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♻️ Leverage 'Point' in 'DrawPlayerIcons' function

pull/2804/head
Juliano Leal Goncalves 5 years ago committed by Anders Jenbo
parent
commit
66c8bb68af
  1. 15
      Source/scrollrt.cpp

15
Source/scrollrt.cpp

@ -476,17 +476,16 @@ void DrawPlayerIconHelper(const Surface &out, int pnum, missile_graphic_id missi
* @brief Helper for rendering player icons (Mana Shield and Reflect)
* @param out Output buffer
* @param pnum Player id
* @param sx Output buffer coordinate
* @param sy Output buffer coordinate
* @param position Output buffer coordinates
* @param lighting Should lighting be applied
*/
void DrawPlayerIcons(const Surface &out, int pnum, int x, int y, bool lighting)
void DrawPlayerIcons(const Surface &out, int pnum, Point position, bool lighting)
{
auto &player = Players[pnum];
if (player.pManaShield)
DrawPlayerIconHelper(out, pnum, MFILE_MANASHLD, x, y, lighting);
DrawPlayerIconHelper(out, pnum, MFILE_MANASHLD, position.x, position.y, lighting);
if (player.wReflections > 0)
DrawPlayerIconHelper(out, pnum, MFILE_REFLECT, x, y + 16, lighting);
DrawPlayerIconHelper(out, pnum, MFILE_REFLECT, position.x, position.y + 16, lighting);
}
/**
@ -536,13 +535,13 @@ void DrawPlayer(const Surface &out, int pnum, Point tilePosition, Point targetBu
if (pnum == MyPlayerId) {
Cl2Draw(out, targetBufferPosition.x, targetBufferPosition.y, *pCelSprite, nCel);
DrawPlayerIcons(out, pnum, targetBufferPosition.x, targetBufferPosition.y, true);
DrawPlayerIcons(out, pnum, targetBufferPosition, true);
return;
}
if ((dFlags[tilePosition.x][tilePosition.y] & BFLAG_LIT) == 0 || (Players[MyPlayerId]._pInfraFlag && LightTableIndex > 8)) {
Cl2DrawLightTbl(out, targetBufferPosition.x, targetBufferPosition.y, *pCelSprite, nCel, 1);
DrawPlayerIcons(out, pnum, targetBufferPosition.x, targetBufferPosition.y, true);
DrawPlayerIcons(out, pnum, targetBufferPosition, true);
return;
}
@ -553,7 +552,7 @@ void DrawPlayer(const Surface &out, int pnum, Point tilePosition, Point targetBu
LightTableIndex -= 5;
Cl2DrawLight(out, targetBufferPosition.x, targetBufferPosition.y, *pCelSprite, nCel);
DrawPlayerIcons(out, pnum, targetBufferPosition.x, targetBufferPosition.y, false);
DrawPlayerIcons(out, pnum, targetBufferPosition, false);
LightTableIndex = l;
}

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