Various stuff

- Export of monster missiles and summons
- Rendering support for custom PC graphics
- Fix display of stats on startup screen
- Fix implementation of animate attack node
This commit is contained in:
2015-01-17 00:07:43 -05:00
parent e2093b5997
commit bd3df18fb1
5 changed files with 92 additions and 18 deletions

View File

@@ -361,7 +361,7 @@ void draw_startup_stats() {
}
style.pointSize = 12;
pc_rect.offset(12,16);
std::string status = "Level " + univ.party[i].level;
std::string status = "Level " + std::to_string(univ.party[i].level);
switch(univ.party[i].main_status) {
case eMainStatus::ALIVE:
switch(univ.party[i].race) {

View File

@@ -270,14 +270,26 @@ void draw_pcs(location center,short mode) {
(/*cartoon_happening ||*/ party_can_see(univ.party[i].combat_pos) < 6)){
where_draw.x = univ.party[i].combat_pos.x - center.x + 4;
where_draw.y = univ.party[i].combat_pos.y - center.y + 4;
source_rect = calc_rect(2 * (univ.party[i].which_graphic / 8), univ.party[i].which_graphic % 8);
if(univ.party[i].dir >= 4)
source_rect.offset(28,0);
if(combat_posing_monster == i)
source_rect.offset(0,288);
sf::Texture* from_gw;
if(univ.party[i].which_graphic >= 1000) {
bool isParty = univ.party[i].which_graphic >= 10000;
pic_num_t need_pic = univ.party[i].which_graphic % 1000;
if(univ.party[i].dir >= 4)
need_pic++;
if(combat_posing_monster == i)
need_pic += 2;
graf_pos_ref(from_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty);
} else {
source_rect = calc_rect(2 * (univ.party[i].which_graphic / 8), univ.party[i].which_graphic % 8);
if(univ.party[i].dir >= 4)
source_rect.offset(28,0);
if(combat_posing_monster == i)
source_rect.offset(0,288);
from_gw = &pc_gworld;
}
if(mode == 0) {
Draw_Some_Item(pc_gworld, source_rect, terrain_screen_gworld, where_draw, 1, 0);
Draw_Some_Item(*from_gw, source_rect, terrain_screen_gworld, where_draw, 1, 0);
}
if((current_pc == i) && (mode == 1) && !monsters_going) {
@@ -470,14 +482,24 @@ void draw_party_symbol(location center) {
if((univ.party.in_boat < 0) && (univ.party.in_horse < 0)) {
i = first_active_pc();
source_rect = calc_rect(2 * (univ.party[current_pc].which_graphic / 8), univ.party[i].which_graphic % 8);
if(univ.party[current_pc].dir >= 4)
source_rect.offset(28,0);
sf::Texture* from_gw;
if(univ.party[i].which_graphic >= 1000) {
bool isParty = univ.party[i].which_graphic >= 10000;
pic_num_t need_pic = univ.party[i].which_graphic % 1000;
if(univ.party[i].dir >= 4)
need_pic++;
graf_pos_ref(from_gw, source_rect) = spec_scen_g.find_graphic(need_pic, isParty);
} else {
source_rect = calc_rect(2 * (univ.party[current_pc].which_graphic / 8), univ.party[i].which_graphic % 8);
if(univ.party[current_pc].dir >= 4)
source_rect.offset(28,0);
from_gw = &pc_gworld;
}
ter_num_t ter = is_out() ? univ.out[univ.party.p_loc.x][univ.party.p_loc.y] : univ.town->terrain(univ.town.p_loc.x,univ.town.p_loc.y);
// now wedge in bed graphic
if(is_town() && univ.scenario.ter_types[ter].special == eTerSpec::BED)
draw_one_terrain_spot((short) target.x,(short) target.y,10000 + univ.scenario.ter_types[ter].flag1.u);
else Draw_Some_Item(pc_gworld, source_rect, terrain_screen_gworld, target, 1, 0);
else Draw_Some_Item(*from_gw, source_rect, terrain_screen_gworld, target, 1, 0);
}
else if(univ.party.in_boat >= 0) {
if(univ.party.direction == 0 || univ.party.direction > 4) i = 4;

View File

@@ -4052,8 +4052,14 @@ void townmode_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
if(which_mode == eSpecCtx::TALK)
break;
i = combat_posing_monster;
if(l.y >= 0) combat_posing_monster = monst_there(l);
else combat_posing_monster = spec.ex1a;
if(l.y >= 0) {
int monst = monst_there(l);
if(monst < 90)
combat_posing_monster = 100 + monst;
else combat_posing_monster = pc_there(l);
if(combat_posing_monster == 6)
combat_posing_monster = -1;
} else combat_posing_monster = spec.ex1a;
if(combat_posing_monster < 0 || combat_posing_monster >= univ.town->max_monst()) {
combat_posing_monster = i;
break;

View File

@@ -10,6 +10,7 @@
#include <vector>
#include <map>
#include <sstream>
#include <stack>
#include "classes.h"
#include "oldstructs.h"
@@ -856,6 +857,8 @@ cOutdoors* cCurOut::operator->() {
cUniverse::cUniverse(long party_type) : party(*this, party_type), out(*this), town(*this) {}
void cUniverse::check_monst(cMonster& monst) {
if(monst.see_spec == -2) return; // Avoid infinite recursion
monst.see_spec = -2;
if(monst.picture_num >= 10000) {
int pic = monst.picture_num - 10000;
int sz = pic / 1000, base = pic % 1000;
@@ -865,7 +868,34 @@ void cUniverse::check_monst(cMonster& monst) {
for(int i = 0; i < numGraph; i++)
used_graphics.insert(base + i);
} else if(monst.picture_num >= 1000) {
update_monsters[monst.picture_num].insert(&monst);
update_monsters[monst.picture_num - 1000].insert(&monst);
}
for(auto& abil : monst.abil) {
switch(getMonstAbilCategory(abil.first)) {
case eMonstAbilCat::MISSILE:
if(abil.second.missile.pic >= 10000) {
for(int i = 0; i < 4; i++)
used_graphics.insert(abil.second.missile.pic - 10000 + i);
} else if(abil.second.missile.pic >= 1000) {
update_missiles[abil.second.missile.pic - 1000].insert(&abil.second.missile.pic);
}
break;
case eMonstAbilCat::GENERAL:
if(abil.second.gen.pic >= 10000) {
for(int i = 0; i < 4; i++)
used_graphics.insert(abil.second.gen.pic - 10000 + i);
} else if(abil.second.gen.pic >= 1000) {
update_missiles[abil.second.gen.pic - 1000].insert(&abil.second.gen.pic);
}
break;
case eMonstAbilCat::SUMMON:
check_monst(scenario.scen_monsters[abil.second.summon.type]);
break;
case eMonstAbilCat::RADIATE:
case eMonstAbilCat::SPECIAL:
case eMonstAbilCat::INVALID:
break;
}
}
}
@@ -886,7 +916,7 @@ void cUniverse::check_item(cItem& item) {
for(int i = 0; i < 4; i++)
used_graphics.insert(item.missile - 10000 + i);
else if(item.missile >= 1000)
update_missiles[item.missile - 1000].insert(&item);
update_missiles[item.missile - 1000].insert(&item.missile);
}
}
@@ -970,8 +1000,8 @@ void cUniverse::exportGraphics() {
update_items.clear();
for(auto pic : update_missiles) {
pic_num_t pos = addGraphic(pic.first, PIC_MISSILE);
for(auto& item : pic.second)
item->missile = 10000 + pos;
for(auto& missile : pic.second)
*missile = 10000 + pos;
}
update_missiles.clear();
for(auto pic : update_monsters) {
@@ -1030,6 +1060,21 @@ void cUniverse::exportSummons() {
used_monsters.insert(party.imprisoned_monst[i] - 10000);
else need_monsters.insert(party.imprisoned_monst[i]);
}
std::stack<mon_num_t> last_check;
for(mon_num_t m : need_monsters) last_check.push(m);
while(!last_check.empty()) {
mon_num_t monst = last_check.top();
last_check.pop();
if(scenario.scen_monsters[monst].abil[eMonstAbil::SUMMON].active) {
mon_num_t summon = scenario.scen_monsters[monst].abil[eMonstAbil::SUMMON].summon.type;
if(summon >= 10000)
used_monsters.insert(summon - 10000);
else if(!need_monsters.count(summon)) {
last_check.push(summon);
need_monsters.insert(summon);
}
}
}
// Now that we know which exported summon slots are still in use and which new monsters need to be exported,
// we can copy the monster records from the scenario record into the exported summon slots.
if(used_monsters.empty()) party.summons.clear();

View File

@@ -154,9 +154,10 @@ enum eAmbientSound {
class cUniverse{
template<typename T> using update_info = std::set<T*>;
std::map<pic_num_t, update_info<cItem>> update_items, update_missiles;
std::map<pic_num_t, update_info<cItem>> update_items;
std::map<pic_num_t, update_info<cMonster>> update_monsters;
std::map<pic_num_t, update_info<cPlayer>> update_pcs;
std::map<pic_num_t, update_info<miss_num_t>> update_missiles;
std::set<pic_num_t> used_graphics;
pic_num_t addGraphic(pic_num_t pic, ePicType type);
void check_monst(cMonster& monst);