comparison Game.cpp @ 831:9c3f28b31b4a

Party actions in blv
author Nomad
date Wed, 27 Mar 2013 15:04:59 +0200
parents cfc65feef029
children e398541aee60 710cf848ad24
comparison
equal deleted inserted replaced
830:08d90b633131 831:9c3f28b31b4a
202 pPrimaryWindow->DrawText(pFontArrus, 494, 0, GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(0, 0, 0), pTmpBuf, 0, 0, 0); 202 pPrimaryWindow->DrawText(pFontArrus, 494, 0, GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(0, 0, 0), pTmpBuf, 0, 0, 0);
203 } 203 }
204 204
205 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) 205 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
206 { 206 {
207 sprintf(pTmpBuf, "Party Sector ID: %u/%u\n", pBLVRenderParams->uPartySectorID, pIndoor->uNumSectors); 207 auto sector_id = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
208 sprintf(pTmpBuf, "Party Sector ID: %u/%u\n", sector_id, pIndoor->uNumSectors);
208 pPrimaryWindow->DrawText(pFontArrus, 16, 16, GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(255, 255, 255), pTmpBuf, 0, 0, 0xFFFFFFFF); 209 pPrimaryWindow->DrawText(pFontArrus, 16, 16, GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(255, 255, 255), pTmpBuf, 0, 0, 0xFFFFFFFF);
209 } 210 }
210 sprintf(pTmpBuf, "Party Position: % d % d % d", pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z); 211 sprintf(pTmpBuf, "Party Position: % d % d % d", pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
211 pPrimaryWindow->DrawText(pFontArrus, 16, 16 + 16, GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(255, 255, 255), pTmpBuf, 0, 0, 0xFFFFFFFF); 212 pPrimaryWindow->DrawText(pFontArrus, 16, 16 + 16, GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(255, 255, 255), pTmpBuf, 0, 0, 0xFFFFFFFF);
212 213
213 if (uCurrentlyLoadedLevelType == LEVEL_Indoor) 214 if (uCurrentlyLoadedLevelType == LEVEL_Indoor)
214 { 215 {
215 uint uFaceID; 216 uint uFaceID;
216 auto floor_level = BLV_GetFloorLevel(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z, pBLVRenderParams->uPartySectorID, &uFaceID); 217 auto sector_id = pIndoor->GetSector(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z);
218 auto floor_level = BLV_GetFloorLevel(pParty->vPosition.x, pParty->vPosition.y, pParty->vPosition.z + 40, sector_id, &uFaceID);
217 sprintf(pTmpBuf, "BLV_GetFloorLevel: %d face_id %d\n", floor_level, uFaceID); 219 sprintf(pTmpBuf, "BLV_GetFloorLevel: %d face_id %d\n", floor_level, uFaceID);
218 } 220 }
219 else 221 else
220 { 222 {
221 int on_water, _a6; 223 int on_water, _a6;