Mercurial > mm7
comparison Game.cpp @ 831:9c3f28b31b4a
Party actions in blv
author | Nomad |
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date | Wed, 27 Mar 2013 15:04:59 +0200 |
parents | cfc65feef029 |
children | e398541aee60 710cf848ad24 |
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830:08d90b633131 | 831:9c3f28b31b4a |
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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; |