Пример #1
0
void game_display::select_hex(map_location hex)
{
	if(hex.valid() && fogged(hex)) {
		return;
	}
	display::select_hex(hex);

	display_unit_hex(hex);
}
Пример #2
0
void game_display::float_label(const map_location& loc, const std::string& text, const SDL_Color& color)
{
	if(preferences::show_floating_labels() == false || fogged(loc)) {
		return;
	}

	font::floating_label flabel(text);
	flabel.set_font_size(font::SIZE_XLARGE);
	flabel.set_color(color);
	flabel.set_position(get_location_x(loc)+zoom_/2, get_location_y(loc));
	flabel.set_move(0, -2 * turbo_speed());
	flabel.set_lifetime(60/turbo_speed());
	flabel.set_scroll_mode(font::ANCHOR_LABEL_MAP);

	font::add_floating_label(flabel);
}
Пример #3
0
void game_display::draw_hex(const map_location& loc)
{
	const bool on_map = get_map().on_board(loc);
	const bool is_shrouded = shrouded(loc);
	const bool is_fogged = fogged(loc);
	int xpos = get_location_x(loc);
	int ypos = get_location_y(loc);
	tblit blit(xpos, ypos);

	image::TYPE image_type = get_image_type(loc);

	display::draw_hex(loc);

	if(!is_shrouded) {
		typedef overlay_map::const_iterator Itor;
		std::pair<Itor,Itor> overlays = overlays_.equal_range(loc);
		for( ; overlays.first != overlays.second; ++overlays.first) {
			if ((overlays.first->second.team_name == "" ||
			overlays.first->second.team_name.find(teams_[playing_team()].team_name()) != std::string::npos)
			&& !(is_fogged && !overlays.first->second.visible_in_fog))
			{
				drawing_buffer_add(LAYER_TERRAIN_BG, loc, tblit(xpos, ypos,
					image::get_image(overlays.first->second.image,image_type)));
			}
		}
		// village-control flags.
		//drawing_buffer_add(LAYER_TERRAIN_BG, loc, tblit(xpos, ypos, get_flag(loc)));
		
		textureAtlasInfo tinfo = get_flag(loc);
		if (tinfo.mapId != 0)
		{
			drawing_buffer_add(LAYER_UNIT_FG, loc, tblit(xpos, ypos, tinfo));
		}
		
		
	}

	// Draw the time-of-day mask on top of the terrain in the hex.
	// tod may differ from tod if hex is illuminated.
	std::string tod_hex_mask = timeofday_at(status_,units_,loc,get_map()).image_mask;
	if(tod_hex_mask1 != NULL || tod_hex_mask2 != NULL) {
		drawing_buffer_add(LAYER_TERRAIN_FG, loc, tblit(xpos, ypos, tod_hex_mask1));
		drawing_buffer_add(LAYER_TERRAIN_FG, loc, tblit(xpos, ypos, tod_hex_mask2));
	} else if(tod_hex_mask != "") {
		drawing_buffer_add(LAYER_TERRAIN_FG, loc, tblit(xpos, ypos,
			image::get_image(tod_hex_mask,image::UNMASKED)));
	}

	// Draw reach_map information.
	// We remove the reachability mask of the unit
	// that we want to attack.
	if (!is_shrouded && !reach_map_.empty()
			&& reach_map_.find(loc) == reach_map_.end() && loc != attack_indicator_dst_) {
		textureAtlasInfo tinfo;
		if (getTextureAtlasInfo(game_config::unreachable_image, tinfo))
			drawing_buffer_add(LAYER_REACHMAP, loc, tblit(xpos, ypos,
														  //image::get_image(game_config::unreachable_image,image::UNMASKED)));
														  tinfo));
	}

	// Footsteps indicating a movement path
	drawing_buffer_add(LAYER_TERRAIN_TMP_BG, loc, tblit(xpos, ypos, footsteps_images(loc)));
	// Draw cross images for debug highlights
	if(game_config::debug && debugHighlights_.count(loc)) {
		drawing_buffer_add(LAYER_TERRAIN_TMP_BG, loc, tblit(xpos, ypos,
			image::get_image(game_config::cross_image, image::UNMASKED)));
	}
	// Draw the attack direction indicator
	if(on_map && loc == attack_indicator_src_) {
		textureAtlasInfo tinfo;
		getTextureAtlasInfo("misc/attack-indicator-src-" + attack_indicator_direction() + ".png", tinfo);
		drawing_buffer_add(LAYER_ATTACK_INDICATOR, loc, tblit(xpos, ypos,
			//image::get_image("misc/attack-indicator-src-" + attack_indicator_direction() + ".png", image::UNMASKED)));
		  tinfo));
	} else if (on_map && loc == attack_indicator_dst_) {
		textureAtlasInfo tinfo;
		getTextureAtlasInfo("misc/attack-indicator-dst-" + attack_indicator_direction() + ".png", tinfo);
		drawing_buffer_add(LAYER_ATTACK_INDICATOR, loc, tblit(xpos, ypos,
			//image::get_image("misc/attack-indicator-dst-" + attack_indicator_direction() + ".png", image::UNMASKED)));
		  tinfo));
	}

	// Linger overlay unconditionally otherwise it might give glitches
	// so it's drawn over the shroud and fog.
	if(game_mode_ != RUNNING) {
		blit.surf.push_back(image::get_image(game_config::linger_image, image::SCALED_TO_HEX));
		drawing_buffer_add(LAYER_LINGER_OVERLAY, loc, blit);
		blit.surf.clear();
	}

	// Show def% and turn to reach infos
	if(!is_shrouded && on_map) {
		draw_movement_info(loc);
	}
	//simulate_delay += 1;
}
Пример #4
0
void game_display::draw_hex(const map_location& loc)
{
	const bool on_map = get_map().on_board(loc);
	const bool is_shrouded = shrouded(loc);
	const bool is_fogged = fogged(loc);
	const int xpos = get_location_x(loc);
	const int ypos = get_location_y(loc);

	image::TYPE image_type = get_image_type(loc);

	display::draw_hex(loc);

	if(on_map && loc == mouseoverHex_) {
		tdrawing_layer hex_top_layer = LAYER_MOUSEOVER_BOTTOM;
		if( get_visible_unit(loc, (*teams_)[viewing_team()] ) != NULL ) {
			hex_top_layer = LAYER_MOUSEOVER_TOP;
		}
		drawing_buffer_add( hex_top_layer,
						   loc, xpos, ypos, image::get_image("misc/hover-hex-top.png", image::SCALED_TO_HEX));
		drawing_buffer_add(LAYER_MOUSEOVER_BOTTOM,
						   loc, xpos, ypos, image::get_image("misc/hover-hex-bottom.png", image::SCALED_TO_HEX));
	}

	if(!is_shrouded) {
		typedef overlay_map::const_iterator Itor;
		std::pair<Itor,Itor> overlays = overlays_.equal_range(loc);
		for( ; overlays.first != overlays.second; ++overlays.first) {
			if ((overlays.first->second.team_name == "" ||
			overlays.first->second.team_name.find((*teams_)[playing_team()].team_name()) != std::string::npos)
			&& !(is_fogged && !overlays.first->second.visible_in_fog))
			{
				drawing_buffer_add(LAYER_TERRAIN_BG, loc, xpos, ypos,
					image::get_image(overlays.first->second.image,image_type));
			}
		}
		// village-control flags.
		drawing_buffer_add(LAYER_TERRAIN_BG, loc, xpos, ypos, get_flag(loc));
	}

	// Draw reach_map information.
	// We remove the reachability mask of the unit
	// that we want to attack.
	if (!is_shrouded && !reach_map_.empty()
			&& reach_map_.find(loc) == reach_map_.end() && loc != attack_indicator_dst_) {
		static const image::locator unreachable(game_config::images::unreachable);
		drawing_buffer_add(LAYER_REACHMAP, loc, xpos, ypos,
				image::get_image(unreachable,image::SCALED_TO_HEX));
	}

	resources::whiteboard->draw_hex(loc);

	if (!(resources::whiteboard->is_active() && resources::whiteboard->has_temp_move()))
	{
		// Footsteps indicating a movement path
		const std::vector<surface>& footstepImages = footsteps_images(loc);
		if (footstepImages.size() != 0) {
			drawing_buffer_add(LAYER_FOOTSTEPS, loc, xpos, ypos, footstepImages);
		}
	}
	// Draw the attack direction indicator
	if(on_map && loc == attack_indicator_src_) {
		drawing_buffer_add(LAYER_ATTACK_INDICATOR, loc, xpos, ypos,
			image::get_image("misc/attack-indicator-src-" + attack_indicator_direction() + ".png", image::SCALED_TO_HEX));
	} else if (on_map && loc == attack_indicator_dst_) {
		drawing_buffer_add(LAYER_ATTACK_INDICATOR, loc, xpos, ypos,
			image::get_image("misc/attack-indicator-dst-" + attack_indicator_direction() + ".png", image::SCALED_TO_HEX));
	}

	// Linger overlay unconditionally otherwise it might give glitches
	// so it's drawn over the shroud and fog.
	if(game_mode_ != RUNNING) {
		static const image::locator linger(game_config::images::linger);
		drawing_buffer_add(LAYER_LINGER_OVERLAY, loc, xpos, ypos,
			image::get_image(linger, image::TOD_COLORED));
	}

	if(on_map && loc == selectedHex_ && !game_config::images::selected.empty()) {
		static const image::locator selected(game_config::images::selected);
		drawing_buffer_add(LAYER_SELECTED_HEX, loc, xpos, ypos,
				image::get_image(selected, image::SCALED_TO_HEX));
	}

	// Show def% and turn to reach info
	if(!is_shrouded && on_map) {
		draw_movement_info(loc);
	}

	if(game_config::debug) {
		int debugH = debugHighlights_[loc];
		if (debugH) {
			std::string txt = lexical_cast<std::string>(debugH);
			draw_text_in_hex(loc, LAYER_MOVE_INFO, txt, 18, font::BAD_COLOR);
		}
	}
	//simulate_delay += 1;
}