mirror of
https://github.com/vcmi/vcmi.git
synced 2025-02-03 13:01:33 +02:00
Support for fading heroes/boats (+flags);
Disabled map movement requests during fade;
This commit is contained in:
parent
3c3fb0e21d
commit
cbb75d1c7a
@ -671,12 +671,6 @@ void CMapHandler::CMapWorldViewBlitter::drawTileOverlay(SDL_Surface * targetSurf
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}
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}
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void CMapHandler::CMapWorldViewBlitter::drawNormalObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect) const
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{
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Rect scaledSourceRect(sourceRect->x * info->scale, sourceRect->y * info->scale, tileSize, tileSize);
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CMapBlitter::drawNormalObject(targetSurf, sourceSurf, &scaledSourceRect);
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}
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void CMapHandler::CMapWorldViewBlitter::drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const
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{
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if (moving)
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@ -685,13 +679,13 @@ void CMapHandler::CMapWorldViewBlitter::drawHeroFlag(SDL_Surface * targetSurf, S
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CMapBlitter::drawHeroFlag(targetSurf, sourceSurf, sourceRect, destRect, false);
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}
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void CMapHandler::CMapWorldViewBlitter::drawHero(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const
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void CMapHandler::CMapWorldViewBlitter::drawObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const
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{
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if (moving)
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return;
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Rect scaledSourceRect(sourceRect->x * info->scale, sourceRect->y * info->scale, sourceRect->w, sourceRect->h);
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CMapBlitter::drawHero(targetSurf, sourceSurf, &scaledSourceRect, false);
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CMapBlitter::drawObject(targetSurf, sourceSurf, &scaledSourceRect, false);
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}
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void CMapHandler::CMapBlitter::drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const
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@ -791,21 +785,15 @@ void CMapHandler::CMapBlitter::drawFrame(SDL_Surface * targetSurf) const
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drawElement(EMapCacheType::FRAME, parent->ttiles[pos.x][pos.y][topTile.z].terbitmap, nullptr, targetSurf, &destRect);
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}
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void CMapHandler::CMapBlitter::drawNormalObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect) const
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{
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Rect destRect(realTileRect);
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drawElement(EMapCacheType::OBJECTS, sourceSurf, sourceRect, targetSurf, &destRect, true);
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}
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void CMapHandler::CMapBlitter::drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const
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{
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drawElement(EMapCacheType::HERO_FLAGS, sourceSurf, sourceRect, targetSurf, destRect, true);
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}
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void CMapHandler::CMapBlitter::drawHero(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const
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void CMapHandler::CMapBlitter::drawObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const
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{
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Rect dstRect(realTileRect);
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drawElement(EMapCacheType::HEROES, sourceSurf, sourceRect, targetSurf, &dstRect, true);
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drawElement(EMapCacheType::OBJECTS, sourceSurf, sourceRect, targetSurf, &dstRect, true);
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}
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void CMapHandler::CMapBlitter::drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const
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@ -814,19 +802,14 @@ void CMapHandler::CMapBlitter::drawObjects(SDL_Surface * targetSurf, const Terra
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for(auto & object : objects)
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{
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if (object.fadeAnimKey >= 0)
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{
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// TODO fading heroes/boats will not be drawn correctly this way
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{
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auto fadeIter = parent->fadeAnims.find(object.fadeAnimKey);
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if (fadeIter != parent->fadeAnims.end())
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{
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// this object is currently fading, so skip normal drawing
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Rect r1(object.rect);
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r1.w = tileSize;
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r1.h = tileSize;
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Rect r2(realTileRect);
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CFadeAnimation * fade = (*fadeIter).second.second;
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fade->draw(targetSurf, &r1, &r2);
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fade->draw(targetSurf, nullptr, &r2);
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continue;
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}
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}
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@ -839,124 +822,28 @@ void CMapHandler::CMapBlitter::drawObjects(SDL_Surface * targetSurf, const Terra
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if (!canDrawObject(obj))
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continue;
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PlayerColor color = obj->tempOwner;
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SDL_Rect pp = object.rect;
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pp.h = tileSize;
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pp.w = tileSize;
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const CGHeroInstance * hero = (obj->ID != Obj::HERO
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? nullptr
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: static_cast<const CGHeroInstance*>(obj));
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// this block probably could be changed into templated methods for heroes/boats/other objects;
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//print hero / boat and flag
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if((hero && hero->moveDir && hero->type) || (obj->ID == Obj::BOAT)) //it's hero or boat
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{
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const int IMGVAL = 8; //frames per group of movement animation
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ui8 dir;
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std::vector<Cimage> * iv = nullptr;
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std::vector<CDefEssential *> Graphics::*flg = nullptr;
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SDL_Surface * tb = nullptr; //surface to blitted
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if(hero) //hero
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auto objData = findObjectBitmap(obj, info->anim);
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if (objData.objBitmap)
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{
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Rect srcRect(object.rect.x, object.rect.y, tileSize, tileSize);
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drawObject(targetSurf, objData.objBitmap, &srcRect, objData.isMoving);
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if (objData.flagBitmap)
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{
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if(hero->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero?
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if (objData.isMoving)
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{
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logGlobal->errorStream() << "A neutral hero (" << hero->name << ") at " << hero->pos << ". Should not happen!";
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continue;
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srcRect.y += FRAMES_PER_MOVE_ANIM_GROUP * 2 - tileSize;
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Rect dstRect(realPos.x, realPos.y - tileSize / 2, tileSize, tileSize);
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drawHeroFlag(targetSurf, objData.flagBitmap, &srcRect, &dstRect, true);
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}
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dir = hero->moveDir;
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//pick graphics of hero (or boat if hero is sailing)
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if (hero->boat)
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iv = &graphics->boatAnims[hero->boat->subID]->ourImages;
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else
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iv = &graphics->heroAnims[hero->appearance.animationFile]->ourImages;
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//pick appropriate flag set
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if(hero->boat)
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{
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switch (hero->boat->subID)
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{
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case 0: flg = &Graphics::flags1; break;
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case 1: flg = &Graphics::flags2; break;
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case 2: flg = &Graphics::flags3; break;
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default: logGlobal->errorStream() << "Not supported boat subtype: " << hero->boat->subID;
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}
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}
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else
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{
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flg = &Graphics::flags4;
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}
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}
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else //boat
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{
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const CGBoat *boat = static_cast<const CGBoat*>(obj);
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dir = boat->direction;
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iv = &graphics->boatAnims[boat->subID]->ourImages;
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}
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if(hero && !hero->isStanding) //hero is moving
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{
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size_t gg;
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for(gg=0; gg<iv->size(); ++gg)
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{
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if((*iv)[gg].groupNumber == getHeroFrameNum(dir, true))
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{
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tb = (*iv)[gg+info->getHeroAnim()%IMGVAL].bitmap;
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break;
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}
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}
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drawHero(targetSurf, tb, &pp, true);
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pp.y += IMGVAL * 2 - tileSize;
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Rect destRect(realPos.x, realPos.y - tileSize / 2, tileSize, tileSize);
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drawHeroFlag(targetSurf, (graphics->*flg)[color.getNum()]->ourImages[gg + info->getHeroAnim() % IMGVAL + 35].bitmap, &pp, &destRect, true);
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}
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else //hero / boat stands still
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{
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size_t gg;
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for(gg=0; gg < iv->size(); ++gg)
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{
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if((*iv)[gg].groupNumber == getHeroFrameNum(dir, false))
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{
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tb = (*iv)[gg].bitmap;
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break;
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}
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}
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drawHero(targetSurf, tb, &pp, false);
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//printing flag
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if(flg
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&& obj->pos.x == pos.x
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&& obj->pos.y == pos.y)
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else if (obj->pos.x == pos.x && obj->pos.y == pos.y)
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{
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Rect dstRect(realPos.x - 2 * tileSize, realPos.y - tileSize, 3 * tileSize, 2 * tileSize);
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if (dstRect.x - info->drawBounds->x > -tileSize * 2)
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{
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auto surf = (graphics->*flg)[color.getNum()]->ourImages
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[getHeroFrameNum(dir, false) * 8 + (info->getHeroAnim() / 4) % IMGVAL].bitmap;
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drawHeroFlag(targetSurf, surf, nullptr, &dstRect, false);
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}
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drawHeroFlag(targetSurf, objData.flagBitmap, nullptr, &dstRect, false);
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}
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}
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}
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else //blit normal object
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{
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const std::vector<Cimage> &ourImages = graphics->getDef(obj)->ourImages;
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SDL_Surface *bitmap = ourImages[(info->anim + getPhaseShift(obj)) % ourImages.size()].bitmap;
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//setting appropriate flag color
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if(color < PlayerColor::PLAYER_LIMIT || color==PlayerColor::NEUTRAL)
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CSDL_Ext::setPlayerColor(bitmap, color);
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drawNormalObject(targetSurf, bitmap, &pp);
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}
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}
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}
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@ -1109,6 +996,109 @@ void CMapHandler::CMapBlitter::blit(SDL_Surface * targetSurf, const MapDrawingIn
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SDL_SetClipRect(targetSurf, &prevClip);
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}
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CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findHeroBitmap(const CGHeroInstance * hero, int anim) const
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{
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if(hero && hero->moveDir && hero->type) //it's hero or boat
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{
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if(hero->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero?
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{
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logGlobal->errorStream() << "A neutral hero (" << hero->name << ") at " << hero->pos << ". Should not happen!";
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return CMapHandler::AnimBitmapHolder();
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}
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//pick graphics of hero (or boat if hero is sailing)
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CDefEssential * def = nullptr;
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if (hero->boat)
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def = graphics->boatAnims[hero->boat->subID];
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else
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def = graphics->heroAnims[hero->appearance.animationFile];
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bool moving = !hero->isStanding;
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int framesOffset = moving ? anim % FRAMES_PER_MOVE_ANIM_GROUP : 0;
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int index = findAnimIndexByGroup(def, getHeroFrameNum(hero->moveDir, moving));
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if (index >= 0)
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{
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auto heroBitmap = def->ourImages[index + framesOffset].bitmap;
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auto flagBitmap = findFlagBitmap(hero, anim, &hero->tempOwner, index + 35);
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return CMapHandler::AnimBitmapHolder(heroBitmap, flagBitmap, moving);
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}
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}
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return CMapHandler::AnimBitmapHolder();
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}
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CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findBoatBitmap(const CGBoat * boat, int anim) const
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{
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auto def = graphics->boatAnims[boat->subID];
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int index = findAnimIndexByGroup(def, getHeroFrameNum(boat->direction, false));
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if (index < 0)
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return CMapHandler::AnimBitmapHolder();
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return CMapHandler::AnimBitmapHolder(def->ourImages[index].bitmap);
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}
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SDL_Surface * CMapHandler::CMapBlitter::findFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int indexOffset) const
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{
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if (!hero)
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return nullptr;
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if (hero->boat)
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return findBoatFlagBitmap(hero->boat, anim, color, indexOffset, hero->moveDir);
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return findHeroFlagBitmap(hero, anim, color, indexOffset);
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}
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SDL_Surface * CMapHandler::CMapBlitter::findHeroFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int indexOffset) const
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{
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return findFlagBitmapInternal(graphics->flags4[color->getNum()], anim, indexOffset, hero->moveDir, !hero->isStanding);
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}
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SDL_Surface * CMapHandler::CMapBlitter::findBoatFlagBitmap(const CGBoat * boat, int anim, const PlayerColor * color, int indexOffset, ui8 dir) const
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{
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std::vector<CDefEssential *> Graphics::*flg = nullptr;
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switch (boat->subID)
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{
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case 0: flg = &Graphics::flags1; break;
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case 1: flg = &Graphics::flags2; break;
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case 2: flg = &Graphics::flags3; break;
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default: logGlobal->errorStream() << "Not supported boat subtype: " << boat->subID; return nullptr;
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}
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return findFlagBitmapInternal((graphics->*flg)[color->getNum()], anim, indexOffset, dir, false);
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}
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SDL_Surface * CMapHandler::CMapBlitter::findFlagBitmapInternal(const CDefEssential * def, int anim, int indexOffset, ui8 dir, bool moving) const
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{
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if (moving)
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return def->ourImages[indexOffset + anim % FRAMES_PER_MOVE_ANIM_GROUP].bitmap;
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return def->ourImages[getHeroFrameNum(dir, false) * FRAMES_PER_MOVE_ANIM_GROUP + (anim / 4) % FRAMES_PER_MOVE_ANIM_GROUP].bitmap;
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}
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int CMapHandler::CMapBlitter::findAnimIndexByGroup(const CDefEssential * def, int groupNum) const
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{
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auto iter = std::find_if(def->ourImages.begin(), def->ourImages.end(), [&](const Cimage &img){ return img.groupNumber == groupNum; });
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if (iter == def->ourImages.end())
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return -1;
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return static_cast<int>(iter - def->ourImages.begin());
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}
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CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findObjectBitmap(const CGObjectInstance * obj, int anim) const
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{
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if (!obj)
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return CMapHandler::AnimBitmapHolder();
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if (obj->ID == Obj::HERO)
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return findHeroBitmap(static_cast<const CGHeroInstance*>(obj), anim);
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if (obj->ID == Obj::BOAT)
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return findBoatBitmap(static_cast<const CGBoat*>(obj), anim);
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// normal object
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const std::vector<Cimage> &ourImages = graphics->getDef(obj)->ourImages;
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SDL_Surface *bitmap = ourImages[(anim + getPhaseShift(obj)) % ourImages.size()].bitmap;
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//setting appropriate flag color
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const PlayerColor &color = obj->tempOwner;
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if(color < PlayerColor::PLAYER_LIMIT || color==PlayerColor::NEUTRAL)
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CSDL_Ext::setPlayerColor(bitmap, color);
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return CMapHandler::AnimBitmapHolder(bitmap);
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}
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ui8 CMapHandler::CMapBlitter::getPhaseShift(const CGObjectInstance *object) const
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{
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auto i = parent->animationPhase.find(object);
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@ -1181,29 +1171,60 @@ bool CMapHandler::updateObjectsFade()
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++iter;
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else // fade finished
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{
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if (anim->fadingMode == CFadeAnimation::EMode::OUT)
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auto &objs = ttiles[pos.x][pos.y][pos.z].objects;
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for (auto objIter = objs.begin(); objIter != objs.end(); ++objIter)
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{
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auto &objs = ttiles[pos.x][pos.y][pos.z].objects;
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for (auto objIter = objs.begin(); objIter != objs.end(); ++objIter)
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{
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if ((*objIter).fadeAnimKey == (*iter).first)
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{
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if (anim->fadingMode == CFadeAnimation::EMode::OUT)
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objs.erase(objIter); // if this was fadeout, remove the object from the map
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else
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(*objIter).fadeAnimKey = -1; // for fadein, just remove its connection to the finished fade
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break;
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}
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if ((*objIter).fadeAnimKey == (*iter).first)
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{
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if (anim->fadingMode == CFadeAnimation::EMode::OUT)
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objs.erase(objIter); // if this was fadeout, remove the object from the map
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else
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(*objIter).fadeAnimKey = -1; // for fadein, just remove its connection to the finished fade
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break;
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}
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}
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iter = fadeAnims.erase(iter);
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logAnim->traceStream() << "Fade anim finished, remaining: " << fadeAnims.size();
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}
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}
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return !fadeAnims.empty();
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}
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bool CMapHandler::startObjectFade(TerrainTileObject & obj, bool in, int3 pos)
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{
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SDL_Surface * fadeBitmap;
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auto objData = normalBlitter->findObjectBitmap(obj.obj, 0);
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if (objData.objBitmap)
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{
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if (objData.isMoving) // ignore fading of moving objects (for now?)
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{
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logAnim->debugStream() << "Ignoring fade of moving object";
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return false;
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}
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fadeBitmap = CSDL_Ext::newSurface(32, 32); // TODO cache these bitmaps instead of creating new ones?
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Rect objSrcRect(obj.rect.x, obj.rect.y, 32, 32);
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CSDL_Ext::blit8bppAlphaTo24bpp(objData.objBitmap, &objSrcRect, fadeBitmap, nullptr);
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if (objData.flagBitmap)
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{
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if (obj.obj->pos.x - 1 == pos.x && obj.obj->pos.y - 1 == pos.y) // -1 to draw flag in top-center instead of right-bottom; kind of a hack
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{
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Rect flagSrcRect(32, 0, 32, 32);
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CSDL_Ext::blitSurface(objData.flagBitmap, &flagSrcRect, fadeBitmap, nullptr);
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}
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}
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auto anim = new CFadeAnimation();
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anim->init(in ? CFadeAnimation::EMode::IN : CFadeAnimation::EMode::OUT, fadeBitmap, true);
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fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(pos, anim);
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obj.fadeAnimKey = fadeAnimCounter;
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return true;
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}
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return false;
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}
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bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = false */)
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{
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if (!graphics->getDef(obj))
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@ -1223,20 +1244,17 @@ bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = fals
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cr.x = fx*32;
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cr.y = fy*32;
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TerrainTileObject toAdd(obj, cr);
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if (fadein && ADVOPT.objectFading)
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{
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auto tmp = CSDL_Ext::newSurface(bitmap->w, bitmap->h);
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SDL_BlitSurface(bitmap, nullptr, tmp, nullptr); // can't be 8bpp for fading
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auto anim = new CFadeAnimation();
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anim->init(CFadeAnimation::EMode::IN, tmp, true);
|
||||
fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(int3(fx, fy, obj->pos.z), anim);
|
||||
toAdd.fadeAnimKey = fadeAnimCounter;
|
||||
}
|
||||
|
||||
if((obj->pos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)<ttiles.size()-frameW && (obj->pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)<ttiles[0].size()-frameH)
|
||||
{
|
||||
TerrainTile2 & curt = ttiles[obj->pos.x + fx - tilesW+1][obj->pos.y + fy - tilesH+1][obj->pos.z];
|
||||
|
||||
int3 pos(obj->pos.x + fx - tilesW + 1, obj->pos.y + fy - tilesH + 1, obj->pos.z);
|
||||
TerrainTile2 & curt = ttiles[pos.x][pos.y][pos.z];
|
||||
|
||||
if (fadein && ADVOPT.objectFading)
|
||||
{
|
||||
startObjectFade(toAdd, true, pos);
|
||||
}
|
||||
|
||||
auto i = curt.objects.begin();
|
||||
for(; i != curt.objects.end(); i++)
|
||||
{
|
||||
@ -1259,6 +1277,7 @@ bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = fals
|
||||
|
||||
bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = false */)
|
||||
{
|
||||
// do we actually need to search through the whole map for this?
|
||||
for (size_t i=0; i<map->width; i++)
|
||||
{
|
||||
for (size_t j=0; j<map->height; j++)
|
||||
@ -1269,16 +1288,10 @@ bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = fals
|
||||
{
|
||||
if (ttiles[i][j][k].objects[x].obj->id == obj->id)
|
||||
{
|
||||
if (fadeout && ADVOPT.objectFading) // erase delayed until end of fadeout
|
||||
{
|
||||
auto bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
|
||||
auto tmp = CSDL_Ext::newSurface(bitmap->w, bitmap->h); // TODO cache these bitmaps instead of creating new ones?
|
||||
SDL_BlitSurface(bitmap, nullptr, tmp, nullptr); // can't be 8bpp for fading
|
||||
|
||||
auto anim = new CFadeAnimation();
|
||||
anim->init(CFadeAnimation::EMode::OUT, tmp, true);
|
||||
fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(int3(i, j, k), anim);
|
||||
ttiles[i][j][k].objects[x].fadeAnimKey = fadeAnimCounter;
|
||||
if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
|
||||
{
|
||||
if (!startObjectFade(ttiles[i][j][k].objects[x], false, int3(i, j, k)))
|
||||
ttiles[i][j][k].objects.erase(ttiles[i][j][k].objects.begin() + x);
|
||||
}
|
||||
else
|
||||
ttiles[i][j][k].objects.erase(ttiles[i][j][k].objects.begin() + x);
|
||||
@ -1367,6 +1380,11 @@ ui8 CMapHandler::getDir(const int3 &a, const int3 &b)
|
||||
return -2; //shouldn't happen
|
||||
}
|
||||
|
||||
bool CMapHandler::canStartHeroMovement()
|
||||
{
|
||||
return fadeAnims.empty(); // don't allow movement during fade animation
|
||||
}
|
||||
|
||||
void shiftColors(SDL_Surface *img, int from, int howMany) //shifts colors in palette
|
||||
{
|
||||
//works with at most 16 colors, if needed more -> increase values
|
||||
|
@ -17,15 +17,16 @@
|
||||
|
||||
class CGObjectInstance;
|
||||
class CGHeroInstance;
|
||||
class CGBoat;
|
||||
class CMap;
|
||||
class CGDefInfo;
|
||||
class CGObjectInstance;
|
||||
class CDefHandler;
|
||||
struct TerrainTile;
|
||||
struct SDL_Surface;
|
||||
struct SDL_Rect;
|
||||
class CDefEssential;
|
||||
class CFadeAnimation;
|
||||
class PlayerColor;
|
||||
|
||||
enum class EWorldViewIcon
|
||||
{
|
||||
@ -180,11 +181,26 @@ class CMapHandler
|
||||
SDL_Surface * cacheWorldViewEntry(EMapCacheType type, intptr_t key, SDL_Surface * entry);
|
||||
intptr_t genKey(intptr_t realPtr, ui8 mod);
|
||||
};
|
||||
|
||||
/// helper struct to pass around resolved bitmaps of an object; surfaces can be nullptr if object doesn't have bitmap of that type
|
||||
struct AnimBitmapHolder
|
||||
{
|
||||
SDL_Surface * objBitmap; // main object bitmap
|
||||
SDL_Surface * flagBitmap; // flag bitmap for the object (probably only for heroes and boats with heroes)
|
||||
bool isMoving; // indicates if the object is moving (again, heroes/boats only)
|
||||
|
||||
AnimBitmapHolder(SDL_Surface * objBitmap_ = nullptr, SDL_Surface * flagBitmap_ = nullptr, bool moving = false)
|
||||
: objBitmap(objBitmap_),
|
||||
flagBitmap(flagBitmap_),
|
||||
isMoving(moving)
|
||||
{}
|
||||
};
|
||||
|
||||
|
||||
class CMapBlitter
|
||||
{
|
||||
protected:
|
||||
static constexpr int FRAMES_PER_MOVE_ANIM_GROUP = 8;
|
||||
CMapHandler * parent; // ptr to enclosing map handler; generally for legacy reasons, probably could/should be refactored out of here
|
||||
int tileSize; // size of a tile drawn on map [in pixels]
|
||||
int halfTileSizeCeil; // half of the tile size, rounded up
|
||||
@ -211,10 +227,8 @@ class CMapHandler
|
||||
virtual void drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const;
|
||||
/// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
|
||||
virtual void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const;
|
||||
/// current tile: draws non-hero object with given image/position
|
||||
virtual void drawNormalObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect) const;
|
||||
virtual void drawObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const;
|
||||
virtual void drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const;
|
||||
virtual void drawHero(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const;
|
||||
|
||||
// second drawing pass
|
||||
|
||||
@ -245,10 +259,21 @@ class CMapHandler
|
||||
virtual bool canDrawObject(const CGObjectInstance * obj) const;
|
||||
virtual bool canDrawCurrentTile() const;
|
||||
|
||||
// internal helper methods to choose correct bitmap(s) for object; called internally by findObjectBitmap
|
||||
AnimBitmapHolder findHeroBitmap(const CGHeroInstance * hero, int anim) const;
|
||||
AnimBitmapHolder findBoatBitmap(const CGBoat * hero, int anim) const;
|
||||
SDL_Surface * findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int indexOffset) const;
|
||||
SDL_Surface * findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int indexOffset) const;
|
||||
SDL_Surface * findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int indexOffset, ui8 dir) const;
|
||||
SDL_Surface * findFlagBitmapInternal(const CDefEssential * def, int anim, int indexOffset, ui8 dir, bool moving) const;
|
||||
int findAnimIndexByGroup(const CDefEssential * def, int groupNum) const;
|
||||
|
||||
public:
|
||||
CMapBlitter(CMapHandler * p) : parent(p) {}
|
||||
virtual ~CMapBlitter(){}
|
||||
void blit(SDL_Surface * targetSurf, const MapDrawingInfo * info);
|
||||
/// helper method that chooses correct bitmap(s) for given object
|
||||
AnimBitmapHolder findObjectBitmap(const CGObjectInstance * obj, int anim) const;
|
||||
|
||||
};
|
||||
|
||||
@ -273,14 +298,13 @@ class CMapHandler
|
||||
SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit = false, ui8 rotationInfo = 0u) const override;
|
||||
|
||||
void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
|
||||
void drawNormalObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect) const override;
|
||||
void drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const override;
|
||||
void drawHero(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const;
|
||||
void drawObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const override;
|
||||
void drawFrame(SDL_Surface * targetSurf) const override {}
|
||||
void init(const MapDrawingInfo * info) override;
|
||||
SDL_Rect clip(SDL_Surface * targetSurf) const override;
|
||||
|
||||
ui8 getHeroFrameNum(ui8 dir, bool isMoving) const override { return 0u; }
|
||||
// ui8 getHeroFrameNum(ui8 dir, bool isMoving) const override { return 0u; }
|
||||
ui8 getPhaseShift(const CGObjectInstance *object) const override { return 0u; }
|
||||
|
||||
void drawScaledRotatedElement(EMapCacheType type, SDL_Surface * baseSurf, SDL_Surface * targetSurf, ui8 rotation,
|
||||
@ -314,6 +338,7 @@ class CMapHandler
|
||||
|
||||
CMapBlitter * resolveBlitter(const MapDrawingInfo * info) const;
|
||||
bool updateObjectsFade();
|
||||
bool startObjectFade(TerrainTileObject & obj, bool in, int3 pos);
|
||||
public:
|
||||
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
|
||||
int3 sizes; //map size (x = width, y = height, z = number of levels)
|
||||
@ -363,6 +388,8 @@ public:
|
||||
void updateWater();
|
||||
void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
|
||||
static ui8 getDir(const int3 & a, const int3 & b); //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b]
|
||||
/// determines if the map is ready to handle new hero movement (not available during fading animations)
|
||||
bool canStartHeroMovement();
|
||||
|
||||
void discardWorldViewCache();
|
||||
|
||||
|
@ -693,7 +693,7 @@ void CAdvMapInt::fsleepWake()
|
||||
void CAdvMapInt::fmoveHero()
|
||||
{
|
||||
const CGHeroInstance *h = curHero();
|
||||
if (!h || !terrain.currentPath)
|
||||
if (!h || !terrain.currentPath || !CGI->mh->canStartHeroMovement())
|
||||
return;
|
||||
|
||||
LOCPLINT->moveHero(h, *terrain.currentPath);
|
||||
@ -1169,6 +1169,9 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
|
||||
#endif // VCMI_SDL1
|
||||
if(k < 0 || k > 8)
|
||||
return;
|
||||
|
||||
if (!CGI->mh->canStartHeroMovement())
|
||||
return;
|
||||
|
||||
int3 dir = directions[k];
|
||||
|
||||
@ -1439,7 +1442,8 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
|
||||
{
|
||||
if (terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
|
||||
{
|
||||
LOCPLINT->moveHero(currentHero,*terrain.currentPath);
|
||||
if (CGI->mh->canStartHeroMovement())
|
||||
LOCPLINT->moveHero(currentHero,*terrain.currentPath);
|
||||
return;
|
||||
}
|
||||
else/* if(mp.z == currentHero->pos.z)*/ //remove old path and find a new one if we clicked on the map level on which hero is present
|
||||
|
Loading…
x
Reference in New Issue
Block a user