Fix resurrection animation appearing at wrong position for some missions and styles
(*
* 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{$ENDIF}, uDebug;
procedure DoGameTick(Lag: LongInt);
const maxCheckedGameDuration = 3*60*60*1000;
var i,j : LongInt;
s: ansistring;
begin
if isPaused then
exit;
if (not CurrentTeam^.ExtDriven) then
begin
NetGetNextCmd; // its for the case of receiving "/say" message
if not allOK then exit;
isInLag:= false;
FlushMessages(Lag)
end;
if GameType <> gmtRecord then
begin
if Lag > 100 then
Lag:= 100
else if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then
Lag:= 2500;
if (GameType = gmtDemo) then
if isSpeed then
begin
i:= RealTicks-SpeedStart;
if i < 2000 then Lag:= Lag*5
else if i < 4000 then Lag:= Lag*10
else if i < 6000 then Lag:= Lag*20
else if i < 8000 then Lag:= Lag*40
else Lag:= Lag*80;
end
else if cOnlyStats then
begin
if GameTicks >= maxCheckedGameDuration then
begin
gameState:= gsExit;
exit;
end;
Lag:= maxCheckedGameDuration + 60000;
end;
end;
if cTestLua then
Lag:= High(LongInt);
inc(SoundTimerTicks, Lag);
if SoundTimerTicks >= 50 then
begin
SoundTimerTicks:= 0;
if cVolumeDelta <> 0 then
begin
j:= Volume;
i:= ChangeVolume(cVolumeDelta);
if (not cIsSoundEnabled) or (isAudioMuted and (j<>i)) then
AddCaption(trmsg[sidMute], cWhiteColor, capgrpVolume)
else if not isAudioMuted then
begin
s:= ansistring(inttostr(i));
AddCaption(FormatA(trmsg[sidVolume], s), cWhiteColor, capgrpVolume)
end
end
else if cMuteToggle then
begin
MuteAudio;
if isAudioMuted then
AddCaption(trmsg[sidMute], cWhiteColor, capgrpVolume)
else
begin
s:= ansistring(inttostr(GetVolumePercent()));
AddCaption(FormatA(trmsg[sidVolume], s), cWhiteColor, capgrpVolume);
end;
cMuteToggle:= false;
end;
end;
PlayNextVoice;
i:= 1;
while (GameState <> gsExit) and (i <= Lag) and allOK do
begin
if not CurrentTeam^.ExtDriven then
begin
if CurrentHedgehog^.BotLevel <> 0 then
ProcessBot;
ProcessGears;
{$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.