Fix up all the mini-map stuff!

- Preset animated graphics now start at 960 instead of 400, due to all the new preset terrains from the previous commit running into their range.
- Tore out some optimization in the automap drawing, because it made it harder to figure out why it wasn't working
- Both game and editor now use the larger 12x12 map graphics, and fall back to shrinking down the 28x36 terrain graphic if no map graphic is set
- Upon loading an old scenario, map graphic is automatically set the same as the main graphic if it's a preset graphic; for custom graphics it's set to none
- Scenario now has three zoom levels for mini-map - the original in which the entire town is visible, a slightly closer one that matches the in-game view, and a large one using the 12x12 map graphics at full size.
- Fix some map patterns having the wrong bounding rect
- Graphics (and sounds) now included in the project by folder reference, so that I don't need to manually every new sheet to the project
This commit is contained in:
2014-12-18 01:38:22 -05:00
parent 2f64789003
commit 2a2326035e
15 changed files with 160 additions and 943 deletions

View File

@@ -352,7 +352,7 @@ void edit_sign(short which_sign,short picture) {
sign_dlg["cancel"].attachClickHandler(std::bind(&cDialog::toast, &sign_dlg, false));
sign_dlg["okay"].attachClickHandler(std::bind(edit_sign_event_filter, _1, which_sign));
cPict& icon = dynamic_cast<cPict&>(sign_dlg["pic"]);
if(picture >= 400 && picture < 1000)
if(picture >= 960 && picture < 1000)
icon.setPict(picture, PIC_TER_ANIM);
else if(picture >= 2000)
icon.setPict(picture - 2000, PIC_CUSTOM_TER_ANIM);