Racer: Fix weird water splashes after waypoint placement
Does not affect official racer, as only waypoint placement is touched.
The reason was that the air attack gear sometimes was not deleted fast enough so it might occassionally drop some air bombs (these are deleted now). Also, the airplane position was set to water level, which caused another water splash.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uGame;
interface
procedure DoGameTick(Lag: LongInt);
////////////////////
implementation
////////////////////
uses uInputHandler, uTeams, uIO, uAI, uGears, uSound, uLocale, uCaptions,
uTypes, uVariables, uCommands, uConsts, uVisualGearsList, uUtils
{$IFDEF USE_TOUCH_INTERFACE}, uTouch{$ENDIF}, uDebug;
procedure DoGameTick(Lag: LongInt);
const maxCheckedGameDuration = 3*60*60*1000;
var i,j : LongInt;
s: ansistring;
begin
inc(SoundTimerTicks, Lag);
if SoundTimerTicks >= 50 then
begin
SoundTimerTicks:= 0;
if cVolumeDelta <> 0 then
begin
j:= Volume;
i:= ChangeVolume(cVolumeDelta);
if (not cIsSoundEnabled) or (isAudioMuted and (j<>i)) then
AddCaption(trmsg[sidMute], capcolSetting, capgrpVolume)
else if not isAudioMuted then
begin
s:= ansistring(inttostr(i));
AddCaption(FormatA(trmsg[sidVolume], s), capcolSetting, capgrpVolume)
end
end
else if cMuteToggle then
begin
MuteAudio;
if isAudioMuted then
AddCaption(trmsg[sidMute], capcolSetting, capgrpVolume)
else
begin
s:= ansistring(inttostr(GetVolumePercent()));
AddCaption(FormatA(trmsg[sidVolume], s), capcolSetting, capgrpVolume);
end;
cMuteToggle:= false;
end;
end;
if isPaused then
exit;
if (not CurrentTeam^.ExtDriven) then
begin
NetGetNextCmd; // its for the case of receiving "/say" message
if not allOK then exit;
isInLag:= false;
FlushMessages(Lag)
end;
if GameType <> gmtRecord then
begin
if Lag > 100 then
Lag:= 100
else if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then
Lag:= 2500;
if (GameType = gmtDemo) then
if isSpeed then
begin
i:= RealTicks-SpeedStart;
if i < 2000 then Lag:= Lag*5
else if i < 4000 then Lag:= Lag*10
else if i < 6000 then Lag:= Lag*20
else if i < 8000 then Lag:= Lag*40
else Lag:= Lag*80;
end
else if cOnlyStats then
begin
if GameTicks >= maxCheckedGameDuration then
begin
gameState:= gsExit;
exit;
end;
Lag:= maxCheckedGameDuration + 60000;
end;
end;
if cTestLua then
Lag:= High(LongInt);
PlayNextVoice;
i:= 1;
while (GameState <> gsExit) and (i <= Lag) and allOK do
begin
if not CurrentTeam^.ExtDriven then
begin
if CurrentHedgehog^.BotLevel <> 0 then
ProcessBot;
ProcessGears;
{$IFDEF USE_TOUCH_INTERFACE}ProcessTouch;{$ENDIF}
end
else
begin
NetGetNextCmd;
if not allOK then exit;
if isInLag then
case GameType of
gmtNet: begin
// update health bars and the wind indicator
AddVisualGear(0, 0, vgtTeamHealthSorter);
AddVisualGear(0, 0, vgtSmoothWindBar);
break;
end;
gmtDemo, gmtRecord: begin
AddFileLog('End of input, halting now');
GameState:= gsExit;
exit
end;
gmtSave: begin
RestoreTeamsFromSave;
SetBinds(CurrentTeam^.Binds);
StopMessages(gmLeft or gmRight or gmUp or gmDown);
ResetSound; // restore previous sound state
PlayMusic;
GameType:= gmtLocal;
AddVisualGear(0, 0, vgtTeamHealthSorter);
AddVisualGear(0, 0, vgtSmoothWindBar);
{$IFDEF IPHONEOS}InitIPC;{$ENDIF}
{$IFNDEF PAS2C}
with mobileRecord do
if SaveLoadingEnded <> nil then
SaveLoadingEnded();
{$ENDIF}
end;
end
else ProcessGears
end;
inc(i)
end
end;
end.