- Removed the "USE_HIGHSPEED_GAMELOOP_TIMER" define. Now highspeed timer and new way of dequeuing events are always enabled when building an executable

o This makes the code more easy to maintain
o Highspeed timer seems to run fine (after months of tests)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5643 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2012-10-25 19:00:12 +00:00
parent 888c76e65c
commit b1596f0c63
56 changed files with 669 additions and 1213 deletions
-4
View File
@@ -279,11 +279,7 @@ BOOLEAN HandleAutoBandage( )
// Deque all game events
DequeAllGameEvents( TRUE );
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
#else
while (DequeueEvent(&InputEvent) == TRUE)
#endif
{
if ( InputEvent.usEvent == KEY_UP )
{
-4
View File
@@ -1738,11 +1738,7 @@ void GetShopKeeperInterfaceUserInput()
GetCursorPos(&MousePos);
ScreenToClient(ghWindow, &MousePos); // In window coords!
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
while (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
#else
while( DequeueEvent( &Event ) )
#endif
{
// HOOK INTO MOUSE HOOKS
/* removed warning condition C4060 (jonathanl)
-4
View File
@@ -620,11 +620,7 @@ void RenderSectorExitMenu( )
gsGlobalCursorYOffset = 0;
SetCurrentCursorFromDatabase( CURSOR_NORMAL );
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
while (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
#else
while( DequeueEvent( &Event ) )
#endif
{
if( Event.usEvent == KEY_DOWN )
{
-2
View File
@@ -151,9 +151,7 @@ void HandleTacticalEndTurn( )
// OK, Do a number of things here....
// Every few turns......
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
SetFastForwardMode(FALSE); // Cancel FF at end of battle
#endif
// Get time elasped
uiTime = GetWorldTotalSeconds( );
-8
View File
@@ -168,9 +168,7 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
// SOLDIERTYPE *pSoldier;
// EV_S_BEGINTURN SBeginTurn;
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
SetFastForwardMode(FALSE);
#endif
// Start the turn of player charactors
@@ -506,7 +504,6 @@ void BeginTeamTurn( UINT8 ubTeam )
if( !LightningEndOfTurn( ubTeam ) )return;
//end rain
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
// disable for our turn and enable for other teams
if ( gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] )
{
@@ -521,7 +518,6 @@ void BeginTeamTurn( UINT8 ubTeam )
SetFastForwardMode( (ubTeam != OUR_TEAM) );
}
}
#endif
while( 1 )
{
@@ -849,9 +845,7 @@ void StartInterrupt( void )
INT32 iSquad, iCounter;
// disable ff mode
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
SetFastForwardMode(FALSE);
#endif
// build string for display of who gets interrupt
//while( 1 )
@@ -1454,7 +1448,6 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
}
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
if ( gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] )
{
if (is_networked)
@@ -1468,7 +1461,6 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
SetFastForwardMode( (gTacticalStatus.ubCurrentTeam != OUR_TEAM) );
}
}
#endif
}