void game::draw_hit_player(player const &p, const int dam) { if (!use_tiles) { draw_hit_player_curses(*this, p, dam); return; } static std::string const player_male { "player_male" }; static std::string const player_female { "player_female" }; static std::string const npc_male { "npc_male" }; static std::string const npc_female { "npc_female" }; std::string const& type = p.is_player() ? (p.male ? player_male : player_female) : (p.male ? npc_male : npc_female); tilecontext->init_draw_hit( p.pos3(), type ); wrefresh(w_terrain); draw_animation_delay(); }
void game::draw_hit_player( const player &p, const int dam ) { if( test_mode ) { return; // avoid segfault from null tilecontext in tests } if( !use_tiles ) { draw_hit_player_curses( *this, p, dam ); return; } static const std::string player_male {"player_male"}; static const std::string player_female {"player_female"}; static const std::string npc_male {"npc_male"}; static const std::string npc_female {"npc_female"}; const std::string &type = p.is_player() ? ( p.male ? player_male : player_female ) : ( p.male ? npc_male : npc_female ); tilecontext->init_draw_hit( p.pos(), type ); bullet_animation().progress(); }
void game::draw_hit_player(player const &p, const int dam) { draw_hit_player_curses(*this, p, dam); }