{* UltraStar Deluxe - Karaoke Game * * UltraStar Deluxe is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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; either version 2 * of the License, or (at your option) any later version. * * 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; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. * * $URL$ * $Id$ *} unit UParty; interface {$IFDEF FPC} {$MODE DELPHI} {$ENDIF} {$I switches.inc} uses ULua; type { array holds ids of modes or Party_Round_Random its length defines the number of rounds it is used as argument for TPartyGame.StartParty } ARounds = array of integer; { record used by TPartyGame to store round specific data } TParty_Round = record Mode: Integer; Winner: Integer; end; { element of APartyTeamRanking returned by TPartyGame.GetTeamRanking } TParty_TeamRanking = record Team: Integer; //< id of team Rank: Integer; //< 1 to Length(Teams) e.g. 1 is for placed first end; AParty_TeamRanking = Array of TParty_TeamRanking; //< returned by TPartyGame.GetTeamRanking TParty_ModeInfo = record Name: String; // name of this mode Parent: Integer; // Id of owning plugin CanNonParty: Boolean; //< is playable when not in party mode CanParty: Boolean; //< is playable in party mode // one bit in the following settings stands for // a player or team count // PlayerCount = 2 or 4 indicates that the mode is playable with 2 and 3 players per team // TeamCount = 1 or 2 or 4 or 8 or 16 or 32 indicates that the mode is playable with 1 to 6 teams PlayerCount: Integer; //< playable with one, two, three etc. players per team TeamCount: Integer; //< playable with one, two, three etc. different teams Functions: record // lua functions that will be called at specific events BeforeSongSelect: String; // default actions are executed if functions = nil AfterSongSelect: String; BeforeSing: String; OnSing: String; AfterSing: String; end; end; { used by TPartyGame to store player specific data } TParty_PlayerInfo = record Name: String; //< Playername TimesPlayed: Integer; //< How often this Player has Sung end; { used by TPartyGame to store team specific data } TParty_TeamInfo = record Name: String; //< name of the Team Score: Word; //< current score JokersLeft: Integer; //< jokers this team has left NextPlayer: Integer; //Id of the player that plays the next (the current) song Players: array of TParty_PlayerInfo; end; TPartyGame = class private bPartyGame: boolean; //< are we playing party or standard mode CurRound: Integer; //< indicates which of the elements of Rounds is played next (at the moment) bPartyStarted: Boolean; TimesPlayed: array of Integer; //< times every mode was played in current party game (for random mode calculation) function IsWinner(Player, Winner: integer): boolean; procedure GenScores; function GetRandomMode: integer; function GetRandomPlayer(Team: integer): integer; function CallLua(Parent: Integer; Func: String):Boolean; public //Teams: TTeamInfo; Rounds: array of TParty_Round; //< holds info which modes are played in this party game (if started) Teams: array of TParty_TeamInfo; //< holds info of teams playing in current round (private for easy manipulation of lua functions) Modes: array of TParty_ModeInfo; //< holds info of registred party modes property CurrentRound: Integer read CurRound; constructor Create; { set the attributes of Info to default values } procedure DefaultModeInfo(var Info: TParty_ModeInfo); { registers a new mode, returns true on success (mode name does not already exist) } function RegisterMode(Info: TParty_ModeInfo): Boolean; { returns true if modes are available for players and teams that are currently set up. if there are no teams set up it returns if there are any party modes available } function ModesAvailable: Boolean; { clears all party specific data previously stored } procedure Clear; { adds a team to the team array, returning its id can only be called when game is not already started } function AddTeam(Name: String): Integer; { adds a player to the player array, returning its id can only be called when game is not already started } function AddPlayer(Team: Integer; Name: String): Integer; { starts a new PartyGame, returns true on success before a call of this function teams and players has to be added by AddTeam and AddPlayer } function StartGame(Rounds: ARounds): Boolean; { sets the winner(s) of current round returns true on success } function SetWinner(WinBin: Integer): Boolean; { increases round counter by 1 and clears all round specific information; returns the number of the current round or -1 if last round has already been played } function NextRound: integer; { true if in a Party Game (not in standard mode) } property PartyGame: Boolean read BPartyGame; { returns true if last round was already played } function GameFinished: Boolean; { call plugins defined function and/or default procedure only default procedure is called when no function is defined by plugin if plugins function returns true then default is called after plugins function was executed} procedure CallBeforeSongSelect; procedure CallAfterSongSelect; procedure CallBeforeSing; procedure CallOnSing; procedure CallAfterSing; { returns an array[1..6] of TParty_TeamRanking. the index stands for the placing, team is the team number (in the team array) rank is correct rank if some teams have the same score. } function GetTeamRanking: AParty_TeamRanking; { returns a string like "Team 1 (and Team 2) win" } function GetWinnerString(Round: Integer): String; destructor Destroy; end; const { minimal amount of teams for party mode } Party_Teams_Min = 2; { maximal amount of teams for party mode } Party_Teams_Max = 3; { minimal amount of players for party mode } Party_Players_Min = 1; { maximal amount of players for party mode } Party_Players_Max = 4; { amount of jokers each team gets at the beginning of the game } Party_Count_Jokers = 5; { to indicate that element (mode) should set randomly in ARounds array } Party_Round_Random = -1; StandardModus = 0; //Modus Id that will be played in non-party mode var Party: TPartyGame; implementation uses UGraphic, ULanguage, ULog, ULuaCore, UDisplay, USong, SysUtils; //------------- // Just the constructor //------------- constructor TPartyGame.Create; begin inherited; Clear; end; destructor TPartyGame.Destroy; begin inherited; end; { clears all party specific data previously stored } procedure TPartyGame.Clear; var I: Integer; begin bPartyGame := false; // no party game CurRound := low(integer); bPartyStarted := false; //game not startet SetLength(Teams, 0); //remove team info SetLength(Rounds, 0); //remove round info // clear times played for I := 0 to High(TimesPlayed) do TimesPlayed[I] := 0; end; { private: some intelligent randomnes for plugins } function TPartyGame.GetRandomMode: integer; var LowestTP: integer; NumPwithLTP: integer; I: integer; R: integer; begin Result := 0; //If there are no matching modes, play first modus LowestTP := high(Integer); NumPwithLTP := 0; // search for the plugins less played yet for I := 0 to high(Modes) do begin if (TimesPlayed[I] < lowestTP) then begin lowestTP := TimesPlayed[I]; NumPwithLTP := 1; end else if (TimesPlayed[I] = lowestTP) then begin Inc(NumPwithLTP); end; end; // create random number R := Random(NumPwithLTP); // select the random mode from the modes with less timesplayed for I := 0 to high(Modes) do begin if (TimesPlayed[I] = lowestTP) { and (((Modis[I].Info.LoadingSettings and MLS_TeamOnly) <> 0) = TeamMode) }then begin //Plugin found if (R = 0) then begin Result := I; Inc(TimesPlayed[I]); Break; end; Dec(R); end; end; end; { private: GetRandomPlayer - returns a random player that does not play to often ;) } function TPartyGame.GetRandomPlayer(Team: integer): integer; var I, R: integer; lowestTP: Integer; NumPwithLTP: Integer; begin LowestTP := high(Integer); NumPwithLTP := 0; Result := 0; // search for players that have less played yet for I := 0 to High(Teams[Team].Players) do begin if (Teams[Team].Players[I].TimesPlayed < lowestTP) then begin lowestTP := Teams[Team].Players[I].TimesPlayed; NumPwithLTP := 1; end else if (Teams[Team].Players[I].TimesPlayed = lowestTP) then begin Inc(NumPwithLTP); end; end; // create random number R := Random(NumPwithLTP); // search for selected random player for I := 0 to High(Teams[Team].Players) do begin if Teams[Team].Players[I].TimesPlayed = lowestTP then begin if (R = 0) then begin // found selected player Result := I; Break; end; Dec(R); end; end; end; { private: returns true if the players bit is set in the winner int } function TPartyGame.IsWinner(Player, Winner: Integer): boolean; var Bit: byte; begin if (Player < 31) then begin Bit := 1 shl Player; Result := ((Winner and Bit) = Bit); end else Result := False; end; //---------- //GenScores - inc scores for cur. round //---------- procedure TPartyGame.GenScores; var I: byte; begin for I := 0 to High(Teams) do begin if isWinner(I, Rounds[CurRound].Winner) then Inc(Teams[I].Score); end; end; { set the attributes of Info to default values } procedure TPartyGame.DefaultModeInfo(var Info: TParty_ModeInfo); begin Info.Name := 'undefined'; Info.Parent := -1; //< not loaded by plugin (e.g. Duell) Info.CanNonParty := false; Info.CanParty := false; Info.PlayerCount := High(Integer); //< no restrictions either on player count Info.TeamCount := High(Integer); //< nor on team count Info.Functions.BeforeSongSelect := ''; //< use default functions Info.Functions.AfterSongSelect := ''; Info.Functions.BeforeSing := ''; Info.Functions.OnSing := ''; Info.Functions.AfterSing := ''; end; { registers a new mode, returns true on success (mode name does not already exist) } function TPartyGame.RegisterMode(Info: TParty_ModeInfo): Boolean; var Len: integer; LowerName: String; I: integer; begin Result := false; if (Info.Name <> 'undefined') then begin // search for a plugin w/ same name LowerName := lowercase(Info.Name); // case sensitive search for I := 0 to high(Modes) do if (LowerName = lowercase(Modes[I].Name)) then exit; //< no success (name already exist) // add new mode to array and append and clear a new TimesPlayed element Len := Length(Modes); SetLength(Modes, Len + 1); SetLength(TimesPlayed, Len + 1); Modes[Len] := Info; TimesPlayed[Len] := 0; Result := True; end; end; { returns true if modes are available for players and teams that are currently set up. if there are no teams set up it returns if there are any party modes available } function TPartyGame.ModesAvailable: Boolean; var I, J: Integer; CountTeams: Integer; begin CountTeams := Length(Teams); if CountTeams = 0 then begin Result := (Length(Modes) > 0); end else begin for I := 0 to High(Modes) do if (Modes[I].TeamCount and (1 shl (CountTeams - 1)) <> 0) then begin Result := True; for J := 0 to High(Teams) do Result := Result and (Modes[I].PlayerCount and (1 shl (Length(Teams[J].Players) - 1)) <> 0); if Result then Exit; end; end; end; { adds a team to the team array, returning its id can only be called when game is not already started } function TPartyGame.AddTeam(Name: String): Integer; begin Result := -1; if (not bPartyStarted) and (Length(Name) > 0) and (Length(Teams) < Party_Teams_Max) then begin Result := Length(Teams); SetLength(Teams, Result + 1); Teams[Result].Name := Name; Teams[Result].Score := 0; Teams[Result].JokersLeft := Party_Count_Jokers; Teams[Result].NextPlayer := -1; end; end; { adds a player to the player array, returning its id can only be called when game is not already started } function TPartyGame.AddPlayer(Team: Integer; Name: String): Integer; begin Result := -1; if (not bPartyStarted) and (Team >= 0) and (Team <= High(Teams)) and (Length(Teams[Team].Players) < Party_Players_Max) and (Length(Name) > 0) then begin // append element to players array Result := Length(Teams[Team].Players); SetLength(Teams[Team].Players, Result + 1); // fill w/ data Teams[Team].Players[Result].Name := Name; Teams[Team].Players[Result].TimesPlayed := 0; end; end; { starts a new PartyGame, returns true on success before a call of this function teams and players has to be added by AddTeam and AddPlayer } function TPartyGame.StartGame(Rounds: ARounds): Boolean; var I: integer; begin Result := false; if (not bPartyStarted) and (Length(Rounds) > 0) and (Length(Teams) >= Party_Teams_Min) then begin // check teams for minimal player count for I := 0 to High(Teams) do if (Length(Teams[I].Players) < Party_Players_Min) then exit; // create rounds array SetLength(Self.Rounds, Length(Rounds)); for I := 0 to High(Rounds) do begin // copy round or select a random round if (Rounds[I] <> Party_Round_Random) and (Rounds[I] >= 0) and (Rounds[I] <= High(Modes)) then Self.Rounds[I].Mode := Rounds[I] else Self.Rounds[I].Mode := GetRandomMode; Self.Rounds[I].Winner := -1; // -1 indicates not played yet end; // get the party started!11 bPartyStarted := true; bPartyGame := true; CurRound := low(integer); //< set not to -1 to indicate that party game is not finished // first round NextRound; Result := True; end; end; { sets the winner(s) of current round returns true on success } function TPartyGame.SetWinner(WinBin: Integer): Boolean; begin if (bPartyStarted) and (CurRound >= 0) and (CurRound <= High(Rounds)) then begin Rounds[CurRound].Winner := WinBin; end else Result := false; end; { increases round counter by 1 and clears all round specific information; returns the number of the current round or -1 if last round has already been played } function TPartyGame.NextRound: integer; var I: Integer; begin // some lines concerning the previous round if (CurRound >= 0) then begin GenScores; end; // increase round counter Inc(CurRound); if (CurRound < -1) then // we start first round CurRound := 0; if (CurRound > High(Rounds)) then CurRound := -1; //< last round played Result := CurRound; // some lines concerning the next round if (CurRound >= 0) then begin // select player for I := 0 to High(Teams) do Teams[I].NextPlayer := GetRandomPlayer(I); Rounds[CurRound].Winner := 0; //< reset winner end; end; { returns true if last round was already played } function TPartyGame.GameFinished: Boolean; begin Result := (bPartyStarted and (CurRound = -1)); end; { private: calls the specified function Func from lua plugin Parent if both exist. return true if default function should be called (function or plugin does not exist, or function returns true) } function TPartyGame.CallLua(Parent: Integer; Func: String):Boolean; var P: TLuaPlugin; begin // call default function by default Result := true; // check for core plugin and empty function name if (Parent >= 0) and (Length(Func) > 0) then begin // get plugin that registred the mode P := LuaCore.GetPluginById(Parent); if (P <> nil) then begin if (P.CallFunctionByName(Func, 0, 1)) then // check result Result := (lua_toboolean(P.LuaState, 1)); end; end; end; { call plugins defined function and/or default procedure only default procedure is called when no function is defined by plugin if plugins function returns true then default is called after plugins function was executed} procedure TPartyGame.CallBeforeSongSelect; begin if (CurRound >= 0) then begin // we set screen song to party mode // plugin should not have to do this if it // don't want default procedure to be executed ScreenSong.Mode := smPartyMode; with Modes[Rounds[CurRound].Mode] do if (CallLua(Parent, Functions.BeforeSongSelect)) then begin // execute default function: // display song select screen Display.FadeTo(@ScreenSong); end; end; end; procedure TPartyGame.CallAfterSongSelect; begin if (CurRound >= 0) then begin with Modes[Rounds[CurRound].Mode] do if (CallLua(Parent, Functions.AfterSongSelect)) then begin // execute default function: // display sing screen ScreenSong.StartSong; end; end; end; procedure TPartyGame.CallBeforeSing; begin if (CurRound >= 0) then begin with Modes[Rounds[CurRound].Mode] do if (CallLua(Parent, Functions.BeforeSing)) then begin // execute default function: //nothing atm { to-do : compartmentalize TSingScreen.OnShow into functions for init of a specific part of sing screen. these functions should be called here before sing screen is shown, or it should be called by plugin if it wants to define a custom singscreen start up. } end; end; end; procedure TPartyGame.CallOnSing; begin if (CurRound >= 0) then begin with Modes[Rounds[CurRound].Mode] do if (CallLua(Parent, Functions.OnSing)) then begin // execute default function: //nothing atm end; end; end; procedure TPartyGame.CallAfterSing; begin if (CurRound >= 0) then begin with Modes[Rounds[CurRound].Mode] do if (CallLua(Parent, Functions.AfterSing)) then begin // execute default function: if (bPartyGame) then // display party score screen Display.FadeTo(@ScreenPartyScore) else //display standard score screen Display.FadeTo(@ScreenScore); end; end; end; { returns an array[1..6] of integer. the index stands for the placing, value is the team number (in the team array) } function TPartyGame.GetTeamRanking: AParty_TeamRanking; var I, J: Integer; Temp: TParty_TeamRanking; Rank: Integer; begin SetLength(Result, Length(Teams)); // fill ranking array for I := 0 to High(Result) do begin Result[I].Team := I; Result[I].Rank := 0; end; // bubble sort by score J := High(Result); repeat for I := 0 to J - 1 do if (Teams[Result[I].Team].Score > Teams[Result[I+1].Team].Score) then begin Temp := Result[I]; Result[I] := Result[I+1]; Result[I+1] := Temp; end; Dec(J); until J <= 0; // set rank field Rank := 1; //first rank has id 1 for I := 0 to High(Result) do begin Result[I].Rank := Rank; if (I < High(Result)) and (Teams[Result[I].Team].Score <> Teams[Result[I+1].Team].Score) then Inc(Rank); // next rank if next team has different score end; end; { returns a string like "Team 1 (and Team 2) win" } function TPartyGame.GetWinnerString(Round: Integer): String; var Winners: array of String; I: integer; begin Result := ''; if (Round >= 0) and (Round <= High(Rounds)) then begin if (Rounds[Round].Winner <> 0) then begin if (Rounds[Round].Winner = -1) then begin Result := Language.Translate('PARTY_NOTPLAYEDYET'); end else begin SetLength(Winners, 0); for I := 0 to High(Teams) do begin if isWinner(I, Rounds[Round].Winner) then begin SetLength(Winners, Length(Winners) + 1); Winners[high(Winners)] := Teams[I].Name; end; end; Result := Language.Implode(Winners); end; end; end; if (Length(Result) = 0) then Result := Language.Translate('PARTY_NOBODY'); end; { //---------- // CallModiDeInit - calls DeInitProc and ends the round //---------- function TPartySession.CallModiDeInit(wParam: TwParam; lParam: TlParam): integer; var I: integer; MaxScore: word; begin if (bPartyMode) then begin //Get Winner Byte! if (@Modis[Rounds[CurRound].Modi].Info.ModiDeInit <> nil) then //get winners from plugin Rounds[CurRound].Winner := Modis[Rounds[CurRound].Modi].Info.ModiDeInit(Modis[Rounds[CurRound].Modi].Info.ID) else begin //Create winners by score :/ Rounds[CurRound].Winner := 0; MaxScore := 0; for I := 0 to Teams.NumTeams-1 do begin // to-do : recode percentage stuff //PlayerInfo.Playerinfo[I].Percentage := PlayerInfo.Playerinfo[I].Score div 9999; if (Player[I].ScoreTotalInt > MaxScore) then begin MaxScore := Player[I].ScoreTotalInt; Rounds[CurRound].Winner := 1 shl I; end else if (Player[I].ScoreTotalInt = MaxScore) and (Player[I].ScoreTotalInt <> 0) then begin Rounds[CurRound].Winner := Rounds[CurRound].Winner or (1 shl I); end; end; //When nobody has points -> everybody looses if (MaxScore = 0) then Rounds[CurRound].Winner := 0; end; //Generate the scores GenScores; //Inc players TimesPlayed if ((Modis[Rounds[CurRound-1].Modi].Info.LoadingSettings and MLS_IncTP) = MLS_IncTP) then begin for I := 0 to Teams.NumTeams-1 do Inc(Teams.TeamInfo[I].Playerinfo[Teams.TeamInfo[I].CurPlayer].TimesPlayed); end; end else if (@Modis[Rounds[CurRound].Modi].Info.ModiDeInit <> nil) then Modis[Rounds[CurRound].Modi].Info.ModiDeInit(Modis[Rounds[CurRound].Modi].Info.ID); // FIXME: return a valid result Result := 0; end; //---------- // GetTeamOrder - returns team order. Structure: Bits 1..3: Team at place1; Bits 4..6: Team at place2 ... //---------- function TPartySession.GetTeamOrder(wParam: TwParam; lParam: TlParam): integer; var I, J: integer; ATeams: array [0..5] of TeamOrderEntry; TempTeam: TeamOrderEntry; begin // to-do : PartyMode: Write this in another way, so that teams with the same score get the same place //Fill Team array for I := 0 to Teams.NumTeams-1 do begin ATeams[I].Teamnum := I; ATeams[I].Score := Teams.Teaminfo[I].Score; end; //Sort teams for J := 0 to Teams.NumTeams-1 do for I := 1 to Teams.NumTeams-1 do if ATeams[I].Score > ATeams[I-1].Score then begin TempTeam := ATeams[I-1]; ATeams[I-1] := ATeams[I]; ATeams[I] := TempTeam; end; //Copy to Result Result := 0; for I := 0 to Teams.NumTeams-1 do Result := Result or (ATeams[I].TeamNum Shl I*3); end; } end.