Exemple #1
0
/**
 * Animates a teleportation between hexes.
 *
 * @param a          The starting hex.
 * @param b          The ending hex.
 * @param temp_unit  The unit to animate (historically, a temporary unit).
 * @param disp       The game display. Assumed neither locked nor faked.
 */
static void teleport_unit_between(const map_location& a, const map_location& b,
                                  unit& temp_unit, display& disp)
{
	if ( disp.fogged(a) && disp.fogged(b) ) {
		return;
	}

	temp_unit.set_location(a);
	if ( !disp.fogged(a) ) { // teleport
		disp.invalidate(a);
		temp_unit.set_facing(a.get_relative_dir(b));
		disp.scroll_to_tiles(a, b, game_display::ONSCREEN, true, 0.0, false);
		unit_animator animator;
		animator.add_animation(&temp_unit,"pre_teleport",a);
		animator.start_animations();
		animator.wait_for_end();
	}

	temp_unit.set_location(b);
	if ( !disp.fogged(b) ) { // teleport
		disp.invalidate(b);
		temp_unit.set_facing(a.get_relative_dir(b));
		disp.scroll_to_tiles(b, a, game_display::ONSCREEN, true, 0.0, false);
		unit_animator animator;
		animator.add_animation(&temp_unit,"post_teleport",b);
		animator.start_animations();
		animator.wait_for_end();
	}

	temp_unit.anim_comp().set_standing();
	disp.update_display();
	events::pump();
}
Exemple #2
0
void unit_drawer::redraw_unit (const unit & u) const
{
	unit_animation_component & ac = u.anim_comp();
	map_location loc = u.get_location();

	int side = u.side();

	bool hidden = u.get_hidden();
	bool is_flying = u.is_flying();
	map_location::DIRECTION facing = u.facing();
	int hitpoints = u.hitpoints();
	int max_hitpoints = u.max_hitpoints();
	int movement_left = u.movement_left();
	int total_movement = u.total_movement();

	bool can_recruit = u.can_recruit();
	bool can_advance = u.can_advance();

	int experience = u.experience();
	int max_experience = u.max_experience();

	bool emit_zoc = u.emits_zoc();

	SDL_Color hp_color=u.hp_color();
	SDL_Color xp_color=u.xp_color();

	std::string ellipse=u.image_ellipse();

	if ( hidden || is_blindfolded || !u.is_visible_to_team(viewing_team_ref,map, show_everything) )
	{
		ac.clear_haloes();
		if(ac.anim_) {
			ac.anim_->update_last_draw_time();
		}
		return;
	}

	if (!ac.anim_) {
		ac.set_standing();
		if (!ac.anim_) return;
	}

	if (ac.refreshing_) return;
	ac.refreshing_ = true;

	ac.anim_->update_last_draw_time();
	frame_parameters params;
	const t_translation::t_terrain terrain = map.get_terrain(loc);
	const terrain_type& terrain_info = map.get_terrain_info(terrain);

	// do not set to 0 so we can distinguish the flying from the "not on submerge terrain"
	// instead use -1.0 (as in "negative depth", it will be ignored by rendering)
	params.submerge= is_flying ? -1.0 : terrain_info.unit_submerge();

	if (u.invisible(loc) &&
			params.highlight_ratio > 0.5) {
		params.highlight_ratio = 0.5;
	}
	if (loc == sel_hex && params.highlight_ratio == 1.0) {
		params.highlight_ratio = 1.5;
	}

	int height_adjust = static_cast<int>(terrain_info.unit_height_adjust() * zoom_factor);
	if (is_flying && height_adjust < 0) {
		height_adjust = 0;
	}
	params.y -= height_adjust;
	params.halo_y -= height_adjust;

	int red = 0,green = 0,blue = 0,tints = 0;
	double blend_ratio = 0;
	// Add future colored states here
	if(u.poisoned()) {
		green += 255;
		blend_ratio += 0.25;
		tints += 1;
	}
	if(u.slowed()) {
		red += 191;
		green += 191;
		blue += 255;
		blend_ratio += 0.25;
		tints += 1;
	}
	if(tints > 0) {
		params.blend_with = disp.rgb((red/tints),(green/tints),(blue/tints));
		params.blend_ratio = ((blend_ratio/tints));
	}

	//hackish : see unit_frame::merge_parameters
	// we use image_mod on the primary image
	// and halo_mod on secondary images and all haloes
	params.image_mod = u.image_mods();
	params.halo_mod = u.TC_image_mods();
	params.image= u.default_anim_image();


	if(u.incapacitated()) params.image_mod +="~GS()";
	params.primary_frame = t_true;


	const frame_parameters adjusted_params = ac.anim_->get_current_params(params);

	const map_location dst = loc.get_direction(facing);
	const int xsrc = disp.get_location_x(loc);
	const int ysrc = disp.get_location_y(loc);
	const int xdst = disp.get_location_x(dst);
	const int ydst = disp.get_location_y(dst);

	const int x = static_cast<int>(adjusted_params.offset * xdst + (1.0-adjusted_params.offset) * xsrc) + hex_size_by_2;
	const int y = static_cast<int>(adjusted_params.offset * ydst + (1.0-adjusted_params.offset) * ysrc) + hex_size_by_2;

	bool has_halo = ac.unit_halo_ && ac.unit_halo_->valid();
	if(!has_halo && !u.image_halo().empty()) {
		ac.unit_halo_ = halo_man.add(0, 0, u.image_halo()+u.TC_image_mods(), map_location(-1, -1));
	}
	if(has_halo && u.image_halo().empty()) {
		halo_man.remove(ac.unit_halo_);
		ac.unit_halo_ = halo::handle(); //halo::NO_HALO;
	} else if(has_halo) {
		halo_man.set_location(ac.unit_halo_, x, y - height_adjust);
	}



	// We draw bars only if wanted, visible on the map view
	bool draw_bars = ac.draw_bars_ ;
	if (draw_bars) {
		SDL_Rect unit_rect = sdl::create_rect(xsrc, ysrc +adjusted_params.y, hex_size, hex_size);
		draw_bars = sdl::rects_overlap(unit_rect, disp.map_outside_area());
	}
#ifdef SDL_GPU
	sdl::timage ellipse_front;
	sdl::timage ellipse_back;
#else
	surface ellipse_front(nullptr);
	surface ellipse_back(nullptr);
#endif
	int ellipse_floating = 0;
	// Always show the ellipse for selected units
	if(draw_bars && (preferences::show_side_colors() || sel_hex == loc)) {
		if(adjusted_params.submerge > 0.0) {
			// The division by 2 seems to have no real meaning,
			// It just works fine with the current center of ellipse
			// and prevent a too large adjust if submerge = 1.0
			ellipse_floating = static_cast<int>(adjusted_params.submerge * hex_size_by_2);
		}

		if(ellipse.empty()){
			ellipse="misc/ellipse";
		}

		if(ellipse != "none") {
			// check if the unit has a ZoC or can recruit
			const char* const nozoc = emit_zoc ? "" : "nozoc-";
			const char* const leader = can_recruit ? "leader-" : "";
			const char* const selected = sel_hex == loc ? "selected-" : "";

			// Load the ellipse parts recolored to match team color
			char buf[100];
			std::string tc=team::get_side_color_index(side);
#ifdef SDL_GPU
			snprintf(buf,sizeof(buf),"%s-%s%s%stop.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str());
			ellipse_back = image::get_texture(image::locator(buf), image::SCALED_TO_ZOOM);
			snprintf(buf,sizeof(buf),"%s-%s%s%sbottom.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str());
			ellipse_front = image::get_texture(image::locator(buf), image::SCALED_TO_ZOOM);
#else
			snprintf(buf,sizeof(buf),"%s-%s%s%stop.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str());
			ellipse_back.assign(image::get_image(image::locator(buf), image::SCALED_TO_ZOOM));
			snprintf(buf,sizeof(buf),"%s-%s%s%sbottom.png~RC(ellipse_red>%s)",ellipse.c_str(),leader,nozoc,selected,tc.c_str());
			ellipse_front.assign(image::get_image(image::locator(buf), image::SCALED_TO_ZOOM));
#endif
		}
	}
#ifdef SDL_GPU
	if (!ellipse_back.null()) {
		//disp.drawing_buffer_add(display::LAYER_UNIT_BG, loc,
		disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc,
			xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_back);
	}

	if (!ellipse_front.null()) {
		//disp.drawing_buffer_add(display::LAYER_UNIT_FG, loc,
		disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc,
			xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_front);
	}
#else
	if (ellipse_back != nullptr) {
		//disp.drawing_buffer_add(display::LAYER_UNIT_BG, loc,
		disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc,
			xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_back);
	}

	if (ellipse_front != nullptr) {
		//disp.drawing_buffer_add(display::LAYER_UNIT_FG, loc,
		disp.drawing_buffer_add(display::LAYER_UNIT_FIRST, loc,
			xsrc, ysrc +adjusted_params.y-ellipse_floating, ellipse_front);
	}
#endif
	if(draw_bars) {
		const image::locator* orb_img = nullptr;
		const surface unit_img = image::get_image(u.default_anim_image(), image::SCALED_TO_ZOOM);
		const int xoff = (hex_size - unit_img->w)/2;
		const int yoff = (hex_size - unit_img->h)/2;
		/*static*/ const image::locator partmoved_orb(game_config::images::orb + "~RC(magenta>" +
						preferences::partial_color() + ")"  );
		/*static*/ const image::locator moved_orb(game_config::images::orb + "~RC(magenta>" +
						preferences::moved_color() + ")"  );
		/*static*/ const image::locator ally_orb(game_config::images::orb + "~RC(magenta>" +
						preferences::allied_color() + ")"  );
		/*static*/ const image::locator enemy_orb(game_config::images::orb + "~RC(magenta>" +
						preferences::enemy_color() + ")"  );
		/*static*/ const image::locator unmoved_orb(game_config::images::orb + "~RC(magenta>" +
						preferences::unmoved_color() + ")"  );

		const std::string* energy_file = &game_config::images::energy;

		if(size_t(side) != viewing_team+1) {
			if(disp.team_valid() &&
			   viewing_team_ref.is_enemy(side)) {
				if (preferences::show_enemy_orb() && !u.incapacitated())
					orb_img = &enemy_orb;
				else
					orb_img = nullptr;
			} else {
				if (preferences::show_allied_orb())
					orb_img = &ally_orb;
				else orb_img = nullptr;
			}
		} else {
			if (preferences::show_moved_orb())
				orb_img = &moved_orb;
			else orb_img = nullptr;

			if(playing_team == viewing_team && !u.user_end_turn()) {
				if (movement_left == total_movement) {
					if (preferences::show_unmoved_orb())
						orb_img = &unmoved_orb;
					else orb_img = nullptr;
				} else if ( dc.unit_can_move(u) ) {
					if (preferences::show_partial_orb())
						orb_img = &partmoved_orb;
					else orb_img = nullptr;
				}
			}
		}

		if (orb_img != nullptr) {
			surface orb(image::get_image(*orb_img,image::SCALED_TO_ZOOM));
			disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
				loc, xsrc + xoff, ysrc + yoff + adjusted_params.y, orb);
		}

		double unit_energy = 0.0;
		if(max_hitpoints > 0) {
			unit_energy = double(hitpoints)/double(max_hitpoints);
		}
		const int bar_shift = static_cast<int>(-5*zoom_factor);
		const int hp_bar_height = static_cast<int>(max_hitpoints * u.hp_bar_scaling());

		const fixed_t bar_alpha = (loc == mouse_hex || loc == sel_hex) ? ftofxp(1.0): ftofxp(0.8);

		draw_bar(*energy_file, xsrc+xoff+bar_shift, ysrc+yoff+adjusted_params.y,
			loc, hp_bar_height, unit_energy,hp_color, bar_alpha);

		if(experience > 0 && can_advance) {
			const double filled = double(experience)/double(max_experience);

			const int xp_bar_height = static_cast<int>(max_experience * u.xp_bar_scaling() / std::max<int>(u.level(),1));

			draw_bar(*energy_file, xsrc+xoff, ysrc+yoff+adjusted_params.y,
				loc, xp_bar_height, filled, xp_color, bar_alpha);
		}

		if (can_recruit) {
			surface crown(image::get_image(u.leader_crown(),image::SCALED_TO_ZOOM));
			if(!crown.null()) {
				//if(bar_alpha != ftofxp(1.0)) {
				//	crown = adjust_surface_alpha(crown, bar_alpha);
				//}
				disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
					loc, xsrc+xoff, ysrc+yoff+adjusted_params.y, crown);
			}
		}

		for(std::vector<std::string>::const_iterator ov = u.overlays().begin(); ov != u.overlays().end(); ++ov) {
#ifdef SDL_GPU
			const sdl::timage ov_img(image::get_texture(*ov, image::SCALED_TO_ZOOM));
			if(!ov_img.null()) {
				disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
					loc, xsrc, ysrc +adjusted_params.y, ov_img);
			}
#else
			const surface ov_img(image::get_image(*ov, image::SCALED_TO_ZOOM));
			if(ov_img != nullptr) {
				disp.drawing_buffer_add(display::LAYER_UNIT_BAR,
					loc, xsrc+xoff, ysrc+yoff+adjusted_params.y, ov_img);
			}
#endif
		}
	}

	// Smooth unit movements from terrain of different elevation.
	// Do this separately from above so that the health bar doesn't go up and down.

	const t_translation::t_terrain terrain_dst = map.get_terrain(dst);
	const terrain_type& terrain_dst_info = map.get_terrain_info(terrain_dst);

	int height_adjust_unit = static_cast<int>((terrain_info.unit_height_adjust() * (1.0 - adjusted_params.offset) +
											  terrain_dst_info.unit_height_adjust() * adjusted_params.offset) *
											  zoom_factor);
	if (is_flying && height_adjust_unit < 0) {
		height_adjust_unit = 0;
	}
	params.y -= height_adjust_unit - height_adjust;
	params.halo_y -= height_adjust_unit - height_adjust;

	ac.anim_->redraw(params, halo_man);
	ac.refreshing_ = false;
}