game: try to fix some details:
- always add help node in talk mode, - in shop/talk mode do no try to find a combat frame, ... - add a framerate_limiters in various loops of events, - try to improve the minimap update.
This commit is contained in:
@@ -1067,17 +1067,17 @@ bool handle_action(const sf::Event& event) {
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if(overall_mode != MODE_TALKING)
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return false;
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}
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if(overall_mode == MODE_SHOPPING) {
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else if(overall_mode == MODE_SHOPPING) {
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handle_shop_event(the_point);
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if(overall_mode != MODE_SHOPPING)
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return false;
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}
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// Otherwise they're in a terrain view mode
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location cur_loc = is_out() ? univ.party.out_loc : center;
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auto button_hit = UI::toolbar.button_hit(mainPtr, the_point);
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else {
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location cur_loc = is_out() ? univ.party.out_loc : center;
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auto button_hit = UI::toolbar.button_hit(mainPtr, the_point);
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// MARK: Then, handle a button being hit.
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// MARK: Then, handle a button being hit.
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switch(button_hit) {
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case TOOLBAR_NONE: break;
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case TOOLBAR_MAGE: case TOOLBAR_PRIEST:
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@@ -1154,122 +1154,123 @@ bool handle_action(const sf::Event& event) {
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break;
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}
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// MARK: Begin: click in terrain
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if(the_point.in(world_screen) && (is_out() || is_town() || is_combat())){
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int i = (the_point.x - 32) / 28;
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int j = (the_point.y - 20) / 36;
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location destination = cur_loc;
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// MARK: Begin: click in terrain
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if(the_point.in(world_screen) && (is_out() || is_town() || is_combat())){
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int i = (the_point.x - 32) / 28;
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int j = (the_point.y - 20) / 36;
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location destination = cur_loc;
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// Check for quick look
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if(right_button) {
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previous_mode = overall_mode;
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if(is_combat()) overall_mode = MODE_LOOK_COMBAT;
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if(is_out()) overall_mode = MODE_LOOK_OUTDOORS;
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if(is_town()) overall_mode = MODE_LOOK_TOWN;
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}
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// Moving/pausing
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if(overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) {
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if((i == 4) & (j == 4)) handle_pause(did_something, need_redraw);
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else {
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cur_direction = get_cur_direction(the_point);
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destination.x += cur_direction.x;
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destination.y += cur_direction.y;
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handle_move(destination, did_something, need_redraw, need_reprint);
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// Check for quick look
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if(right_button) {
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previous_mode = overall_mode;
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if(is_combat()) overall_mode = MODE_LOOK_COMBAT;
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if(is_out()) overall_mode = MODE_LOOK_OUTDOORS;
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if(is_town()) overall_mode = MODE_LOOK_TOWN;
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}
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}
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// Looking at something
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else if(overall_mode == MODE_LOOK_OUTDOORS || overall_mode == MODE_LOOK_TOWN || overall_mode == MODE_LOOK_COMBAT) {
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if(overall_mode == MODE_LOOK_OUTDOORS) destination = univ.party.out_loc;
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destination.x = destination.x + i - 4;
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destination.y = destination.y + j - 4;
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handle_look(destination, need_redraw, need_reprint);
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// If option/ctrl not pressed, looking done, so restore center
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bool look_done = true;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) look_done = false;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::RAlt)) look_done = false;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl)) look_done = false;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::RControl)) look_done = false;
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if(look_done) {
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if(right_button) overall_mode = previous_mode;
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else if(overall_mode == MODE_LOOK_COMBAT) {
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overall_mode = MODE_COMBAT;
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center = univ.current_pc().combat_pos;
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pause(5);
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need_redraw = true;
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// Moving/pausing
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if(overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) {
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if((i == 4) & (j == 4)) handle_pause(did_something, need_redraw);
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else {
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cur_direction = get_cur_direction(the_point);
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destination.x += cur_direction.x;
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destination.y += cur_direction.y;
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handle_move(destination, did_something, need_redraw, need_reprint);
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}
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else if(overall_mode == MODE_LOOK_TOWN) {
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overall_mode = MODE_TOWN;
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center = univ.party.town_loc;
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need_redraw = true;
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}
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else if(overall_mode == MODE_LOOK_OUTDOORS)
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overall_mode = MODE_OUTDOORS;
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}
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// Looking at something
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else if(overall_mode == MODE_LOOK_OUTDOORS || overall_mode == MODE_LOOK_TOWN || overall_mode == MODE_LOOK_COMBAT) {
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if(overall_mode == MODE_LOOK_OUTDOORS) destination = univ.party.out_loc;
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destination.x = destination.x + i - 4;
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destination.y = destination.y + j - 4;
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handle_look(destination, need_redraw, need_reprint);
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// If option/ctrl not pressed, looking done, so restore center
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bool look_done = true;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) look_done = false;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::RAlt)) look_done = false;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl)) look_done = false;
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::RControl)) look_done = false;
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if(look_done) {
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if(right_button) overall_mode = previous_mode;
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else if(overall_mode == MODE_LOOK_COMBAT) {
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overall_mode = MODE_COMBAT;
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center = univ.current_pc().combat_pos;
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pause(5);
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need_redraw = true;
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}
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else if(overall_mode == MODE_LOOK_TOWN) {
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overall_mode = MODE_TOWN;
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center = univ.party.town_loc;
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need_redraw = true;
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}
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else if(overall_mode == MODE_LOOK_OUTDOORS)
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overall_mode = MODE_OUTDOORS;
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}
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}
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// Talking to someone
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else if(overall_mode == MODE_TALK_TOWN) {
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destination.x = destination.x + i - 4;
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destination.y = destination.y + j - 4;
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handle_talk(destination, did_something, need_redraw, need_reprint);
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}
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// Targeting a space
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else if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FIRING || overall_mode == MODE_THROWING ||
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overall_mode == MODE_FANCY_TARGET || overall_mode == MODE_TOWN_TARGET) {
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destination = center;
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destination.x += i - 4;
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destination.y += j - 4;
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handle_target_space(destination, did_something, need_redraw, need_reprint);
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}
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// Dropping an item
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else if(overall_mode == MODE_DROP_TOWN || overall_mode == MODE_DROP_COMBAT) {
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destination.x += i - 4;
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destination.y += j - 4;
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handle_drop_item(destination, need_redraw);
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}
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// Using a space
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else if(overall_mode == MODE_USE_TOWN) {
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destination.x += i - 4;
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destination.y += j - 4;
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handle_use_space(destination, did_something, need_redraw);
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}
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// Bashing/lockpicking
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else if(overall_mode == MODE_BASH_TOWN || overall_mode == MODE_PICK_TOWN) {
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destination.x += i - 4;
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destination.y += j - 4;
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handle_bash_pick(destination, did_something, need_redraw, overall_mode == MODE_BASH_TOWN);
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}
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}
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// Talking to someone
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else if(overall_mode == MODE_TALK_TOWN) {
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destination.x = destination.x + i - 4;
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destination.y = destination.y + j - 4;
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handle_talk(destination, did_something, need_redraw, need_reprint);
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}
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// Targeting a space
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else if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FIRING || overall_mode == MODE_THROWING ||
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overall_mode == MODE_FANCY_TARGET || overall_mode == MODE_TOWN_TARGET) {
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destination = center;
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destination.x += i - 4;
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destination.y += j - 4;
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handle_target_space(destination, did_something, need_redraw, need_reprint);
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}
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// Dropping an item
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else if(overall_mode == MODE_DROP_TOWN || overall_mode == MODE_DROP_COMBAT) {
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destination.x += i - 4;
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destination.y += j - 4;
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handle_drop_item(destination, need_redraw);
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}
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// Using a space
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else if(overall_mode == MODE_USE_TOWN) {
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destination.x += i - 4;
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destination.y += j - 4;
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handle_use_space(destination, did_something, need_redraw);
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}
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// Bashing/lockpicking
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else if(overall_mode == MODE_BASH_TOWN || overall_mode == MODE_PICK_TOWN) {
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destination.x += i - 4;
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destination.y += j - 4;
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handle_bash_pick(destination, did_something, need_redraw, overall_mode == MODE_BASH_TOWN);
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}
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}
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// MARK: End: click in terrain
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// MARK: End: click in terrain
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// MARK: Begin: Screen shift
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if(scrollableModes.count(overall_mode) && the_point.in(terrain_viewport) && !the_point.in(world_screen)) {
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if(the_point.y < world_screen.top && center.y > univ.town->in_town_rect.top && center.y > 4) {
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center.y--;
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need_redraw = true;
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}
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if(the_point.x < world_screen.left && center.x > univ.town->in_town_rect.left && center.x > 4) {
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center.x--;
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need_redraw = true;
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}
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if(the_point.y > world_screen.bottom && center.y < univ.town->in_town_rect.bottom && center.y < univ.town->max_dim - 5) {
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center.y++;
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need_redraw = true;
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}
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if(the_point.x > world_screen.right && center.x < univ.town->in_town_rect.right && center.x < univ.town->max_dim - 5) {
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center.x++;
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need_redraw = true;
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// MARK: Begin: Screen shift
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if(scrollableModes.count(overall_mode) && the_point.in(terrain_viewport) && !the_point.in(world_screen)) {
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if(the_point.y < world_screen.top && center.y > univ.town->in_town_rect.top && center.y > 4) {
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center.y--;
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need_redraw = true;
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}
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if(the_point.x < world_screen.left && center.x > univ.town->in_town_rect.left && center.x > 4) {
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center.x--;
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need_redraw = true;
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}
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if(the_point.y > world_screen.bottom && center.y < univ.town->in_town_rect.bottom && center.y < univ.town->max_dim - 5) {
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center.y++;
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need_redraw = true;
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}
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if(the_point.x > world_screen.right && center.x < univ.town->in_town_rect.right && center.x < univ.town->max_dim - 5) {
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center.x++;
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need_redraw = true;
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}
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}
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// MARK: End: Screen shift
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}
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// MARK: End: Screen shift
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// MARK: Process clicks in PC stats area
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if(the_point.in(win_to_rects[WINRECT_PCSTATS])) {
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location pc_win_ul = win_to_rects[WINRECT_PCSTATS].topLeft();
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@@ -174,10 +174,6 @@ void end_shop_mode() {
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shop_sbar->hide();
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done_btn->hide();
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help_btn->hide();
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if(store_pre_shop_mode == MODE_TALKING) {
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place_talk_str("You conclude your business.", "", 0, dummy_rect);
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update_last_talk(TALK_BUSINESS);
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}
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overall_mode = store_pre_shop_mode;
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if(overall_mode == MODE_TALK_TOWN)
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@@ -186,7 +182,15 @@ void end_shop_mode() {
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center = univ.party.town_loc;
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update_explored(center);
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}
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stat_screen_mode = MODE_INVEN;
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if (overall_mode == MODE_TALKING) {
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// fixme: there must be a function to reset the talking state correctly
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place_talk_str("You conclude your business.", "", 0, dummy_rect);
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stat_screen_mode = MODE_SHOP;
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help_btn->show();
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}
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else
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stat_screen_mode = MODE_INVEN;
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put_item_screen(stat_window);
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put_pc_screen();
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// TODO: I suspect REFRESH_NONE will suffice here
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@@ -607,10 +607,16 @@ void alter_space(short i,short j,ter_num_t ter) {
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location l(i,j);
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l = local_to_global(l);
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univ.out[l.x][l.y] = ter;
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univ.out->terrain[i][j] = ter;
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if (univ.out->terrain[i][j] != ter) {
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univ.out->terrain[i][j] = ter;
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minimap::draw(true);
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}
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} else {
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ter_num_t former = univ.town->terrain(i,j);
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univ.town->terrain(i,j) = ter;
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if (former!=ter) {
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univ.town->terrain(i,j) = ter;
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minimap::draw(true);
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}
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if(univ.scenario.ter_types[ter].special == eTerSpec::CONVEYOR)
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univ.town.belt_present = true;
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if(univ.scenario.ter_types[former].light_radius != univ.scenario.ter_types[ter].light_radius)
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@@ -93,6 +93,9 @@ void set_visible(bool vis)
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windows.setVisible(true);
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visible = true;
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draw(true);
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// when a game is loaded, the windows is not adapted correctly
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// try to force a new refresh
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changed = true;
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makeFrontWindow(mainPtr);
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set_cursor(sword_curs);
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@@ -354,6 +357,9 @@ bool pollEvent()
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makeFrontWindow(mainPtr);
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else if(event.type == sf::Event::KeyPressed) {
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switch(event.key.code) {
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// checkme: the zone seems big enough
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// but maybe we can check for arrows here to move
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// in the zone
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case sf::Keyboard::Escape:
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set_visible(false);
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break;
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@@ -9,6 +9,7 @@
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#include "strdlog.hpp"
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#include "choicedlog.hpp"
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#include "fileio.hpp"
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#include "framerate_limiter.hpp"
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#include "spell.hpp"
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#include "sounds.hpp"
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#include "universe.hpp"
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@@ -2006,9 +2007,11 @@ void run_special(eSpecCtx which_mode, eSpecCtxType which_type, spec_num_t start_
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add_string_to_buf(debug);
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redraw_screen(REFRESH_TRANS);
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sf::Event evt;
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cFramerateLimiter fps_limiter;
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while(true) {
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if(mainPtr.pollEvent(evt) && (evt.type == sf::Event::KeyPressed || evt.type == sf::Event::MouseButtonPressed))
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break;
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fps_limiter.frame_finished();
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}
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if(evt.type == sf::Event::KeyPressed && evt.key.code == sf::Keyboard::Escape)
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univ.node_step_through = false;
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|
@@ -1,6 +1,7 @@
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#include "boe.global.hpp"
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#include "framerate_limiter.hpp"
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#include "universe.hpp"
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#include "boe.newgraph.hpp"
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#include "boe.graphics.hpp"
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@@ -124,15 +125,19 @@ void show_logo() {
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auto const &pict_to_draw = *ResMgr::textures.get("spidlogo", true);
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play_sound(-95);
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cFramerateLimiter fps_limiter;
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while(sound_going(95)) {
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draw_splash(pict_to_draw, mainPtr, logo_from);
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handle_splash_events();
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fps_limiter.frame_finished();
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}
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if(!get_int_pref("ShowStartupSplash", true)) {
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sf::Time delay = time_in_ticks(60);
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sf::Clock timer;
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while(timer.getElapsedTime() < delay)
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while(timer.getElapsedTime() < delay) {
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handle_splash_events();
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fps_limiter.frame_finished();
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}
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}
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}
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@@ -149,9 +154,11 @@ void plop_fancy_startup() {
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play_sound(-22);
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sf::Clock timer;
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cFramerateLimiter fps_limiter;
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while(timer.getElapsedTime() < delay) {
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draw_splash(pict_to_draw, mainPtr, intro_from);
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handle_splash_events();
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fps_limiter.frame_finished();
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}
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}
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|
@@ -26,9 +26,7 @@ void erase_hidden_towns(cOutdoors& sector, int quadrant_x, int quadrant_y);
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void erase_completed_specials(cArea& sector, std::function<void(location)> clear_spot);
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void erase_out_specials();
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bool does_location_have_special(cOutdoors& sector, location loc, eTerSpec type);
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void clear_map();
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void draw_map(bool need_refresh);
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bool is_door(location destination);
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void display_map();
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void check_done();
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bool quadrant_legal(short i, short j) ;
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|
@@ -9,16 +9,19 @@
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#include "boe.ui.hpp"
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#include <numeric>
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#include "enum_map.hpp"
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#include "boe.consts.hpp"
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#include "boe.locutils.hpp"
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#include "boe.graphics.hpp"
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#include "framerate_limiter.hpp"
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#include "mathutil.hpp"
|
||||
#include "render_shapes.hpp"
|
||||
#include "render_image.hpp"
|
||||
#include "res_image.hpp"
|
||||
#include "mathutil.hpp"
|
||||
#include "sounds.hpp"
|
||||
|
||||
#include "boe.consts.hpp"
|
||||
#include "boe.locutils.hpp"
|
||||
#include "boe.graphics.hpp"
|
||||
|
||||
namespace UI {
|
||||
cToolbar toolbar;
|
||||
}
|
||||
@@ -60,6 +63,7 @@ eToolbarButton cToolbar::button_hit(sf::RenderWindow& win, location click) {
|
||||
bool done = false, clicked = false;
|
||||
win.setActive();
|
||||
active = i;
|
||||
cFramerateLimiter fps_limiter;
|
||||
while(!done){
|
||||
redraw_screen(REFRESH_NONE);
|
||||
while(win.pollEvent(e)) {
|
||||
@@ -79,6 +83,8 @@ eToolbarButton cToolbar::button_hit(sf::RenderWindow& win, location click) {
|
||||
active = toolbar[i].bounds.contains(toPos) ? i : -1;
|
||||
}
|
||||
}
|
||||
if (!done)
|
||||
fps_limiter.frame_finished();
|
||||
}
|
||||
play_sound(37, time_in_ticks(5));
|
||||
redraw_screen(REFRESH_NONE);
|
||||
|
Reference in New Issue
Block a user