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Simplified terrainRect prototype.
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@ -945,18 +945,18 @@ void CTerrainRect::show(SDL_Surface * to)
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CGI->mh->terrainRect
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(LOCPLINT->adventureInt->position, LOCPLINT->adventureInt->anim,
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&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
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to, &genRect(pos.h, pos.w, pos.x, pos.y), moveX, moveY);
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to, &pos, moveX, moveY);
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else
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CGI->mh->terrainRect
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(LOCPLINT->adventureInt->position, LOCPLINT->adventureInt->anim,
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&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
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to, &genRect(pos.h, pos.w, pos.x, pos.y), 0, 0);
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to, &pos, 0, 0);
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//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
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//SDL_FreeSurface(teren);
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if (currentPath && LOCPLINT->adventureInt->position.z==currentPath->startPos().z) //drawing path
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{
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showPath(&genRect(pos.h, pos.w, pos.x, pos.y));
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showPath(&pos);
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}
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}
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@ -560,7 +560,7 @@ void CMapHandler::init()
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// top_tile top left tile to draw. Not necessarily visible.
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// extRect, extRect = map window on screen
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// moveX, moveY: when a hero is in movement indicates how to shift the map. Range is -31 to + 31.
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void CMapHandler::terrainRect(int3 top_tile, unsigned char anim, std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect, int moveX, int moveY)
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void CMapHandler::terrainRect(int3 top_tile, unsigned char anim, std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY)
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{
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// Width and height of the portion of the map to process. Units in tiles.
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unsigned int dx = tilesW;
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@ -135,7 +135,7 @@ public:
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void roadsRiverTerrainInit();
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void prepareFOWDefs();
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void terrainRect(int3 top_tile, unsigned char anim, std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect, int moveX, int moveY);
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void terrainRect(int3 top_tile, unsigned char anim, std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY);
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void updateWater();
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unsigned char getHeroFrameNum(const unsigned char & dir, const bool & isMoving) const; //terrainRect helper function
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void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
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