Fix showing only active PC in combat
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@@ -356,32 +356,30 @@ void draw_pcs(location center,short mode)
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for (i = 0; i < 6; i++)
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if (univ.party[i].main_status == 1)
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// if (((point_onscreen(center, pc_pos[i])) == true) &&
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// ((cartoon_happening == true) || (party_can_see(pc_pos[i]) < 6))){
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// where_draw.x = pc_pos[i].x - center.x + 4;
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// where_draw.y = pc_pos[i].y - center.y + 4;
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// source_rect = calc_rect(2 * (univ.party[i].which_graphic / 8), univ.party[i].which_graphic % 8);
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// if(pc_dir[i] >= 4)
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// OffsetRect(&source_rect,28,0);
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// if (combat_posing_monster == i)
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// OffsetRect(&source_rect,0,288);
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//
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// if (mode == 0) {
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// Draw_Some_Item(pc_gworld, source_rect, terrain_screen_gworld, where_draw, 1, 0);
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// }
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//
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// if ((current_pc == i) && (mode == 1) && (monsters_going == false)) {
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// active_pc_rect.top = 18 + where_draw.y * 36;
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// active_pc_rect.left = 18 + where_draw.x * 28;
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// active_pc_rect.bottom = 54 + where_draw.y * 36;
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// active_pc_rect.right = 46 + where_draw.x * 28;
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// OffsetRect(&active_pc_rect,ul.h,ul.v);
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//
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// ForeColor(magentaColor);
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// FrameRoundRect(&active_pc_rect,8,8);
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// ForeColor(blackColor);
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// }
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// }
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if (((point_onscreen(center, pc_pos[i])) == true) &&
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(/*cartoon_happening ||*/ (party_can_see(pc_pos[i]) < 6))){
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where_draw.x = pc_pos[i].x - center.x + 4;
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where_draw.y = pc_pos[i].y - center.y + 4;
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source_rect = calc_rect(2 * (univ.party[i].which_graphic / 8), univ.party[i].which_graphic % 8);
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if(pc_dir[i] >= 4)
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source_rect.offset(28,0);
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if (combat_posing_monster == i)
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source_rect.offset(0,288);
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if (mode == 0) {
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Draw_Some_Item(pc_gworld, source_rect, terrain_screen_gworld, where_draw, 1, 0);
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}
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if ((current_pc == i) && (mode == 1) && (monsters_going == false)) {
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active_pc_rect.top = 18 + where_draw.y * 36;
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active_pc_rect.left = 18 + where_draw.x * 28;
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active_pc_rect.bottom = 54 + where_draw.y * 36;
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active_pc_rect.right = 46 + where_draw.x * 28;
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active_pc_rect.offset(ul);
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frame_roundrect(mainPtr, active_pc_rect, 8, sf::Color::Magenta);
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}
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}
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// Draw current pc on top
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if ( ((point_onscreen(center, pc_pos[current_pc])) == true) && (univ.party[current_pc].main_status == 1)) {
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