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/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
***************************************************************************/
#include "replaymapdisplay.h"
#include "spfst.h"
#include "viewcalculation.h"
#include "events.h"
#include "gameoptions.h"
#include "spfst-legacy.h"
int ReplayMapDisplay :: checkMapPosition ( int x, int y )
{
mapDisplay->displayPosition(x,y);
/*
if ( x >= actmap->xsize )
x = actmap->xsize - 1;
if ( y >= actmap->ysize )
y = actmap->ysize - 1;
int a = actmap->xpos;
int b = actmap->ypos;
int xss = idisplaymap.getscreenxsize();
int yss = idisplaymap.getscreenysize();
if ((x < a) || (x >= a + xss )) {
if (x >= xss / 2)
actmap->xpos = (x - xss / 2);
else
actmap->xpos = 0;
}
if (y < b || y >= b + yss ) {
if (y >= yss / 2)
actmap->ypos = (y - yss / 2);
else
actmap->ypos = 0;
if ( actmap->ypos & 1 )
actmap->ypos--;
}
if (actmap->xpos + xss > actmap->xsize)
actmap->xpos = actmap->xsize - xss ;
if (actmap->ypos + yss > actmap->ysize)
actmap->ypos = actmap->ysize - yss ;
if ((actmap->xpos != a) || (actmap->ypos != b))
return 1;
else
return 0;
*/
return 0;
}
int ReplayMapDisplay :: displayMovingUnit ( const MapCoordinate3D& start, const MapCoordinate3D& dest, Vehicle* vehicle, int fieldnum, int totalmove, SoundStartCallback startSound, int duration )
{
if ( actmap->getPlayerView() < 0 )
return 0;
bool view1 = fieldvisiblenow ( getfield ( start.x, start.y ), actmap->getPlayerView() );
int view2;
MapField* fld2 = actmap->getField ( dest );
if ( actmap->player[actmap->getPlayerView()].diplomacy.sharesView( vehicle->getOwner() ))
view2 = fieldVisibility ( fld2, actmap->getPlayerView() );
else {
// This is a workaround to estimate if the target field will be visible or not once the units is there
view2 = calcvisibilityfield ( actmap, fld2, actmap->getPlayerView(), -1, actmap->getgameparameter ( cgp_initialMapVisibility ), vehicle->typ->jamming );
}
/*
if ( vehicle->height >= chschwimmend && vehicle->height <= chhochfliegend ) {
visibility = fieldvisiblenow ( getfield ( start.x, start.y ), actmap->playerView) || fieldvisiblenow ( getfield ( dest.x, dest.y ), actmap->playerView);
} else {
// visibility = (fieldVisibility ( getfield ( start.x, start.y ), actmap->playerView) >= visible_all) && (fieldVisibility ( getfield ( dest.x, dest.y ), actmap->playerView) >= visible_now);
visibility = fieldvisiblenow ( getfield ( start.x, start.y ), actmap->playerView) || fieldvisiblenow ( getfield ( dest.x, dest.y ), actmap->playerView);
}
*/
if ( view1 || (view2 >= visible_now ) ) {
if ( checkMapPosition ( start.x, start.y ))
displayMap();
int fc = mapDisplay->displayMovingUnit ( start, dest, vehicle, fieldnum, totalmove, startSound, duration );
if ( fc == 1 ) {
mapDisplay->resetMovement();
mapDisplay->displayMap();
}
return fc;
} else
return 0;
}
void ReplayMapDisplay :: displayPosition ( int x, int y )
{
if ( fieldvisiblenow ( getfield ( x, y ), actmap->getPlayerView() )) {
checkMapPosition ( x, y );
mapDisplay->displayPosition ( x, y );
}
}
void ReplayMapDisplay :: removeActionCursor ( void )
{
mapDisplay->removeActionCursor();
}
void ReplayMapDisplay :: displayActionCursor ( int x1, int y1, int x2, int y2, int secondWait )
{
if ( x1 >= 0 && y1 >= 0 ) {
int i = fieldvisiblenow ( getfield ( x1, y1 ), actmap->getPlayerView() );
if( i ) {
cursor_goto( MapCoordinate( x1, y1 ));
if ( x2 >= 0 && y2 >= 0 )
wait( 30 );
else
wait();
}
}
if ( x2 >= 0 && y2 >= 0 ) {
int i = fieldvisiblenow ( getfield ( x2, y2 ), actmap->getPlayerView() );
if( i ) {
cursor_goto( MapCoordinate( x2, y2 ));
if ( secondWait )
wait();
}
}
}
void ReplayMapDisplay :: wait ( int minTime )
{
int t = ticker;
while ( ticker < t + max ( cursorDelay, minTime ) )
releasetimeslice();
}
void ReplayMapDisplay :: playPositionalSound( const MapCoordinate& pos, Sound* snd )
{
if ( fieldvisiblenow ( actmap->getField ( pos ), actmap->getPlayerView() )) {
mapDisplay->playPositionalSound( pos, snd );
}
}
int ReplayMapDisplay :: getUnitMovementDuration() const
{
int speed = CGameOptions::Instance()->movespeed;
int factor = max( 10, CGameOptions::Instance()->replayMoveSpeedFactor );
return speed * 100 / factor;
}
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