void game::draw_weather(weather_printable const &w) { if (!use_tiles) { draw_weather_curses(w_terrain, w); return; } static std::string const weather_acid_drop { "weather_acid_drop" }; static std::string const weather_rain_drop { "weather_rain_drop" }; static std::string const weather_snowflake { "weather_snowflake" }; std::string weather_name; switch (w.wtype) { // Acid weathers; uses acid droplet tile, fallthrough intended case WEATHER_ACID_DRIZZLE: case WEATHER_ACID_RAIN: weather_name = weather_acid_drop; break; // Normal rainy weathers; uses normal raindrop tile, fallthrough intended case WEATHER_DRIZZLE: case WEATHER_RAINY: case WEATHER_THUNDER: case WEATHER_LIGHTNING: weather_name = weather_rain_drop; break; // Snowy weathers; uses snowflake tile, fallthrough intended case WEATHER_FLURRIES: case WEATHER_SNOW: case WEATHER_SNOWSTORM: weather_name = weather_snowflake; break; default: break; } tilecontext->init_draw_weather(w, std::move(weather_name)); }
void game::draw_weather(weather_printable const &w) { draw_weather_curses(w_terrain, w); }