Partly decoupled rendering from game data update. Graphics routines to draw/erase animations and labels are now invoked explicitly instead of being handled in the job list.

svn-id: r29561
This commit is contained in:
Nicola Mettifogo 2007-11-18 21:16:27 +00:00
parent 7d984d1a67
commit 7731af9833
4 changed files with 62 additions and 60 deletions

View file

@ -256,9 +256,9 @@ int Parallaction_ns::go() {
changeLocation(_location._name);
addJob(kJobEraseAnimations, (void*)1, kPriority20);
// addJob(kJobEraseAnimations, (void*)1, kPriority20);
_jRunScripts = addJob(kJobRunScripts, 0, kPriority15);
addJob(kJobDisplayAnimations, 0, kPriority3);
// addJob(kJobDisplayAnimations, 0, kPriority3);
runGame();
@ -444,17 +444,17 @@ void Parallaction_ns::changeCharacter(const char *name) {
void Parallaction_ns::initJobs() {
static const JobFn jobs[] = {
&Parallaction_ns::jobDisplayAnimations,
&Parallaction_ns::jobEraseAnimations,
0,
0,
&Parallaction_ns::jobDisplayDroppedItem,
&Parallaction_ns::jobRemovePickedItem,
&Parallaction_ns::jobRunScripts,
&Parallaction_ns::jobWalk,
&Parallaction_ns::jobDisplayLabel,
&Parallaction_ns::jobEraseLabel,
&Parallaction_ns::jobWaitRemoveJob,
0,
0,
0,
&Parallaction_ns::jobToggleDoor,
&Parallaction_ns::jobShowInventory,
0,
&Parallaction_ns::jobHideInventory
};