New advanced preference to use a local ToD color-shift
Because the memory cost is now acceptable (and only there when playing maps with big caves using special ToD)
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7 changed files with 18 additions and 6 deletions
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@ -44,7 +44,7 @@ Version 1.9.0-svn:
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* Items & scenery: New anvil, and revised trash and lighthouse
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* Two new flag styles.
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* Animate terrain in editor
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* Underground maps now use a ToD color-shift
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* New advanced preference to use a local ToD color-shift
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* Language and i18n:
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* Updated translations: British English, Catalan, Chinese (Simplified),
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Chinese (Traditional), Czech, Dutch, Finnish, French, Galician, German,
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@ -42,6 +42,14 @@
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default=yes
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[/advanced_preference]
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[advanced_preference]
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field=local_tod_light
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name=_"Local time of day light"
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description=_"Local time of day light effect (use more memory)."
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type=boolean
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default=no
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[/advanced_preference]
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[advanced_preference]
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field=startup_effect
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name=_"Show Titlescreen Animation"
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@ -64,7 +64,6 @@
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#temporary disable hex brightening
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hex_brightening=1.0
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hex_semi_brightening=1.25
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local_light=no
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flag_rgb=flag_green
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red_green_scale="e60000,ff0000,ff4000,ff8000,ffc000,ffff00,c0ff00,80ff00,40ff00,00ff00,00e600"
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@ -114,6 +114,8 @@ display::display(CVideo& video, const gamemap* map, const config& theme_cfg, con
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selectedHex_(),
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mouseoverHex_(),
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keys_(),
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animate_map_(true),
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local_tod_light_(false),
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drawing_buffer_(),
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map_screenshot_(false),
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fps_handle_(0),
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@ -697,7 +699,7 @@ std::vector<surface> display::get_terrain_images(const map_location &loc,
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std::string color_mod;
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bool use_lightmap = false;
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bool use_local_light = game_config::local_light;
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bool use_local_light = local_tod_light_;
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if(use_local_light){
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const time_of_day& tod = get_time_of_day(loc);
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@ -1936,6 +1938,9 @@ void display::draw(bool update,bool force) {
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if (screen_.update_locked()) {
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return;
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}
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local_tod_light_ = preferences::get("local_tod_light", false);
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bool changed = draw_init();
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pre_draw();
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// invalidate all that needs to be invalidated
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@ -601,6 +601,9 @@ protected:
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/** Local cache for preferences::animate_map, since it is constantly queried. */
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bool animate_map_;
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/** Local cache for preferences "local_tod_light" */
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bool local_tod_light_;
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public:
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/** Helper structure for rendering the terrains. */
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struct tblit{
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@ -107,7 +107,6 @@ namespace game_config
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double hex_brightening = 1.5;
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double hex_semi_brightening = 1.25;
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bool local_light = false;
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std::vector<std::string> foot_speed_prefix;
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std::string foot_teleport_enter;
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@ -217,7 +216,6 @@ namespace game_config
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xp_bar_scaling = v["xp_bar_scaling"].to_double(0.5);
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hex_brightening = v["hex_brightening"].to_double(1.5);
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hex_semi_brightening = v["hex_semi_brightening"].to_double(1.25);
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local_light = v["local_light"].to_bool(false);
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foot_speed_prefix = utils::split(v["footprint_prefix"]);
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foot_teleport_enter = v["footprint_teleport_enter"].str();
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@ -108,7 +108,6 @@ namespace game_config
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extern double hp_bar_scaling, xp_bar_scaling;
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extern double hex_brightening;
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extern double hex_semi_brightening;
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extern bool local_light;
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extern std::string flag_rgb;
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extern std::vector<Uint32> red_green_scale;
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