hedgewars/uTeams.pas
author smxx
Wed, 17 Feb 2010 17:38:32 +0000
changeset 2820 389e8b286afe
parent 2806 db6e2a4da358
child 2826 fbcfc86ef477
permissions -rw-r--r--
Frontend: * Possible fix to engine window losing it's focus while Xfire is active (too sporadic to test)

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2008 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uTeams;
interface
uses SDLh, uConsts, uKeys, uGears, uRandom, uFloat, uStats, uVisualGears, uCollisions, uLand,
{$IFDEF GLES11}
	gles11,
{$ELSE}
	GL,
{$ENDIF}
	uSound;

type PHHAmmo = ^THHAmmo;
	THHAmmo = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo;

	PHedgehog = ^THedgehog;
	PTeam     = ^TTeam;
	PClan     = ^TClan;

	THedgehog = record
			Name: string[MAXNAMELEN];
			Gear: PGear;
			SpeechGear: PVisualGear;
			NameTagTex,
			HealthTagTex,
			HatTex: PTexture;
			Ammo: PHHAmmo;
			AmmoStore: Longword;
			CurSlot, CurAmmo: LongWord;
			Team: PTeam;
			MultiShootAttacks: Longword;
			visStepPos: LongWord;
			BotLevel  : LongWord; // 0 - Human player
			HatVisibility: GLfloat;
			stats: TStatistics;
			Hat: String;
            King: boolean;  // Flag for a bunch of hedgehog attributes
            Unplaced: boolean;  // Flag for hog placing mode
			end;

	TTeam = record
			Clan: PClan;
			TeamName: string[MAXNAMELEN];
			ExtDriven: boolean;
			Binds: TBinds;
			Hedgehogs: array[0..cMaxHHIndex] of THedgehog;
			CurrHedgehog: LongWord;
			NameTagTex: PTexture;
			CrosshairTex,
			GraveTex,
			HealthTex,
			FlagTex: PTexture;
			Flag: string;
			GraveName: string;
			FortName: string;
			TeamHealth: LongInt;
			TeamHealthBarWidth,
			NewTeamHealthBarWidth: LongInt;
			DrawHealthY: LongInt;
			AttackBar: LongWord;
			HedgehogsNumber: Longword;
			hasGone: boolean;
			voicepack: PVoicepack;
			end;

	TClan = record
			Color: Longword;
			Teams: array[0..Pred(cMaxTeams)] of PTeam;
			TeamsNumber: Longword;
			CurrTeam: LongWord;
			ClanHealth: LongInt;
			ClanIndex: LongInt;
			TurnNumber: LongWord;
			end;

var CurrentTeam: PTeam;
    PreviousTeam: PTeam;
    CurrentHedgehog: PHedgehog;
    TeamsArray: array[0..Pred(cMaxTeams)] of PTeam;
    TeamsCount: Longword;
    ClansArray: array[0..Pred(cMaxTeams)] of PClan;
    ClansCount: Longword;
    LocalClan: Longword;  // first non-bot, non-extdriven clan
    CurMinAngle, CurMaxAngle: Longword;

procedure init_uTeams;
procedure free_uTeams;
function  AddTeam(TeamColor: Longword): PTeam;
procedure SwitchHedgehog;
procedure AfterSwitchHedgehog;
procedure InitTeams;
function  TeamSize(p: PTeam): Longword;
procedure RecountTeamHealth(team: PTeam);
procedure RestoreTeamsFromSave;
function  CheckForWin: boolean;
procedure TeamGone(s: shortstring);
procedure TeamGoneEffect(var Team: TTeam);

implementation
uses uMisc, uWorld, uAI, uLocale, uConsole, uAmmos, uChat;
const MaxTeamHealth: LongInt = 0;

function CheckForWin: boolean;
var AliveClan: PClan;
    s: shortstring;
    t, AliveCount, i, j: LongInt;
begin
AliveCount:= 0;
for t:= 0 to Pred(ClansCount) do
	if ClansArray[t]^.ClanHealth > 0 then
		begin
		inc(AliveCount);
		AliveClan:= ClansArray[t]
		end;

if (AliveCount > 1)
or ((AliveCount = 1) and ((GameFlags and gfOneClanMode) <> 0)) then exit(false);
CheckForWin:= true;

TurnTimeLeft:= 0;
if AliveCount = 0 then
	begin // draw
	AddCaption(trmsg[sidDraw], cWhiteColor, capgrpGameState);
	SendStat(siGameResult, trmsg[sidDraw]);
	AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000)
	end else // win
	with AliveClan^ do
		begin
		if TeamsNumber = 1 then
			s:= Format(trmsg[sidWinner], Teams[0]^.TeamName)  // team wins
		else
			s:= Format(trmsg[sidWinner], Teams[0]^.TeamName); // clan wins

		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
							Gear^.State:= gstWinner;

		AddCaption(s, cWhiteColor, capgrpGameState);
		SendStat(siGameResult, s);
		AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000)
		end;
SendStats
end;

procedure SwitchHedgehog;
var c: LongWord;
    PrevHH, PrevTeam: LongWord;
begin
TargetPoint.X:= NoPointX;
TryDo(CurrentTeam <> nil, 'nil Team', true);
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);
           if Gear <> nil then AddGearCI(Gear)
           end
		end;

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;

c:= CurrentTeam^.Clan^.ClanIndex;
repeat
	inc(c);
	if c = ClansCount then
		begin
        if not PlacingHogs then inc(TotalRounds);
		c:= 0
		end;

	with ClansArray[c]^ do
		begin
		PrevTeam:= CurrTeam;
		repeat
			CurrTeam:= Succ(CurrTeam) mod TeamsNumber;
			CurrentTeam:= Teams[CurrTeam];
			with CurrentTeam^ do
				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) or (CurrHedgehog = PrevHH)
				end
		until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) or (PrevTeam = CurrTeam);
		end
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil);

CurrentHedgehog:= @(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog])
end;

procedure AfterSwitchHedgehog;
var g: PGear;
    i, t: LongInt;
begin
if PlacingHogs then
   begin
   PlacingHogs:= false;
   for t:= 0 to Pred(TeamsCount) do
      for i:= 0 to cMaxHHIndex do
          if (TeamsArray[t]^.Hedgehogs[i].Gear <> nil) and (TeamsArray[t]^.Hedgehogs[i].Unplaced) then 
             PlacingHogs:= true;

   if not PlacingHogs then // Reset  various things I mucked with
      begin
      for i:= 0 to ClansCount do
         if ClansArray[i] <> nil then ClansArray[i]^.TurnNumber:= 0;
      ResetWeapons
      end
   end;

inc(CurrentTeam^.Clan^.TurnNumber);

SwitchNotHeldAmmo(CurrentHedgehog^);

with CurrentHedgehog^ do
	begin
	with Gear^ do
		begin
		Z:= cCurrHHZ;
		State:= gstHHDriven;
		Active:= true
		end;
	RemoveGearFromList(Gear);
	InsertGearToList(Gear);
	FollowGear:= Gear
	end;

ResetKbd;

cWindSpeed:= rndSign(GetRandom * cMaxWindSpeed);
g:= AddGear(0, 0, gtATSmoothWindCh, 0, _0, _0, 1);
g^.Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
{$IFDEF DEBUGFILE}AddFileLog('Wind = '+FloatToStr(cWindSpeed));{$ENDIF}
ApplyAmmoChanges(CurrentHedgehog^);

{$IFNDEF IPHONEOS}
if not CurrentTeam^.ExtDriven then SetBinds(CurrentTeam^.Binds);
{$ENDIF}

bShowFinger:= true;

if (CurrentTeam^.ExtDriven or (CurrentHedgehog^.BotLevel > 0)) then
	PlaySound(sndIllGetYou, CurrentTeam^.voicepack)
else
	PlaySound(sndYesSir, CurrentTeam^.voicepack);

if PlacingHogs then
   begin
   if CurrentHedgehog^.Unplaced then TurnTimeLeft:= 1000 * (MaxHedgehogs div 4) + 1000
   else TurnTimeLeft:= 0
   end
else TurnTimeLeft:= cHedgehogTurnTime
end;

function AddTeam(TeamColor: Longword): PTeam;
var team: PTeam;
    c: LongInt;
begin
TryDo(TeamsCount < cMaxTeams, 'Too many teams', true);
New(team);
TryDo(team <> nil, 'AddTeam: team = nil', true);
FillChar(team^, sizeof(TTeam), 0);
team^.AttackBar:= 2;
team^.CurrHedgehog:= 0;
team^.Flag:= 'hedgewars';

TeamsArray[TeamsCount]:= team;
inc(TeamsCount);

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
        end
   end else
   begin
   team^.Clan:= ClansArray[c];
   end;

with team^.Clan^ do
    begin
    Teams[TeamsNumber]:= team;
    inc(TeamsNumber)
    end;

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
          LocalClan:= Clan^.ClanIndex + 1;
      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
          Hedgehogs[0].King:= true;
          Hedgehogs[0].Hat:= 'crown';
          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
          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
	NewTeamHealthBarWidth:= 0;

	if not hasGone then
		for i:= 0 to cMaxHHIndex do
			if Hedgehogs[i].Gear <> nil then
				inc(NewTeamHealthBarWidth, Hedgehogs[i].Gear^.Health);

	TeamHealth:= NewTeamHealthBarWidth;
	if NewTeamHealthBarWidth > MaxTeamHealth then
		begin
		MaxTeamHealth:= NewTeamHealthBarWidth;
		RecountAllTeamsHealth;
		end else NewTeamHealthBarWidth:= (NewTeamHealthBarWidth * cTeamHealthWidth) div MaxTeamHealth
	end;

RecountClanHealth(team^.Clan);

AddVisualGear(0, 0, vgtTeamHealthSorter)
end;

procedure RestoreTeamsFromSave;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
   TeamsArray[t]^.ExtDriven:= false
end;

procedure TeamGone(s: shortstring);
var t: LongInt;
begin
t:= 0;
while (t < cMaxTeams)
	and (TeamsArray[t] <> nil)
	and (TeamsArray[t]^.TeamName <> s) do inc(t);
if (t = cMaxTeams) or (TeamsArray[t] = nil) then exit;

with TeamsArray[t]^ do
	begin
	AddChatString('** '+ TeamName + ' is gone');
	hasGone:= true
	end;

RecountTeamHealth(TeamsArray[t])
end;

procedure TeamGoneEffect(var Team: TTeam);
var i: LongInt;
begin
with Team do
	for i:= 0 to cMaxHHIndex do
		with Hedgehogs[i] do
			if Gear <> nil then
				Gear^.Damage:= Gear^.Health
end;

procedure init_uTeams;
begin
	CurrentTeam:= nil;
	PreviousTeam:= nil;
	CurrentHedgehog:= nil;
	TeamsCount:= 0;
	ClansCount:= 0;
	LocalClan:= 0;  // first non-bot, non-extdriven clan
end;

procedure free_uTeams;
var i: LongWord;
begin
   if TeamsCount > 0 then
     begin
     for i:= 0 to Pred(TeamsCount) do Dispose(TeamsArray[i]);
     for i:= 0 to Pred(ClansCount) do Dispose(ClansArray[i]);
     end;
   TeamsCount:= 0;
   ClansCount:= 0
end;

end.