mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
- Made the "Highspeed timer game loop (FF-MOD by tazpn)" optional, so we can decide if we like to build an executable with/without the highspeed timer
o See: builddefines.h: #define USE_HIGHSPEED_GAMELOOP_TIMER o Gamers reported on the Bears Pit, that an executable compiled WITH the highspeed timer enabled makes the game unplayable slow in mapscreen mode when doing certain actions (repair, ...). That is the reason, why I made the compilation of the highspeed timer optional. Currently it is disabled. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5355 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -417,7 +417,11 @@ void GetCreditScreenUserInput()
|
||||
{
|
||||
InputAtom Event;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while( DequeueEvent( &Event ) )
|
||||
#endif
|
||||
{
|
||||
if( Event.usEvent == KEY_DOWN )
|
||||
{
|
||||
|
||||
@@ -76,7 +76,12 @@ BOOLEAN MessageBoxHandled()
|
||||
{
|
||||
InputAtom DummyEvent;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&DummyEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while( DequeueEvent( &DummyEvent ) )
|
||||
#endif
|
||||
|
||||
{
|
||||
if ( DummyEvent.usEvent == KEY_DOWN )
|
||||
{
|
||||
|
||||
@@ -397,7 +397,13 @@ void PopupMenuHandle()
|
||||
return;
|
||||
}
|
||||
//Use keyboard input as well.
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while( DequeueEvent( &InputEvent ) )
|
||||
#endif
|
||||
|
||||
{
|
||||
switch(InputEvent.usEvent)
|
||||
{
|
||||
|
||||
@@ -2578,7 +2578,11 @@ void GetGIOScreenUserInput()
|
||||
{
|
||||
InputAtom Event;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while( DequeueEvent( &Event ) )
|
||||
#endif
|
||||
{
|
||||
if( Event.usEvent == KEY_DOWN )
|
||||
{
|
||||
@@ -5398,7 +5402,11 @@ void GetGIOScreenUserInput()
|
||||
{
|
||||
InputAtom Event;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while( DequeueEvent( &Event ) )
|
||||
#endif
|
||||
{
|
||||
if( Event.usEvent == KEY_DOWN )
|
||||
{
|
||||
|
||||
+17
-2
@@ -38,8 +38,11 @@
|
||||
#include "InterfaceItemImages.h"
|
||||
#endif
|
||||
|
||||
#include "KeyMap.h"
|
||||
#include "Timer Control.h"
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
#include "KeyMap.h"
|
||||
#include "Timer Control.h"
|
||||
#endif
|
||||
|
||||
#include "Text.h"
|
||||
#include "connect.h"
|
||||
#include "sgp_logger.h"
|
||||
@@ -240,6 +243,7 @@ BOOLEAN LoadGameSettings()
|
||||
gGameSettings.fOptions[TOPTION_QUIET_REPAIRING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_REPAIRING" , FALSE );
|
||||
gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_QUIET_DOCTORING" , FALSE );
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
if (!is_networked)
|
||||
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_AUTO_FAST_FORWARD_MODE" , FALSE );
|
||||
else
|
||||
@@ -248,6 +252,7 @@ BOOLEAN LoadGameSettings()
|
||||
// The "HIGHSPEED_TIMER" property from the ja2.ini is not set, disable the option
|
||||
if (!IsHiSpeedClockMode())
|
||||
gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] = FALSE;
|
||||
#endif
|
||||
|
||||
gGameSettings.fOptions[TOPTION_ZOMBIES] = iniReader.ReadBoolean("JA2 Game Settings","TOPTION_ZOMBIES" , FALSE );
|
||||
|
||||
@@ -407,7 +412,11 @@ BOOLEAN SaveGameSettings()
|
||||
settings << "TOPTION_QUIET_TRAINING = " << (gGameSettings.fOptions[TOPTION_QUIET_TRAINING] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_QUIET_REPAIRING = " << (gGameSettings.fOptions[TOPTION_QUIET_REPAIRING] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_QUIET_DOCTORING = " << (gGameSettings.fOptions[TOPTION_QUIET_DOCTORING] ? "TRUE" : "FALSE" ) << endl;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
settings << "TOPTION_AUTO_FAST_FORWARD_MODE = " << (gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] ? "TRUE" : "FALSE" ) << endl;
|
||||
#endif
|
||||
|
||||
settings << "TOPTION_ZOMBIES = " << (gGameSettings.fOptions[TOPTION_ZOMBIES] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_CHEAT_MODE_OPTIONS_HEADER = " << (gGameSettings.fOptions[TOPTION_CHEAT_MODE_OPTIONS_HEADER] ? "TRUE" : "FALSE" ) << endl;
|
||||
settings << "TOPTION_FORCE_BOBBY_RAY_SHIPMENTS = " << (gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] ? "TRUE" : "FALSE" ) << endl;
|
||||
@@ -535,7 +544,11 @@ void InitGameSettings()
|
||||
gGameSettings.fOptions[ TOPTION_QUIET_TRAINING ] = FALSE;
|
||||
gGameSettings.fOptions[ TOPTION_QUIET_REPAIRING ] = FALSE;
|
||||
gGameSettings.fOptions[ TOPTION_QUIET_DOCTORING ] = FALSE;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
gGameSettings.fOptions[ TOPTION_AUTO_FAST_FORWARD_MODE ] = FALSE;
|
||||
#endif
|
||||
|
||||
gGameSettings.fOptions[ TOPTION_ZOMBIES ] = FALSE; // Flugente Zombies 1.0
|
||||
|
||||
|
||||
@@ -1794,6 +1807,7 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.fEnableInventoryPoolQ = FALSE;
|
||||
#endif
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
////////// CLOCK SETTINGS //////////
|
||||
|
||||
// Key to artificially alter the clock so turns run faster
|
||||
@@ -1804,6 +1818,7 @@ void LoadGameExternalOptions()
|
||||
gGameExternalOptions.iFastForwardPeriod = (FLOAT)iniReader.ReadDouble("Clock Settings","FAST_FORWARD_PERIOD", 500, 1, 10000);
|
||||
gGameExternalOptions.fClockSpeedPercent = (FLOAT)iniReader.ReadDouble("Clock Settings","CLOCK_SPEED_PERCENT", 150, 100, 300);
|
||||
gGameExternalOptions.iNotifyFrequency = iniReader.ReadInteger("Clock Settings","UPDATE_FREQUENCY", 16000, 1000, 20000);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -90,7 +90,11 @@ enum
|
||||
TOPTION_QUIET_TRAINING, //Madd: mercs don't say gained experience quote while training
|
||||
TOPTION_QUIET_REPAIRING, //Madd: mercs don't say gained experience quote while repairing items
|
||||
TOPTION_QUIET_DOCTORING, //Madd: mercs don't say gained experience quote while doctoring
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
TOPTION_AUTO_FAST_FORWARD_MODE, // automatically fast forward through AI turns
|
||||
#endif
|
||||
|
||||
TOPTION_ZOMBIES, // Flugente Zombies 1.0: allow zombies
|
||||
|
||||
// arynn: Debug/Cheat
|
||||
@@ -1083,6 +1087,7 @@ typedef struct
|
||||
|
||||
INT32 iInitialMercArrivalLocation;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
// Keyboard shortcut (as VK) for fastforward key. See Utils/KeyMap
|
||||
INT32 iFastForwardKey;
|
||||
// Turn on fast forward whenever ui is disabled.
|
||||
@@ -1093,6 +1098,7 @@ typedef struct
|
||||
INT32 iNotifyFrequency;
|
||||
// Frequency that the screen is updated
|
||||
FLOAT fClockSpeedPercent;
|
||||
#endif
|
||||
|
||||
// Flugente FTW 1: Weapon Overheating
|
||||
BOOLEAN fDisplayOverheatThermometer; // Should a 'thermometer' for guns and replacable barrels be displayed?
|
||||
|
||||
+9
-9
@@ -15,9 +15,9 @@
|
||||
#ifdef JA2EDITOR
|
||||
|
||||
#ifdef JA2UB
|
||||
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.5353 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Unfinished Business - Map Editor v1.13.5354 (Development Build)" };
|
||||
#else
|
||||
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.5353 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Map Editor v1.13.5354 (Development Build)" };
|
||||
#endif
|
||||
|
||||
// ------------------------------
|
||||
@@ -27,11 +27,11 @@
|
||||
|
||||
//DEBUG BUILD VERSION
|
||||
#ifdef JA2UB
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.5353 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: Unfinished Business - v1.13.5354 (Development Build)" };
|
||||
#elif defined (JA113DEMO) || defined (JA113NODEMO)
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.5353 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: JA2 Demo - v1.13.5354 (Development Build)" };
|
||||
#else
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.5353 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Debug: v1.13.5354 (Development Build)" };
|
||||
#endif
|
||||
|
||||
#elif defined CRIPPLED_VERSION
|
||||
@@ -46,16 +46,16 @@
|
||||
|
||||
//RELEASE BUILD VERSION
|
||||
#ifdef JA2UB
|
||||
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.5353 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Release Unfinished Business - v1.13.5354 (Development Build)" };
|
||||
#elif defined (JA113DEMO) || defined (JA113NODEMO)
|
||||
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.5353 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Release JA2 Demo - v1.13.5354 (Development Build)" };
|
||||
#else
|
||||
CHAR16 zVersionLabel[256] = { L"Release v1.13.5353 (Development Build)" };
|
||||
CHAR16 zVersionLabel[256] = { L"Release v1.13.5354 (Development Build)" };
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
CHAR8 czVersionNumber[16] = { "Build 19.06.12" }; //YY.MM.DD
|
||||
CHAR8 czVersionNumber[16] = { "Build 25.06.12" }; //YY.MM.DD
|
||||
CHAR16 zTrackingNumber[16] = { L"Z" };
|
||||
|
||||
// SAVE_GAME_VERSION is defined in header, change it there
|
||||
|
||||
@@ -5020,7 +5020,12 @@ void HandleAimMemberKeyBoardInput()
|
||||
{
|
||||
InputAtom InputEvent;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
|
||||
{//!HandleTextInput( &InputEvent ) &&
|
||||
if( InputEvent.usEvent == KEY_DOWN )
|
||||
{
|
||||
|
||||
@@ -4053,10 +4053,12 @@ void HandleBobbyRGunsKeyBoardInput()
|
||||
break;
|
||||
}
|
||||
}
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
else
|
||||
{
|
||||
extern void HandleDefaultEvent(InputAtom *Event);
|
||||
HandleDefaultEvent(&InputEvent);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -426,7 +426,11 @@ void GetPlayerKeyBoardInputForBriefingRoomHomePage( void )
|
||||
GetCursorPos(&MousePos);
|
||||
ScreenToClient(ghWindow, &MousePos); // In window coords!
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
// HOOK INTO MOUSE HOOKS
|
||||
/*
|
||||
|
||||
@@ -493,7 +493,11 @@ void GetPlayerKeyBoardInputForBriefingRoomEnterHomePage( void )
|
||||
GetCursorPos(&MousePos);
|
||||
ScreenToClient(ghWindow, &MousePos); // In window coords!
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
// HOOK INTO MOUSE HOOKS
|
||||
/*
|
||||
|
||||
@@ -455,7 +455,11 @@ void GetPlayerKeyBoardInputForIMPBeginScreen( void )
|
||||
ScreenToClient(ghWindow, &MousePos); // In window coords!
|
||||
|
||||
// handle input events
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while( DequeueEvent(&InputEvent) )
|
||||
#endif
|
||||
{
|
||||
if( !HandleTextInput( &InputEvent ) && (InputEvent.usEvent == KEY_DOWN || InputEvent.usEvent == KEY_REPEAT) )
|
||||
{
|
||||
|
||||
@@ -266,7 +266,11 @@ void GetPlayerKeyBoardInputForIMPHomePage( void )
|
||||
GetCursorPos(&MousePos);
|
||||
ScreenToClient(ghWindow, &MousePos); // In window coords!
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
if( !HandleTextInput( &InputEvent ) && (InputEvent.usEvent == KEY_DOWN || InputEvent.usEvent == KEY_REPEAT || InputEvent.usEvent == KEY_UP ) )
|
||||
{
|
||||
|
||||
@@ -1257,7 +1257,11 @@ void HandleFloristOrderKeyBoardInput()
|
||||
{
|
||||
InputAtom InputEvent;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
if( !HandleTextInput( &InputEvent ) && InputEvent.usEvent == KEY_DOWN )
|
||||
{
|
||||
|
||||
Binary file not shown.
@@ -6419,7 +6419,11 @@ void HandlePersonnelKeyboard( void )
|
||||
GetCursorPos(&MousePos);
|
||||
ScreenToClient(ghWindow, &MousePos); // In window coords!
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
if ( (InputEvent.usEvent == KEY_DOWN ) && (InputEvent.usParam >= '0' ) && ( InputEvent.usParam <= '9') )
|
||||
{
|
||||
|
||||
@@ -757,7 +757,12 @@ UINT32 MPChatScreenHandle( )
|
||||
// carter, need key shortcuts for clearing up message boxes
|
||||
// Check for esc
|
||||
bool bHandled;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
bHandled = false;
|
||||
if(InputEvent.usEvent == KEY_DOWN )
|
||||
|
||||
@@ -418,7 +418,11 @@ void GetMPCScreenUserInput()
|
||||
|
||||
// GetCursorPos(&MousePos);
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while( DequeueEvent( &Event ) )
|
||||
#endif
|
||||
{
|
||||
// check if this event is swallowed by text input, otherwise process key
|
||||
if( Event.usEvent == KEY_DOWN )
|
||||
|
||||
@@ -2740,7 +2740,11 @@ void GetMPHScreenUserInput()
|
||||
|
||||
// GetCursorPos(&MousePos);
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while( DequeueEvent( &Event ) )
|
||||
#endif
|
||||
{
|
||||
// check if this event is swallowed by text input, otherwise process key
|
||||
if( !HandleTextInput( &Event ) && Event.usEvent == KEY_DOWN )
|
||||
|
||||
@@ -665,7 +665,11 @@ void GetMPJScreenUserInput()
|
||||
{
|
||||
InputAtom Event;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while( DequeueEvent( &Event ) )
|
||||
#endif
|
||||
{
|
||||
// check if this event is swallowed by text input, otherwise process key
|
||||
if( !HandleTextInput( &Event ) && Event.usEvent == KEY_DOWN )
|
||||
|
||||
@@ -536,7 +536,11 @@ void GetMPSScreenUserInput()
|
||||
{
|
||||
InputAtom Event;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while( DequeueEvent( &Event ) )
|
||||
#endif
|
||||
{
|
||||
// check if this event is swallowed by text input, otherwise process key
|
||||
if( !HandleTextInput( &Event ) && Event.usEvent == KEY_DOWN )
|
||||
|
||||
@@ -484,7 +484,11 @@ void HandleMainMenuInput()
|
||||
InputAtom InputEvent;
|
||||
|
||||
// Check for esc
|
||||
#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 )
|
||||
{
|
||||
@@ -533,7 +537,11 @@ void HandleHelpScreenInput()
|
||||
InputAtom InputEvent;
|
||||
|
||||
// Check for key
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
switch( InputEvent.usEvent )
|
||||
{
|
||||
|
||||
@@ -1306,7 +1306,11 @@ UINT32 MessageBoxScreenHandle( )
|
||||
|
||||
// carter, need key shortcuts for clearing up message boxes
|
||||
// Check for esc
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
if( !HandleTextInput( &InputEvent ) && InputEvent.usEvent == KEY_DOWN )
|
||||
{
|
||||
|
||||
Binary file not shown.
@@ -3937,7 +3937,9 @@ BOOLEAN LoadSavedGame( int ubSavedGameID )
|
||||
|
||||
ShutdownNPCQuotes();
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
SetFastForwardMode(FALSE); // FF can sometimes be active if quick-load during AI turn transition
|
||||
#endif
|
||||
|
||||
//very small TODO
|
||||
//Bugfix = Stop the chopter sound
|
||||
|
||||
@@ -111,7 +111,9 @@ BOOLEAN gfCurrentStringInputState;
|
||||
StringInput *gpCurrentStringDescriptor;
|
||||
|
||||
// Thread
|
||||
static CRITICAL_SECTION gcsInputQueueLock;
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
static CRITICAL_SECTION gcsInputQueueLock;
|
||||
#endif
|
||||
|
||||
// Local function headers
|
||||
|
||||
@@ -280,7 +282,9 @@ BOOLEAN InitializeInputManager(void)
|
||||
// ghKeyboardHook = SetWindowsHookEx(WH_KEYBOARD, (HOOKPROC) KeyboardHandler, (HINSTANCE) 0, GetCurrentThreadId());
|
||||
// DbgMessage(TOPIC_INPUT, DBG_LEVEL_2, String("Set keyboard hook returned %d", ghKeyboardHook));
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
InitializeCriticalSection(&gcsInputQueueLock);
|
||||
#endif
|
||||
|
||||
ghMouseHook = SetWindowsHookEx(WH_MOUSE, (HOOKPROC) MouseHandler, (HINSTANCE) 0, GetCurrentThreadId());
|
||||
DbgMessage(TOPIC_INPUT, DBG_LEVEL_2, String("Set mouse hook returned %d", ghMouseHook));
|
||||
@@ -294,7 +298,11 @@ void ShutdownInputManager(void)
|
||||
UnRegisterDebugTopic(TOPIC_INPUT, "Input Manager");
|
||||
// UnhookWindowsHookEx(ghKeyboardHook);
|
||||
UnhookWindowsHookEx(ghMouseHook);
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
DeleteCriticalSection(&gcsInputQueueLock);
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
void QueuePureEvent(UINT16 ubInputEvent, UINT32 usParam, UINT32 uiParam)
|
||||
@@ -335,7 +343,11 @@ void QueuePureEvent(UINT16 ubInputEvent, UINT32 usParam, UINT32 uiParam)
|
||||
}
|
||||
}
|
||||
|
||||
void InternalQueueEvent(UINT16 ubInputEvent, UINT32 usParam, UINT32 uiParam)
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
void InternalQueueEvent(UINT16 ubInputEvent, UINT32 usParam, UINT32 uiParam)
|
||||
#else
|
||||
void QueueEvent(UINT16 ubInputEvent, UINT32 usParam, UINT32 uiParam)
|
||||
#endif
|
||||
{
|
||||
UINT32 uiTimer;
|
||||
UINT16 usKeyState;
|
||||
@@ -458,20 +470,45 @@ void InternalQueueEvent(UINT16 ubInputEvent, UINT32 usParam, UINT32 uiParam)
|
||||
}
|
||||
}
|
||||
|
||||
void QueueEvent(UINT16 ubInputEvent, UINT32 usParam, UINT32 uiParam)
|
||||
{
|
||||
EnterCriticalSection(&gcsInputQueueLock);
|
||||
__try {
|
||||
InternalQueueEvent(ubInputEvent, usParam, uiParam);
|
||||
}__finally {
|
||||
LeaveCriticalSection(&gcsInputQueueLock);
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
void QueueEvent(UINT16 ubInputEvent, UINT32 usParam, UINT32 uiParam)
|
||||
{
|
||||
EnterCriticalSection(&gcsInputQueueLock);
|
||||
__try {
|
||||
InternalQueueEvent(ubInputEvent, usParam, uiParam);
|
||||
}__finally {
|
||||
LeaveCriticalSection(&gcsInputQueueLock);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
BOOLEAN DequeueSpecificEvent(InputAtom *Event, UINT32 uiMaskFlags )
|
||||
{
|
||||
EnterCriticalSection(&gcsInputQueueLock);
|
||||
__try
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
BOOLEAN DequeueSpecificEvent(InputAtom *Event, UINT32 uiMaskFlags )
|
||||
{
|
||||
EnterCriticalSection(&gcsInputQueueLock);
|
||||
__try
|
||||
{
|
||||
// Is there an event to dequeue
|
||||
if (gusQueueCount > 0)
|
||||
{
|
||||
memcpy( Event, &( gEventQueue[gusHeadIndex] ), sizeof( InputAtom ) );
|
||||
|
||||
// Check if it has the masks!
|
||||
if ( ( Event->usEvent & uiMaskFlags ) )
|
||||
{
|
||||
return( DequeueEvent( Event) );
|
||||
}
|
||||
}
|
||||
|
||||
return( FALSE );
|
||||
}
|
||||
__finally
|
||||
{
|
||||
LeaveCriticalSection(&gcsInputQueueLock);
|
||||
}
|
||||
}
|
||||
#else
|
||||
BOOLEAN DequeueSpecificEvent(InputAtom *Event, UINT32 uiMaskFlags )
|
||||
{
|
||||
// Is there an event to dequeue
|
||||
if (gusQueueCount > 0)
|
||||
@@ -487,13 +524,13 @@ BOOLEAN DequeueSpecificEvent(InputAtom *Event, UINT32 uiMaskFlags )
|
||||
|
||||
return( FALSE );
|
||||
}
|
||||
__finally
|
||||
{
|
||||
LeaveCriticalSection(&gcsInputQueueLock);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
BOOLEAN InternalDequeueEvent(InputAtom *Event)
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
BOOLEAN InternalDequeueEvent(InputAtom *Event)
|
||||
#else
|
||||
BOOLEAN DequeueEvent(InputAtom *Event)
|
||||
#endif
|
||||
{
|
||||
HandleSingleClicksAndButtonRepeats( );
|
||||
|
||||
@@ -524,18 +561,21 @@ BOOLEAN InternalDequeueEvent(InputAtom *Event)
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
BOOLEAN DequeueEvent(InputAtom *Event)
|
||||
{
|
||||
__try
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
BOOLEAN DequeueEvent(InputAtom *Event)
|
||||
{
|
||||
EnterCriticalSection(&gcsInputQueueLock);
|
||||
return InternalDequeueEvent(Event);
|
||||
__try
|
||||
{
|
||||
EnterCriticalSection(&gcsInputQueueLock);
|
||||
return InternalDequeueEvent(Event);
|
||||
}
|
||||
__finally
|
||||
{
|
||||
LeaveCriticalSection(&gcsInputQueueLock);
|
||||
}
|
||||
}
|
||||
__finally
|
||||
{
|
||||
LeaveCriticalSection(&gcsInputQueueLock);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void KeyChange(UINT32 usParam, UINT32 uiParam, UINT8 ufKeyState)
|
||||
{
|
||||
|
||||
@@ -56,8 +56,8 @@
|
||||
#define USE_CONSOLE 0
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include <excpt.h>
|
||||
|
||||
#include "ExceptionHandling.h"
|
||||
|
||||
#include "dbt.h"
|
||||
@@ -146,16 +146,18 @@ extern BOOLEAN CheckIfGameCdromIsInCDromDrive();
|
||||
extern void QueueEvent(UINT16 ubInputEvent, UINT32 usParam, UINT32 uiParam);
|
||||
|
||||
// Prototype Declarations
|
||||
INT32 FAR PASCAL SyncWindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam);
|
||||
INT32 FAR PASCAL WindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam);
|
||||
BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow);
|
||||
void ShutdownStandardGamingPlatform(void);
|
||||
void CreateStandardGamingPlatform(HWND hWindow);
|
||||
void GetRuntimeSettings( );
|
||||
void SafeSGPExit(void);
|
||||
|
||||
static bool CallGameLoop(bool wait);
|
||||
static CRITICAL_SECTION gcsGameLoop;
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
INT32 FAR PASCAL SyncWindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam);
|
||||
void CreateStandardGamingPlatform(HWND hWindow);
|
||||
void SafeSGPExit(void);
|
||||
static bool CallGameLoop(bool wait);
|
||||
static CRITICAL_SECTION gcsGameLoop;
|
||||
#endif
|
||||
|
||||
|
||||
int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCommandLine, int sCommandShow);
|
||||
@@ -214,14 +216,16 @@ BOOLEAN gfIgnoreMessages=FALSE;
|
||||
// GLOBAL VARIBLE, SET TO DEFAULT BUT CAN BE CHANGED BY THE GAME IF INIT FILE READ
|
||||
UINT8 gbPixelDepth = PIXEL_DEPTH;
|
||||
|
||||
INT32 FAR PASCAL SyncWindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
INT32 retval;
|
||||
EnterCriticalSection(&gcsGameLoop);
|
||||
retval = WindowProcedure(hWindow, Message, wParam, lParam);
|
||||
LeaveCriticalSection(&gcsGameLoop);
|
||||
return retval;
|
||||
}
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
INT32 FAR PASCAL SyncWindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
INT32 retval;
|
||||
EnterCriticalSection(&gcsGameLoop);
|
||||
retval = WindowProcedure(hWindow, Message, wParam, lParam);
|
||||
LeaveCriticalSection(&gcsGameLoop);
|
||||
return retval;
|
||||
}
|
||||
#endif
|
||||
|
||||
bool s_bExportStrings = false;
|
||||
extern bool g_bUseXML_Strings;// = false;
|
||||
@@ -531,7 +535,10 @@ INT32 FAR PASCAL WindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LP
|
||||
break;
|
||||
|
||||
case WM_CREATE:
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
CreateStandardGamingPlatform(hWindow);
|
||||
#endif
|
||||
break;
|
||||
|
||||
case WM_DESTROY:
|
||||
@@ -660,7 +667,11 @@ BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow)
|
||||
FontTranslationTable *pFontTable;
|
||||
|
||||
// now required by all (even JA2) in order to call ShutdownSGP
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
atexit(SafeSGPExit);
|
||||
#else
|
||||
atexit(SGPExit);
|
||||
#endif
|
||||
|
||||
// First, initialize the registry keys.
|
||||
InitializeRegistryKeys( "Wizardry8", "Wizardry8key" );
|
||||
@@ -721,7 +732,9 @@ BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
InitializeCriticalSection(&gcsGameLoop);
|
||||
#endif
|
||||
|
||||
FastDebugMsg("Initializing Video Manager");
|
||||
// Initialize DirectDraw (DirectX 2)
|
||||
@@ -748,6 +761,11 @@ BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
#else
|
||||
InitializeJA2Clock();
|
||||
#endif
|
||||
|
||||
//InitializeJA2TimerID();
|
||||
|
||||
#ifdef USE_VFS
|
||||
@@ -897,24 +915,26 @@ BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow)
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static void TimerActivatedCallback(INT32 timer, PTR state)
|
||||
{
|
||||
if (gfApplicationActive && gfProgramIsRunning)
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
static void TimerActivatedCallback(INT32 timer, PTR state)
|
||||
{
|
||||
if (CallGameLoop(false))
|
||||
YieldProcessor();
|
||||
if (gfApplicationActive && gfProgramIsRunning)
|
||||
{
|
||||
if (CallGameLoop(false))
|
||||
YieldProcessor();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CreateStandardGamingPlatform(HWND hWindow)
|
||||
{
|
||||
InitializeJA2Clock();
|
||||
void CreateStandardGamingPlatform(HWND hWindow)
|
||||
{
|
||||
InitializeJA2Clock();
|
||||
|
||||
if (!IsHiSpeedClockMode())
|
||||
SetTimer( hWindow, 0, 1, NULL);
|
||||
else
|
||||
AddTimerNotifyCallback(TimerActivatedCallback, hWindow);
|
||||
}
|
||||
if (!IsHiSpeedClockMode())
|
||||
SetTimer( hWindow, 0, 1, NULL);
|
||||
else
|
||||
AddTimerNotifyCallback(TimerActivatedCallback, hWindow);
|
||||
}
|
||||
#endif
|
||||
|
||||
void ShutdownStandardGamingPlatform(void)
|
||||
{
|
||||
@@ -938,7 +958,10 @@ void ShutdownStandardGamingPlatform(void)
|
||||
//
|
||||
// Shut down the different components of the SGP
|
||||
//
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
ClearTimerNotifyCallbacks();
|
||||
#endif
|
||||
|
||||
// TEST
|
||||
SoundServiceStreams();
|
||||
@@ -986,7 +1009,9 @@ void ShutdownStandardGamingPlatform(void)
|
||||
// down the debugging layer
|
||||
UnRegisterDebugTopic(TOPIC_SGP, "Standard Gaming Platform");
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
DeleteCriticalSection(&gcsGameLoop);
|
||||
#endif
|
||||
|
||||
ShutdownDebugManager();
|
||||
|
||||
@@ -1252,6 +1277,12 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pC
|
||||
|
||||
FastDebugMsg("Running Game");
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
#else
|
||||
// 0verhaul: Use the smallest available timer to make sure all animation updates happen at the speed they're supposed to
|
||||
SetTimer( ghWindow, uiTimer, 1, NULL);
|
||||
#endif
|
||||
|
||||
// At this point the SGP is set up, which means all I/O, Memory, tools, etc... are available. All we need to do is
|
||||
// attend to the gaming mechanics themselves
|
||||
Message.wParam = 0;
|
||||
@@ -1325,6 +1356,11 @@ int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pC
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
#else
|
||||
KillTimer( ghWindow, uiTimer);
|
||||
#endif
|
||||
|
||||
// This is the normal exit point
|
||||
FastDebugMsg("Exiting Game");
|
||||
PostQuitMessage(0);
|
||||
@@ -1685,26 +1721,29 @@ void GetRuntimeSettings( )
|
||||
s_CodePage = oProps.getStringProperty(L"Ja2 Settings", L"CODE_PAGE");
|
||||
#endif // USE_CODE_PAGE
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
// get timer/clock initialization state
|
||||
SetHiSpeedClockMode( oProps.getBoolProperty("Ja2 Settings", "HIGHSPEED_TIMER", false) ? TRUE : FALSE );
|
||||
#endif
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void SafeSGPExit(void)
|
||||
{
|
||||
// SGPExit tends to use resources that are already uninitialized so handle
|
||||
__try
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
void SafeSGPExit(void)
|
||||
{
|
||||
SGPExit();
|
||||
// SGPExit tends to use resources that are already uninitialized so handle
|
||||
__try
|
||||
{
|
||||
SGPExit();
|
||||
}
|
||||
__except( EXCEPTION_EXECUTE_HANDLER )
|
||||
{
|
||||
// The application is in exit and best effort to clean up
|
||||
// has failed so just ignore and continue silently
|
||||
}
|
||||
}
|
||||
__except( EXCEPTION_EXECUTE_HANDLER )
|
||||
{
|
||||
// The application is in exit and best effort to clean up
|
||||
// has failed so just ignore and continue silently
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void ShutdownWithErrorBox(CHAR8 *pcMessage)
|
||||
{
|
||||
@@ -1899,69 +1938,70 @@ static LONG __stdcall SGPExceptionFilter(int exceptionCount, EXCEPTION_POINTERS*
|
||||
return EXCEPTION_EXECUTE_HANDLER;
|
||||
}
|
||||
|
||||
static void SGPGameLoop()
|
||||
{
|
||||
try
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
static void SGPGameLoop()
|
||||
{
|
||||
GameLoop();
|
||||
}
|
||||
catch(sgp::Exception &ex)
|
||||
{
|
||||
SGP_ERROR(ex.what());
|
||||
SHOWEXCEPTION(ex);
|
||||
}
|
||||
catch(vfs::Exception &ex)
|
||||
{
|
||||
SGP_ERROR(ex.what());
|
||||
SHOWEXCEPTION(ex);
|
||||
}
|
||||
catch(std::exception &ex)
|
||||
{
|
||||
sgp::Exception nex(ex.what());
|
||||
SGP_ERROR(nex.what());
|
||||
SHOWEXCEPTION(nex);
|
||||
}
|
||||
catch(const char* msg)
|
||||
{
|
||||
sgp::Exception ex(msg);
|
||||
SGP_ERROR(ex.what());
|
||||
SHOWEXCEPTION(ex);
|
||||
}
|
||||
}
|
||||
|
||||
static bool CallGameLoop(bool wait)
|
||||
{
|
||||
static int numUnsuccessfulTries = 0;
|
||||
if (wait)
|
||||
{
|
||||
EnterCriticalSection(&gcsGameLoop);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( !TryEnterCriticalSection(&gcsGameLoop) )
|
||||
return false;
|
||||
try
|
||||
{
|
||||
GameLoop();
|
||||
}
|
||||
catch(sgp::Exception &ex)
|
||||
{
|
||||
SGP_ERROR(ex.what());
|
||||
SHOWEXCEPTION(ex);
|
||||
}
|
||||
catch(vfs::Exception &ex)
|
||||
{
|
||||
SGP_ERROR(ex.what());
|
||||
SHOWEXCEPTION(ex);
|
||||
}
|
||||
catch(std::exception &ex)
|
||||
{
|
||||
sgp::Exception nex(ex.what());
|
||||
SGP_ERROR(nex.what());
|
||||
SHOWEXCEPTION(nex);
|
||||
}
|
||||
catch(const char* msg)
|
||||
{
|
||||
sgp::Exception ex(msg);
|
||||
SGP_ERROR(ex.what());
|
||||
SHOWEXCEPTION(ex);
|
||||
}
|
||||
}
|
||||
|
||||
__try
|
||||
static bool CallGameLoop(bool wait)
|
||||
{
|
||||
static int numUnsuccessfulTries = 0;
|
||||
if (wait)
|
||||
{
|
||||
EnterCriticalSection(&gcsGameLoop);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( !TryEnterCriticalSection(&gcsGameLoop) )
|
||||
return false;
|
||||
}
|
||||
|
||||
__try
|
||||
{
|
||||
SGPGameLoop();
|
||||
numUnsuccessfulTries = 0;
|
||||
__try
|
||||
{
|
||||
SGPGameLoop();
|
||||
numUnsuccessfulTries = 0;
|
||||
}
|
||||
__except( SGPExceptionFilter(++numUnsuccessfulTries, GetExceptionInformation()) )
|
||||
{
|
||||
}
|
||||
}
|
||||
__except( SGPExceptionFilter(++numUnsuccessfulTries, GetExceptionInformation()) )
|
||||
__finally
|
||||
{
|
||||
LeaveCriticalSection(&gcsGameLoop);
|
||||
}
|
||||
|
||||
// Give it several attempts to recover from random exceptions and to display error screen
|
||||
if (numUnsuccessfulTries > 5)
|
||||
ShutdownWithErrorBox("Unhandled exception. Unable to recover.");
|
||||
|
||||
return true;
|
||||
}
|
||||
__finally
|
||||
{
|
||||
LeaveCriticalSection(&gcsGameLoop);
|
||||
}
|
||||
|
||||
// Give it several attempts to recover from random exceptions and to display error screen
|
||||
if (numUnsuccessfulTries > 5)
|
||||
ShutdownWithErrorBox("Unhandled exception. Unable to recover.");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -932,7 +932,12 @@ void HandleViewerInput()
|
||||
{
|
||||
SECTORINFO *pSector;
|
||||
InputAtom Event;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while( DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP) )
|
||||
#else
|
||||
while( DequeueEvent( &Event ) )
|
||||
#endif
|
||||
{
|
||||
if( !HandleTextInput( &Event ) && Event.usEvent == KEY_DOWN )
|
||||
{
|
||||
|
||||
@@ -3410,7 +3410,12 @@ DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"Autoresolve3");
|
||||
|
||||
InputAtom InputEvent;
|
||||
BOOLEAN fResetAutoResolve = FALSE;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while( DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT) )
|
||||
#else
|
||||
while( DequeueEvent( &InputEvent ) )
|
||||
#endif
|
||||
{
|
||||
if( InputEvent.usEvent == KEY_DOWN || InputEvent.usEvent == KEY_REPEAT )
|
||||
{
|
||||
|
||||
@@ -1311,7 +1311,11 @@ void GetUserInput()
|
||||
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
|
||||
{
|
||||
if( !HandleTextInput( &Event ) && Event.usEvent == KEY_DOWN )
|
||||
{
|
||||
|
||||
+31
-2
@@ -6811,6 +6811,7 @@ void InitializeWorldSize(INT16 sSectorX, INT16 sSectorY , INT8 bSectorZ)
|
||||
void GetMapKeyboardInput( UINT32 *puiNewEvent )
|
||||
{
|
||||
InputAtom InputEvent;
|
||||
POINT MousePos;
|
||||
INT8 bSquadNumber;
|
||||
UINT8 ubGroupId = 0;
|
||||
BOOLEAN fCtrl, fAlt;
|
||||
@@ -6822,9 +6823,37 @@ void GetMapKeyboardInput( UINT32 *puiNewEvent )
|
||||
fCtrl = _KeyDown( CTRL );
|
||||
fAlt = _KeyDown( ALT );
|
||||
|
||||
// while( DequeueEvent( &InputEvent ) )
|
||||
while( DequeueSpecificEvent( &InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT ) ) // doesn't work for some reason -- MM: fixed? it works better for me like this
|
||||
while( DequeueEvent( &InputEvent ) )
|
||||
{
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
#else
|
||||
GetCursorPos(&MousePos);
|
||||
ScreenToClient(ghWindow, &MousePos); // In window coords!
|
||||
|
||||
// HOOK INTO MOUSE HOOKS
|
||||
switch(InputEvent.usEvent)
|
||||
{
|
||||
case LEFT_BUTTON_DOWN:
|
||||
MouseSystemHook(LEFT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
|
||||
break;
|
||||
case LEFT_BUTTON_UP:
|
||||
MouseSystemHook(LEFT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
|
||||
break;
|
||||
case RIGHT_BUTTON_DOWN:
|
||||
MouseSystemHook(RIGHT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
|
||||
break;
|
||||
case RIGHT_BUTTON_UP:
|
||||
MouseSystemHook(RIGHT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
|
||||
break;
|
||||
case RIGHT_BUTTON_REPEAT:
|
||||
MouseSystemHook(RIGHT_BUTTON_REPEAT, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
|
||||
break;
|
||||
case LEFT_BUTTON_REPEAT:
|
||||
MouseSystemHook(LEFT_BUTTON_REPEAT, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
if( InputEvent.usEvent == KEY_DOWN )
|
||||
{
|
||||
// if game is paused because of player, unpause with any key
|
||||
|
||||
@@ -279,7 +279,11 @@ 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 )
|
||||
{
|
||||
|
||||
@@ -1738,7 +1738,11 @@ 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)
|
||||
|
||||
@@ -620,7 +620,11 @@ 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 )
|
||||
{
|
||||
|
||||
@@ -151,7 +151,9 @@ 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( );
|
||||
|
||||
@@ -167,7 +167,10 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
|
||||
DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"StartPlayerTeamTurn");
|
||||
// SOLDIERTYPE *pSoldier;
|
||||
// EV_S_BEGINTURN SBeginTurn;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
SetFastForwardMode(FALSE);
|
||||
#endif
|
||||
|
||||
// Start the turn of player charactors
|
||||
|
||||
@@ -496,6 +499,7 @@ 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] )
|
||||
{
|
||||
@@ -510,6 +514,7 @@ void BeginTeamTurn( UINT8 ubTeam )
|
||||
SetFastForwardMode( (ubTeam != OUR_TEAM) );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
while( 1 )
|
||||
{
|
||||
@@ -837,7 +842,9 @@ 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 )
|
||||
@@ -1432,6 +1439,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
|
||||
|
||||
}
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
if ( gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] )
|
||||
{
|
||||
if (is_networked)
|
||||
@@ -1445,6 +1453,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
|
||||
SetFastForwardMode( (gTacticalStatus.ubCurrentTeam != OUR_TEAM) );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -674,7 +674,11 @@ void HandleOverheadUI(void)
|
||||
|
||||
ScrollOverheadMap();
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while(DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT) == TRUE)
|
||||
#else
|
||||
while(DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
if(InputEvent.usEvent == KEY_DOWN || InputEvent.usEvent == KEY_REPEAT)
|
||||
{
|
||||
|
||||
@@ -101,7 +101,11 @@ UINT32 MapUtilScreenHandle(void)
|
||||
INT32 cnt, iX, iY, iSubX1, iSubY1, iSubX2, iSubY2, iWindowX, iWindowY, iCount;
|
||||
FLOAT dX, dY, dStartX, dStartY;
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while(DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP) == TRUE)
|
||||
#else
|
||||
while(DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
if(InputEvent.usParam == ESC)
|
||||
{
|
||||
|
||||
+679
-497
File diff suppressed because it is too large
Load Diff
+82
-32
@@ -54,6 +54,13 @@ enum
|
||||
NUMTIMERS
|
||||
};
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
#else
|
||||
// Base resultion of callback timer
|
||||
#define BASETIMESLICE 10
|
||||
#endif
|
||||
|
||||
|
||||
// TIMER INTERVALS
|
||||
extern INT32 giTimerIntervals[ NUMTIMERS ];
|
||||
// TIMER COUNTERS
|
||||
@@ -70,7 +77,10 @@ BOOLEAN InitializeJA2Clock( void );
|
||||
void ShutdownJA2Clock( void );
|
||||
|
||||
#define GetJA2Clock() guiBaseJA2Clock
|
||||
#define GetJA2NoPauseClock() guiBaseJA2NoPauseClock
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
#define GetJA2NoPauseClock() guiBaseJA2NoPauseClock
|
||||
#endif
|
||||
|
||||
UINT32 GetPauseJA2Clock( );
|
||||
|
||||
@@ -82,49 +92,89 @@ void PauseTime( BOOLEAN fPaused );
|
||||
void SetCustomizableTimerCallbackAndDelay( INT32 iDelay, CUSTOMIZABLE_TIMER_CALLBACK pCallback, BOOLEAN fReplace );
|
||||
void CheckCustomizableTimer( void );
|
||||
|
||||
void SetFastForwardPeriod(DOUBLE value);
|
||||
void SetFastForwardKey(INT32 key);
|
||||
BOOLEAN IsFastForwardKeyPressed();
|
||||
void SetFastForwardMode(BOOLEAN enable);
|
||||
BOOLEAN IsFastForwardMode();
|
||||
INT32 GetFastForwardLoopCount();
|
||||
void SetFastForwardLoopCount(INT32 value);
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
void SetFastForwardPeriod(DOUBLE value);
|
||||
void SetFastForwardKey(INT32 key);
|
||||
BOOLEAN IsFastForwardKeyPressed();
|
||||
void SetFastForwardMode(BOOLEAN enable);
|
||||
BOOLEAN IsFastForwardMode();
|
||||
INT32 GetFastForwardLoopCount();
|
||||
void SetFastForwardLoopCount(INT32 value);
|
||||
|
||||
void SetNotifyFrequencyKey(INT32 value);
|
||||
void SetClockSpeedPercent(FLOAT value);
|
||||
void SetNotifyFrequencyKey(INT32 value);
|
||||
void SetClockSpeedPercent(FLOAT value);
|
||||
|
||||
BOOLEAN IsTimerActive();
|
||||
BOOLEAN IsJA2TimerThread();
|
||||
BOOLEAN IsTimerActive();
|
||||
BOOLEAN IsJA2TimerThread();
|
||||
|
||||
BOOLEAN IsHiSpeedClockMode();
|
||||
void SetHiSpeedClockMode(BOOLEAN enable);
|
||||
BOOLEAN IsHiSpeedClockMode();
|
||||
void SetHiSpeedClockMode(BOOLEAN enable);
|
||||
#endif
|
||||
|
||||
//Don't modify this value
|
||||
extern UINT32 guiBaseJA2Clock;
|
||||
extern UINT32 guiBaseJA2NoPauseClock;
|
||||
extern CUSTOMIZABLE_TIMER_CALLBACK gpCustomizableTimerCallback;
|
||||
|
||||
typedef void (*TIMER_NOTIFY_CALLBACK) ( INT32 timer, PTR state );
|
||||
void AddTimerNotifyCallback( TIMER_NOTIFY_CALLBACK callback, PTR state );
|
||||
void RemoveTimerNotifyCallback( TIMER_NOTIFY_CALLBACK callback, PTR state );
|
||||
void ClearTimerNotifyCallbacks();
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
typedef void (*TIMER_NOTIFY_CALLBACK) ( INT32 timer, PTR state );
|
||||
void AddTimerNotifyCallback( TIMER_NOTIFY_CALLBACK callback, PTR state );
|
||||
void RemoveTimerNotifyCallback( TIMER_NOTIFY_CALLBACK callback, PTR state );
|
||||
void ClearTimerNotifyCallbacks();
|
||||
|
||||
BOOLEAN UpdateCounter(INT32 iTimer);
|
||||
void ResetCounter(INT32 iTimer);
|
||||
BOOLEAN CounterDone(INT32 iTimer);
|
||||
void ResetTimerCounter(INT32 &timer, INT32 value);
|
||||
BOOLEAN TimeCounterDone(INT32 timer);
|
||||
void ZeroTimeCounter(INT32& timer);
|
||||
BOOLEAN UpdateCounter(INT32 iTimer);
|
||||
void ResetCounter(INT32 iTimer);
|
||||
BOOLEAN CounterDone(INT32 iTimer);
|
||||
void ResetTimerCounter(INT32 &timer, INT32 value);
|
||||
BOOLEAN TimeCounterDone(INT32 timer);
|
||||
void ZeroTimeCounter(INT32& timer);
|
||||
|
||||
|
||||
#define UPDATECOUNTER( c ) UpdateCounter(c)
|
||||
#define RESETCOUNTER( c ) ResetCounter(c)
|
||||
#define COUNTERDONE( c ) CounterDone(c)
|
||||
#define UPDATETIMECOUNTER( c ) UpdateTimeCounter(c)
|
||||
#define RESETTIMECOUNTER( c, d ) ResetTimerCounter(c, d)
|
||||
#define TIMECOUNTERDONE(c, d) TimeCounterDone(c)
|
||||
#define SYNCTIMECOUNTER( )
|
||||
#define ZEROTIMECOUNTER(c) ZeroTimeCounter(c)
|
||||
#define UPDATECOUNTER( c ) UpdateCounter(c)
|
||||
#define RESETCOUNTER( c ) ResetCounter(c)
|
||||
#define COUNTERDONE( c ) CounterDone(c)
|
||||
#define UPDATETIMECOUNTER( c ) UpdateTimeCounter(c)
|
||||
#define RESETTIMECOUNTER( c, d ) ResetTimerCounter(c, d)
|
||||
#define TIMECOUNTERDONE(c, d) TimeCounterDone(c)
|
||||
#define SYNCTIMECOUNTER( )
|
||||
#define ZEROTIMECOUNTER(c) ZeroTimeCounter(c)
|
||||
#else
|
||||
|
||||
// MACROS
|
||||
// CHeck if new counter < 0 | set to 0 | Decrement
|
||||
|
||||
#ifdef CALLBACKTIMER
|
||||
|
||||
#define UPDATECOUNTER( c ) ( ( giTimerCounters[ c ] - BASETIMESLICE ) < 0 ) ? ( giTimerCounters[ c ] = 0 ) : ( giTimerCounters[ c ] -= BASETIMESLICE )
|
||||
#define RESETCOUNTER( c ) ( giTimerCounters[ c ] = giTimerIntervals[ c ] )
|
||||
#define COUNTERDONE( c ) ( giTimerCounters[ c ] == 0 ) ? TRUE : FALSE
|
||||
|
||||
#define UPDATETIMECOUNTER( c ) ( ( c - BASETIMESLICE ) < 0 ) ? ( c = 0 ) : ( c -= BASETIMESLICE )
|
||||
#define RESETTIMECOUNTER( c, d ) ( c = d )
|
||||
|
||||
#ifdef BOUNDS_CHECKER
|
||||
#define TIMECOUNTERDONE( c, d ) ( TRUE )
|
||||
#else
|
||||
#define TIMECOUNTERDONE( c, d ) ( c == 0 ) ? TRUE : FALSE
|
||||
#endif
|
||||
|
||||
#define SYNCTIMECOUNTER( )
|
||||
#define ZEROTIMECOUNTER( c ) ( c = 0 )
|
||||
|
||||
#else
|
||||
|
||||
#define UPDATECOUNTER( c )
|
||||
#define RESETCOUNTER( c ) ( giTimerCounters[ c ] = giClockTimer )
|
||||
#define COUNTERDONE( c ) ( ( ( giClockTimer = GetJA2Clock() ) - giTimerCounters[ c ] ) > giTimerIntervals[ c ] ) ? TRUE : FALSE
|
||||
|
||||
#define UPDATETIMECOUNTER( c )
|
||||
#define RESETTIMECOUNTER( c, d ) ( c = giClockTimer )
|
||||
#define TIMECOUNTERDONE( c, d ) ( giClockTimer - c > d ) ? TRUE : FALSE
|
||||
#define SYNCTIMECOUNTER( ) ( giClockTimer = GetJA2Clock() )
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
void SetTileAnimCounter( INT32 iTime );
|
||||
#endif
|
||||
+5
-1
@@ -103,7 +103,11 @@
|
||||
#include "vobject.h"
|
||||
#include "overhead types.h"
|
||||
#include "tactical save.h"
|
||||
#include "KeyMap.h"
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
#include "KeyMap.h"
|
||||
#endif
|
||||
|
||||
//#include <windows.h>
|
||||
//#include <windowsx.h>
|
||||
//#include <mmsystem.h>
|
||||
|
||||
@@ -5110,7 +5110,11 @@ STR16 zOptionsToggleText[] =
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Quiet Repairing", // Madd: mercs don't say quotes while repairing //TODO.Translate
|
||||
L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring //TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"自动加速敌军回合", // Automatic fast forward through AI turns
|
||||
#endif
|
||||
|
||||
L"Allow Zombies", // TODO.Translate
|
||||
L"--作弊模式选项--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"强制 Bobby Ray 送货", // force all pending Bobby Ray shipments
|
||||
@@ -5219,7 +5223,11 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, mercs will not report progress during training.", //TODO.Translate
|
||||
L"When ON, mercs will not report progress during repairing.", // TODO.Translate
|
||||
L"When ON, mercs will not report progress during doctoring.", // TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"打开时,敌军回合将被大幅加速。",
|
||||
#endif
|
||||
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"强制 Bobby Ray 出货",
|
||||
|
||||
@@ -5109,7 +5109,11 @@ STR16 zOptionsToggleText[] =
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Quiet Repairing", // Madd: mercs don't say quotes while repairing //TODO.Translate
|
||||
L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring //TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"Allow Zombies", // TODO.Translate
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
@@ -5218,7 +5222,11 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, mercs will not report progress during training.", //TODO.Translate
|
||||
L"When ON, mercs will not report progress during repairing.", // TODO.Translate
|
||||
L"When ON, mercs will not report progress during doctoring.", // TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
|
||||
@@ -5108,7 +5108,11 @@ STR16 zOptionsToggleText[] =
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training
|
||||
L"Quiet Repairing", // Madd: mercs don't say quotes while repairing
|
||||
L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns
|
||||
#endif
|
||||
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
@@ -5217,7 +5221,11 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, mercs will not report progress during repairing.",
|
||||
L"When ON, mercs will not report progress during doctoring.",
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"When ON, AI turns will be much faster.",
|
||||
#endif
|
||||
|
||||
L"When ON, zombies will spawn. Be aware!", // allow zombies
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
|
||||
@@ -5099,7 +5099,11 @@ STR16 zOptionsToggleText[] =
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Quiet Repairing", // Madd: mercs don't say quotes while repairing //TODO.Translate
|
||||
L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring //TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Forcer envois Bobby Ray", // force all pending Bobby Ray shipments
|
||||
@@ -5208,7 +5212,11 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, mercs will not report progress during repairing.", // TODO.Translate
|
||||
L"When ON, mercs will not report progress during doctoring.", // TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Forcer tous les envois en attente de Bobby Ray",
|
||||
|
||||
@@ -4957,7 +4957,11 @@ STR16 zOptionsToggleText[] =
|
||||
L"Stummes Trainieren", // Madd: mercs don't say quotes while training
|
||||
L"Stummes Reparieren", // Madd: mercs don't say quotes while repairing
|
||||
L"Stumme Behandlung", // Madd: mercs don't say quotes while doctoring
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"Autom. schnelle Gegner-Züge", // Automatic fast forward through AI turns
|
||||
#endif
|
||||
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Erzwinge BR Lieferung", // force all pending Bobby Ray shipments
|
||||
@@ -5066,7 +5070,11 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"Wenn diese Funktion aktiviert ist, werden die Söldner über ihren Fortschritt während des Trainings nicht mehr berichten.",
|
||||
L"When ON, mercs will not report progress during repairing.", // TODO.Translate
|
||||
L"When ON, mercs will not report progress during doctoring.", // TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"Wenn diese Funktion aktiviert ist, werden gegnerische Züge schneller durchgeführt.",
|
||||
#endif
|
||||
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
|
||||
@@ -5094,7 +5094,11 @@ STR16 zOptionsToggleText[] =
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Quiet Repairing", // Madd: mercs don't say quotes while repairing //TODO.Translate
|
||||
L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring //TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
@@ -5203,7 +5207,11 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, mercs will not report progress during repairing.", // TODO.Translate
|
||||
L"When ON, mercs will not report progress during doctoring.", // TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
|
||||
@@ -5106,7 +5106,11 @@ STR16 zOptionsToggleText[] =
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Quiet Repairing", // Madd: mercs don't say quotes while repairing //TODO.Translate
|
||||
L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring //TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
@@ -5215,7 +5219,11 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, mercs will not report progress during repairing.", // TODO.Translate
|
||||
L"When ON, mercs will not report progress during doctoring.", // TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"WymuŚ wszystkie oczekiwane dostawy od Bobby Ray's.",
|
||||
|
||||
@@ -5089,7 +5089,11 @@ STR16 zOptionsToggleText[] =
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Quiet Repairing", // Madd: mercs don't say quotes while repairing //TODO.Translate
|
||||
L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring //TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
L"--Читерские настройки--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Ускорить доставку Бобби Рэя", // force all pending Bobby Ray shipments
|
||||
@@ -5198,7 +5202,11 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, mercs will not report progress during repairing.", // TODO.Translate
|
||||
L"When ON, mercs will not report progress during doctoring.", // TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Выберите этот пункт чтобы груз Бобби Рэя прибыл немедленно.",
|
||||
|
||||
@@ -5110,7 +5110,11 @@ STR16 zOptionsToggleText[] =
|
||||
L"Quiet Training", // Madd: mercs don't say quotes while training // TODO.Translate
|
||||
L"Quiet Repairing", // Madd: mercs don't say quotes while repairing //TODO.Translate
|
||||
L"Quiet Doctoring", // Madd: mercs don't say quotes while doctoring //TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"Auto Fast Forward AI Turns", // Automatic fast forward through AI turns // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"Allow Zombies", // Flugente Zombies 1.0
|
||||
L"--Cheat Mode Options--", // TOPTION_CHEAT_MODE_OPTIONS_HEADER,
|
||||
L"Force Bobby Ray shipments", // force all pending Bobby Ray shipments
|
||||
@@ -5219,7 +5223,11 @@ STR16 zOptionsScreenHelpText[] =
|
||||
L"When ON, mercs will not report progress during training.",
|
||||
L"When ON, mercs will not report progress during repairing.", // TODO.Translate
|
||||
L"When ON, mercs will not report progress during doctoring.", // TODO.Translate
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
L"When ON, AI turns will be much faster.", // TODO.Translate
|
||||
#endif
|
||||
|
||||
L"When ON, zombies will span. Be aware!", // allow zombies // TODO.Translate
|
||||
L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
|
||||
L"Force all pending Bobby Ray shipments",
|
||||
|
||||
@@ -185,7 +185,11 @@ UINT32 AniEditScreenHandle(void)
|
||||
|
||||
}
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
if (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
if (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
if ((InputEvent.usEvent == KEY_DOWN)&&(InputEvent.usParam == ESC))
|
||||
{
|
||||
|
||||
@@ -3,6 +3,11 @@
|
||||
|
||||
#include "Language Defines.h"
|
||||
|
||||
// WANNE: Enable this define, to build the gameloop with the highspeed timer. To use the highspeed timer, you also have to set the HIGHSPEED_TIMER = TRUE in ja2.ini
|
||||
// CAUTION: A lot of games reported, when the exe is compiled with the highspeed timer on, the game runs very slowly in strategy map screen when doing repair, ..
|
||||
// This is the reason, why I made a compilation define, where we can turn on/off the highspeed timer.
|
||||
//#define USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
|
||||
// -----------------------------
|
||||
// *****************************
|
||||
// WANNE: Enable those 2 defines, if you want to build UB-Version!!
|
||||
|
||||
+18
-15
@@ -148,11 +148,12 @@ BOOLEAN InitializeGame(void)
|
||||
InitButtonSystem();
|
||||
InitCursors( );
|
||||
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
SetFastForwardPeriod(gGameExternalOptions.iFastForwardPeriod);
|
||||
SetFastForwardKey(gGameExternalOptions.iFastForwardKey);
|
||||
SetNotifyFrequencyKey(gGameExternalOptions.iNotifyFrequency);
|
||||
SetClockSpeedPercent(gGameExternalOptions.fClockSpeedPercent);
|
||||
|
||||
#endif
|
||||
|
||||
// Init Fonts
|
||||
if ( !InitializeFonts( ) )
|
||||
@@ -599,19 +600,21 @@ void NextLoopCheckForEnoughFreeHardDriveSpace()
|
||||
}
|
||||
|
||||
|
||||
// Called by any game loop after all known events were handled
|
||||
void HandleDefaultEvent(InputAtom *Event)
|
||||
{
|
||||
const int MouseButtonEvents = LEFT_BUTTON_REPEAT|RIGHT_BUTTON_REPEAT|
|
||||
LEFT_BUTTON_DOWN|LEFT_BUTTON_UP|MIDDLE_BUTTON_UP|X1_BUTTON_UP|X2_BUTTON_UP|
|
||||
RIGHT_BUTTON_DOWN|RIGHT_BUTTON_UP|MIDDLE_BUTTON_DOWN|X1_BUTTON_DOWN|X2_BUTTON_DOWN|
|
||||
MOUSE_WHEEL_UP|MOUSE_WHEEL_DOWN;
|
||||
|
||||
if (Event != NULL && Event->usEvent & MouseButtonEvents)
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
// Called by any game loop after all known events were handled
|
||||
void HandleDefaultEvent(InputAtom *Event)
|
||||
{
|
||||
POINT MousePos;
|
||||
GetCursorPos(&MousePos);
|
||||
ScreenToClient(ghWindow, &MousePos); // In window coords!
|
||||
MouseSystemHook(Event->usEvent, (UINT16)MousePos.x ,(UINT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
|
||||
const int MouseButtonEvents = LEFT_BUTTON_REPEAT|RIGHT_BUTTON_REPEAT|
|
||||
LEFT_BUTTON_DOWN|LEFT_BUTTON_UP|MIDDLE_BUTTON_UP|X1_BUTTON_UP|X2_BUTTON_UP|
|
||||
RIGHT_BUTTON_DOWN|RIGHT_BUTTON_UP|MIDDLE_BUTTON_DOWN|X1_BUTTON_DOWN|X2_BUTTON_DOWN|
|
||||
MOUSE_WHEEL_UP|MOUSE_WHEEL_DOWN;
|
||||
|
||||
if (Event != NULL && Event->usEvent & MouseButtonEvents)
|
||||
{
|
||||
POINT MousePos;
|
||||
GetCursorPos(&MousePos);
|
||||
ScreenToClient(ghWindow, &MousePos); // In window coords!
|
||||
MouseSystemHook(Event->usEvent, (UINT16)MousePos.x ,(UINT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
+4
-2
@@ -18,7 +18,9 @@ void HandleShortCutExitState( void );
|
||||
|
||||
void SetPendingNewScreen( UINT32 uiNewScreen );
|
||||
|
||||
struct InputAtom;
|
||||
void HandleDefaultEvent(InputAtom *Event);
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
struct InputAtom;
|
||||
void HandleDefaultEvent(InputAtom *Event);
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@@ -321,7 +321,11 @@ UINT32 ErrorScreenHandle(void)
|
||||
EndFrameBufferRender( );
|
||||
|
||||
// Check for esc
|
||||
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
|
||||
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
||||
#else
|
||||
while (DequeueEvent(&InputEvent) == TRUE)
|
||||
#endif
|
||||
{
|
||||
if( InputEvent.usEvent == KEY_DOWN )
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user