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authorJan-Fabian Humann <malastare@gmx.net>2005-02-28 20:35:08 +0000
committerJan-Fabian Humann <malastare@gmx.net>2005-02-28 20:35:08 +0000
commit15383fabbacec848b5735fa0f728bb6242c6ce0e (patch)
tree811d6b007cec21635caf8c7945d4384ae30c5d25 /src/graphic/graphic.cpp
parent8a21b07ae278697e401a8be25d96d5989f5aeacd (diff)
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Adding support for drop items part 2/2
Diffstat (limited to 'src/graphic/graphic.cpp')
-rw-r--r--src/graphic/graphic.cpp33
1 files changed, 33 insertions, 0 deletions
diff --git a/src/graphic/graphic.cpp b/src/graphic/graphic.cpp
index ce4bc4a1..aa27e8ba 100644
--- a/src/graphic/graphic.cpp
+++ b/src/graphic/graphic.cpp
@@ -29,8 +29,10 @@
#include "../gui/equipment.h"
#include "../gui/newskill.h"
#include "../gui/chargedialog.h"
+#include "../gui/itemcontainer.h"
#include "../main.h"
#include "../being.h"
+#include "../floor_item.h"
#ifdef USE_OPENGL
#include <SDL_opengl.h>
#endif
@@ -321,16 +323,20 @@ Engine::Engine()
"core/graphics/sprites/monsters.png");
Image *weaponbitmap = resman->getImage(
"core/graphics/sprites/weapons.png");
+ Image *itembitmap = resman->getImage(
+ "core/graphics/sprites/items.png");
if (!npcbmp) error("Unable to load npcs.png");
if (!emotionbmp) error("Unable to load emotions.png");
if (!monsterbitmap) error("Unable to load monsters.png");
if (!weaponbitmap) error("Unable to load weapons.png");
+ if (!itembitmap) error("Unable to load items.png");
npcset = new Spriteset(npcbmp, 50, 80);
emotionset = new Spriteset(emotionbmp, 19, 19);
monsterset = new Spriteset(monsterbitmap, 60, 60);
weaponset = new Spriteset(weaponbitmap, 160, 120);
+ itemset = new Spriteset(itembitmap, 20, 20);
}
Engine::~Engine()
@@ -353,6 +359,7 @@ Engine::~Engine()
delete npcset;
delete emotionset;
delete weaponset;
+ delete itemset;
}
void Engine::draw()
@@ -388,7 +395,33 @@ void Engine::draw()
}
}
}
+
+ // Draw items
+ std::list<FloorItem*>::iterator floorItemIterator = floorItems.begin();
+ while (floorItemIterator != floorItems.end())
+ {
+ FloorItem *floorItem = (*floorItemIterator);
+ unsigned short x = floorItem->x;
+ unsigned short y = floorItem->y;
+ int sx = x - camera_x;
+ int sy = y - camera_y;
+ int absx = sx * 32 - floorItem->subx - offset_x;
+ int absy = sy * 32 - floorItem->suby - offset_y;
+ /**
+ * subx and suby are serverside randomly generated to be
+ * either 3, 6, 9 or 12.
+ * this seems to be a finer differentiation for coordinates.
+ * TODO: Find a better way to implement subx and suby.
+ */
+ if (floorItem->id >= 501 && floorItem->id <= 1202) {
+ itemset->spriteset[floorItem->id - 501]->draw(screen,
+ absx,
+ absy);
+ }
+ floorItemIterator++;
+ }
+
// Draw nodes
std::list<Being*>::iterator beingIterator = beings.begin();
while (beingIterator != beings.end())