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* experimental smooth hero move support (minor graphical glitches exist but I hope they'll be removed soon; I hope there are no more problems with it, but please test)

* small graphical glitch fixed
This commit is contained in:
mateuszb
2009-01-09 13:03:47 +00:00
parent fa11c06bdc
commit 22efd5df29
9 changed files with 444 additions and 32 deletions

View File

@ -478,7 +478,7 @@ void CTerrainRect::hover(bool on)
if (!on)
LOCPLINT->adventureInt->statusbar.clear();
}
void CTerrainRect::showPath()
void CTerrainRect::showPath(const SDL_Rect * extRect)
{
for (size_t i=0; i < currentPath->nodes.size()-1; ++i)
{
@ -705,45 +705,91 @@ void CTerrainRect::showPath()
continue;
int hvx = (x+arrows->ourImages[pn].bitmap->w)-(pos.x+pos.w),
hvy = (y+arrows->ourImages[pn].bitmap->h)-(pos.y+pos.h);
if (hvx<0 && hvy<0)
SDL_Rect prevClip;
SDL_GetClipRect(screen, &prevClip);
SDL_SetClipRect(screen, extRect); //preventing blitting outside of that rect
if(ADVOPT.smoothMove) //version for smooth hero move, with pos shifts
{
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, screen, &genRect(32, 32, x, y));
if (hvx<0 && hvy<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, screen, &genRect(32, 32, x + moveX, y + moveY));
}
else if(hvx<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x + moveX, y + moveY));
}
else if (hvy<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY));
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap, &genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x + moveX, y + moveY));
}
}
else if(hvx<0)
else //standard version
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w,0,0),
screen,&genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w,x,y));
}
else if (hvy<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h,arrows->ourImages[pn].bitmap->w-hvx,0,0),
screen,&genRect(arrows->ourImages[pn].bitmap->h,arrows->ourImages[pn].bitmap->w-hvx,x,y));
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w-hvx,0,0),
screen,&genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w-hvx,x,y));
if (hvx<0 && hvy<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp(arrows->ourImages[pn].bitmap, NULL, screen, &genRect(32, 32, x, y));
}
else if(hvx<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w, x, y));
}
else if (hvy<0)
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap,&genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h, arrows->ourImages[pn].bitmap->w-hvx, x, y));
}
else
{
CSDL_Ext::blit8bppAlphaTo24bpp
(arrows->ourImages[pn].bitmap, &genRect(arrows->ourImages[pn].bitmap->h-hvy,arrows->ourImages[pn].bitmap->w-hvx, 0, 0),
screen, &genRect(arrows->ourImages[pn].bitmap->h-hvy, arrows->ourImages[pn].bitmap->w-hvx, x, y));
}
}
SDL_SetClipRect(screen, &prevClip);
}
} //for (int i=0;i<currentPath->nodes.size()-1;i++)
}
void CTerrainRect::show()
{
SDL_Surface * teren = CGI->mh->terrainRect //TODO use me
(LOCPLINT->adventureInt->position.x,LOCPLINT->adventureInt->position.y,
tilesw,tilesh,LOCPLINT->adventureInt->position.z,LOCPLINT->adventureInt->anim,
&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
screen, &genRect(pos.h, pos.w, pos.x, pos.y)
);
if(ADVOPT.smoothMove && (moveX != 0 || moveY != 0))
{
CGI->mh->terrainRectSmooth
(LOCPLINT->adventureInt->position.x,LOCPLINT->adventureInt->position.y,
tilesw,tilesh,LOCPLINT->adventureInt->position.z,LOCPLINT->adventureInt->anim,
&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
screen, &genRect(pos.h, pos.w, pos.x, pos.y), moveX, moveY
);
}
else
{
CGI->mh->terrainRect
(LOCPLINT->adventureInt->position.x,LOCPLINT->adventureInt->position.y,
tilesw,tilesh,LOCPLINT->adventureInt->position.z,LOCPLINT->adventureInt->anim,
&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
screen, &genRect(pos.h, pos.w, pos.x, pos.y)
);
}
//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
//SDL_FreeSurface(teren);
if (currentPath && LOCPLINT->adventureInt->position.z==currentPath->startPos().z) //drawing path
{
showPath();
showPath(&genRect(pos.h, pos.w, pos.x, pos.y));
}
}