* @brief Render a missile sprites for a given tile * @param x dPiece coordinate * @param y dPiece coordinate * @param sx Back buffer coordinate * @param sy Back buffer coordinate * @param pre Is the sprite in the background */
| 251 | * @param pre Is the sprite in the background |
| 252 | */ |
| 253 | void DrawMissile(int x, int y, int sx, int sy, BOOL pre) |
| 254 | { |
| 255 | int i; |
| 256 | MissileStruct *m; |
| 257 | |
| 258 | if (!(dFlags[x][y] & BFLAG_MISSILE)) |
| 259 | return; |
| 260 | |
| 261 | if (dMissile[x][y] != -1) { |
| 262 | m = &missile[dMissile[x][y] - 1]; |
| 263 | DrawMissilePrivate(m, sx, sy, pre); |
| 264 | return; |
| 265 | } |
| 266 | |
| 267 | for (i = 0; i < nummissiles; i++) { |
| 268 | assert(missileactive[i] < MAXMISSILES); |
| 269 | m = &missile[missileactive[i]]; |
| 270 | if (m->_mix != x || m->_miy != y) |
| 271 | continue; |
| 272 | DrawMissilePrivate(m, sx, sy, pre); |
| 273 | } |
| 274 | } |
| 275 | |
| 276 | /** |
| 277 | * @brief Render a monster sprite |
no test coverage detected