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authorIra Rice <irarice@gmail.com>2008-10-27 04:23:43 +0000
committerIra Rice <irarice@gmail.com>2008-10-27 04:23:43 +0000
commit218ad29dc13b1b89da9804dec15f32692d8709d6 (patch)
treee1547d951089109de83833fb2a29067fc11eee8c /src/map.cpp
parent8119f4ec53b64adc427f683077f65ce8aec85582 (diff)
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Made targets draw on the fringe layer, as well as added t for talking to
an NPC, n for targeting an NPC, and changed basic targeting code so that it'll time out after being on a target for longer than a minute.
Diffstat (limited to 'src/map.cpp')
-rw-r--r--src/map.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/map.cpp b/src/map.cpp
index f9454187..15d5e5f3 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -29,6 +29,7 @@
#include "configuration.h"
#include "game.h"
#include "graphics.h"
+#include "localplayer.h"
#include "particle.h"
#include "sprite.h"
#include "tileset.h"
@@ -112,6 +113,7 @@ void MapLayer::draw(Graphics *graphics,
// If drawing the fringe layer, make sure all sprites above this row of
// tiles have been drawn
if (mIsFringeLayer) {
+ player_node->drawTargetCursor(graphics, scrollX, scrollY);
while (si != sprites.end() && (*si)->getPixelY() <= y * 32 - 32) {
(*si)->draw(graphics, -scrollX, -scrollY);
si++;