Improved the draw functions for the graphical explosion warning (TIME_BOMB_WARNING = TRUE):

- underlying terrain can still be seen
- Fix: graphical glich while scrolling

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8429 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2017-07-25 19:08:10 +00:00
parent 8d3d77ad84
commit 1a87aa3b1f
4 changed files with 143 additions and 37 deletions
+19 -9
View File
@@ -352,22 +352,32 @@ void LineDraw( BOOL fClip, int XStart, int YStart, int XEnd, int YEnd, short Col
//Draws a pixel in the specified color
void PixelDraw( BOOLEAN fClip, INT32 xp, INT32 yp, INT16 sColor, UINT8 *pScreen )
{
INT8 col2 = sColor >> 8;
INT8 col1 = sColor & 0x00ff;
if ( fClip )
{
if ( !ClipPoint( xp, yp ) )
return;
}
if ( fClip && !ClipPoint( xp, yp ) )
return;
// point to the bitmap address first pixel to draw
pScreen += yp * giImageWidth + xp * 2;
INT8 col2 = sColor >> 8;
INT8 col1 = sColor & 0x00ff;
pScreen[ 0 ] = col1;
pScreen[ 1 ] = col2;
}
// Flugente: alter the colour of existing pixels instead of fully replacing the colour
void PixelAlterColour(BOOLEAN fClip, INT32 xp, INT32 yp, UINT8 col1, UINT8 col2, UINT8 *pScreen)
{
if ( fClip && !ClipPoint( xp, yp ) )
return;
// point to the bitmap address first pixel to draw
pScreen += yp * giImageWidth + xp * 2;
pScreen[0] |= col1;
pScreen[1] |= col2;
}
/* Draws a horizontal run of pixels, then advances the bitmap pointer to
the first pixel of the next run. */
void DrawHorizontalRun(UINT8 **ScreenPtr, int XAdvance,
+4
View File
@@ -57,6 +57,10 @@ void SetClippingRegionAndImageWidth(
// that your line will be within the region you want it to be in, set
// fClip == FALSE.
void PixelDraw( BOOLEAN fClip, INT32 xp, INT32 yp, INT16 sColor, UINT8 *pScreen );
// Flugente: alter the colour of existing pixels instead of fully replacing the colour
void PixelAlterColour( BOOLEAN fClip, INT32 xp, INT32 yp, UINT8 col1, UINT8 col2, UINT8 *pScreen );
void LineDraw( BOOL fClip, int XStart, int YStart, int XEnd, int YEnd, short Color, UINT8 *ScreenPtr);
void LineDraw( BOOL fClip, int XStart, int YStart, int XEnd, int YEnd, short Color, UINT8 *ScreenPtr);
void LineDraw8( BOOL fClip, int XStart, int YStart, int XEnd, int YEnd, short Color, UINT8 *ScreenPtr);
+114 -26
View File
@@ -583,28 +583,27 @@ void RenderRubberBanding( )
}
// Flugente: draw moving circles around a gridno. This is used to warn the player of impending explosions
void DrawExplosionWarning( INT32 sGridno, INT8 usLevel, INT8 usDelay )
void DrawExplosionWarning( INT32 sGridno, INT8 sLevel, INT8 sDelay )
{
if ( usDelay <= 0 )
return;
UINT16 usLineColor = 0;
UINT32 uiDestPitchBYTES;
UINT8* pDestBuf;
INT32 iBack = -1;
INT16 periods = 120 / usDelay;
static INT32 uiTimeOfLastUpdate = 0;
static INT32 updatecounter = 0;
INT16 sScreenX, sScreenY;
if ( TileIsOutOfBounds( sGridno ) )
return;
if ( sDelay <= 0 )
return;
UINT32 uiDestPitchBYTES;
UINT8* pDestBuf;
INT32 iBack = -1;
INT16 periods = 120 / sDelay;
static INT32 uiTimeOfLastUpdate = 0;
static INT32 updatecounter = 0;
INT16 sScreenX, sScreenY;
// Get screen pos of gridno......
GetGridNoScreenXY( sGridno, &sScreenX, &sScreenY );
// ATE: If we are on a higher interface level, substract....
if ( usLevel == 1 )
if ( sLevel == 1 )
sScreenY -= 50;
if ( (GetJA2Clock( ) - uiTimeOfLastUpdate) > 30 )
@@ -620,7 +619,7 @@ void DrawExplosionWarning( INT32 sGridno, INT8 usLevel, INT8 usDelay )
// make sure to check for these boundaries later on, and only draw inside them
SetClippingRegionAndImageWidth( uiDestPitchBYTES, gsVIEWPORT_START_X, gsVIEWPORT_WINDOW_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_WINDOW_END_Y );
INT16 numcircles = max( 1, 4 - usDelay);
INT16 numcircles = max( 1, 4 - sDelay);
// we determine the biggest rectangle we have to reserve
INT32 best_xl = 99999;
@@ -636,9 +635,7 @@ void DrawExplosionWarning( INT32 sGridno, INT8 usLevel, INT8 usDelay )
INT16 radius_inner = max( 2, radiusvar );
INT16 radius_outer = radius_inner + radius;
usLineColor = Get16BPPColor( FROMRGB( min( 255, 50 + 2 * radiusvar ), 0, 0 ) );
// determine area of where the circle will be drawn in, take into account what part of the sector we actually see
INT32 xl = max( gsVIEWPORT_START_X, sScreenX - radius_outer );
INT32 xr = min( gsVIEWPORT_END_X, sScreenX + radius_outer );
@@ -656,11 +653,12 @@ void DrawExplosionWarning( INT32 sGridno, INT8 usLevel, INT8 usDelay )
for ( INT32 y = yl; y <= yr; ++y )
{
FLOAT diff = sqrt( (FLOAT)(xdiffsquared + 2 * (sScreenY - y) * (sScreenY - y)) );
FLOAT diff = sqrt( (FLOAT)(xdiffsquared + 4 * (sScreenY - y) * (sScreenY - y)) );
if ( radius_inner <= diff && diff <= radius_outer )
{
PixelDraw( FALSE, x, y, usLineColor, pDestBuf );
// we alter the colour of existing pixels instead of fully replacing the colour. As a result, one can still see the map regions we draw over, which looks a lot better
PixelAlterColour( FALSE, x, y, 0x00, 0x88, pDestBuf );
sthdrawn = TRUE;
}
@@ -668,14 +666,104 @@ void DrawExplosionWarning( INT32 sGridno, INT8 usLevel, INT8 usDelay )
}
}
// only do this once
if ( sthdrawn )
// redraw background to stop weird graphic remnants remaining
// but don't do so while scrolling, because that looks weird
if ( !gfScrollPending && !gfScrollInertia )
{
iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, best_xl, best_yl, (INT16)(best_xr + 1), (INT16)(best_yr + 1) );
if ( iBack != -1 )
// only do this once
if ( sthdrawn )
{
SetBackgroundRectFilled( iBack );
iBack = RegisterBackgroundRect( BGND_FLAG_SINGLE, NULL, best_xl, best_yl, (INT16)(best_xr + 1), (INT16)(best_yr + 1) );
if ( iBack != -1 )
{
SetBackgroundRectFilled( iBack );
}
}
}
UnLockVideoSurface( FRAME_BUFFER );
}
// Flugente: draw a circle around a gridno
// For now, we aren't using usColour, but that will likely change in the future
void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThickness, UINT16 usColour )
{
if ( TileIsOutOfBounds( sGridno ) )
return;
if ( sRadius <= 0 )
return;
UINT32 uiDestPitchBYTES;
UINT8* pDestBuf;
INT32 iBack = -1;
INT16 sScreenX, sScreenY;
// Get screen pos of gridno......
GetGridNoScreenXY( sGridno, &sScreenX, &sScreenY );
// ATE: If we are on a higher interface level, substract....
if ( sLevel == 1 )
sScreenY -= 50;
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
// make sure to check for these boundaries later on, and only draw inside them
SetClippingRegionAndImageWidth( uiDestPitchBYTES, gsVIEWPORT_START_X, gsVIEWPORT_WINDOW_START_Y, gsVIEWPORT_END_X, gsVIEWPORT_WINDOW_END_Y );
// we determine the biggest rectangle we have to reserve
INT32 best_xl = 99999;
INT32 best_xr = 0;
INT32 best_yl = 99999;
INT32 best_yr = 0;
BOOLEAN sthdrawn = FALSE;
INT16 radius_inner = sRadius - sThickness / 2;
INT16 radius_outer = sRadius + sThickness / 2;
// determine area of where the circle will be drawn in, take into account what part of the sector we actually see
INT32 xl = max( gsVIEWPORT_START_X, sScreenX - radius_outer );
INT32 xr = min( gsVIEWPORT_END_X, sScreenX + radius_outer );
INT32 yl = max( gsVIEWPORT_WINDOW_START_Y, sScreenY - radius_outer );
INT32 yr = min( gsVIEWPORT_WINDOW_END_Y, sScreenY + radius_outer );
best_xl = min( best_xl, xl );
best_xr = max( best_xr, xr );
best_yl = min( best_yl, yl );
best_yr = max( best_yr, yr );
for ( INT32 x = xl; x <= xr; ++x )
{
FLOAT xdiffsquared = (FLOAT)((sScreenX - x) * (sScreenX - x));
for ( INT32 y = yl; y <= yr; ++y )
{
FLOAT diff = sqrt( (FLOAT)(xdiffsquared + 4 * (sScreenY - y) * (sScreenY - y)) );
if ( radius_inner <= diff && diff <= radius_outer )
{
// we alter the colour of existing pixels instead of fully replacing the colour. As a result, one can still see the map regions we draw over, which looks a lot better
PixelAlterColour( FALSE, x, y, 0xFF, 0x00, pDestBuf );
sthdrawn = TRUE;
}
}
}
// redraw background to stop weird graphic remnants remaining
// but don't do so while scrolling, because that looks weird
if (!gfScrollPending && !gfScrollInertia)
{
// only do this once
if (sthdrawn)
{
iBack = RegisterBackgroundRect(BGND_FLAG_SINGLE, NULL, best_xl, best_yl, (INT16)(best_xr + 1), (INT16)(best_yr + 1));
if (iBack != -1)
{
SetBackgroundRectFilled(iBack);
}
}
}
+6 -2
View File
@@ -66,7 +66,11 @@ void DrawCounters( SOLDIERTYPE *pSoldier );
void PrintCounter( INT16 x, INT16 y, INT16 data, UINT16 &width, UINT8 ubForegound, UINT8 scale = PRINT_SCALE_PLAIN_NUMBER );
void PrintSuppressionCounter( INT16 x, INT16 y, INT16 sX, INT16 sY, UINT8 data, UINT16 &widthDamage, UINT16 &widthSuppression, UINT8 ubForeground, UINT8 scale, UINT8 option);
// Flugente: draw moving circles around a gridno. This is used to warn the playe of impending explosions
void DrawExplosionWarning( INT32 sGridno, INT8 usLevel, INT8 usDelay );
// Flugente: draw moving circles around a gridno. This is used to warn the player of impending explosions
void DrawExplosionWarning( INT32 sGridno, INT8 sLevel, INT8 sDelay );
// Flugente: draw a circle around a gridno
// For now, we aren't using usColour, but that will likely change in the future
void DrawTraitRadius( INT32 sGridno, INT8 sLevel, INT32 sRadius, INT16 sThickness, UINT16 usColour );
#endif