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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-29 01:50:58 +0200
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-29 01:50:58 +0200
commitf90aa61947641f3db809e047f80fc7b8c865cb94 (patch)
tree0651f81765437772d0f20ee44acb75b76bd64c15 /src/flooritem.cpp
parent15c69030f987bd7d67fdbaf2158b2c3ae430143f (diff)
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Made the flooritems position set back in pixels.
The position is centered to the nearest tile center in tA.
Diffstat (limited to 'src/flooritem.cpp')
-rw-r--r--src/flooritem.cpp16
1 files changed, 10 insertions, 6 deletions
diff --git a/src/flooritem.cpp b/src/flooritem.cpp
index 8805ba88..07903a79 100644
--- a/src/flooritem.cpp
+++ b/src/flooritem.cpp
@@ -22,23 +22,27 @@
#include "flooritem.h"
#include "net/net.h"
+#include "net/playerhandler.h"
#include "resources/itemdb.h"
#include "resources/iteminfo.h"
FloorItem::FloorItem(int id,
int itemId,
- int x,
- int y,
+ const Vector &position,
Map *map):
ActorSprite(id),
mItemId(itemId),
- mX(x),
- mY(y)
+ mX(0), mY(0)
{
- setMap(map);
+ mPos = position;
- mPos = map->getTileCenter(x, y);
+ setMap(map);
+ if (map)
+ {
+ mX = (int)position.x / map->getTileWidth();
+ mY = (int)position.y / map->getTileHeight();
+ }
setupSpriteDisplay(itemDb->get(itemId).getDisplay());
}