);
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   292
TeamsCount:= 0
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   293
end;
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   294
47
8daf1ee0b9a3 Show team health bars, without sorting yet
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   295
procedure RecountAllTeamsHealth;
547
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   296
var t: LongInt;
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   297
begin 
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   298
for t:= 0 to Pred(TeamsCount) do
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   299
    RecountTeamHealth(TeamsArray[t])
47
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   300
end;
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procedure InitTeams;
547
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var i, t: LongInt;
371
731ad6d27bd1 integer -> LongInt
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   304
    th: LongInt;
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   305
begin
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   306
for t:= 0 to Pred(TeamsCount) do
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   307
   with TeamsArray[t]^ do
47
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   308
      begin
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   309
      th:= 0;
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      for i:= 0 to cMaxHHIndex do
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   311
          if Hedgehogs[i].Gear <> nil then
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   312
             inc(th, Hedgehogs[i].Gear^.Health);
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   313
      if th > MaxTeamHealth then MaxTeamHealth:= th;
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   314
      end;
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   315
RecountAllTeamsHealth
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   316
end;
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   317
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   318
function  TeamSize(p: PTeam): Longword;
351
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   319
var i, Result: Longword;
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   320
begin
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   321
Result:= 0;
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   322
for i:= 0 to cMaxHHIndex do
351
29bc9c36ad5f Fixed-point arithmetics in engine.
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   323
    if p^.Hedgehogs[i].Gear <> nil then inc(Result);
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   324
TeamSize:= Result
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   325
end;
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   326
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   327
procedure RecountClanHealth(clan: PClan);
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   328
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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	if not hasGone then
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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;
549
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RecountClanHealth(team^.Clan);
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AddVisualGear(0, 0, vgtTeamHealthSorter)
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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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procedure TeamGone(s: shortstring);
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var i, t: LongInt;
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begin
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t:= 0;
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while (t < cMaxTeams)
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	and (TeamsArray[t] <> nil)
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	and (TeamsArray[t]^.TeamName <> s) do inc(t);
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if (t = cMaxTeams) or (TeamsArray[t] = nil) then exit;
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with TeamsArray[t]^ do
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	begin
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	AddChatString('** '+ TeamName + ' is gone');
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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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				begin
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				if Gear^.State and gstAttacking <> 0 then
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					AttackBar:= 0;
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				Gear^.State:= Gear^.State and not gstHHDriven
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				end;
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	hasGone:= true
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	end;
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RecountTeamHealth(TeamsArray[t])
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end;
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initialization
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finalization
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   401
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FreeTeamsList
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end.