Overhaul the game's "rendering pipeline", simplifying it a fair bit

- Also significantly improves performance
This commit is contained in:
2014-04-15 01:26:40 -04:00
parent 3274864f12
commit 14a089aaee
12 changed files with 64 additions and 174 deletions

View File

@@ -651,7 +651,7 @@ bool handle_action(sf::Event event)
center = univ.town.p_loc;
//put_pc_screen();
set_stat_window(current_pc);
redraw_screen();
redraw_screen(REFRESH_TERRAIN | REFRESH_TEXT);
play_sound(93);
need_reprint = true;
need_redraw = true;
@@ -1794,7 +1794,7 @@ bool handle_keystroke(sf::Event& event){
clear_map();
add_string_to_buf("Debug: Reunite party and leave town.");
print_buf();
redraw_screen();
redraw_screen(REFRESH_ALL);
break;
case 'C':
@@ -1943,7 +1943,7 @@ bool handle_keystroke(sf::Event& event){
position_party(scenario.out_sec_start.x,scenario.out_sec_start.y,
scenario.out_start.x,scenario.out_start.y);
center = univ.town.p_loc = scenario.where_start;
redraw_screen();
redraw_screen(REFRESH_ALL);
add_string_to_buf("Debug: You return to the start.");
print_buf();
break;
@@ -2199,11 +2199,7 @@ void do_save(short mode)
pause(6);
// initiate_redraw();
// put_pc_screen();
// put_item_screen(stat_window,0);
// print_buf();
redraw_screen();
redraw_screen(REFRESH_TEXT);
}
void increase_age()////