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* Fixed the jumping creature animation bug when a unit isn't fully display at the battle screen. The upper creature turret moved (randomly) from left to right during battle and wasn't displayed at the correct x position.

This commit is contained in:
beegee1 2011-05-11 16:08:37 +00:00
parent c165593896
commit f3b5ede486

View File

@ -155,11 +155,10 @@ void CCreatureAnimation::playOnce( CCreatureAnim::EAnimType type )
template<int bpp>
int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attacker, unsigned char animCount, bool IncrementFrame /*= true*/, bool yellowBorder /*= false*/, bool blueBorder /*= false*/, SDL_Rect * destRect /*= NULL*/)
{
//increasing frame numer
//increasing frame number
int SIndex = curFrame;
if (IncrementFrame)
incrementFrame();
//frame number increased
long BaseOffset,
SpriteWidth, SpriteHeight, //sprite format
@ -199,35 +198,19 @@ int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attack
{
ftcp += LeftMargin;
}
TotalRowLength = 0;
// Note: Bug fixed (Rev 2115): The implementation of omitting lines was false.
// We've to calculate several things so not showing/putting pixels should suffice.
int yB = ftcp / FullWidth + y;
bool omitIteration = false; //if true, we shouldn't try to blit this line to screen
if(yB < 0 || yB >= dest->h || (destRect && (destRect->y > yB || destRect->y + destRect->h <= yB ) ) )
{
//update variables
omitIteration = true;
continue;
}
do
{
SegmentType = FDef[BaseOffset++];
SegmentLength = FDef[BaseOffset++];
if(omitIteration)
{
ftcp += SegmentLength+1;
if(SegmentType == 0xFF)
{
BaseOffset += SegmentLength+1;
}
continue;
}
int xB = (attacker ? ftcp % FullWidth : FullWidth - ftcp % FullWidth - 1) + x;
@ -235,7 +218,7 @@ int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attack
for (int k = 0; k <= SegmentLength; k++)
{
if(xB>=0 && xB<dest->w)
if(xB >= 0 && xB < dest->w && yB >= 0 && yB < dest->h)
{
if(!destRect || (destRect->x <= xB && destRect->x + destRect->w > xB))
{