replace non_turbo_delay() by delay(10) to decrease cpu load

This commit is contained in:
Serge Martin 2006-09-21 22:58:13 +00:00
parent 3d96d323f0
commit 0e2fcec80a
4 changed files with 13 additions and 13 deletions

View File

@ -164,7 +164,7 @@ std::string recruit_unit(const gamemap& map, int side,
disp->invalidate(recruit_location);
disp->draw();
events::pump();
disp->non_turbo_delay();
disp->delay(10);
}
un->second.set_standing(*disp,recruit_location);
}

View File

@ -138,7 +138,7 @@ bool animate_unit_advancement(const game_data& info,unit_map& units, gamemap::lo
gui.invalidate(loc);
gui.draw();
events::pump();
gui.non_turbo_delay();
gui.delay(10);
}
}
@ -161,7 +161,7 @@ bool animate_unit_advancement(const game_data& info,unit_map& units, gamemap::lo
gui.invalidate(loc);
gui.draw();
events::pump();
gui.non_turbo_delay();
gui.delay(10);
}
u->second.set_standing(gui,u->first);
gui.invalidate(loc);

View File

@ -1163,7 +1163,7 @@ bool event_handler::handle_event_command(const queued_event& event_info,
screen->invalidate(loc);
screen->draw();
events::pump();
screen->non_turbo_delay();
screen->delay(10);
}
un->second.set_standing(*screen,un->first);
}
@ -1781,7 +1781,7 @@ bool event_handler::handle_event_command(const queued_event& event_info,
screen->invalidate(u->first);
screen->draw();
events::pump();
screen->non_turbo_delay();
screen->delay(10);
}
u->second.set_standing(*screen,u->first);
screen->invalidate(u->first);
@ -2152,7 +2152,7 @@ bool pump()
return false;
bool result = false;
while(events_queue.empty() == false) {
queued_event ev = events_queue.front();
events_queue.pop_front(); //pop now for exception safety

View File

@ -47,7 +47,7 @@ void teleport_unit_between(display& disp, const gamemap::location& a, const game
disp.place_temporary_unit(temp_unit, a);
disp.draw();
events::pump();
disp.non_turbo_delay();
disp.delay(10);
}
}
if (!disp.fogged(b.x, b.y)) { // teleport
@ -58,7 +58,7 @@ void teleport_unit_between(display& disp, const gamemap::location& a, const game
disp.place_temporary_unit(temp_unit, b);
disp.draw();
events::pump();
disp.non_turbo_delay();
disp.delay(10);
}
}
temp_unit.set_standing(disp,b);
@ -97,7 +97,7 @@ void move_unit_between(display& disp, const gamemap& map, const gamemap::locatio
temp_unit.set_offset(pos);
disp.draw();
events::pump();
disp.non_turbo_delay();
disp.delay(10);
mvt_time = SDL_GetTicks() -start_time;
}
@ -185,7 +185,7 @@ void unit_die(display& disp,const gamemap::location& loc, unit& u, const attack_
disp.invalidate(loc);
disp.draw();
events::pump();
disp.non_turbo_delay();
disp.delay(10);
}
u.set_standing(disp,loc);
disp.update_display();
@ -357,7 +357,7 @@ bool unit_attack_ranged(display& disp, unit_map& units,
if(leader_loc.valid() && leader->second.get_animation()->animation_finished() ) {
leader->second.set_standing(disp,leader_loc,true);
}
disp.non_turbo_delay();
disp.delay(10);
// we use missile animation because it's the only one not reseted in the middle to go to standing
animation_time = missile_animation.get_animation_time();
missile_animation.update_current_frame();
@ -476,7 +476,7 @@ bool unit_attack(display& disp, unit_map& units,
if(leader_loc.valid()) disp.invalidate(leader_loc);
disp.draw();
events::pump();
disp.non_turbo_delay();
disp.delay(10);
animation_time = attacker.get_animation()->get_animation_time();
}
@ -513,7 +513,7 @@ bool unit_attack(display& disp, unit_map& units,
if(leader_loc.valid() && leader->second.get_animation()->animation_finished() ) {
leader->second.set_standing(disp,leader_loc,true);
}
disp.non_turbo_delay();
disp.delay(10);
animation_time = attacker.get_animation()->get_animation_time();
}