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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Merge pull request #1146 from IvanSavenko/ray_projectile

Implemented ray-like projectiles for shooters
This commit is contained in:
Nordsoft91 2022-11-16 22:45:00 +04:00 committed by nordsoft
commit 3133c238b8
18 changed files with 401 additions and 482 deletions

View File

@ -588,6 +588,11 @@ bool MusicEntry::play()
float timeToStart = owner->trackPositions[currentName];
startPosition = std::round(timeToStart * 1000);
// erase stored position:
// if music track will be interrupted again - new position will be written in stop() method
// if music track is not interrupted and will finish by timeout/end of file - it will restart from begginning as it should
owner->trackPositions.erase( owner->trackPositions.find(currentName) );
if (Mix_FadeInMusicPos(music, 1, 1000, timeToStart) == -1)
{
logGlobal->error("Unable to play music (%s)", Mix_GetError());

View File

@ -218,27 +218,6 @@ void CPlayerInterface::yourTurn()
acceptTurn();
}
STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[z][x][y];
for (auto & elem : hlp.objects)
if (elem.obj && elem.obj->id == hid)
{
elem.rect = r;
return;
}
}
STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[z][x][y];
for (int h=0; h<hlp.objects.size(); ++h)
if (hlp.objects[h].obj && hlp.objects[h].obj->id == hid)
{
hlp.objects.erase(hlp.objects.begin()+h);
return;
}
}
void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
@ -1744,432 +1723,144 @@ void CPlayerInterface::initMovement( const TryMoveHero &details, const CGHeroIns
{
auto subArr = (CGI->mh->ttiles)[hp.z];
if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
ho->isStanding = false;
int heroWidth = ho->appearance->getWidth();
int heroHeight = ho->appearance->getHeight();
int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
int tileMaxX = std::max(details.start.x, details.end.x);
int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
int tileMaxY = std::max(details.start.y, details.end.y);
// determine tiles on which hero will be visible during movement and add hero as visible object on these tiles where necessary
for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
{
//ho->moveDir = 1;
ho->isStanding = false;
subArr[hp.x-3][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -31)));
subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, -31)));
subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, -31)));
subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, -31)));
for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
{
bool heroVisibleHere = false;
auto & tile = subArr[tileX][tileY];
subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 1)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 1), ho->id);
for ( auto const & obj : tile.objects)
{
if (obj.obj == ho)
{
heroVisibleHere = true;
break;
}
}
subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 33)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 33), ho->id);
std::stable_sort(subArr[hp.x-3][hp.y-2].objects.begin(), subArr[hp.x-3][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
//ho->moveDir = 2;
ho->isStanding = false;
subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, -31)));
subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, -31)));
subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, -31)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33), ho->id);
std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
//ho->moveDir = 3;
ho->isStanding = false;
subArr[hp.x-2][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, -31)));
subArr[hp.x-1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, -31)));
subArr[hp.x][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, -31)));
subArr[hp.x+1][hp.y-2].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -31)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 1), ho->id);
subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 1)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 33), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 33), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 33), ho->id);
subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 33)));
std::stable_sort(subArr[hp.x-2][hp.y-2].objects.begin(), subArr[hp.x-2][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y-2].objects.begin(), subArr[hp.x-1][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y-2].objects.begin(), subArr[hp.x][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y-2].objects.begin(), subArr[hp.x+1][hp.y-2].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
//ho->moveDir = 4;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, 0), ho->id);
subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 0)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 32), ho->id);
subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 32)));
std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
//ho->moveDir = 5;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63, -1), ho->id);
subArr[hp.x+1][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, -1)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63, 31), ho->id);
subArr[hp.x+1][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 31)));
subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -1, 63)));
subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 31, 63)));
subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 63, 63)));
subArr[hp.x+1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 95, 63)));
std::stable_sort(subArr[hp.x+1][hp.y-1].objects.begin(), subArr[hp.x+1][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y].objects.begin(), subArr[hp.x+1][hp.y].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x+1][hp.y+1].objects.begin(), subArr[hp.x+1][hp.y+1].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
//ho->moveDir = 6;
ho->isStanding = false;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31), ho->id);
subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 0, 63)));
subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 32, 63)));
subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 64, 63)));
std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
//ho->moveDir = 7;
ho->isStanding = false;
subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, -1)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, -1), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, -1), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, -1), ho->id);
subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 31)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 31), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 31), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 31), ho->id);
subArr[hp.x-3][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 63)));
subArr[hp.x-2][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 1, 63)));
subArr[hp.x-1][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 33, 63)));
subArr[hp.x][hp.y+1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, 65, 63)));
std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y+1].objects.begin(), subArr[hp.x-3][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-2][hp.y+1].objects.begin(), subArr[hp.x-2][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-1][hp.y+1].objects.begin(), subArr[hp.x-1][hp.y+1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x][hp.y+1].objects.begin(), subArr[hp.x][hp.y+1].objects.end(), objectBlitOrderSorter);
}
else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
//ho->moveDir = 8;
ho->isStanding = false;
subArr[hp.x-3][hp.y-1].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 0)));
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65, 0), ho->id);
subArr[hp.x-3][hp.y].objects.push_back(TerrainTileObject(ho, genRect(32, 32, -31, 32)));
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65, 32), ho->id);
std::stable_sort(subArr[hp.x-3][hp.y-1].objects.begin(), subArr[hp.x-3][hp.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[hp.x-3][hp.y].objects.begin(), subArr[hp.x-3][hp.y].objects.end(), objectBlitOrderSorter);
if ( !heroVisibleHere)
{
tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
}
}
}
}
void CPlayerInterface::movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho )
{
if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
auto subArr = (CGI->mh->ttiles)[hp.z];
int heroWidth = ho->appearance->getWidth();
int heroHeight = ho->appearance->getHeight();
int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
int tileMaxX = std::max(details.start.x, details.end.x);
int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
int tileMaxY = std::max(details.start.y, details.end.y);
std::shared_ptr<CAnimation> animation = graphics->getAnimation(ho);
assert(animation);
assert(animation->size(0) != 0);
auto image = animation->getImage(0,0);
int heroImageOldX = details.start.x * 32;
int heroImageOldY = details.start.y * 32;
int heroImageNewX = details.end.x * 32;
int heroImageNewY = details.end.y * 32;
int heroImageCurrX = heroImageOldX + i*(heroImageNewX - heroImageOldX)/32;
int heroImageCurrY = heroImageOldY + i*(heroImageNewY - heroImageOldY)/32;
// recompute which part of hero sprite will be visible on each tile at this point of movement animation
for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
{
//setting advmap shift
adventureInt->terrain.moveX = i-32;
adventureInt->terrain.moveY = i-32;
for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
{
auto & tile = subArr[tileX][tileY];
for ( auto & obj : tile.objects)
{
if (obj.obj == ho)
{
int tilePosX = tileX * 32;
int tilePosY = tileY * 32;
subRect(hp.x-3, hp.y-2, hp.z, genRect(32, 32, -31+i, -31+i), ho->id);
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 1+i, -31+i), ho->id);
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 33+i, -31+i), ho->id);
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 65+i, -31+i), ho->id);
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 1+i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 1+i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 1+i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 1+i), ho->id);
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 33+i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 33+i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 33+i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 33+i), ho->id);
obj.rect.x = tilePosX - heroImageCurrX + image->width() - 32;
obj.rect.y = tilePosY - heroImageCurrY + image->height() - 32;
}
}
}
}
else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
//setting advmap shift
adventureInt->terrain.moveY = i-32;
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, 0, -31+i), ho->id);
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 32, -31+i), ho->id);
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 64, -31+i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, 1+i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, 1+i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, 1+i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 33+i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 33+i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 33+i), ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
//setting advmap shift
adventureInt->terrain.moveX = -i+32;
adventureInt->terrain.moveY = i-32;
subRect(hp.x-2, hp.y-2, hp.z, genRect(32, 32, -1-i, -31+i), ho->id);
subRect(hp.x-1, hp.y-2, hp.z, genRect(32, 32, 31-i, -31+i), ho->id);
subRect(hp.x, hp.y-2, hp.z, genRect(32, 32, 63-i, -31+i), ho->id);
subRect(hp.x+1, hp.y-2, hp.z, genRect(32, 32, 95-i, -31+i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 1+i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 1+i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 1+i), ho->id);
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 1+i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 33+i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 33+i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 33+i), ho->id);
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 33+i), ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
//setting advmap shift
adventureInt->terrain.moveX = -i+32;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, 0), ho->id);
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, 0), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 32), ho->id);
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 32), ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
//setting advmap shift
adventureInt->terrain.moveX = -i+32;
adventureInt->terrain.moveY = -i+32;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, -1-i, -1-i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 31-i, -1-i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 63-i, -1-i), ho->id);
subRect(hp.x+1, hp.y-1, hp.z, genRect(32, 32, 95-i, -1-i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, -1-i, 31-i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 31-i, 31-i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 63-i, 31-i), ho->id);
subRect(hp.x+1, hp.y, hp.z, genRect(32, 32, 95-i, 31-i), ho->id);
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, -1-i, 63-i), ho->id);
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 31-i, 63-i), ho->id);
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 63-i, 63-i), ho->id);
subRect(hp.x+1, hp.y+1, hp.z, genRect(32, 32, 95-i, 63-i), ho->id);
}
else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
//setting advmap shift
adventureInt->terrain.moveY = -i+32;
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 0, -1-i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 32, -1-i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 64, -1-i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 0, 31-i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 32, 31-i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 64, 31-i), ho->id);
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 0, 63-i), ho->id);
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 32, 63-i), ho->id);
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 64, 63-i), ho->id);
}
else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
//setting advmap shift
adventureInt->terrain.moveX = i-32;
adventureInt->terrain.moveY = -i+32;
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, -1-i), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, -1-i), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, -1-i), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, -1-i), ho->id);
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 31-i), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 31-i), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 31-i), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 31-i), ho->id);
subRect(hp.x-3, hp.y+1, hp.z, genRect(32, 32, -31+i, 63-i), ho->id);
subRect(hp.x-2, hp.y+1, hp.z, genRect(32, 32, 1+i, 63-i), ho->id);
subRect(hp.x-1, hp.y+1, hp.z, genRect(32, 32, 33+i, 63-i), ho->id);
subRect(hp.x, hp.y+1, hp.z, genRect(32, 32, 65+i, 63-i), ho->id);
}
else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
//setting advmap shift
adventureInt->terrain.moveX = i-32;
subRect(hp.x-3, hp.y-1, hp.z, genRect(32, 32, -31+i, 0), ho->id);
subRect(hp.x-2, hp.y-1, hp.z, genRect(32, 32, 1+i, 0), ho->id);
subRect(hp.x-1, hp.y-1, hp.z, genRect(32, 32, 33+i, 0), ho->id);
subRect(hp.x, hp.y-1, hp.z, genRect(32, 32, 65+i, 0), ho->id);
subRect(hp.x-3, hp.y, hp.z, genRect(32, 32, -31+i, 32), ho->id);
subRect(hp.x-2, hp.y, hp.z, genRect(32, 32, 1+i, 32), ho->id);
subRect(hp.x-1, hp.y, hp.z, genRect(32, 32, 33+i, 32), ho->id);
subRect(hp.x, hp.y, hp.z, genRect(32, 32, 65+i, 32), ho->id);
}
adventureInt->terrain.moveX = (32 - i) * (heroImageNewX - heroImageOldX) / 32;
adventureInt->terrain.moveY = (32 - i) * (heroImageNewY - heroImageOldY) / 32;
}
void CPlayerInterface::finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho )
{
adventureInt->terrain.moveX = adventureInt->terrain.moveY = 0;
auto subArr = (CGI->mh->ttiles)[hp.z];
if (details.end.x+1 == details.start.x && details.end.y+1 == details.start.y) //tl
int heroWidth = ho->appearance->getWidth();
int heroHeight = ho->appearance->getHeight();
int tileMinX = std::min(details.start.x, details.end.x) - heroWidth;
int tileMaxX = std::max(details.start.x, details.end.x);
int tileMinY = std::min(details.start.y, details.end.y) - heroHeight;
int tileMaxY = std::max(details.start.y, details.end.y);
// erase hero from all tiles on which he is currently visible
for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
{
delObjRect(hp.x, hp.y-2, hp.z, ho->id);
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
delObjRect(hp.x-3, hp.y, hp.z, ho->id);
}
else if (details.end.x == details.start.x && details.end.y+1 == details.start.y) //t
{
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y+1 == details.start.y) //tr
{
delObjRect(hp.x-2, hp.y-2, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
delObjRect(hp.x+1, hp.y, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x-1, hp.y, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y == details.start.y) //r
{
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
}
else if (details.end.x-1 == details.start.x && details.end.y-1 == details.start.y) //br
{
delObjRect(hp.x-2, hp.y+1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y, hp.z, ho->id);
delObjRect(hp.x+1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
}
else if (details.end.x == details.start.x && details.end.y-1 == details.start.y) //b
{
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
}
else if (details.end.x+1 == details.start.x && details.end.y-1 == details.start.y) //bl
{
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-1, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-2, hp.y-1, hp.z, ho->id);
delObjRect(hp.x-3, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
delObjRect(hp.x, hp.y+1, hp.z, ho->id);
}
else if (details.end.x+1 == details.start.x && details.end.y == details.start.y) //l
{
delObjRect(hp.x, hp.y-1, hp.z, ho->id);
delObjRect(hp.x, hp.y, hp.z, ho->id);
for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
{
auto & tile = subArr[tileX][tileY];
for (size_t i = 0; i < tile.objects.size(); ++i)
{
if ( tile.objects[i].obj == ho)
{
tile.objects.erase(tile.objects.begin() + i);
break;
}
}
}
}
//restoring good rects
subRect(details.end.x-2, details.end.y-1, details.end.z, genRect(32, 32, 0, 0), ho->id);
subRect(details.end.x-1, details.end.y-1, details.end.z, genRect(32, 32, 32, 0), ho->id);
subRect(details.end.x, details.end.y-1, details.end.z, genRect(32, 32, 64, 0), ho->id);
// re-add hero to all tiles on which he will still be visible after animation is over
for ( int tileX = details.end.x - heroWidth + 1; tileX <= details.end.x; ++tileX)
{
for ( int tileY = details.end.y - heroHeight + 1; tileY <= details.end.y; ++tileY)
{
auto & tile = subArr[tileX][tileY];
tile.objects.push_back(TerrainTileObject(ho, {0,0,32,32}));
}
}
subRect(details.end.x-2, details.end.y, details.end.z, genRect(32, 32, 0, 32), ho->id);
subRect(details.end.x-1, details.end.y, details.end.z, genRect(32, 32, 32, 32), ho->id);
subRect(details.end.x, details.end.y, details.end.z, genRect(32, 32, 64, 32), ho->id);
// update object list on all tiles that were affected during previous operations
for ( int tileX = tileMinX; tileX <= tileMaxX; ++tileX)
{
for ( int tileY = tileMinY; tileY <= tileMaxY; ++tileY)
{
auto & tile = subArr[tileX][tileY];
std::stable_sort(tile.objects.begin(), tile.objects.end(), objectBlitOrderSorter);
}
}
//restoring good order of objects
boost::detail::multi_array::sub_array<TerrainTile2, 2> subArr = (CGI->mh->ttiles)[details.end.z];
std::stable_sort(subArr[details.end.x-2][details.end.y-1].objects.begin(), subArr[details.end.x-2][details.end.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[details.end.x-1][details.end.y-1].objects.begin(), subArr[details.end.x-1][details.end.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[details.end.x][details.end.y-1].objects.begin(), subArr[details.end.x][details.end.y-1].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[details.end.x-2][details.end.y].objects.begin(), subArr[details.end.x-2][details.end.y].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[details.end.x-1][details.end.y].objects.begin(), subArr[details.end.x-1][details.end.y].objects.end(), objectBlitOrderSorter);
std::stable_sort(subArr[details.end.x][details.end.y].objects.begin(), subArr[details.end.x][details.end.y].objects.end(), objectBlitOrderSorter);
//recompute hero sprite positioning using hero's final position
movementPxStep(details, 32, hp, ho);
}
void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult )

View File

@ -785,22 +785,25 @@ bool CShootingAnimation::init()
if (projectileAngle > straightAngle)
{
//upper shot
spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
spi.y = fromPos.y + 265 + shooterInfo->animation.upperRightMissleOffsetY;
spi.x0 = fromPos.x + 222 + ( -25 + shooterInfo->animation.upperRightMissleOffsetX ) * multiplier;
spi.y0 = fromPos.y + 265 + shooterInfo->animation.upperRightMissleOffsetY;
}
else if (projectileAngle < -straightAngle)
{
//lower shot
spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
spi.y = fromPos.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY;
spi.x0 = fromPos.x + 222 + ( -25 + shooterInfo->animation.lowerRightMissleOffsetX ) * multiplier;
spi.y0 = fromPos.y + 265 + shooterInfo->animation.lowerRightMissleOffsetY;
}
else
{
//straight shot
spi.x = fromPos.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
spi.y = fromPos.y + 265 + shooterInfo->animation.rightMissleOffsetY;
spi.x0 = fromPos.x + 222 + ( -25 + shooterInfo->animation.rightMissleOffsetX ) * multiplier;
spi.y0 = fromPos.y + 265 + shooterInfo->animation.rightMissleOffsetY;
}
spi.x = spi.x0;
spi.y = spi.y0;
destPos += Point(225, 225);
// recalculate angle taking in account offsets
@ -811,7 +814,9 @@ bool CShootingAnimation::init()
if (attackedStack)
{
double animSpeed = AnimationControls::getProjectileSpeed(); // flight speed of projectile
spi.lastStep = static_cast<int>(sqrt(static_cast<double>((destPos.x - spi.x) * (destPos.x - spi.x) + (destPos.y - spi.y) * (destPos.y - spi.y))) / animSpeed);
double distanceSquared = (destPos.x - spi.x) * (destPos.x - spi.x) + (destPos.y - spi.y) * (destPos.y - spi.y);
double distance = sqrt(distanceSquared);
spi.lastStep = std::round(distance / animSpeed);
if(spi.lastStep == 0)
spi.lastStep = 1;
spi.dx = (destPos.x - spi.x) / spi.lastStep;
@ -837,30 +842,42 @@ bool CShootingAnimation::init()
}
double pi = boost::math::constants::pi<double>();
if (owner->idToProjectile.count(spi.creID) == 0) //in some cases (known one: hero grants shooter bonus to unit) the shooter stack's projectile may not be properly initialized
//in some cases (known one: hero grants shooter bonus to unit) the shooter stack's projectile may not be properly initialized
if (!owner->idToProjectile.count(spi.creID) && !owner->idToRay.count(spi.creID))
owner->initStackProjectile(shooter);
// only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
size_t maxFrame = std::min<size_t>(angles.size(), owner->idToProjectile.at(spi.creID)->size(0));
assert(maxFrame > 0);
// values in angles array indicate position from which this frame was rendered, in degrees.
// find frame that has closest angle to one that we need for this shot
size_t bestID = 0;
double bestDiff = fabs( angles[0] / 180 * pi - projectileAngle );
for (size_t i=1; i<maxFrame; i++)
if (owner->idToProjectile.count(spi.creID))
{
double currentDiff = fabs( angles[i] / 180 * pi - projectileAngle );
if (currentDiff < bestDiff)
{
bestID = i;
bestDiff = currentDiff;
}
}
// only frames below maxFrame are usable: anything higher is either no present or we don't know when it should be used
size_t maxFrame = std::min<size_t>(angles.size(), owner->idToProjectile.at(spi.creID)->size(0));
spi.frameNum = static_cast<int>(bestID);
assert(maxFrame > 0);
// values in angles array indicate position from which this frame was rendered, in degrees.
// find frame that has closest angle to one that we need for this shot
size_t bestID = 0;
double bestDiff = fabs( angles[0] / 180 * pi - projectileAngle );
for (size_t i=1; i<maxFrame; i++)
{
double currentDiff = fabs( angles[i] / 180 * pi - projectileAngle );
if (currentDiff < bestDiff)
{
bestID = i;
bestDiff = currentDiff;
}
}
spi.frameNum = static_cast<int>(bestID);
}
else if (owner->idToRay.count(spi.creID))
{
// no-op
}
else
{
logGlobal->error("Unable to find valid projectile for shooter %d", spi.creID);
}
// Set projectile animation start delay which is specified in frames
spi.animStartDelay = shooterInfo->animation.attackClimaxFrame;

View File

@ -189,6 +189,7 @@ public:
/// Small struct which contains information about the position and the velocity of a projectile
struct ProjectileInfo
{
double x0, y0; //initial position on the screen
double x, y; //position on the screen
double dx, dy; //change in position in one step
int step, lastStep; //to know when finish showing this projectile

View File

@ -1020,15 +1020,22 @@ void CBattleInterface::initStackProjectile(const CStack * stack)
else
creature = stack->getCreature();
std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
projectile->preload();
if (creature->animation.projectileRay.empty())
{
std::shared_ptr<CAnimation> projectile = std::make_shared<CAnimation>(creature->animation.projectileImageName);
projectile->preload();
if(projectile->size(1) != 0)
logAnim->error("Expected empty group 1 in stack projectile");
if(projectile->size(1) != 0)
logAnim->error("Expected empty group 1 in stack projectile");
else
projectile->createFlippedGroup(0, 1);
idToProjectile[stack->getCreature()->idNumber] = projectile;
}
else
projectile->createFlippedGroup(0, 1);
idToProjectile[stack->getCreature()->idNumber] = projectile;
{
idToRay[stack->getCreature()->idNumber] = creature->animation.projectileRay;
}
}
void CBattleInterface::stackRemoved(uint32_t stackID)
@ -3206,23 +3213,63 @@ void CBattleInterface::showProjectiles(SDL_Surface *to)
continue; // wait...
}
size_t group = it->reverse ? 1 : 0;
auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
if(image)
if (idToProjectile.count(it->creID))
{
SDL_Rect dst;
dst.h = image->height();
dst.w = image->width();
dst.x = static_cast<int>(it->x - dst.w / 2);
dst.y = static_cast<int>(it->y - dst.h / 2);
size_t group = it->reverse ? 1 : 0;
auto image = idToProjectile[it->creID]->getImage(it->frameNum, group, true);
image->draw(to, &dst, nullptr);
if(image)
{
SDL_Rect dst;
dst.h = image->height();
dst.w = image->width();
dst.x = static_cast<int>(it->x - dst.w / 2);
dst.y = static_cast<int>(it->y - dst.h / 2);
image->draw(to, &dst, nullptr);
}
}
if (idToRay.count(it->creID))
{
auto const & ray = idToRay[it->creID];
if (std::abs(it->dx) > std::abs(it->dy)) // draw in horizontal axis
{
int y1 = it->y0 - ray.size() / 2;
int y2 = it->y - ray.size() / 2;
int x1 = it->x0;
int x2 = it->x;
for (size_t i = 0; i < ray.size(); ++i)
{
SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1};
SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2};
CSDL_Ext::drawLine(to, x1, y1 + i, x2, y2 + i, beginColor, endColor);
}
}
else // draw in vertical axis
{
int x1 = it->x0 - ray.size() / 2;
int x2 = it->x - ray.size() / 2;
int y1 = it->y0;
int y2 = it->y;
for (size_t i = 0; i < ray.size(); ++i)
{
SDL_Color beginColor{ ray[i].r1, ray[i].g1, ray[i].b1, ray[i].a1};
SDL_Color endColor { ray[i].r2, ray[i].g2, ray[i].b2, ray[i].a2};
CSDL_Ext::drawLine(to, x1 + i, y1, x2 + i, y2, beginColor, endColor);
}
}
}
// Update projectile
++it->step;
if (it->step == it->lastStep)
if (it->step > it->lastStep)
{
toBeDeleted.insert(toBeDeleted.end(), it);
}

View File

@ -17,6 +17,7 @@
#include "CBattleAnimations.h"
#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
#include "../../lib/CCreatureHandler.h"
#include "../../lib/battle/CBattleInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -148,6 +149,7 @@ private:
std::map<int32_t, std::shared_ptr<CCreatureAnimation>> creAnims; //animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
std::map<int, std::shared_ptr<CAnimation>> idToProjectile;
std::map<int, std::vector<CCreature::CreatureAnimation::RayColor>> idToRay;
std::map<std::string, std::shared_ptr<CAnimation>> animationsCache;
std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;

View File

@ -361,6 +361,75 @@ void CSDL_Ext::update(SDL_Surface * what)
if(0 !=SDL_UpdateTexture(screenTexture, nullptr, what->pixels, what->pitch))
logGlobal->error("%s SDL_UpdateTexture %s", __FUNCTION__, SDL_GetError());
}
template<typename Int>
Int lerp(Int a, Int b, float f)
{
return a + std::round((b - a) * f);
}
static void drawLineX(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2)
{
for(int x = x1; x <= x2; x++)
{
float f = float(x - x1) / float(x2 - x1);
int y = lerp(y1, y2, f);
uint8_t r = lerp(color1.r, color2.r, f);
uint8_t g = lerp(color1.g, color2.g, f);
uint8_t b = lerp(color1.b, color2.b, f);
uint8_t a = lerp(color1.a, color2.a, f);
Uint8 *p = CSDL_Ext::getPxPtr(sur, x, y);
ColorPutter<4, 0>::PutColor(p, r,g,b,a);
}
}
static void drawLineY(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2)
{
for(int y = y1; y <= y2; y++)
{
float f = float(y - y1) / float(y2 - y1);
int x = lerp(x1, x2, f);
uint8_t r = lerp(color1.r, color2.r, f);
uint8_t g = lerp(color1.g, color2.g, f);
uint8_t b = lerp(color1.b, color2.b, f);
uint8_t a = lerp(color1.a, color2.a, f);
Uint8 *p = CSDL_Ext::getPxPtr(sur, x, y);
ColorPutter<4, 0>::PutColor(p, r,g,b,a);
}
}
void CSDL_Ext::drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2)
{
int width = std::abs(x1-x2);
int height = std::abs(y1-y2);
if ( width == 0 && height == 0)
{
Uint8 *p = CSDL_Ext::getPxPtr(sur, x1, y1);
ColorPutter<4, 0>::PutColorAlpha(p, color1);
return;
}
if (width > height)
{
if ( x1 < x2)
drawLineX(sur, x1,y1,x2,y2, color1, color2);
else
drawLineX(sur, x2,y2,x1,y1, color2, color1);
}
else
{
if ( y1 < y2)
drawLineY(sur, x1,y1,x2,y2, color1, color2);
else
drawLineY(sur, x2,y2,x1,y1, color2, color1);
}
}
void CSDL_Ext::drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const int3 &color)
{
for(int i = 0; i < w; i++)

View File

@ -236,6 +236,7 @@ namespace CSDL_Ext
SDL_Color makeColor(ui8 r, ui8 g, ui8 b, ui8 a);
void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
void drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2);
void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const int3 &color);
void drawBorder(SDL_Surface * sur, const SDL_Rect &r, const int3 &color);
void drawDashedBorder(SDL_Surface * sur, const Rect &r, const int3 &color);

View File

@ -107,6 +107,10 @@ RandomMapTab::RandomMapTab()
groupCompOnlyPlayers->addCallback([&](int btnId)
{
mapGenOptions->setCompOnlyPlayerCount(btnId);
// deactive some MaxPlayers buttons to prevent total number of players exceeds PlayerColor::PLAYER_LIMIT_I
deactivateButtonsFrom(groupMaxPlayers.get(), PlayerColor::PLAYER_LIMIT_I - btnId + 1);
deactivateButtonsFrom(groupCompOnlyTeams.get(), (btnId == 0 ? 1 : btnId));
validateCompOnlyPlayersCnt(btnId);
updateMapInfoByHost();

View File

@ -135,7 +135,14 @@
"animation": "CBEHOL.DEF",
"missile" :
{
"projectile": "SMBALX.DEF"
"ray" :
[
{ "start" : [ 160, 160, 160, 255 ], "end" : [ 160, 160, 160, 64 ] },
{ "start" : [ 192, 192, 192, 255 ], "end" : [ 192, 192, 192, 128 ] },
{ "start" : [ 224, 224, 224, 255 ], "end" : [ 224, 224, 224, 255 ] },
{ "start" : [ 192, 192, 192, 255 ], "end" : [ 192, 192, 192, 128 ] },
{ "start" : [ 160, 160, 160, 255 ], "end" : [ 160, 160, 160, 64 ] }
]
}
},
"sound" :
@ -158,7 +165,14 @@
"animation": "CEVEYE.DEF",
"missile" :
{
"projectile": "SMBALX.DEF"
"ray" :
[
{ "start" : [ 160, 160, 160, 255 ], "end" : [ 160, 160, 160, 64 ] },
{ "start" : [ 192, 192, 192, 255 ], "end" : [ 192, 192, 192, 128 ] },
{ "start" : [ 224, 224, 224, 255 ], "end" : [ 224, 224, 224, 255 ] },
{ "start" : [ 192, 192, 192, 255 ], "end" : [ 192, 192, 192, 128 ] },
{ "start" : [ 160, 160, 160, 255 ], "end" : [ 160, 160, 160, 64 ] }
]
}
},
"sound" :

View File

@ -208,7 +208,15 @@
"animation": "CAMAGE.DEF",
"missile" :
{
"projectile": "PMAGEX.DEF"
"attackClimaxFrame" : 8,
"ray" :
[
{ "start" : [ 160, 192, 0, 255 ], "end" : [ 160, 192, 0, 64 ] },
{ "start" : [ 128, 224, 128, 255 ], "end" : [ 128, 224, 128, 128 ] },
{ "start" : [ 32, 176, 32, 255 ], "end" : [ 32, 176, 32, 255 ] },
{ "start" : [ 128, 224, 128, 255 ], "end" : [ 128, 224, 128, 128 ] },
{ "start" : [ 160, 192, 0, 255 ], "end" : [ 160, 192, 0, 64 ] }
]
}
},
"sound" :

View File

@ -27,7 +27,7 @@
"base" : {
"base" : {
"visitableFrom" : [ "+++", "+-+", "+++" ],
"mask" : [ "VV", "AV"]
"mask" : [ "VVV", "VAV"]
},
"sounds" : {
"removal" : ["KILLFADE"]

View File

@ -217,7 +217,7 @@
"missile": {
"type":"object",
"additionalProperties" : false,
"required" : [ "projectile", "frameAngles", "offset", "attackClimaxFrame" ],
"required" : [ "frameAngles", "offset", "attackClimaxFrame" ],
"description": "Missile description for archers",
"properties":{
"projectile": {
@ -225,6 +225,37 @@
"description": "Path to projectile animation",
"format" : "defFile"
},
"ray": {
"type":"array",
"description": "Colors of ray projectile animation",
"minItems" : 1,
"items": {
"type":"object",
"required" : [ "start", "end" ],
"properties":{
"start": {
"type":"array",
"minItems" : 4,
"maxItems" : 4,
"items": {
"minimum" : 0,
"maximum" : 255,
"type":"number"
}
},
"end": {
"type":"array",
"minItems" : 4,
"maxItems" : 4,
"items": {
"minimum" : 0,
"maximum" : 255,
"type":"number"
}
}
}
}
},
"frameAngles": {
"type":"array",
"description": "Angles of missile images, should go from 90 to -90",

View File

@ -907,6 +907,23 @@ void CCreatureHandler::loadCreatureJson(CCreature * creature, const JsonNode & c
creature->animation.projectileImageName = config["graphics"]["missile"]["projectile"].String();
for(const JsonNode & value : config["graphics"]["missile"]["ray"].Vector())
{
CCreature::CreatureAnimation::RayColor color;
color.r1 = value["start"].Vector()[0].Integer();
color.g1 = value["start"].Vector()[1].Integer();
color.b1 = value["start"].Vector()[2].Integer();
color.a1 = value["start"].Vector()[3].Integer();
color.r2 = value["end"].Vector()[0].Integer();
color.g2 = value["end"].Vector()[1].Integer();
color.b2 = value["end"].Vector()[2].Integer();
color.a2 = value["end"].Vector()[3].Integer();
creature->animation.projectileRay.push_back(color);
}
creature->special = config["special"].Bool() || config["disabled"].Bool();
const JsonNode & sounds = config["sound"];

View File

@ -63,6 +63,16 @@ public:
struct CreatureAnimation
{
struct RayColor {
uint8_t r1, g1, b1, a1;
uint8_t r2, g2, b2, a2;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & r1 & g1 & b1 & a1 & r2 & g2 & b2 & a2;
}
};
double timeBetweenFidgets, idleAnimationTime,
walkAnimationTime, attackAnimationTime, flightAnimationDistance;
int upperRightMissleOffsetX, rightMissleOffsetX, lowerRightMissleOffsetX,
@ -72,6 +82,7 @@ public:
int troopCountLocationOffset, attackClimaxFrame;
std::string projectileImageName;
std::vector<RayColor> projectileRay;
//bool projectileSpin; //if true, appropriate projectile is spinning during flight
template <typename Handler> void serialize(Handler &h, const int version)
@ -91,6 +102,7 @@ public:
h & troopCountLocationOffset;
h & attackClimaxFrame;
h & projectileImageName;
h & projectileRay;
}
} animation;

View File

@ -70,7 +70,7 @@ void CMapGenOptions::setPlayerCount(si8 value)
assert((value >= 1 && value <= PlayerColor::PLAYER_LIMIT_I) || value == RANDOM_SIZE);
playerCount = value;
auto possibleCompPlayersCount = value;
auto possibleCompPlayersCount = PlayerColor::PLAYER_LIMIT_I - value;
if (compOnlyPlayerCount > possibleCompPlayersCount)
setCompOnlyPlayerCount(possibleCompPlayersCount);

View File

@ -450,10 +450,10 @@ void ImageLoader::init(QPoint SpriteSize, QPoint Margins, QPoint FullSize)
margins = Margins;
fullSize = FullSize;
memset((void *)image->bits(), 0, fullSize.y() * fullSize.x());
memset((void *)image->bits(), 0, fullSize.y() * image->bytesPerLine());
lineStart = image->bits();
lineStart += margins.y() * fullSize.x() + margins.x();
lineStart += margins.y() * image->bytesPerLine() + margins.x();
position = lineStart;
}
@ -477,7 +477,7 @@ inline void ImageLoader::Load(size_t size, ui8 color)
inline void ImageLoader::EndLine()
{
lineStart += fullSize.x();
lineStart += image->bytesPerLine();
position = lineStart;
}

View File

@ -63,7 +63,7 @@ namespace BitmapHandler
{
it = 0xC;
//auto bitmap = QBitmap::fromData(qsize, pcx + it);
QImage image(pcx + it, width, height, QImage::Format_Indexed8);
QImage image(pcx + it, width, height, width, QImage::Format_Indexed8);
//palette - last 256*3 bytes
QVector<QRgb> colorTable;
@ -81,7 +81,7 @@ namespace BitmapHandler
}
else
{
QImage image(pcx + it, width, height, QImage::Format_RGB32);
QImage image(pcx + it, width, height, width * 3, QImage::Format_RGB888);
return image;
}
}
@ -117,7 +117,7 @@ namespace BitmapHandler
{
logGlobal->error("Failed to open %s as H3 PCX!", fname);
}
return image;
return image.copy(); //copy must be returned here because buffer readFile.first used to build QImage will be cleaned after this line
}
else
{ //loading via QImage