// need to have a version where there is no player defined, possibly. That way shrapnel works as intended void game::draw_bullet( const tripoint &t, const int i, const std::vector<tripoint> &trajectory, const char bullet ) { // TODO: signature and impl could be changed to eliminate these params ( void )i; //unused ( void )trajectory; //unused if( !use_tiles ) { draw_bullet_curses( m, t, bullet, nullptr ); return; } if( !is_point_visible( t ) ) { return; } static const std::string bullet_unknown {}; static const std::string bullet_normal {"animation_bullet_normal"}; static const std::string bullet_flame {"animation_bullet_flame"}; static const std::string bullet_shrapnel {"animation_bullet_shrapnel"}; const std::string &bullet_type = ( bullet == '*' ) ? bullet_normal : ( bullet == '#' ) ? bullet_flame : ( bullet == '`' ) ? bullet_shrapnel : bullet_unknown; tilecontext->init_draw_bullet( t, bullet_type ); bullet_animation().progress(); tilecontext->void_bullet(); }
void game::draw_bullet(Creature const &p, const tripoint &t, int const i, std::vector<tripoint> const &trajectory, char const bullet) { if( !u.sees( t ) ) { return; } draw_bullet_curses(w_terrain, u, m, t, bullet, &trajectory[i], p.is_player()); }
// need to have a version where there is no player defined, possibly. That way shrapnel works as intended void game::draw_bullet(Creature const &p, const tripoint &t, int const i, std::vector<tripoint> const &trajectory, char const bullet) { //TODO signature and impl could be changed to eliminate these params (void)i; //unused (void)trajectory; //unused if( !u.sees( t ) ) { return; } if (!use_tiles) { draw_bullet_curses(w_terrain, u, m, t, bullet, nullptr, p.is_player()); return; } static std::string const bullet_unknown {}; static std::string const bullet_normal { "animation_bullet_normal" }; static std::string const bullet_flame { "animation_bullet_flame" }; static std::string const bullet_shrapnel { "animation_bullet_shrapnel" }; std::string const &bullet_type = (bullet == '*') ? bullet_normal : (bullet == '#') ? bullet_flame : (bullet == '`') ? bullet_shrapnel : bullet_unknown; tilecontext->init_draw_bullet( t, bullet_type ); wrefresh(w_terrain); if( p.is_player() ) { draw_animation_delay(); } tilecontext->void_bullet(); }
void game::draw_bullet( const tripoint &t, const int i, const std::vector<tripoint> &trajectory, const char bullet ) { draw_bullet_curses( m, t, bullet, &trajectory[i] ); }