changed draw_terrain_on_tile() to use gamemap::location

This commit is contained in:
Mark de Wever 2007-05-27 08:11:06 +00:00
parent 095cd4a645
commit d167945df2
2 changed files with 6 additions and 9 deletions

View file

@ -1406,10 +1406,8 @@ void display::draw_bar(const std::string& image, int xpos, int ypos, size_t heig
}
}
void display::draw_terrain_on_tile(int x, int y, image::TYPE image_type, ADJACENT_TERRAIN_TYPE type)
void display::draw_terrain_on_tile(const gamemap::location& loc, image::TYPE image_type, ADJACENT_TERRAIN_TYPE type)
{
const gamemap::location loc(x,y);
int xpos = int(get_location_x(loc));
int ypos = int(get_location_y(loc));
@ -1424,7 +1422,7 @@ void display::draw_terrain_on_tile(int x, int y, image::TYPE image_type, ADJACEN
clip_rect_setter set_clip_rect(dst,clip_rect);
const std::vector<surface>& images = get_terrain_images(x,y,image_type,type);
const std::vector<surface>& images = get_terrain_images(loc.x,loc.y,image_type,type);
std::vector<surface>::const_iterator itor;
for(itor = images.begin(); itor != images.end(); ++itor) {
@ -1479,7 +1477,7 @@ void display::draw_tile(const gamemap::location &loc, const SDL_Rect &clip_rect)
}
if(!is_shrouded) {
draw_terrain_on_tile(loc.x,loc.y,image_type,ADJACENT_BACKGROUND);
draw_terrain_on_tile(loc,image_type,ADJACENT_BACKGROUND);
surface flag(get_flag(terrain,loc));
if(flag != NULL) {
@ -1518,7 +1516,7 @@ void display::draw_tile(const gamemap::location &loc, const SDL_Rect &clip_rect)
draw_footstep(loc,xpos,ypos);
if(!is_shrouded) {
draw_terrain_on_tile(loc.x,loc.y,image_type,ADJACENT_FOREGROUND);
draw_terrain_on_tile(loc,image_type,ADJACENT_FOREGROUND);
}
if(fogged(loc) && shrouded(loc) == false) {
@ -1530,7 +1528,7 @@ void display::draw_tile(const gamemap::location &loc, const SDL_Rect &clip_rect)
}
if(!shrouded(loc)) {
draw_terrain_on_tile(loc.x,loc.y,image_type,ADJACENT_FOGSHROUD);
draw_terrain_on_tile(loc,image_type,ADJACENT_FOGSHROUD);
}
//draw the time-of-day mask on top of the hex

View file

@ -71,7 +71,6 @@ public:
//the map. Used for special effects like flashes.
void adjust_colours(int r, int g, int b);
//function which scrolls the display by xmov,ymov. Invalidation and
//redrawing will be scheduled.
void scroll(int xmov, int ymov);
@ -231,7 +230,7 @@ private:
enum ADJACENT_TERRAIN_TYPE { ADJACENT_BACKGROUND, ADJACENT_FOREGROUND, ADJACENT_FOGSHROUD };
//composes and draws the terrains on a tile
void draw_terrain_on_tile(int x, int y, image::TYPE image_type, ADJACENT_TERRAIN_TYPE type);
void draw_terrain_on_tile(const gamemap::location& loc, image::TYPE image_type, ADJACENT_TERRAIN_TYPE type);