Start implementing support for 32bit sprites concerned in map generation process.
Step 1: forts are loading correctly.
Everything else is broken
(*
* 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
*)
unit uTeams;
interface
uses SDLh, uConsts, uKeys, uGears, uRandom, uFloat, uStats;
{$INCLUDE options.inc}
type PHHAmmo = ^THHAmmo;
THHAmmo = array[0..cMaxSlotIndex, 0..cMaxSlotAmmoIndex] of TAmmo;
type PHedgehog = ^THedgehog;
PTeam = ^TTeam;
PClan = ^TClan;
THedgehog = record
Name: string[MAXNAMELEN];
Gear: PGear;
NameTagTex: PTexture;
HealthTagTex: PTexture;
Ammo: PHHAmmo;
AmmoStore: Longword;
CurSlot, CurAmmo: LongWord;
Team: PTeam;
AttacksNum: Longword;
visStepPos: LongWord;
BotLevel : LongWord; // 0 - Human player
stats: TStatistics;
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: PTexture;
GraveName: string;
FortName: string;
TeamHealth: LongInt;
TeamHealthBarWidth,
NewTeamHealthBarWidth: LongInt;
DrawHealthY: LongInt;
AttackBar: LongWord;
HedgehogsNumber: Longword;
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 = nil;
CurrentHedgehog: PHedgehog = nil;
TeamsArray: array[0..Pred(cMaxTeams)] of PTeam;
TeamsCount: Longword = 0;
ClansArray: array[0..Pred(cMaxTeams)] of PClan;
ClansCount: Longword = 0;
CurMinAngle, CurMaxAngle: Longword;
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;
implementation
uses uMisc, uWorld, uAI, uLocale, uConsole, uAmmos, uSound;
const MaxTeamHealth: LongInt = 0;
procedure FreeTeamsList; forward;
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], $FFFFFF, 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, $FFFFFF, capgrpGameState);
SendStat(siGameResult, s);
AddGear(0, 0, gtATFinishGame, 0, _0, _0, 3000)
end;
SendStats
end;
procedure SwitchHedgehog;
var c: LongWord;
PrevHH, PrevTeam: LongWord;
begin
FreeActionsList;
TargetPoint.X:= NoPointX;
TryDo(CurrentTeam <> nil, 'nil Team', true);
with CurrentHedgehog^ do
if Gear <> nil then
begin
AttacksNum:= 0;
Gear^.Message:= 0;
Gear^.Z:= cHHZ;
RemoveGearFromList(Gear);
InsertGearToList(Gear)
end;
c:= CurrentTeam^.Clan^.ClanIndex;
repeat
inc(c);
if c = ClansCount then
begin
inc(TotalRounds);
c:= 0
end;
with ClansArray[c]^ do
repeat
PrevTeam:= CurrTeam;
CurrTeam:= Succ(CurrTeam) mod TeamsNumber;
CurrentTeam:= Teams[CurrTeam];
with CurrentTeam^ do
begin
PrevHH:= CurrHedgehog;
repeat
CurrHedgehog:= Succ(CurrHedgehog) mod HedgehogsNumber;
until (Hedgehogs[CurrHedgehog].Gear <> nil) or (CurrHedgehog = PrevHH)
end
until (CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil) or (PrevTeam = CurrTeam);
until CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog].Gear <> nil;
CurrentHedgehog:= @(CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog])
end;
procedure AfterSwitchHedgehog;
var g: PGear;
begin
SwitchNotHoldedAmmo(CurrentHedgehog^);
with CurrentHedgehog^ do
begin
with Gear^ do
begin
Z:= cCurrHHZ;
State:= gstHHDriven;
Active:= true
end;
RemoveGearFromList(Gear);
InsertGearToList(Gear);
FollowGear:= Gear
end;
inc(CurrentTeam^.Clan^.TurnNumber);
ResetKbd;
cWindSpeed:= rndSign(GetRandom * cMaxWindSpeed);
g:= AddGear(0, 0, gtATSmoothWindCh, 0, _0, _0, 1);
g^.Tag:= hwRound(cWindSpeed * 72 / cMaxWindSpeed);
{$IFDEF DEBUGFILE}AddFileLog('Wind = '+FloatToStr(cWindSpeed));{$ENDIF}
ApplyAmmoChanges(CurrentHedgehog^);
if CurrentTeam^.ExtDriven then SetDefaultBinds
else SetBinds(CurrentTeam^.Binds);
bShowFinger:= true;
if (CurrentTeam^.ExtDriven or (CurrentHedgehog^.BotLevel > 0)) then
PlaySound(sndIllGetYou, false)
else
PlaySound(sndYesSir, false);
TurnTimeLeft:= cHedgehogTurnTime
end;
function AddTeam(TeamColor: Longword): PTeam;
var Result: PTeam;
c: LongInt;
begin
TryDo(TeamsCount < cMaxTeams, 'Too many teams', true);
New(Result);
TryDo(Result <> nil, 'AddTeam: Result = nil', true);
FillChar(Result^, sizeof(TTeam), 0);
Result^.AttackBar:= 2;
Result^.CurrHedgehog:= cMaxHHIndex;
TeamsArray[TeamsCount]:= Result;
inc(TeamsCount);
c:= Pred(ClansCount);
while (c >= 0) and (ClansArray[c]^.Color <> TeamColor) do dec(c);
if c < 0 then
begin
new(Result^.Clan);
FillChar(Result^.Clan^, sizeof(TClan), 0);
ClansArray[ClansCount]:= Result^.Clan;
inc(ClansCount);
with Result^.Clan^ do
begin
ClanIndex:= Pred(ClansCount);
Color:= TeamColor
end
end else
begin
Result^.Clan:= ClansArray[c];
end;
with Result^.Clan^ do
begin
Teams[TeamsNumber]:= Result;
inc(TeamsNumber)
end;
CurrentTeam:= Result;
AddTeam:= Result
end;
procedure FreeTeamsList;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do Dispose(TeamsArray[t]);
TeamsCount:= 0
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: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
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;
end;
RecountAllTeamsHealth
end;
function TeamSize(p: PTeam): Longword;
var i, Result: Longword;
begin
Result:= 0;
for i:= 0 to cMaxHHIndex do
if p^.Hedgehogs[i].Gear <> nil then inc(Result);
TeamSize:= Result
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;
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);
AddGear(0, 0, gtTeamHealthSorter, 0, _0, _0, 0)
end;
procedure RestoreTeamsFromSave;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
TeamsArray[t]^.ExtDriven:= false
end;
initialization
finalization
FreeTeamsList
end.