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authorTorbjörn Andersson2005-07-18 14:37:55 +0000
committerTorbjörn Andersson2005-07-18 14:37:55 +0000
commitd3ba7a1543df7071a0971da773f998c2888c2f61 (patch)
treebf3ed26fe7a7e6bf84f92ed32fea31af121b7ab7 /saga/interface.cpp
parent56657a1bcb323113a3b1d850250651c0723f57d7 (diff)
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When redrawing the inventory, clear every inventory slot - even the empty
ones - before drawing the object. This fixes a glitch when getting the ring from the mud. svn-id: r18553
Diffstat (limited to 'saga/interface.cpp')
-rw-r--r--saga/interface.cpp15
1 files changed, 7 insertions, 8 deletions
diff --git a/saga/interface.cpp b/saga/interface.cpp
index 0069c130a5..2968b512c5 100644
--- a/saga/interface.cpp
+++ b/saga/interface.cpp
@@ -1547,7 +1547,6 @@ void Interface::drawInventory(Surface *backBuffer) {
Rect rect;
int ci;
ObjectData *obj;
- Point point;
ci = _inventoryStart;
if (_inventoryStart != 0) {
drawPanelButtonArrow(backBuffer, &_mainPanel, _inventoryUpButton);
@@ -1557,18 +1556,18 @@ void Interface::drawInventory(Surface *backBuffer) {
}
for (i = 0; i < _mainPanel.buttonsCount; i++) {
- if (ci >= _inventoryCount) {
- break;
- }
if (_mainPanel.buttons[i].type != kPanelButtonInventory) {
continue;
}
_mainPanel.calcPanelButtonRect(&_mainPanel.buttons[i], rect);
+
+ // TODO: Different colour for IHNM, probably.
+ backBuffer->drawRect(rect, kITEColorDarkGrey);
- point.x = rect.left;
- point.y = rect.top;
- obj = _vm->_actor->getObj(_inventory[ci]);
- _vm->_sprite->draw(backBuffer, _vm->getDisplayClip(), _vm->_sprite->_mainSprites, obj->spriteListResourceId, rect, 256);
+ if (ci < _inventoryCount) {
+ obj = _vm->_actor->getObj(_inventory[ci]);
+ _vm->_sprite->draw(backBuffer, _vm->getDisplayClip(), _vm->_sprite->_mainSprites, obj->spriteListResourceId, rect, 256);
+ }
ci++;
}