Draw floor-bound fields under spatial fields
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@@ -372,6 +372,26 @@ void draw_fields(location where){
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Draw_Some_Item(fields_gworld,calc_rect(4,0),terrain_screen_gworld(),where_draw,1,0);
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return;
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}
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// On floor/background:
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if(univ.town.is_sm_blood(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(0,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_med_blood(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(1,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_lg_blood(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(2,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_sm_slime(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(3,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_lg_slime(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(4,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_ash(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(5,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_bones(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(6,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_rubble(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(7,3),terrain_screen_gworld(),where_draw,1,0);
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// In space/foreground:
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// TODO some of these could still be reordered, maybe.
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if(univ.town.is_force_wall(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(0,1),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_fire_wall(where.x,where.y))
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@@ -400,22 +420,6 @@ void draw_fields(location where){
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Draw_Some_Item(*ResMgr::graphics.get("teranim"),calc_rect(8+(anim_ticks%4),4),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_quickfire(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(7,1),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_sm_blood(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(0,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_med_blood(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(1,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_lg_blood(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(2,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_sm_slime(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(3,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_lg_slime(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(4,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_ash(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(5,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_bones(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(6,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_rubble(where.x,where.y))
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Draw_Some_Item(fields_gworld,calc_rect(7,3),terrain_screen_gworld(),where_draw,1,0);
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if(univ.town.is_force_cage(where.x,where.y)) {
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Draw_Some_Item(fields_gworld,calc_rect(1,0),terrain_screen_gworld(),where_draw,1,0);
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forcecage_locs.push_back(where_draw);
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