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 uGame;
interface
uses uFloat;
{$INCLUDE options.inc}
procedure DoGameTick(Lag: LongInt);
var skipFlag: boolean = false;
////////////////////
implementation
////////////////////
uses uMisc, uConsts, uWorld, uKeys, uTeams, uIO, uAI, uGears, uConsole;
procedure DoGameTick(Lag: LongInt);
const SendEmptyPacketTicks: LongWord = 0;
var i: LongInt;
begin
if isPaused then exit;
if not CurrentTeam^.ExtDriven then
begin
NetGetNextCmd; // its for the case of receiving "/say" message
isInLag:= false;
inc(SendEmptyPacketTicks, Lag);
if SendEmptyPacketTicks >= cSendEmptyPacketTime then
begin
SendIPC('+');
SendEmptyPacketTicks:= 0
end
end;
if Lag > 100 then Lag:= 100
else if GameType = gmtSave then Lag:= 2500;
if (GameType = gmtDemo) and isSpeed then Lag:= Lag * 10;
i:= 1;
while (GameState <> gsExit) and (i <= Lag) do
begin
skipFlag:= false;
if not CurrentTeam^.ExtDriven then
begin
if CurrentHedgehog^.BotLevel <> 0 then ProcessBot;
ProcessGears
end else
begin
NetGetNextCmd;
if isInLag then
case GameType of
gmtNet: break;
gmtDemo: begin
GameState:= gsExit;
exit
end;
gmtSave: begin
RestoreTeamsFromSave;
SetBinds(CurrentTeam^.Binds);
//CurrentHedgehog^.Gear^.Message:= 0; <- produces bugs with further save restoring and demos
isSoundEnabled:= isSEBackup;
GameType:= gmtLocal
end;
end
else ProcessGears
end;
if skipFlag then TurnTimeLeft:= 0;
inc(i)
end
end;
end.