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synced 2025-01-12 02:28:11 +02:00
Fixed in-boat movement
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ebe996fa74
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b5ad3a0559
@ -312,7 +312,7 @@ void MapRendererFow::renderTile(const IMapRendererContext & context, Canvas & ta
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}
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}
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std::shared_ptr<CAnimation> MapRendererObjects::getAnimation(const CGObjectInstance * obj)
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std::shared_ptr<CAnimation> MapRendererObjects::getBaseAnimation(const CGObjectInstance* obj)
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{
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const auto & info = obj->appearance;
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@ -328,6 +328,16 @@ std::shared_ptr<CAnimation> MapRendererObjects::getAnimation(const CGObjectInsta
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bool generateMovementGroups = (info->id == Obj::BOAT) || (info->id == Obj::HERO);
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//TODO: relocate to config file?
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// Boat appearance files only contain single, unanimated image
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// proper boat animations are actually in different file
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static const std::vector<std::string> boatAnimations = {
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"AB01_.def", "AB02_.def", "AB03_.def"
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};
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if (info->id == Obj::BOAT)
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return getAnimation(boatAnimations[info->subid], generateMovementGroups);
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return getAnimation(info->animationFile, generateMovementGroups);
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}
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@ -373,15 +383,34 @@ std::shared_ptr<CAnimation> MapRendererObjects::getFlagAnimation(const CGObjectI
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assert(obj->tempOwner.isValidPlayer());
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return getAnimation(heroFlags[obj->tempOwner.getNum()], true);
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}
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if(obj->ID == Obj::BOAT)
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{
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const auto * boat = dynamic_cast<const CGBoat *>(obj);
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assert(boat);
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assert(boat->subID < boatFlags.size());
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assert(!boat->hero || boat->hero->tempOwner.isValidPlayer());
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if (boat->hero)
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{
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assert(boat->hero->tempOwner.isValidPlayer());
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return getAnimation(boatFlags[boat->subID][boat->hero->tempOwner.getNum()], true);
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}
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}
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if(boat->hero)
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return getAnimation(boatFlags[obj->subID][boat->hero->tempOwner.getNum()], true);
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return nullptr;
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}
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std::shared_ptr<CAnimation> MapRendererObjects::getOverlayAnimation(const CGObjectInstance * obj)
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{
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if(obj->ID == Obj::BOAT)
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{
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//TODO: relocate to config file?
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// Boats have additional animation with waves around boat
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static const std::vector<std::string> boatAnimations = {
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"ABM01_.def", "ABM02_.def", "ABM03_.def"
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};
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const auto * boat = dynamic_cast<const CGBoat *>(obj);
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if (boat->hero)
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return getAnimation(boatAnimations[obj->subID], true);
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}
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return nullptr;
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}
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@ -406,7 +435,7 @@ void MapRendererObjects::renderImage(const IMapRendererContext & context, Canvas
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if(!image)
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return;
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uint8_t transparency = static_cast<uint8_t>(std::round(255 * context.objectTransparency(object->id)));
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auto transparency = static_cast<uint8_t>(std::round(255 * context.objectTransparency(object->id)));
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if (transparency == 0)
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return;
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@ -425,8 +454,9 @@ void MapRendererObjects::renderImage(const IMapRendererContext & context, Canvas
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void MapRendererObjects::renderObject(const IMapRendererContext & context, Canvas & target, const int3 & coordinates, const CGObjectInstance* instance)
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{
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renderImage(context, target, coordinates, instance, getImage(context, instance, getAnimation(instance)));
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renderImage(context, target, coordinates, instance, getImage(context, instance, getBaseAnimation(instance)));
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renderImage(context, target, coordinates, instance, getImage(context, instance, getFlagAnimation(instance)));
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renderImage(context, target, coordinates, instance, getImage(context, instance, getOverlayAnimation(instance)));
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}
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void MapRendererObjects::renderTile(const IMapRendererContext & context, Canvas & target, const int3 & coordinates)
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@ -76,8 +76,10 @@ class MapRendererObjects
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{
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std::map<std::string, std::shared_ptr<CAnimation>> animations;
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std::shared_ptr<CAnimation> getBaseAnimation(const CGObjectInstance * obj);
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std::shared_ptr<CAnimation> getFlagAnimation(const CGObjectInstance * obj);
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std::shared_ptr<CAnimation> getAnimation(const CGObjectInstance * obj);
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std::shared_ptr<CAnimation> getOverlayAnimation(const CGObjectInstance * obj);
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std::shared_ptr<CAnimation> getAnimation(const std::string & filename, bool generateMovementGroups);
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std::shared_ptr<IImage> getImage(const IMapRendererContext & context, const CGObjectInstance * obj, const std::shared_ptr<CAnimation> & animation) const;
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@ -11,35 +11,21 @@
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#include "StdInc.h"
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#include "MapView.h"
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#include <utility>
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#include "MapRenderer.h"
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#include "mapHandler.h"
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#include "CAdvMapInt.h"
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#include "../CGameInfo.h"
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#include "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../render/CAnimation.h"
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#include "../render/Canvas.h"
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#include "../render/Colors.h"
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#include "../render/Graphics.h"
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#include "../render/IImage.h"
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#include "../renderSDL/SDL_Extensions.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CGeneralTextHandler.h"
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#include "../../lib/CRandomGenerator.h"
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#include "../../lib/CStopWatch.h"
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#include "../../lib/Color.h"
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#include "../../lib/RiverHandler.h"
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#include "../../lib/RoadHandler.h"
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#include "../../lib/TerrainHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CObjectClassesHandler.h"
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#include "../../lib/mapping/CMap.h"
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MapViewCache::~MapViewCache() = default;
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@ -414,9 +400,12 @@ size_t MapRendererContext::objectGroupIndex(ObjectInstanceID objectID) const
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if(obj->ID == Obj::BOAT)
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{
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const auto * boat = dynamic_cast<const CGBoat *>(obj);
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uint8_t direction = boat->hero ? boat->hero->moveDir : boat->direction;
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if (movementAnimation && movementAnimation->target == objectID)
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return moveGroups[boat->direction];
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return idleGroups[boat->direction];
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return moveGroups[direction];
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return idleGroups[direction];
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}
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return 0;
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}
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@ -443,6 +432,19 @@ Point MapRendererContext::objectImageOffset(ObjectInstanceID objectID, const int
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double MapRendererContext::objectTransparency(ObjectInstanceID objectID) const
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{
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const CGObjectInstance * object = getObject(objectID);
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if (object && object->ID == Obj::HERO)
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{
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const auto * hero = dynamic_cast<const CGHeroInstance *>(object);
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if (hero->inTownGarrison)
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return 0;
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if (hero->boat)
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return 0;
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}
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if (fadeOutAnimation && objectID == fadeOutAnimation->target)
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return 1.0 - fadeOutAnimation->progress;
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@ -550,17 +552,22 @@ void MapViewController::onHeroTeleported(const CGHeroInstance * obj, const int3
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void MapViewController::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(!context->movementAnimation);
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context->removeObject(obj);
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const CGObjectInstance * movingObject = obj;
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if (obj->boat)
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movingObject = obj->boat;
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context->removeObject(movingObject);
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if (settings["adventure"]["heroMoveTime"].Float() > 1)
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{
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context->addMovingObject(obj, from, dest);
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context->movementAnimation = HeroAnimationState{ obj->id, from, dest, 0.0 };
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context->addMovingObject(movingObject, from, dest);
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context->movementAnimation = HeroAnimationState{ movingObject->id, from, dest, 0.0 };
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}
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else
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{
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// instant movement
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context->addObject(obj);
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context->addObject(movingObject);
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}
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}
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