remove windspeed from bubbles, remove initial dY from bubbles, apply dY/dX to bubbles, correct offsets on flying saucer flame graphics, add bubbles when flying saucer thrusts underwater, make flying saucer sink more slowly underwater
(*
* 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 uConsts, uKeys, uGears, uRandom, uFloat, uStats, uVisualGears, uCollisions, GLunit, 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;
CurAmmoType: TAmmoType;
AmmoStore: Longword;
Team: PTeam;
MultiShootAttacks: Longword;
visStepPos: LongWord;
BotLevel : Byte; // 0 - Human player
HatVisibility: GLfloat;
stats: TStatistics;
Hat: shortstring;
King: boolean; // Flag for a bunch of hedgehog attributes
Unplaced: boolean; // Flag for hog placing mode
Timer: Longword;
Effects: Array[THogEffect] of boolean;
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,
AIKillsTex,
FlagTex: PTexture;
Flag: shortstring;
GraveName: shortstring;
FortName: shortstring;
TeamHealth: LongInt;
TeamHealthBarWidth,
NewTeamHealthBarWidth: LongInt;
DrawHealthY: LongInt;
AttackBar: LongWord;
HedgehogsNumber: Longword;
hasGone: boolean;
voicepack: PVoicepack;
PlayerHash: shortstring; // md5 hash of player name. For temporary enabling of hats as thank you. Hashed for privacy of players
stats: TTeamStats;
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: LongInt; // last non-bot, non-extdriven clan
LocalAmmo: LongInt; // last non-bot, non-extdriven clan's first team's ammo index
CurMinAngle, CurMaxAngle: Longword;
procedure initModule;
procedure freeModule;
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);
function GetTeamStatString(p: PTeam): shortstring;
implementation
uses uMisc, uWorld, uLocale, 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;
ReadyTimeLeft:= 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(shortstring(trmsg[sidWinner]), Teams[0]^.TeamName) // team wins
else
s:= Format(shortstring(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 * 2 * 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^);
if not CurrentTeam^.ExtDriven then SetBinds(CurrentTeam^.Binds);
bShowFinger:= true;
if PlacingHogs then
begin
if CurrentHedgehog^.Unplaced then TurnTimeLeft:= 15000
else TurnTimeLeft:= 0
end
else TurnTimeLeft:= cHedgehogTurnTime;
if (TurnTimeLeft > 0) and (CurrentHedgehog^.BotLevel = 0) then
begin
if CurrentTeam^.ExtDriven then
PlaySound(sndIllGetYou, CurrentTeam^.voicepack)
else
PlaySound(sndYesSir, CurrentTeam^.voicepack);
if PlacingHogs or (cHedgehogTurnTime < 1000000) then ReadyTimeLeft:= cReadyDelay;
AddCaption(Format(shortstring(trmsg[sidReady]), CurrentTeam^.TeamName), cWhiteColor, capgrpGameState)
end
else
begin
if TurnTimeLeft > 0 then
PlaySound(sndIllGetYou, CurrentTeam^.voicepack);
ReadyTimeLeft:= 0
end
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
begin
LocalClan:= Clan^.ClanIndex;
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
Hedgehogs[0].King:= true;
Hedgehogs[0].Hat:= 'crown';
Hedgehogs[0].Effects[hePoisoned] := false;
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
begin
Gear^.Invulnerable:= false;
Gear^.Damage:= Gear^.Health
end
end;
function GetTeamStatString(p: PTeam): shortstring;
var s: ansistring;
begin
s:= p^.TeamName + ':' + inttostr(p^.TeamHealth) + ':';
GetTeamStatString:= s;
end;
procedure initModule;
begin
CurrentTeam:= nil;
PreviousTeam:= nil;
CurrentHedgehog:= nil;
TeamsCount:= 0;
ClansCount:= 0;
LocalClan:= -1;
LocalAmmo:= -1;
end;
procedure freeModule;
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.