author | RodolfoRG |
Mon, 22 Jul 2013 18:16:01 +0200 | |
changeset 9366 | 4d0128c9cb35 |
parent 9317 | a04c30940d2d |
child 9521 | 8054d9d775fd |
child 9651 | c0a389ccb0c1 |
permissions | -rw-r--r-- |
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(* |
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* Hedgewars, a free turn based strategy game |
9080 | 3 |
* Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com> |
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* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; version 2 of the License |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
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*) |
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||
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{$INCLUDE "options.inc"} |
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||
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unit uGame; |
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interface |
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||
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procedure DoGameTick(Lag: LongInt); |
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|
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//////////////////// |
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implementation |
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//////////////////// |
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uses uInputHandler, uTeams, uIO, uAI, uGears, uSound, uLocale, uCaptions, |
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engine compiles for ios again, but SDL bindings are outdated. Fix some warnings
koda
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30 |
uTypes, uVariables, uCommands, uConsts, uVisualGearsList |
7e8f91634f80
engine compiles for ios again, but SDL bindings are outdated. Fix some warnings
koda
parents:
9283
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31 |
{$IFDEF USE_TOUCH_INTERFACE}, uTouch{$ENDIF}; |
4 | 32 |
|
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procedure DoGameTick(Lag: LongInt); |
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var i,j : LongInt; |
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s: shortstring; |
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begin |
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if isPaused then |
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exit; |
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- Collect synced packets to send within 1 second (cSendEmptyPacketTime) into buffer which is flushed each second.
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|
1611 | 40 |
if (not CurrentTeam^.ExtDriven) then |
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Replace tabs with spaces using 'expand -t 4' command
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begin |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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NetGetNextCmd; // its for the case of receiving "/say" message |
3f21a9dc93d0
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isInLag:= false; |
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- Collect synced packets to send within 1 second (cSendEmptyPacketTime) into buffer which is flushed each second.
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FlushMessages(Lag) |
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end; |
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- Collect synced packets to send within 1 second (cSendEmptyPacketTime) into buffer which is flushed each second.
unc0rr
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|
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if GameType <> gmtRecord then |
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begin |
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if Lag > 100 then |
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Lag:= 100 |
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else if (GameType = gmtSave) or (fastUntilLag and (GameType = gmtNet)) then |
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Lag:= 2500; |
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Add a parameter for game simulation with no gui/sound enabled, just to get statistics
unc0rr
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53 |
|
9317
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use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
koda
parents:
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if (GameType = gmtDemo) then |
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if isSpeed then |
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make stats-only mode work headless. also skip a few things to save time/memory.
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begin |
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i:= RealTicks-SpeedStart; |
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if i < 2000 then Lag:= Lag*5 |
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else if i < 4000 then Lag:= Lag*10 |
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else if i < 6000 then Lag:= Lag*20 |
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else if i < 8000 then Lag:= Lag*40 |
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else Lag:= Lag*80; |
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8027
e5ba3dd12531
make stats-only mode work headless. also skip a few things to save time/memory.
nemo
parents:
7837
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changeset
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end |
e5ba3dd12531
make stats-only mode work headless. also skip a few things to save time/memory.
nemo
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else if cOnlyStats then |
e5ba3dd12531
make stats-only mode work headless. also skip a few things to save time/memory.
nemo
parents:
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Lag:= High(LongInt) |
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end; |
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inc(SoundTimerTicks, Lag); |
7681d14b9f01
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if SoundTimerTicks >= 50 then |
7681d14b9f01
Trying to prevent audio mute from endlessly spamming. Untested.
nemo
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begin |
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SoundTimerTicks:= 0; |
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if cVolumeDelta <> 0 then |
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nemo
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begin |
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j:= Volume; |
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i:= ChangeVolume(cVolumeDelta); |
7681d14b9f01
Trying to prevent audio mute from endlessly spamming. Untested.
nemo
parents:
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if isAudioMuted and (j<>i) then |
7681d14b9f01
Trying to prevent audio mute from endlessly spamming. Untested.
nemo
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AddCaption(trmsg[sidMute], cWhiteColor, capgrpVolume) |
7681d14b9f01
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nemo
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else if not isAudioMuted then |
7681d14b9f01
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nemo
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begin |
7681d14b9f01
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str(i, s); |
7681d14b9f01
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AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume) |
7681d14b9f01
Trying to prevent audio mute from endlessly spamming. Untested.
nemo
parents:
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81 |
end |
7681d14b9f01
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nemo
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end; |
7681d14b9f01
Trying to prevent audio mute from endlessly spamming. Untested.
nemo
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83 |
end; |
5638
e35ba2a400d8
Try to avoid overlapping voices for major statements (not things like byebye or oof)
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84 |
PlayNextVoice; |
89 | 85 |
i:= 1; |
86 |
while (GameState <> gsExit) and (i <= Lag) do |
|
87 |
begin |
|
351 | 88 |
if not CurrentTeam^.ExtDriven then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6341
diff
changeset
|
89 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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|
90 |
if CurrentHedgehog^.BotLevel <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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|
91 |
ProcessBot; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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|
92 |
ProcessGears; |
9317
a04c30940d2d
use SDL2 as ifdef symbol because we're not really sdl1.3 compatible, change the compatibility layer, drop unused code, add some documentation
koda
parents:
9309
diff
changeset
|
93 |
{$IFDEF SDL2}ProcessTouch;{$ENDIF} |
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
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end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6341
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changeset
|
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else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6341
diff
changeset
|
96 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6341
diff
changeset
|
97 |
NetGetNextCmd; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6341
diff
changeset
|
98 |
if isInLag then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6341
diff
changeset
|
99 |
case GameType of |
4075 | 100 |
gmtNet: begin |
101 |
// just update the health bars |
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AddVisualGear(0, 0, vgtTeamHealthSorter); |
|
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break; |
|
104 |
end; |
|
7386
e82a076df09b
Fix bug with isInLag picture displayed at end of some videos.
Stepan777 <stepik-777@mail.ru>
parents:
7180
diff
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105 |
gmtDemo, gmtRecord: begin |
4 | 106 |
GameState:= gsExit; |
107 |
exit |
|
72 | 108 |
end; |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
changeset
|
109 |
gmtSave: begin |
72 | 110 |
RestoreTeamsFromSave; |
519 | 111 |
SetBinds(CurrentTeam^.Binds); |
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Stop messages without possible desync on load from save
unc0rr
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112 |
StopMessages(gmLeft or gmRight or gmUp or gmDown); |
7061 | 113 |
ResetSound; // restore previous sound state |
5809 | 114 |
PlayMusic; |
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have Saves restart net when loaded, also resumes music
koda
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GameType:= gmtLocal; |
4049
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fix issue 63 and draw health bars right away for savefiles
koda
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4048
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changeset
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AddVisualGear(0, 0, vgtTeamHealthSorter); |
5357
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Tiny optimization: convert smooth wind indicator change gear into visual gear
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AddVisualGear(0, 0, vgtSmoothWindBar); |
4048 | 118 |
{$IFDEF IPHONEOS}InitIPC;{$ENDIF} |
8204 | 119 |
with mobileRecord do |
120 |
if SaveLoadingEnded <> nil then |
|
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SaveLoadingEnded(); |
|
72 | 122 |
end; |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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diff
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123 |
end |
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lovelacer
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else ProcessGears |
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lovelacer
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125 |
end; |
89 | 126 |
inc(i) |
162 | 127 |
end |
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end; |
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||
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end. |