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authorBertram <bertram@cegetel.net>2009-09-17 02:14:12 +0200
committerBertram <bertram@cegetel.net>2009-09-17 02:14:12 +0200
commitfde41392cde408af9ea269e00336e503294dfdd2 (patch)
treefbdda716c1d441b7d85e686e054e3346396a144d /src/map.cpp
parent78134dc88b0b39b0d051392fa937418bcd384404 (diff)
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Partially (but mainly) resolved Mantis #753 by making monsters, NPC, and Floor Items visible even covered.
Next Step would be to add a caching system for multi-layered sprites + copy functions for SDL and OpenGL. Then, I'll be able to finish this, by making also players visible when covered... But Kage asked me (each and every hour) to do something else first ;)
Diffstat (limited to 'src/map.cpp')
-rw-r--r--src/map.cpp18
1 files changed, 18 insertions, 0 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 5f6433c2..1a869e61 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -285,6 +285,24 @@ void Map::draw(Graphics *graphics, int scrollX, int scrollY)
mSprites);
}
+ // Draws beings with a lower opacity to make them visible
+ // even when covered by a wall or some other elements...
+ MapSprites::const_iterator si = mSprites.begin();
+ while (si != mSprites.end())
+ {
+ if (*si)
+ // For now, just draw sprites with only one layer.
+ {
+ if ((*si)->getNumberOfLayers() == 1)
+ {
+ (*si)->setAlpha(0.3f);
+ (*si)->draw(graphics, -scrollX, -scrollY);
+ (*si)->setAlpha(1.0f);
+ }
+ }
+ si++;
+ }
+
drawOverlay(graphics, scrollX, scrollY,
(int) config.getValue("OverlayDetail", 2));
}