Merge remote-tracking branch 'jostephd/invisible-teleport' into 1.14
* jostephd/invisible-teleport: Units: Add is_visible_to_team() overload and use it to improve the previous commit. Unit Display: When a unit teleports, don't scroll to the source or destination hex if the unit is invisible there.
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commit
c3da7b8510
3 changed files with 34 additions and 11 deletions
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@ -71,23 +71,32 @@ static void teleport_unit_between(const map_location& a, const map_location& b,
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if ( disp.fogged(a) && disp.fogged(b) ) {
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return;
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}
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const display_context& dc = disp.get_disp_context();
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const team& viewing_team = dc.get_team(disp.viewing_side());
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temp_unit.set_location(a);
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if ( !disp.fogged(a) ) { // teleport
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const bool a_visible = temp_unit.is_visible_to_team(a, viewing_team, dc, false);
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const bool b_visible = temp_unit.is_visible_to_team(b, viewing_team, dc, false);
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if ( a_visible ) { // teleport
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disp.invalidate(a);
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temp_unit.set_facing(a.get_relative_dir(b));
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disp.scroll_to_tiles(a, b, game_display::ONSCREEN, true, 0.0, false);
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if ( b_visible )
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disp.scroll_to_tiles(a, b, game_display::ONSCREEN, true, 0.0, false);
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else
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disp.scroll_to_tile(a, game_display::ONSCREEN, true, false);
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unit_animator animator;
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animator.add_animation(&temp_unit,"pre_teleport",a);
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animator.start_animations();
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animator.wait_for_end();
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}
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temp_unit.set_location(b);
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if ( !disp.fogged(b) ) { // teleport
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if ( b_visible ) { // teleport
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disp.invalidate(b);
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temp_unit.set_facing(a.get_relative_dir(b));
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disp.scroll_to_tiles(b, a, game_display::ONSCREEN, true, 0.0, false);
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if ( a_visible )
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disp.scroll_to_tiles(b, a, game_display::ONSCREEN, true, 0.0, false);
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else
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disp.scroll_to_tile(b, game_display::ONSCREEN, true, false);
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unit_animator animator;
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animator.add_animation(&temp_unit,"post_teleport",b);
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animator.start_animations();
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@ -316,10 +325,17 @@ void unit_mover::proceed_to(unit_ptr u, size_t path_index, bool update, bool wai
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// Safety check.
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path_index = std::min(path_index, path_.size()-1);
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for ( ; current_ < path_index; ++current_ )
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for ( ; current_ < path_index; ++current_ ) {
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// It is possible for path_[current_] and path_[current_+1] not to be adjacent.
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// When that is the case, and the unit is invisible at path_[current_], we shouldn't
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// scroll to that hex.
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std::vector<map_location> locs;
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if (!temp_unit_ptr_->invisible(path_[current_], disp_->get_disp_context()))
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locs.push_back(path_[current_]);
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if (!temp_unit_ptr_->invisible(path_[current_+1], disp_->get_disp_context()))
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locs.push_back(path_[current_+1]);
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// If the unit can be seen by the viewing side while making this step:
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if ( !is_enemy_ || !temp_unit_ptr_->invisible(path_[current_], disp_->get_disp_context()) ||
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!temp_unit_ptr_->invisible(path_[current_+1], disp_->get_disp_context()) )
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if ( !is_enemy_ || !locs.empty() )
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{
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// Wait for the previous step to complete before drawing the next one.
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wait_for_anims();
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@ -333,8 +349,7 @@ void unit_mover::proceed_to(unit_ptr u, size_t path_index, bool update, bool wai
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// scroll in as much of the remaining path as possible
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if ( temp_unit_ptr_->anim_comp().get_animation() )
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temp_unit_ptr_->anim_comp().get_animation()->pause_animation();
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disp_->scroll_to_tiles(path_.begin() + current_,
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path_.end(), game_display::ONSCREEN,
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disp_->scroll_to_tiles(locs, game_display::ONSCREEN,
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true, false, 0.0, force_scroll_);
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if ( temp_unit_ptr_->anim_comp().get_animation() )
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temp_unit_ptr_->anim_comp().get_animation()->restart_animation();
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@ -350,6 +365,7 @@ void unit_mover::proceed_to(unit_ptr u, size_t path_index, bool update, bool wai
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teleport_unit_between(path_[current_], path_[current_+1],
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*temp_unit_ptr_, *disp_);
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}
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}
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// Update the unit's facing.
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u->set_facing(temp_unit_ptr_->facing());
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@ -2358,6 +2358,11 @@ bool unit::invisible(const map_location& loc, const display_context& dc, bool se
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bool unit::is_visible_to_team(const team& team,const display_context& dc, bool const see_all) const
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{
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const map_location& loc = get_location();
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return is_visible_to_team(loc, team, dc, see_all);
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}
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bool unit::is_visible_to_team(const map_location& loc, const team& team, const display_context& dc, bool const see_all) const
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{
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if(!dc.map().on_board(loc)) {
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return false;
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}
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@ -1571,6 +1571,8 @@ public:
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bool invisible(const map_location& loc, const display_context& dc, bool see_all = true) const;
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bool is_visible_to_team(const team& team, const display_context& dc, bool const see_all = true) const;
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/// Return true if the unit would be visible to team if its location were loc.
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bool is_visible_to_team(const map_location& loc, const team& team, const display_context& dc, bool const see_all = true) const;
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/**
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* Serializes the current unit metadata values.
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