//short dest; // 0 - terrain gworld 1 - screen // if terrain_to_draw is -1, do black // if terrain_to_draw >= 10000, force to draw graphic which is terrain_to_draw - 10000 void draw_one_terrain_spot (short i,short j,short terrain_to_draw) { rectangle where_draw; rectangle source_rect; sf::Texture* source_gworld; short anim_type = 0; location l; l.x = i; l.y = j; if(supressing_some_spaces && (l != ok_space[0]) && (l != ok_space[1]) && (l != ok_space[2]) && (l != ok_space[3])) return; where_draw = calc_rect(i,j); where_draw.offset(13,13); if(terrain_to_draw == -1) { fill_rect(terrain_screen_gworld, where_draw, sf::Color::Black); return; } if(terrain_to_draw >= 10000) { // force using a specific graphic terrain_to_draw -= 10000; int which_sheet = terrain_to_draw / 50; source_gworld = ResMgr::get<ImageRsrc>("ter" + std::to_string(1 + which_sheet)).get(); terrain_to_draw %= 50; source_rect = calc_rect(terrain_to_draw % 10, terrain_to_draw / 10); anim_type = -1; } else if(univ.scenario.ter_types[terrain_to_draw].picture >= 2000) { // custom graf_pos_ref(source_gworld, source_rect) = spec_scen_g.find_graphic(univ.scenario.ter_types[terrain_to_draw].picture - 2000 + (anim_ticks % 4)); anim_type = 0; } else if(univ.scenario.ter_types[terrain_to_draw].picture >= 1000) { // custom graf_pos_ref(source_gworld, source_rect) = spec_scen_g.find_graphic(univ.scenario.ter_types[terrain_to_draw].picture - 1000); } else if(univ.scenario.ter_types[terrain_to_draw].picture >= 960) { // animated source_gworld = ResMgr::get<ImageRsrc>("teranim").get(); terrain_to_draw = univ.scenario.ter_types[terrain_to_draw].picture; source_rect = calc_rect(4 * ((terrain_to_draw - 960) / 5) + (anim_ticks % 4),(terrain_to_draw - 960) % 5); anim_type = 0; } else { terrain_to_draw = univ.scenario.ter_types[terrain_to_draw].picture; int which_sheet = terrain_to_draw / 50; source_gworld = ResMgr::get<ImageRsrc>("ter" + std::to_string(1 + which_sheet)).get(); terrain_to_draw %= 50; source_rect = calc_rect(terrain_to_draw % 10, terrain_to_draw / 10); anim_type = -1; } if(anim_type >= 0) { if((is_town()) || (is_out())) anim_onscreen = true; } rect_draw_some_item(*source_gworld, source_rect, terrain_screen_gworld, where_draw); }
void cCustomGraphics::copy_graphic(pic_num_t dest, pic_num_t src, size_t numSlots) { if(numSlots < 1) return; if(!party_sheet) { sf::Image empty; empty.create(280, 180, sf::Color::Transparent); party_sheet.reset(new sf::Texture); party_sheet->create(280, 180); party_sheet->update(empty); numSheets = 1; } size_t havePics = count(); if(havePics < dest + numSlots) { int addRows = 1; while(havePics + 10 * addRows < dest + numSlots) addRows++; sf::RenderTexture temp; temp.create(280, party_sheet->getSize().y + 36 * addRows); temp.clear(sf::Color::Transparent); rect_draw_some_item(*party_sheet, rectangle(*party_sheet), temp, rectangle(*party_sheet)); *party_sheet = temp.getTexture(); } sf::Texture* from_sheet; sf::Texture* to_sheet; sf::Texture* last_src = nullptr; sf::RenderTexture temp; rectangle from_rect, to_rect; for(size_t i = 0; i < numSlots; i++) { graf_pos_ref(from_sheet, from_rect) = find_graphic(src + i); graf_pos_ref(to_sheet, to_rect) = find_graphic(dest + i, true); if(to_sheet != last_src) { if(last_src) *last_src = temp.getTexture(); last_src = to_sheet; temp.create(to_sheet->getSize().x, to_sheet->getSize().y); rect_draw_some_item(*to_sheet, rectangle(*to_sheet), temp, rectangle(*to_sheet)); } rect_draw_some_item(*from_sheet, from_rect, temp, to_rect); } *last_src = temp.getTexture(); }
void draw_items(location where){ if(!point_onscreen(center,where)) return; location where_draw(4 + where.x - center.x, 4 + where.y - center.y); rectangle from_rect, to_rect; if(supressing_some_spaces && (where != ok_space[0]) && (where != ok_space[1]) && (where != ok_space[2]) && (where != ok_space[3])) return; for(int i = 0; i < univ.town.items.size(); i++) { if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where) { if(univ.town.items[i].contained) continue; if(party_can_see(where) >= 6) continue; sf::Texture* src_gw; to_rect = coord_to_rect(where_draw.x,where_draw.y); if(univ.town.items[i].graphic_num >= 10000){ graf_pos_ref(src_gw, from_rect) = spec_scen_g.find_graphic(univ.town.items[i].graphic_num - 10000, true); }else if(univ.town.items[i].graphic_num >= 1000){ graf_pos_ref(src_gw, from_rect) = spec_scen_g.find_graphic(univ.town.items[i].graphic_num - 1000); }else{ graf_pos_ref(src_gw, from_rect) = calc_item_rect(univ.town.items[i].graphic_num, to_rect); } rect_draw_some_item(*src_gw, from_rect, terrain_screen_gworld, to_rect, sf::BlendAlpha); } } }
void draw_party_symbol(location center) { rectangle source_rect; location target(4,4); short i = 0; if(!can_draw_pcs) return; if(!univ.party.is_alive()) return; if((is_town()) && (univ.town.p_loc.x > 70)) return; if(overall_mode == MODE_LOOK_TOWN || cartoon_happening) { target.x += univ.town.p_loc.x - center.x; target.y += univ.town.p_loc.y - center.y; } if((univ.party.in_boat < 0) && (univ.party.in_horse < 0)) { i = first_active_pc(); sf::Texture* from_gw; pic_num_t pic = univ.party[i].which_graphic; if(pic >= 1000) { bool isParty = pic >= 10000; pic_num_t need_pic = pic % 1000; if(univ.party.direction >= 4) need_pic++; graf_pos_ref(from_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty); } else if(pic >= 100) { // Note that we assume it's a 1x1 graphic. // PCs can't be larger than that, but we leave it to the scenario designer to avoid assigning larger graphics. pic_num_t need_pic = pic - 100; int mode = 0; if(univ.party.direction >= 4) mode++; source_rect = get_monster_template_rect(need_pic, mode, 0); int which_sheet = m_pic_index[need_pic].i / 20; from_gw = ResMgr::get<ImageRsrc>("monst" + std::to_string(1 + which_sheet)).get(); } else { source_rect = calc_rect(2 * (pic / 8), pic % 8); if(univ.party.direction >= 4) source_rect.offset(28,0); from_gw = ResMgr::get<ImageRsrc>("pcs").get(); } ter_num_t ter = 0; if(is_out()) ter = univ.out[univ.party.p_loc.x][univ.party.p_loc.y]; else if(is_town() || is_combat()) ter = univ.town->terrain(univ.town.p_loc.x,univ.town.p_loc.y); // now wedge in bed graphic if(is_town() && univ.scenario.ter_types[ter].special == eTerSpec::BED) draw_one_terrain_spot((short) target.x,(short) target.y,10000 + univ.scenario.ter_types[ter].flag1); else Draw_Some_Item(*from_gw, source_rect, terrain_screen_gworld, target, 1, 0); } else if(univ.party.in_boat >= 0) { if(univ.party.direction == DIR_N) i = 2; else if(univ.party.direction == DIR_S) i = 3; else i = univ.party.direction > DIR_S; Draw_Some_Item(*ResMgr::get<ImageRsrc>("vehicle"), calc_rect(i,0), terrain_screen_gworld, target, 1, 0); }else { i = univ.party.direction > 3; Draw_Some_Item(*ResMgr::get<ImageRsrc>("vehicle"), calc_rect(i + 2, 1), terrain_screen_gworld, target, 1, 0); } }
//short mode; // 0 - put pcs in gworld 1 - only rectangle around active pc void draw_pcs(location center,short mode) { rectangle source_rect,active_pc_rect; location where_draw; if(!univ.party.is_alive()) return; if(!can_draw_pcs) return; // Draw current pc on top int pcs[6] = {0,1,2,3,4,5}; if(current_pc < 6) std::swap(pcs[5], pcs[current_pc]); for(int j = 0; j < 6; j++) { int i = pcs[j]; if(univ.party[i].main_status == eMainStatus::ALIVE) if(point_onscreen(center, univ.party[i].combat_pos) && (cartoon_happening || party_can_see(univ.party[i].combat_pos) < 6)){ where_draw.x = univ.party[i].combat_pos.x - center.x + 4; where_draw.y = univ.party[i].combat_pos.y - center.y + 4; sf::Texture* from_gw; pic_num_t pic = univ.party[i].which_graphic; if(pic >= 1000) { bool isParty = pic >= 10000; pic_num_t need_pic = pic % 1000; if(univ.party[i].direction >= 4) need_pic++; if(combat_posing_monster == i) need_pic += 2; graf_pos_ref(from_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty); } else if(pic >= 100) { // Note that we assume it's a 1x1 graphic. // PCs can't be larger than that, but we leave it to the scenario designer to avoid assigning larger graphics. pic_num_t need_pic = pic - 100; int mode = 0; if(univ.party[current_pc].direction >= 4) mode++; if(combat_posing_monster == i) mode += 10; source_rect = get_monster_template_rect(need_pic, mode, 0); int which_sheet = m_pic_index[need_pic].i / 20; from_gw = ResMgr::get<ImageRsrc>("monst" + std::to_string(1 + which_sheet)).get(); } else { source_rect = calc_rect(2 * (pic / 8), pic % 8); if(univ.party[i].direction >= 4) source_rect.offset(28,0); if(combat_posing_monster == i) source_rect.offset(0,288); from_gw = ResMgr::get<ImageRsrc>("pcs").get(); } if(mode == 0) { Draw_Some_Item(*from_gw, source_rect, terrain_screen_gworld, where_draw, 1, 0); } if((current_pc == i) && (mode == 1) && !monsters_going) { active_pc_rect.top = 18 + where_draw.y * 36; active_pc_rect.left = 18 + where_draw.x * 28; active_pc_rect.bottom = 54 + where_draw.y * 36; active_pc_rect.right = 46 + where_draw.x * 28; active_pc_rect.offset(ul); frame_roundrect(mainPtr, active_pc_rect, 8, sf::Color::Magenta); } } } }
void draw_monsters() { short i,j = 0,k; short width,height; rectangle source_rect,to_rect; location where_draw,store_loc; ter_num_t ter; rectangle monst_rects[4][4] = { {{0,0,36,28}}, {{0,7,18,21},{18,7,36,21}}, {{9,0,27,14},{9,14,27,28}}, {{0,0,18,14},{0,14,18,28},{18,0,36,14},{18,14,36,28}} }; if(is_out()) for(i = 0; i < 10; i++) if(univ.party.out_c[i].exists) { if((point_onscreen(univ.party.p_loc, univ.party.out_c[i].m_loc)) && (can_see_light(univ.party.p_loc, univ.party.out_c[i].m_loc,sight_obscurity) < 5)) { where_draw.x = univ.party.out_c[i].m_loc.x - univ.party.p_loc.x + 4; where_draw.y = univ.party.out_c[i].m_loc.y - univ.party.p_loc.y + 4; for(j = 0; univ.party.out_c[i].what_monst.monst[j] == 0 && j < 7; j++); short picture_wanted; if(j == 7) univ.party.out_c[i].exists = false; // begin watch out else { picture_wanted = get_monst_picnum(univ.party.out_c[i].what_monst.monst[j]); } // end watch out if(univ.party.out_c[i].exists) { get_monst_dims(univ.party.out_c[i].what_monst.monst[j],&width,&height); if(picture_wanted >= 1000) { for(k = 0; k < width * height; k++) { sf::Texture* src_gw; graf_pos_ref(src_gw, source_rect) = spec_scen_g.find_graphic(picture_wanted % 1000 + ((univ.party.out_c[i].direction < 4) ? 0 : (width * height)) + k); to_rect = monst_rects[(width - 1) * 2 + height - 1][k]; to_rect.offset(13 + 28 * where_draw.x,13 + 36 * where_draw.y); rect_draw_some_item(*src_gw, source_rect, terrain_screen_gworld,to_rect, sf::BlendAlpha); } } if(picture_wanted < 1000) { for(k = 0; k < width * height; k++) { source_rect = get_monster_template_rect(picture_wanted,(univ.party.out_c[i].direction < 4) ? 0 : 1,k); to_rect = monst_rects[(width - 1) * 2 + height - 1][k]; to_rect.offset(13 + 28 * where_draw.x,13 + 36 * where_draw.y); int which_sheet = m_pic_index[picture_wanted].i / 20; sf::Texture& monst_gworld = *ResMgr::get<ImageRsrc>("monst" + std::to_string(1 + which_sheet)); rect_draw_some_item(monst_gworld, source_rect, terrain_screen_gworld,to_rect, sf::BlendAlpha); } } } } } if(is_town() || is_combat()) { for(i = 0; i < univ.town.monst.size(); i++) if(univ.town.monst[i].active != 0 && !univ.town.monst[i].invisible && univ.town.monst[i].status[eStatus::INVISIBLE] <= 0) if(point_onscreen(center,univ.town.monst[i].cur_loc) && party_can_see_monst(i)) { where_draw.x = univ.town.monst[i].cur_loc.x - center.x + 4; where_draw.y = univ.town.monst[i].cur_loc.y - center.y + 4; get_monst_dims(univ.town.monst[i].number,&width,&height); for(k = 0; k < width * height; k++) { store_loc = where_draw; store_loc.x += k % width; store_loc.y += k / width; ter = univ.town->terrain(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y); // in bed? if(store_loc.x >= 0 && store_loc.x < 9 && store_loc.y >= 0 && store_loc.y < 9 && (univ.scenario.ter_types[ter].special == eTerSpec::BED) && isHumanoid(univ.town.monst[i].m_type) && (univ.town.monst[i].active == 1 || univ.town.monst[i].target == 6) && width == 1 && height == 1) draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + univ.scenario.ter_types[ter].flag1); else if(univ.town.monst[i].picture_num >= 1000) { bool isParty = univ.town.monst[i].picture_num >= 10000; sf::Texture* src_gw; pic_num_t need_pic = (univ.town.monst[i].picture_num % 1000) + k; if(univ.town.monst[i].direction >= 4) need_pic += width * height; if(combat_posing_monster == i + 100) need_pic += (2 * width * height); graf_pos_ref(src_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty); Draw_Some_Item(*src_gw, source_rect, terrain_screen_gworld, store_loc, 1, 0); } else { pic_num_t this_monst = univ.town.monst[i].picture_num; int pic_mode = (univ.town.monst[i].direction) < 4 ? 0 : 1; pic_mode += (combat_posing_monster == i + 100) ? 10 : 0; source_rect = get_monster_template_rect(this_monst, pic_mode, k); int which_sheet = m_pic_index[this_monst].i / 20; sf::Texture& monst_gworld = *ResMgr::get<ImageRsrc>("monst" + std::to_string(1 + which_sheet)); Draw_Some_Item(monst_gworld, source_rect, terrain_screen_gworld, store_loc, 1, 0); } } } } }