mirror of
https://github.com/vcmi/vcmi.git
synced 2025-05-13 22:06:58 +02:00
* 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:
parent
c165593896
commit
f3b5ede486
@ -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)
|
||||
if (IncrementFrame)
|
||||
incrementFrame();
|
||||
//frame number increased
|
||||
|
||||
long BaseOffset,
|
||||
SpriteWidth, SpriteHeight, //sprite format
|
||||
@ -168,15 +167,15 @@ int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attack
|
||||
TotalRowLength; // length of read segment
|
||||
unsigned char SegmentType, SegmentLength;
|
||||
|
||||
i=BaseOffset=SEntries[SIndex].offset;
|
||||
int prSize=readNormalNr<4>(i,FDef);i+=4;//TODO use me
|
||||
int defType2 = readNormalNr<4>(i,FDef);i+=4;
|
||||
FullWidth = readNormalNr<4>(i,FDef);i+=4;
|
||||
FullHeight = readNormalNr<4>(i,FDef);i+=4;
|
||||
SpriteWidth = readNormalNr<4>(i,FDef);i+=4;
|
||||
SpriteHeight = readNormalNr<4>(i,FDef);i+=4;
|
||||
LeftMargin = readNormalNr<4>(i,FDef);i+=4;
|
||||
TopMargin = readNormalNr<4>(i,FDef);i+=4;
|
||||
i = BaseOffset = SEntries[SIndex].offset;
|
||||
int prSize = readNormalNr<4>(i, FDef); i += 4; //TODO use me
|
||||
int defType2 = readNormalNr<4>(i, FDef); i += 4;
|
||||
FullWidth = readNormalNr<4>(i, FDef); i += 4;
|
||||
FullHeight = readNormalNr<4>(i, FDef); i += 4;
|
||||
SpriteWidth = readNormalNr<4>(i, FDef); i += 4;
|
||||
SpriteHeight = readNormalNr<4>(i, FDef); i += 4;
|
||||
LeftMargin = readNormalNr<4>(i, FDef); i += 4;
|
||||
TopMargin = readNormalNr<4>(i, FDef); i += 4;
|
||||
RightMargin = FullWidth - SpriteWidth - LeftMargin;
|
||||
BottomMargin = FullHeight - SpriteHeight - TopMargin;
|
||||
|
||||
@ -184,60 +183,44 @@ int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attack
|
||||
|
||||
int ftcp = 0;
|
||||
|
||||
if (defType2==1) //as it should be always in creature animations
|
||||
if (defType2 == 1) //as it should be always in creature animations
|
||||
{
|
||||
if (TopMargin>0)
|
||||
if (TopMargin > 0)
|
||||
{
|
||||
ftcp+=FullWidth * TopMargin;
|
||||
ftcp += FullWidth * TopMargin;
|
||||
}
|
||||
int * RLEntries = (int*)(FDef+BaseOffset);
|
||||
int *RLEntries = (int*)(FDef + BaseOffset);
|
||||
BaseOffset += sizeof(int) * SpriteHeight;
|
||||
for (int i=0;i<SpriteHeight;i++)
|
||||
for (int i = 0; i < SpriteHeight; i++)
|
||||
{
|
||||
BaseOffset=BaseOffsetor+RLEntries[i];
|
||||
if (LeftMargin>0)
|
||||
BaseOffset = BaseOffsetor + RLEntries[i];
|
||||
if (LeftMargin > 0)
|
||||
{
|
||||
ftcp+=LeftMargin;
|
||||
ftcp += LeftMargin;
|
||||
}
|
||||
TotalRowLength=0;
|
||||
|
||||
TotalRowLength = 0;
|
||||
|
||||
int yB = ftcp/FullWidth + y;
|
||||
// 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.
|
||||
|
||||
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;
|
||||
}
|
||||
int yB = ftcp / FullWidth + y;
|
||||
|
||||
do
|
||||
{
|
||||
SegmentType=FDef[BaseOffset++];
|
||||
SegmentLength=FDef[BaseOffset++];
|
||||
SegmentType = FDef[BaseOffset++];
|
||||
SegmentLength = FDef[BaseOffset++];
|
||||
|
||||
int xB = (attacker ? ftcp % FullWidth : FullWidth - ftcp % FullWidth - 1) + x;
|
||||
|
||||
|
||||
if(omitIteration)
|
||||
unsigned char aCountMod = (animCount & 0x20) ? ((animCount & 0x1e) >> 1) << 4 : 0x0f - ((animCount & 0x1e) >> 1) << 4;
|
||||
|
||||
for (int k = 0; k <= SegmentLength; k++)
|
||||
{
|
||||
ftcp += SegmentLength+1;
|
||||
if(SegmentType == 0xFF)
|
||||
if(xB >= 0 && xB < dest->w && yB >= 0 && yB < dest->h)
|
||||
{
|
||||
BaseOffset += SegmentLength+1;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
int xB = (attacker ? ftcp%FullWidth : FullWidth - ftcp%FullWidth - 1) + x;
|
||||
|
||||
|
||||
unsigned char aCountMod = (animCount & 0x20) ? ((animCount & 0x1e)>>1)<<4 : 0x0f - ((animCount & 0x1e)>>1)<<4;
|
||||
|
||||
for (int k=0; k<=SegmentLength; k++)
|
||||
{
|
||||
if(xB>=0 && xB<dest->w)
|
||||
{
|
||||
if(!destRect || (destRect->x <= xB && destRect->x + destRect->w > xB ))
|
||||
if(!destRect || (destRect->x <= xB && destRect->x + destRect->w > xB))
|
||||
{
|
||||
const ui8 colorNr = SegmentType == 0xff ? FDef[BaseOffset+k] : SegmentType;
|
||||
putPixel<bpp>(dest, xB, yB, palette[colorNr], colorNr, yellowBorder, blueBorder, aCountMod);
|
||||
@ -257,13 +240,13 @@ int CCreatureAnimation::nextFrameT(SDL_Surface * dest, int x, int y, bool attack
|
||||
}
|
||||
|
||||
TotalRowLength+=SegmentLength+1;
|
||||
}while(TotalRowLength<SpriteWidth);
|
||||
if (RightMargin>0)
|
||||
} while(TotalRowLength < SpriteWidth);
|
||||
if (RightMargin > 0)
|
||||
{
|
||||
ftcp+=RightMargin;
|
||||
ftcp += RightMargin;
|
||||
}
|
||||
}
|
||||
if (BottomMargin>0)
|
||||
if (BottomMargin > 0)
|
||||
{
|
||||
ftcp += BottomMargin * FullWidth;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user