- Split rect_draw_some_item into two versions, one to draw to the screen and on to draw to a GWorld.
- Temporary fix for the fact that PC #6 is often accessed. - I think that's all... git-svn-id: http://openexile.googlecode.com/svn/trunk@94 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -160,7 +160,7 @@ eAmbientSound ambient_sound;
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//1,1,1,1,1,1,1,1,1,1,
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//1,1,1,1,1,1,1,1,1,1};
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void draw_one_terrain_spot (short i,short j,short terrain_to_draw,short dest) ////
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void draw_one_terrain_spot (short i,short j,short terrain_to_draw) ////
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//short dest; // 0 - terrain gworld 1 - screen
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// if terrain_to_draw is -1, do black
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// if terrain_to_draw >= 1000, force to draw graphic which is terrain_to_draw - 1000
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@@ -232,7 +232,7 @@ void draw_one_terrain_spot (short i,short j,short terrain_to_draw,short dest) //
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anim_onscreen = true;
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}
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rect_draw_some_item(source_gworld, source_rect, terrain_screen_gworld, where_draw, (unsigned char) 0, dest);
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rect_draw_some_item(source_gworld, source_rect, terrain_screen_gworld, where_draw);
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}
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void draw_monsters() ////
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@@ -277,7 +277,7 @@ void draw_monsters() ////
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((univ.party.out_c[i].direction < 4) ? 0 : (width * height)) + k);
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to_rect = monst_rects[(width - 1) * 2 + height - 1][k];
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OffsetRect(&to_rect,13 + 28 * where_draw.x,13 + 36 * where_draw.y);
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rect_draw_some_item(spec_scen_g, source_rect, terrain_screen_gworld,to_rect, 1, 0);
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rect_draw_some_item(spec_scen_g, source_rect, terrain_screen_gworld,to_rect, transparent);
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}
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}
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if (picture_wanted < 1000) {
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@@ -286,7 +286,7 @@ void draw_monsters() ////
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(univ.party.out_c[i].direction < 4) ? 0 : 1,k);
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to_rect = monst_rects[(width - 1) * 2 + height - 1][k];
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OffsetRect(&to_rect,13 + 28 * where_draw.x,13 + 36 * where_draw.y);
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rect_draw_some_item(storage_gworld, source_rect, terrain_screen_gworld,to_rect, 1, 0);
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rect_draw_some_item(storage_gworld, source_rect, terrain_screen_gworld,to_rect, transparent);
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}
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}
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}
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@@ -325,7 +325,7 @@ void draw_monsters() ////
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&& (univ.town.monst[i].m_type != 1) && (univ.town.monst[i].m_type != 2))
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&& ((univ.town.monst[i].active == 1) || (univ.town.monst[i].target == 6)) &&
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(width == 1) && (height == 1)) ////
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draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1.u,0);
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draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1.u);
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else Draw_Some_Item(storage_gworld, source_rect, terrain_screen_gworld, store_loc, 1, 0);
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}
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}
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@@ -362,7 +362,7 @@ void draw_monsters() ////
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&& (univ.town.monst[i].m_type != 1) && (univ.town.monst[i].m_type != 2))
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&& ((univ.town.monst[i].active == 1) || (univ.town.monst[i].target == 6)) &&
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(width == 1) && (height == 1))
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draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1.u,0); ////
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draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1.u); ////
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else Draw_Some_Item(storage_gworld, source_rect, terrain_screen_gworld, store_loc, 1, 0);
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}
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}
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@@ -463,16 +463,16 @@ void draw_items(location where){
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from_rect = get_custom_rect(univ.town.items[i].graphic_num - 1000);
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to_rect = coord_to_rect(where.x,where.y);
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terrain_there[where_draw.x][where_draw.y] = -1;
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rect_draw_some_item(spec_scen_g,from_rect,terrain_screen_gworld,to_rect,1,0);
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rect_draw_some_item(spec_scen_g,from_rect,terrain_screen_gworld,to_rect,transparent);
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}else{
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from_rect = get_item_template_rect(univ.town.items[i].graphic_num);
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to_rect = coord_to_rect(where_draw.x,where_draw.y);
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terrain_there[where_draw.x][where_draw.y] = -1;
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if(univ.town.items[i].graphic_num >= 45) {
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InsetRect(&to_rect,5,9);
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rect_draw_some_item(tiny_obj_gworld, from_rect, terrain_screen_gworld, to_rect, 1, 0);
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rect_draw_some_item(tiny_obj_gworld, from_rect, terrain_screen_gworld, to_rect,transparent);
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}else
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rect_draw_some_item(items_gworld, from_rect, terrain_screen_gworld, to_rect, 1, 0);
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rect_draw_some_item(items_gworld, from_rect, terrain_screen_gworld, to_rect,transparent);
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}
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}
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}
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@@ -622,7 +622,7 @@ void draw_party_symbol(short mode,location center)
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ter_num_t ter = univ.town->terrain(univ.town.p_loc.x,univ.town.p_loc.y);
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// now wedge in bed graphic
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if ((is_town()) && (scenario.ter_types[ter].special == TER_SPEC_BED))
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draw_one_terrain_spot((short) target.x,(short) target.y,10000 + scenario.ter_types[ter].flag1.u,0);
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draw_one_terrain_spot((short) target.x,(short) target.y,10000 + scenario.ter_types[ter].flag1.u);
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else Draw_Some_Item(party_template_gworld, source_rect, terrain_screen_gworld, target, 1, 0);
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}
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else if (univ.party.in_boat >= 0) {
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