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Stub For Max Movement Range highlight
When a creature is hovered., besides movement, for max possible movement, a hex in center of map is now highlighted.
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Mods/vcmi/Data/UnitMaxMovementHighlight.png
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Mods/vcmi/Data/UnitMaxMovementHighlight.png
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Mods/vcmi/Data/UnitMovementHighlight.png
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Mods/vcmi/Data/UnitMovementHighlight.png
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@ -43,8 +43,9 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
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//preparing cells and hexes
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//preparing cells and hexes
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cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
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cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
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cellUnitMovementHighlight = IImage::createFromFile("CCNSSHD.BMP", EImageBlitMode::COLORKEY);
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cellShade = IImage::createFromFile("CCELLSHD.BMP");
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cellShade = IImage::createFromFile("CCELLSHD.BMP");
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cellUnitMovementHighlight = IImage::createFromFile("UnitMovementHighlight.PNG", EImageBlitMode::COLORKEY);
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cellUnitMaxMovementHighlight = IImage::createFromFile("UnitMaxMovementHighlight.PNG", EImageBlitMode::COLORKEY);
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if(!owner.siegeController)
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if(!owner.siegeController)
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{
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{
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@ -181,7 +182,7 @@ void BattleFieldController::redrawBackgroundWithHexes()
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if(owner.siegeController)
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if(owner.siegeController)
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owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
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owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
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// show shaded hexes for active's stack valid movement and the hexes that it can attack
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// show shaded hexes for active's stackMovement valid movement and the hexes that it can attack
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if(settings["battle"]["stackRange"].Bool())
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if(settings["battle"]["stackRange"].Bool())
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{
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{
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std::vector<BattleHex> hexesToShade = occupyableHexes;
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std::vector<BattleHex> hexesToShade = occupyableHexes;
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@ -207,20 +208,11 @@ void BattleFieldController::redrawBackgroundWithHexes()
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}
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}
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}
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}
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void BattleFieldController::showShadedHex(Canvas & canvas, BattleHex hex, bool darkBorder)
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void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
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{
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{
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Point hexPos = hexPositionLocal(hex).topLeft();
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Point hexPos = hexPositionLocal(hex).topLeft();
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canvas.draw(cellShade, hexPos);
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canvas.draw(highlight, hexPos);
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if(!darkBorder && settings["battle"]["cellBorders"].Bool())
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canvas.draw(cellBorder, hexPos);
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}
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void BattleFieldController::showHighlightedHexForMovement(Canvas & canvas, BattleHex hex, bool darkBorder)
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{
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Point hexPos = hexPositionLocal(hex).topLeft();
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canvas.draw(cellUnitMovementHighlight, hexPos);
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if(!darkBorder && settings["battle"]["cellBorders"].Bool())
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if(!darkBorder && settings["battle"]["cellBorders"].Bool())
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canvas.draw(cellBorder, hexPos);
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canvas.draw(cellBorder, hexPos);
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}
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}
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@ -267,6 +259,31 @@ std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
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return result;
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return result;
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}
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}
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std::set<BattleHex> BattleFieldController::STUB_getMaxMovementRangeForHoveredStack()
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{
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std::set<BattleHex> result;
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if (!owner.stacksController->getActiveStack())
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return result;
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if (!settings["battle"]["stackRange"].Bool())
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return result;
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auto hoveredHex = getHoveredHex();
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// add max movement hexes for stack under mouse
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const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if(hoveredStack)
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{
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auto hex = BattleHex(10, 5);
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result.insert(hex);
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}
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return result;
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}
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std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
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std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
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{
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{
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std::set<BattleHex> result;
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std::set<BattleHex> result;
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@ -343,7 +360,8 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
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void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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{
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{
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std::set<BattleHex> hoveredStackHexes = getMovementRangeForHoveredStack();
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std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
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std::set<BattleHex> hoveredStackMaxMovementHexes = STUB_getMaxMovementRangeForHoveredStack();
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std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
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std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
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std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesMovementTarget();
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std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesMovementTarget();
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@ -352,24 +370,27 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
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auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
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for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
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for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
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{
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{
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bool stack = hoveredStackHexes.count(b);
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bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
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bool mouse = hoveredMouseHexes.count(b);
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bool stackMaxMovement = hoveredStackMaxMovementHexes.count(hex);
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bool mouse = hoveredMouseHexes.count(hex);
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if(stack && mouse) // area where hovered stack can move shown with highlight. Because also affected by mouse cursor, shade as well
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if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
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{
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{
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showHighlightedHexForMovement(canvas, b, false);
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showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
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showShadedHex(canvas, b, true);
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showHighlightedHex(canvas, cellShade, hex, true);
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}
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}
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if(!stack && mouse) // hexes affected only at mouse cursor shown as shaded
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if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
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{
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{
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showShadedHex(canvas, b, true);
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showHighlightedHex(canvas, cellShade, hex, true);
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}
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}
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if(stack && !mouse) // hexes where hovered stack can move shown with highlight
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if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
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{
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{
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showHighlightedHexForMovement(canvas, b, false);
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showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
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}
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}
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if(stackMaxMovement)
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showHighlightedHex(canvas, cellUnitMaxMovementHighlight, hex, false);
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}
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}
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}
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}
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@ -33,6 +33,7 @@ class BattleFieldController : public CIntObject
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std::shared_ptr<IImage> background;
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std::shared_ptr<IImage> background;
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std::shared_ptr<IImage> cellBorder;
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std::shared_ptr<IImage> cellBorder;
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std::shared_ptr<IImage> cellUnitMovementHighlight;
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std::shared_ptr<IImage> cellUnitMovementHighlight;
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std::shared_ptr<IImage> cellUnitMaxMovementHighlight;
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std::shared_ptr<IImage> cellShade;
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std::shared_ptr<IImage> cellShade;
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/// Canvas that contains background, hex grid (if enabled), absolute obstacles and movement range of active stack
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/// Canvas that contains background, hex grid (if enabled), absolute obstacles and movement range of active stack
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@ -47,11 +48,11 @@ class BattleFieldController : public CIntObject
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/// hexes that when in front of a unit cause it's amount box to move back
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/// hexes that when in front of a unit cause it's amount box to move back
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std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes;
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std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes;
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void showHighlightedHexForMovement(Canvas& canvas, BattleHex hex, bool darkBorder);
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void showHighlightedHex(Canvas & to, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder);
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void showShadedHex(Canvas & to, BattleHex hex, bool darkBorder);
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std::set<BattleHex> getHighlightedHexesForActiveStack();
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std::set<BattleHex> getHighlightedHexesForActiveStack();
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std::set<BattleHex> getMovementRangeForHoveredStack();
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std::set<BattleHex> getMovementRangeForHoveredStack();
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std::set<BattleHex> STUB_getMaxMovementRangeForHoveredStack();
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std::set<BattleHex> getHighlightedHexesForSpellRange();
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std::set<BattleHex> getHighlightedHexesForSpellRange();
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std::set<BattleHex> getHighlightedHexesMovementTarget();
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std::set<BattleHex> getHighlightedHexesMovementTarget();
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