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Change to time-based frame counting, easier than I though
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@ -44,10 +44,10 @@
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CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town, const CStructure * Str)
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: CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE),
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parent(Par),
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town(Town),
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str(Str),
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stateCounter(150)
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parent(Par),
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town(Town),
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str(Str),
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stateTimeCounter(2500)
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{
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addUsedEvents(LCLICK | RCLICK | HOVER);
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pos.x += str->pos.x;
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@ -154,16 +154,16 @@ SDL_Color multiplyColors(const SDL_Color & b, const SDL_Color & a, double f)
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void CBuildingRect::show(SDL_Surface * to)
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{
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const ui32 stageDelay = 30;
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const ui32 stageDelay = 500;
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const ui32 S1_TRANSP = 30; //0.5 sec building appear 0->100 transparency
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const ui32 S2_WHITE_B = 60; //0.5 sec border glows from white to yellow
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const ui32 S3_YELLOW_B= 90; //0.5 sec border glows from yellow to normal
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const ui32 BUILDED = 150; // 1 sec delay, nothing happens
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const ui32 S1_TRANSP = 500; //500 msec building appear 0->100 transparency
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const ui32 S2_WHITE_B = 1000; //500 msec border glows from white to yellow
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const ui32 S3_YELLOW_B= 1500; //500 msec border glows from yellow to normal
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const ui32 BUILDED = 2500; //1000 msec delay, nothing happens
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if(stateCounter < S1_TRANSP)
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if(stateTimeCounter < S1_TRANSP)
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{
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setAlpha(255*stateCounter/stageDelay);
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setAlpha(255 * stateTimeCounter / stageDelay);
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CShowableAnim::show(to);
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}
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else
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@ -172,9 +172,9 @@ void CBuildingRect::show(SDL_Surface * to)
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CShowableAnim::show(to);
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}
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if(border && stateCounter > S1_TRANSP)
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if(border && stateTimeCounter > S1_TRANSP)
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{
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if(stateCounter == BUILDED)
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if(stateTimeCounter >= BUILDED)
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{
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if(parent->selectedBuilding == this)
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blitAtLoc(border,0,0,to);
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@ -191,11 +191,11 @@ void CBuildingRect::show(SDL_Surface * to)
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SDL_Color oldColor = border->format->palette->colors[colorID];
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SDL_Color newColor;
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if (stateCounter < S2_WHITE_B)
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newColor = multiplyColors(c1, c2, static_cast<double>(stateCounter % stageDelay) / stageDelay);
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if (stateTimeCounter < S2_WHITE_B)
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newColor = multiplyColors(c1, c2, static_cast<double>(stateTimeCounter % stageDelay) / stageDelay);
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else
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if (stateCounter < S3_YELLOW_B)
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newColor = multiplyColors(c2, c3, static_cast<double>(stateCounter % stageDelay) / stageDelay);
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if (stateTimeCounter < S3_YELLOW_B)
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newColor = multiplyColors(c2, c3, static_cast<double>(stateTimeCounter % stageDelay) / stageDelay);
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else
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newColor = oldColor;
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@ -204,13 +204,13 @@ void CBuildingRect::show(SDL_Surface * to)
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SDL_SetColors(border, &oldColor, colorID, 1);
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}
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}
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if(stateCounter < BUILDED)
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stateCounter++;
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if(stateTimeCounter < BUILDED)
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stateTimeCounter += GH.mainFPSmng->getElapsedMilliseconds();
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}
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void CBuildingRect::showAll(SDL_Surface * to)
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{
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if (stateCounter == 0)
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if (stateTimeCounter == 0)
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return;
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CShowableAnim::showAll(to);
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@ -632,9 +632,9 @@ void CCastleBuildings::addBuilding(BuildingID building)
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{
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//reset animation
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if(structures.size() == 1)
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buildingRect->stateCounter = 0; // transparency -> fully visible stage
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buildingRect->stateTimeCounter = 0; // transparency -> fully visible stage
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else
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buildingRect->stateCounter = 16; // already in fully visible stage
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buildingRect->stateTimeCounter = 500; // already in fully visible stage
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break;
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}
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}
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@ -51,7 +51,7 @@ public:
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SDL_Surface* border;
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SDL_Surface* area;
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ui32 stateCounter;//For building construction - current stage in animation
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ui32 stateTimeCounter;//For building construction - current stage in animation
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CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str);
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~CBuildingRect();
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