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|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name unit_draw.cpp - The draw routines for units. */
//
// (c) Copyright 1998-2008 by Lutz Sammer, Jimmy Salmon, Nehal Mistry
//
// 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; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "stratagus.h"
#include <vector>
#include "video.h"
#include "editor.h"
#include "unittype.h"
#include "player.h"
#include "unit.h"
#include "unit_cache.h"
#include "map.h"
#include "construct.h"
#include "cursor.h"
#include "interface.h"
#include "font.h"
#include "ui.h"
#include "script.h"
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
/**
** Decoration: health, mana.
*/
class Decoration {
public:
Decoration() : HotX(0), HotY(0), Width(0), Height(0), Sprite(NULL) {}
std::string File; /// File containing the graphics data
int HotX; /// X drawing position (relative)
int HotY; /// Y drawing position (relative)
int Width; /// width of the decoration
int Height; /// height of the decoration
// --- FILLED UP ---
CGraphic *Sprite; /// loaded sprite images
};
/**
** Structure grouping all Sprites for decoration.
*/
class DecoSpriteType {
public:
std::vector<std::string> Name; /// Name of the sprite.
std::vector<Decoration> SpriteArray; /// Sprite to display variable.
};
static DecoSpriteType DecoSprite; /// All sprite's infos.
unsigned long ShowOrdersCount; /// Show orders for some time
// FIXME: not all variables of this file are here
// FIXME: perhaps split this file into two or three parts?
/*----------------------------------------------------------------------------
-- Functions
----------------------------------------------------------------------------*/
// FIXME: clean split screen support
// FIXME: integrate this with global versions of these functions in map.c
const CViewport *CurrentViewport; /// FIXME: quick hack for split screen
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
/**
** Show selection marker around a unit.
**
** @param unit Pointer to unit.
*/
void DrawUnitSelection(const CUnit *unit)
{
Uint32 color;
// FIXME: make these colors customizable with scripts.
if (Editor.Running && unit == UnitUnderCursor &&
Editor.State == EditorSelecting) {
color = ColorWhite;
} else if (unit->Selected || unit->TeamSelected || (unit->Blink & 1)) {
if (unit->Player->Index == PlayerNumNeutral) {
color = ColorYellow;
} else if ((unit->Selected || (unit->Blink & 1)) &&
(unit->Player == ThisPlayer ||
ThisPlayer->IsTeamed(unit))) {
color = ColorGreen;
} else if (ThisPlayer->IsEnemy(unit)) {
color = ColorRed;
} else {
int i;
for (i = 0; i < PlayerMax; ++i) {
if (unit->TeamSelected & (1 << i)) {
break;
}
}
if (i == PlayerMax) {
color = unit->Player->Color;
} else {
color = Players[i].Color;
}
}
} else if (CursorBuilding && unit->Type->Building &&
unit->Orders[0]->Action != UnitActionDie &&
(unit->Player == ThisPlayer || ThisPlayer->IsTeamed(unit))) {
// If building mark all own buildings
color = ColorGray;
} else {
return;
}
const CUnitType *type = unit->Type;
int x = CurrentViewport->Map2ViewportX(unit->X) + unit->IX +
type->TileWidth * TileSizeX / 2 - type->BoxWidth / 2 -
(type->Width - type->Sprite->Width) / 2;
int y = CurrentViewport->Map2ViewportY(unit->Y) + unit->IY +
type->TileHeight * TileSizeY / 2 - type->BoxHeight / 2 -
(type->Height - type->Sprite->Height) / 2;
DrawSelection(color, x, y, x + type->BoxWidth, y + type->BoxHeight);
}
/**
** Draw selected corners around the unit.
**
** @param color Color to draw corners.
** @param x1,y1 Coordinates of the top left corner.
** @param x2,y2 Coordinates of the bottom right corner.
*/
void DrawSelection(Uint32 color, int x1, int y1, int x2, int y2)
{
const int cornerPixels = 6;
Video.DrawVLineClip(color, x1, y1, cornerPixels);
Video.DrawHLineClip(color, x1 + 1, y1, cornerPixels - 1);
Video.DrawVLineClip(color, x2, y1, cornerPixels);
Video.DrawHLineClip(color, x2 - cornerPixels + 1, y1, cornerPixels - 1);
Video.DrawVLineClip(color, x1, y2 - cornerPixels + 1, cornerPixels);
Video.DrawHLineClip(color, x1, y2, cornerPixels - 1);
Video.DrawVLineClip(color, x2, y2 - cornerPixels + 1, cornerPixels);
Video.DrawHLineClip(color, x2 - cornerPixels + 1, y2, cornerPixels - 1);
}
/**
** Return the index of the sprite.
**
** @param spriteName Name of the sprite.
**
** @return Index of the sprite. -1 if not found.
*/
int GetSpriteIndex(const std::string &spriteName)
{
int index = -1;
for (int i = 0; i < (int)DecoSprite.Name.size(); ++i) {
if (spriteName == DecoSprite.Name[i]) {
index = i;
break;
}
}
return index;
}
/**
** Define the sprite to show variables.
**
** @param l Lua_state
*/
static int CclDefineSprites(lua_State *l)
{
int args;
args = lua_gettop(l);
for (int i = 0; i < args; ++i) {
Decoration deco;
const char *name = NULL;
lua_pushnil(l);
while (lua_next(l, i + 1)) {
const char *key = LuaToString(l, -2); // key name
if (!strcmp(key, "Name")) {
name = LuaToString(l, -1);
} else if (!strcmp(key, "File")) {
deco.File = LuaToString(l, -1);
} else if (!strcmp(key, "Offset")) {
LuaCheckTableSize(l, -1, 2);
deco.HotX = LuaToNumber(l, -1, 1);
deco.HotY = LuaToNumber(l, -1, 2);
} else if (!strcmp(key, "Size")) {
LuaCheckTableSize(l, -1, 2);
deco.Width = LuaToNumber(l, -1, 1);
deco.Height = LuaToNumber(l, -1, 2);
} else { // Error.
LuaError(l, "incorrect field '%s' for DefineSprites." _C_ key);
}
lua_pop(l, 1); // pop the value;
}
if (name == NULL) {
LuaError(l, "CclDefineSprites requires the Name flag for sprite.");
}
int index = GetSpriteIndex(name);
if (index == -1) { // new sprite.
index = DecoSprite.SpriteArray.size();
DecoSprite.Name.push_back(name);
DecoSprite.SpriteArray.push_back(deco);
} else {
DecoSprite.SpriteArray[index] = deco;
}
// Now verify validity.
if (DecoSprite.SpriteArray[index].File.empty()) {
LuaError(l, "CclDefineSprites requires the File flag for sprite.");
}
// FIXME: check if file is valid with good size ?
}
return 0;
}
/**
** Register CCL features for decorations.
*/
void DecorationCclRegister(void)
{
lua_register(Lua, "DefineSprites", CclDefineSprites);
}
/**
** Load decoration.
*/
void LoadDecorations(void)
{
std::vector<Decoration>::iterator i;
for (i = DecoSprite.SpriteArray.begin(); i != DecoSprite.SpriteArray.end(); ++i) {
ShowLoadProgress("Decorations `%s'", (*i).File.c_str());
(*i).Sprite = CGraphic::New((*i).File, (*i).Width, (*i).Height);
(*i).Sprite->Load();
}
}
/**
** Clean decorations.
*/
void CleanDecorations(void)
{
for (size_t i = 0; i < DecoSprite.SpriteArray.size(); ++i) {
CGraphic::Free(DecoSprite.SpriteArray[i].Sprite);
}
DecoSprite.Name.clear();
DecoSprite.SpriteArray.clear();
}
/**
** Draw a sprite with is like a bar (several stages)
**
** @param x X screen pixel position
** @param y Y screen pixel position
** @param unit Unit pointer
** @todo fix sprite configuration.
*/
void CDecoVarSpriteBar::Draw(int x, int y, const CUnit *unit) const
{
int n;
CGraphic *sprite;
Decoration *decosprite;
Assert(unit->Variable[this->Index].Max);
Assert(this->SpriteIndex != -1);
decosprite = &DecoSprite.SpriteArray[(int)this->SpriteIndex];
sprite = decosprite->Sprite;
x += decosprite->HotX; // in addition of OffsetX... Useful?
y += decosprite->HotY; // in addition of OffsetY... Useful?
n = sprite->NumFrames - 1;
n -= (n * unit->Variable[this->Index].Value) / unit->Variable[this->Index].Max;
if (this->IsCenteredInX) {
x -= sprite->Width / 2;
}
if (this->IsCenteredInY) {
y -= sprite->Height / 2;
}
sprite->DrawFrameClip(n, x, y);
}
extern void UpdateUnitVariables(const CUnit *unit);
/**
** Draw decoration (invis, for the unit.)
**
** @param unit Pointer to the unit.
** @param type Type of the unit.
** @param x Screen X position of the unit.
** @param y Screen Y position of the unit.
*/
static void DrawDecoration(const CUnit *unit, const CUnitType *type, int x, int y)
{
UpdateUnitVariables(unit);
// Now show decoration for each variable.
for (std::vector<CDecoVar *>::const_iterator i = UnitTypeVar.DecoVar.begin();
i < UnitTypeVar.DecoVar.end(); ++i) {
int value;
int max;
value = unit->Variable[(*i)->Index].Value;
max = unit->Variable[(*i)->Index].Max;
Assert(value <= max);
if (!((value == max && !(*i)->ShowWhenMax) ||
(!(*i)->ShowIfNotEnable && !unit->Variable[(*i)->Index].Enable) ||
((*i)->ShowOnlySelected && !unit->Selected) ||
(unit->Player->Type == PlayerNeutral && (*i)->HideNeutral) ||
(ThisPlayer->IsEnemy(unit) && !(*i)->ShowOpponent) ||
(ThisPlayer->IsAllied(unit) && (unit->Player != ThisPlayer) && (*i)->HideAllied) ||
max == 0)) {
(*i)->Draw(
x + (*i)->OffsetX + (*i)->OffsetXPercent * unit->Type->TileWidth * TileSizeX / 100,
y + (*i)->OffsetY + (*i)->OffsetYPercent * unit->Type->TileHeight * TileSizeY / 100,
unit);
}
}
//
// Draw group number
//
if (unit->Selected && unit->GroupId != 0) {
int num;
int width;
for (num = 0; !(unit->GroupId & (1 << num)); ++num) {
;
}
width = GameFont->Width(std::string(1, '0' + num));
x += (type->TileWidth * TileSizeX + type->BoxWidth) / 2 - width;
width = GameFont->Height();
y += (type->TileHeight * TileSizeY + type->BoxHeight) / 2 - width;
VideoDrawNumberClip(x, y, GameFont, num);
}
}
/**
** Draw unit's shadow.
**
** @param unit Pointer to the unit.
** @param type Pointer to the unit type.
** @param frame Frame number
** @param x Screen X position of the unit.
** @param y Screen Y position of the unit.
**
** @todo FIXME: combine new shadow code with old shadow code.
*/
void DrawShadow(const CUnit *unit, const CUnitType *type, int frame,
int x, int y)
{
if (!type) {
Assert(unit);
type = unit->Type;
}
Assert(type);
Assert(!unit || unit->Type == type);
// unit == NULL for the editor
if (unit && unit->Orders[0]->Action == UnitActionDie) {
return;
}
// Draw normal shadow sprite if available
if (type->ShadowSprite) {
x -= (type->ShadowWidth - type->TileWidth * TileSizeX) / 2;
y -= (type->ShadowHeight - type->TileHeight * TileSizeY) / 2;
x += type->OffsetX + type->ShadowOffsetX;
y += type->OffsetY + type->ShadowOffsetY;
if (type->Flip) {
if (frame < 0) {
type->ShadowSprite->DrawFrameClipX(-frame - 1, x, y);
} else {
type->ShadowSprite->DrawFrameClip(frame, x, y);
}
} else {
int row = type->NumDirections / 2 + 1;
if (frame < 0) {
frame = ((-frame - 1) / row) * type->NumDirections + type->NumDirections - (-frame - 1) % row;
} else {
frame = (frame / row) * type->NumDirections + frame % row;
}
type->ShadowSprite->DrawFrameClip(frame, x, y);
}
}
}
/**
** Get the location of a unit's order.
**
** @param unit Pointer to unit.
** @param order Pointer to order.
** @param x Resulting screen X cordinate.
** @param y Resulting screen Y cordinate.
*/
static void GetOrderPosition(const CUnit *unit, const COrder *order, int *x, int *y)
{
CUnit *goal;
// FIXME: n0body: Check for goal gone?
if ((goal = order->Goal) && (!goal->Removed)) {
// Order has a goal, get it's location.
*x = CurrentViewport->Map2ViewportX(goal->X) + goal->IX +
goal->Type->TileWidth * TileSizeX / 2;
*y = CurrentViewport->Map2ViewportY(goal->Y) + goal->IY +
goal->Type->TileHeight * TileSizeY / 2;
} else {
if (order->X >= 0 && order->Y >= 0) {
// Order is for a location, show that.
*x = CurrentViewport->Map2ViewportX(order->X) + TileSizeX / 2;
*y = CurrentViewport->Map2ViewportY(order->Y) + TileSizeY / 2;
} else {
// Some orders ignore x,y (like StandStill).
// Use the unit's position instead.
*x = CurrentViewport->Map2ViewportX(unit->X) + unit->IX +
unit->Type->TileWidth * TileSizeX / 2;
*y = CurrentViewport->Map2ViewportY(unit->Y) + unit->IY +
unit->Type->TileHeight * TileSizeY / 2;
}
if (order->Action == UnitActionBuild) {
*x += (order->Type->TileWidth - 1) * TileSizeX / 2;
*y += (order->Type->TileHeight - 1) * TileSizeY / 2;
}
}
}
/**
** Show the order on map.
**
** @param unit Unit pointer.
** @param x1 X pixel coordinate.
** @param y1 Y pixel coordinate.
** @param order Order to display.
*/
static void ShowSingleOrder(const CUnit *unit, int x1, int y1, const COrder *order)
{
int x2;
int y2;
Uint32 color;
Uint32 e_color;
bool dest;
GetOrderPosition(unit, order, &x2, &y2);
dest = false;
switch (order->Action) {
case UnitActionNone:
e_color = color = ColorGray;
break;
case UnitActionStill:
e_color = color = ColorGray;
break;
case UnitActionStandGround:
e_color = color = ColorGreen;
break;
case UnitActionFollow:
case UnitActionMove:
e_color = color = ColorGreen;
dest = true;
break;
case UnitActionPatrol:
Video.DrawLineClip(ColorGreen, x1, y1, x2, y2);
e_color = color = ColorBlue;
x1 = CurrentViewport->Map2ViewportX(order->Arg1.Patrol.X) + TileSizeX / 2;
y1 = CurrentViewport->Map2ViewportY(order->Arg1.Patrol.Y) + TileSizeY / 2;
dest = true;
break;
case UnitActionRepair:
e_color = color = ColorGreen;
dest = true;
break;
case UnitActionAttackGround:
x2 = CurrentViewport->Map2ViewportX(order->X) + TileSizeX / 2;
y2 = CurrentViewport->Map2ViewportY(order->Y) + TileSizeY / 2;
// FALL THROUGH
case UnitActionAttack:
if (unit->SubAction & 2) { // Show weak targets.
e_color = ColorBlue;
} else {
e_color = ColorRed;
}
color = ColorRed;
dest = true;
break;
case UnitActionBoard:
e_color = color = ColorGreen;
dest = true;
break;
case UnitActionUnload:
e_color = color = ColorGreen;
dest = true;
break;
case UnitActionDie:
e_color = color = ColorGray;
break;
case UnitActionSpellCast:
e_color = color = ColorBlue;
dest = true;
break;
case UnitActionTrain:
e_color = color = ColorGray;
break;
case UnitActionBuild:
DrawSelection(ColorGray, x2 - order->Type->BoxWidth / 2,
y2 - order->Type->BoxHeight / 2,
x2 + order->Type->BoxWidth / 2,
y2 + order->Type->BoxHeight / 2);
e_color = color = ColorGreen;
dest = true;
break;
case UnitActionBuilt:
e_color = color = ColorGray;
break;
case UnitActionResource:
e_color = color = ColorYellow;
dest = true;
break;
default:
e_color = color = ColorGray;
DebugPrint("Unknown action %d\n" _C_ order->Action);
break;
}
Video.FillCircleClip(color, x1, y1, 2);
if (dest) {
Video.DrawLineClip(color, x1, y1, x2, y2);
Video.FillCircleClip(e_color, x2, y2, 3);
}
}
/**
** Show the current order of a unit.
**
** @param unit Pointer to the unit.
*/
void ShowOrder(const CUnit *unit)
{
int x1;
int y1;
COrder *order;
if (unit->Destroyed) {
return;
}
if (unit->Player != ThisPlayer && !ThisPlayer->IsAllied(unit)) {
return;
}
// Get current position
x1 = CurrentViewport->Map2ViewportX(
unit->X) + unit->IX + unit->Type->TileWidth * TileSizeX / 2;
y1 = CurrentViewport->Map2ViewportY(
unit->Y) + unit->IY + unit->Type->TileHeight * TileSizeY / 2;
// If the current order is cancelled show the next one
if (unit->OrderCount > 1 && unit->OrderFlush) {
order = unit->Orders[1];
} else {
order = unit->Orders[0];
}
ShowSingleOrder(unit, x1, y1, order);
// Show the rest of the orders
for (int i = 1 + (unit->OrderFlush ? 1 : 0); i < unit->OrderCount; ++i) {
GetOrderPosition(unit, unit->Orders[i - 1], &x1, &y1);
ShowSingleOrder(unit, x1, y1, unit->Orders[i]);
}
// Show order for new trained units
if (!CanMove(unit)) {
ShowSingleOrder(unit, x1, y1, &unit->NewOrder);
}
}
/**
** Draw additional informations of a unit.
**
** @param unit Unit pointer of drawn unit.
** @param type Unit-type pointer.
** @param x X screen pixel position of unit.
** @param y Y screen pixel position of unit.
**
** @todo FIXME: The different styles should become a function call.
*/
static void DrawInformations(const CUnit *unit, const CUnitType *type, int x, int y)
{
const CUnitStats *stats;
int r;
#if 0 && DEBUG // This is for showing vis counts and refs.
char buf[10];
sprintf_s(buf, sizeof(buf), "%d%c%c%d", unit->VisCount[ThisPlayer->Index],
unit->Seen.ByPlayer & (1 << ThisPlayer->Index) ? 'Y' : 'N',
unit->Seen.Destroyed & (1 << ThisPlayer->Index) ? 'Y' : 'N',
unit->Refs);
VideoDrawTextClip(x + 10, y + 10, 1, buf);
#endif
stats = unit->Stats;
//
// For debug draw sight, react and attack range!
//
if (NumSelected == 1 && unit->Selected) {
if (Preference.ShowSightRange) {
// Radius -1 so you can see all ranges
Video.DrawCircleClip(ColorGreen,
x + type->TileWidth * TileSizeX / 2,
y + type->TileHeight * TileSizeY / 2,
((stats->Variables[SIGHTRANGE_INDEX].Max + (type->TileWidth - 1)) * TileSizeX) - 1);
}
if (type->CanAttack) {
if (Preference.ShowReactionRange) {
r = (unit->Player->Type == PlayerPerson) ?
type->ReactRangePerson : type->ReactRangeComputer;
if (r) {
Video.DrawCircleClip(ColorBlue,
x + type->TileWidth * TileSizeX / 2,
y + type->TileHeight * TileSizeY / 2,
(r + (type->TileWidth - 1)) * TileSizeX);
}
}
if (Preference.ShowAttackRange && stats->Variables[ATTACKRANGE_INDEX].Max) {
// Radius + 1 so you can see all ranges
Video.DrawCircleClip(ColorRed,
x + type->TileWidth * TileSizeX / 2,
y + type->TileHeight * TileSizeY / 2,
(stats->Variables[ATTACKRANGE_INDEX].Max + (type->TileWidth - 1)) * TileSizeX + 1);
}
}
}
// FIXME: johns: ugly check here, should be removed!
if (unit->Orders[0]->Action != UnitActionDie && unit->IsVisible(ThisPlayer)) {
DrawDecoration(unit, type, x, y);
}
}
/**
** Draw construction shadow.
**
** @param unit Unit pointer.
** @param cframe Construction frame
** @param frame Frame number to draw.
** @param x X position.
** @param y Y position.
*/
static void DrawConstructionShadow(const CUnit *unit, const CConstructionFrame *cframe,
int frame, int x, int y)
{
if (cframe->File == ConstructionFileConstruction) {
if (unit->Type->Construction->ShadowSprite) {
x -= (unit->Type->Construction->Width - unit->Type->TileWidth * TileSizeX) / 2;
x += unit->Type->OffsetX;
y -= (unit->Type->Construction->Height - unit->Type->TileHeight * TileSizeY )/ 2;
y += unit->Type->OffsetY;
if (frame < 0) {
unit->Type->Construction->ShadowSprite->DrawFrameClipX(
-frame - 1, x, y);
} else {
unit->Type->Construction->ShadowSprite->DrawFrameClip(
frame, x, y);
}
}
} else {
if (unit->Type->ShadowSprite) {
x -= (unit->Type->ShadowWidth - unit->Type->TileWidth * TileSizeX) / 2;
x += unit->Type->ShadowOffsetX + unit->Type->OffsetX;
y -= (unit->Type->ShadowHeight - unit->Type->TileHeight * TileSizeY) / 2;
y += unit->Type->ShadowOffsetY + unit->Type->OffsetY;
if (frame < 0) {
unit->Type->ShadowSprite->DrawFrameClipX(-frame - 1, x, y);
} else {
unit->Type->ShadowSprite->DrawFrameClip(frame, x, y);
}
}
}
}
/**
** Draw construction.
**
** @param unit Unit pointer.
** @param cframe Construction frame to draw.
** @param type Unit type.
** @param frame Frame number.
** @param x X position.
** @param y Y position.
*/
static void DrawConstruction(const CUnit *unit, const CConstructionFrame *cframe,
const CUnitType *type, int frame, int x, int y)
{
int player;
player = unit->RescuedFrom ? unit->RescuedFrom->Index : unit->Player->Index;
if (cframe->File == ConstructionFileConstruction) {
const CConstruction *construction;
construction = type->Construction;
x -= construction->Width / 2;
y -= construction->Height / 2;
if (frame < 0) {
construction->Sprite->DrawPlayerColorFrameClipX(player, -frame - 1, x, y);
} else {
construction->Sprite->DrawPlayerColorFrameClip(player, frame, x, y);
}
} else {
x += type->OffsetX - type->Width / 2;
y += type->OffsetY - type->Height / 2;
if (frame < 0) {
frame = -frame - 1;
}
type->Sprite->DrawPlayerColorFrameClip(player, frame, x, y);
}
}
/**
** Draw unit on map.
*/
void CUnit::Draw() const
{
int x;
int y;
int frame;
int state;
int constructed;
CConstructionFrame *cframe;
CUnitType *type;
if (this->Type->Revealer) { // Revealers are not drawn
return;
}
// Those should have been filtered. Check doesn't make sense with ReplayRevealMap
Assert(ReplayRevealMap || this->Type->VisibleUnderFog || this->IsVisible(ThisPlayer));
if (ReplayRevealMap || this->IsVisible(ThisPlayer)) {
type = this->Type;
frame = this->Frame;
y = this->IY;
x = this->IX;
x += CurrentViewport->Map2ViewportX(this->X);
y += CurrentViewport->Map2ViewportY(this->Y);
state = (this->Orders[0]->Action == UnitActionBuilt);
constructed = this->Constructed;
// Reset Type to the type being upgraded to
if (state == 2) {
type = this->Orders[0]->Type;
}
// This is trash unless the unit is being built, and that's when we use it.
cframe = this->Data.Built.Frame;
} else {
y = this->Seen.IY;
x = this->Seen.IX;
x += CurrentViewport->Map2ViewportX(this->Seen.X);
y += CurrentViewport->Map2ViewportY(this->Seen.Y);
frame = this->Seen.Frame;
type = this->Seen.Type;
constructed = this->Seen.Constructed;
state = this->Seen.State;
cframe = this->Seen.CFrame;
}
if (!this->IsVisible(ThisPlayer) && frame == UnitNotSeen) {
DebugPrint("FIXME: Something is wrong, unit %d not seen but drawn time %lu?.\n" _C_
this->Slot _C_ GameCycle);
return;
}
if (state == 1 && constructed) {
DrawConstructionShadow(this, cframe, frame, x, y);
} else {
DrawShadow(this, NULL, frame, x, y);
}
//
// Show that the unit is selected
//
DrawUnitSelection(this);
//
// Now draw!
// Buildings under construction/upgrade/ready.
//
if (state == 1) {
if (constructed) {
DrawConstruction(this, cframe, type, frame,
x + (type->TileWidth * TileSizeX) / 2,
y + (type->TileHeight * TileSizeY) / 2);
}
//
// Draw the future unit type, if upgrading to it.
//
} else if (state == 2) {
// FIXME: this frame is hardcoded!!!
DrawUnitType(type, type->Sprite,
this->RescuedFrom ? this->RescuedFrom->Index : this->Player->Index,
frame < 0 ? -1 - 1 : 1, x, y);
} else {
DrawUnitType(type, type->Sprite,
this->RescuedFrom ? this->RescuedFrom->Index : this->Player->Index,
frame, x, y);
}
// Unit's extras not fully supported.. need to be decorations themselves.
DrawInformations(this, type, x, y);
}
/**
** Compare what order 2 units should be drawn on the map
**
** @param v1 First Unit to compare (**Unit)
** @param v2 Second Unit to compare (**Unit)
**
** @return -1 for v1 < v2, 1 for v2 < v1
*/
static int DrawLevelCompare(const void *v1, const void *v2) {
const CUnit *c1, *c2;
int drawlevel1, drawlevel2;
int y1, y2;
c1 = *(CUnit **)v1;
c2 = *(CUnit **)v2;
if (c1->Orders[0]->Action == UnitActionDie && c1->Type->CorpseType) {
drawlevel1 = c1->Type->CorpseType->DrawLevel;
} else {
drawlevel1 = c1->Type->DrawLevel;
}
if (c2->Orders[0]->Action == UnitActionDie && c2->Type->CorpseType) {
drawlevel2 = c2->Type->CorpseType->DrawLevel;
} else {
drawlevel2 = c2->Type->DrawLevel;
}
if (drawlevel1 != drawlevel2) {
return drawlevel1 <= drawlevel2 ? -1 : 1;
}
// Compare the units' Y positions (center tile) on the map.
// The size of the sprite (->Type->Height) plays no part in
// this because many frames typically have a transparent area
// at the bottom.
y1 = (c1->Y * TileSizeY) + c1->IY + (c1->Type->TileHeight * TileSizeY / 2);
y2 = (c2->Y * TileSizeY) + c2->IY + (c2->Type->TileHeight * TileSizeY / 2);
if (y1 != y2) {
return y1 - y2;
}
// Use X positions in case Y positions are equal.
if (c1->X != c2->X) {
return c1->X - c2->X;
}
// We don't really care which of these two units gets drawn in
// front of the other. However, it must be consistent during
// a frame, because qsort might crash otherwise, and should
// also be consistent between frames, to avoid annoying
// flicker. Therefore, use the slot numbers as the ultimate
// fallback.
return c1->Slot - c2->Slot;
}
/**
** Find all units to draw in viewport.
**
** @param vp Viewport to be drawn.
** @param table Table of units to return in sorted order
** @param tablesize Size of table array
*/
int FindAndSortUnits(const CViewport *vp, CUnit **table, int tablesize)
{
//
// Select all units touching the viewpoint.
//
int n = UnitCache.Select(vp->MapX - 1, vp->MapY - 1, vp->MapX + vp->MapWidth + 1,
vp->MapY + vp->MapHeight + 1, table, tablesize);
// If only one unit is selected, then draw that one even if it
// is not in the viewport, as long as the player is entitled
// to see it. This is because the sight, react, and attack
// circles drawn by DrawInformations may still reach the
// viewport.
CUnit *addToTable = NULL;
if (NumSelected == 1
&& ((ThisPlayer != NULL && Selected[0]->IsVisible(ThisPlayer))
|| ReplayRevealMap)) {
addToTable = Selected[0];
}
for (int i = 0; i < n; ++i) {
if (!table[i]->IsVisibleInViewport(vp)) {
table[i--] = table[--n];
} else if (table[i] == addToTable) {
// The unit is already in the table and need
// not be added.
addToTable = NULL;
}
}
if (addToTable != NULL && n < tablesize) {
table[n++] = addToTable;
}
if (n) {
qsort((void *)table, n, sizeof(CUnit *), DrawLevelCompare);
}
return n;
}
//@}
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