Fix showing only active PC in combat

This commit is contained in:
2014-04-15 17:02:47 -04:00
parent 1831cf377a
commit ed212d5f6b

View File

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