Animations are now optional

The default behaviour is still there though.
master
Ahmed Samy 11 years ago
parent 4f997a3826
commit eb4fb4ff41

@ -141,6 +141,10 @@ void Client::registerLuaFunctions()
g_lua.bindSingletonFunction("g_map", "getZoneColor", &Map::getZoneColor, &g_map);
g_lua.bindSingletonFunction("g_map", "showZones", &Map::showZones, &g_map);
g_lua.bindSingletonFunction("g_map", "showZone", &Map::showZone, &g_map);
g_lua.bindSingletonFunction("g_map", "setForceShowAnimations", &Map::setForceShowAnimations, &g_map);
g_lua.bindSingletonFunction("g_map", "isForcingAnimations", &Map::isForcingAnimations, &g_map);
g_lua.bindSingletonFunction("g_map", "isShowingAnimations", &Map::isShowingAnimations, &g_map);
g_lua.bindSingletonFunction("g_map", "setShowAnimations", &Map::setShowAnimations, &g_map);
g_lua.bindSingletonFunction("g_map", "beginGhostMode", &Map::beginGhostMode, &g_map);
g_lua.bindSingletonFunction("g_map", "endGhostMode", &Map::endGhostMode, &g_map);
g_lua.bindSingletonFunction("g_map", "findItemsById", &Map::findItemsById, &g_map);

@ -39,6 +39,7 @@ TilePtr Map::m_nulltile;
void Map::init()
{
resetAwareRange();
m_animationFlags |= Animation_Show;
}
void Map::terminate()
@ -363,6 +364,34 @@ void Map::setZoneColor(tileflags_t zone, const Color& color)
m_zoneColors[zone] = color;
}
void Map::setForceShowAnimations(bool force)
{
if(force) {
if(!(m_animationFlags & Animation_Force))
m_animationFlags |= Animation_Force;
} else
m_animationFlags &= ~Animation_Force;
}
bool Map::isForcingAnimations()
{
return (m_animationFlags & Animation_Force) == Animation_Force;
}
bool Map::isShowingAnimations()
{
return (m_animationFlags & Animation_Show) == Animation_Show;
}
void Map::setShowAnimations(bool show)
{
if(show) {
if(!(m_animationFlags & Animation_Show))
m_animationFlags |= Animation_Show;
} else
m_animationFlags &= ~Animation_Show;
}
void Map::beginGhostMode(float opacity)
{
g_painter->setOpacity(opacity);

@ -93,6 +93,11 @@ enum {
BLOCK_SIZE = 32
};
enum : uint8 {
Animation_Force,
Animation_Show
};
class TileBlock {
public:
TileBlock() { m_tiles.fill(nullptr); }
@ -195,6 +200,11 @@ public:
bool showZones() { return m_zoneFlags != 0; }
bool showZone(tileflags_t zone) { return (m_zoneFlags & zone) == zone; }
void setForceShowAnimations(bool force);
bool isForcingAnimations();
bool isShowingAnimations();
void setShowAnimations(bool show);
void beginGhostMode(float opacity);
void endGhostMode();
@ -244,6 +254,7 @@ private:
std::vector<MapViewPtr> m_mapViews;
std::unordered_map<Position, std::string, PositionHasher> m_waypoints;
uint8 m_animationFlags;
uint32 m_zoneFlags;
std::array<Color, TILESTATE_LAST> m_zoneColors;
float m_zoneOpacity;

@ -85,11 +85,22 @@ void MapView::draw(const Rect& rect)
Position cameraPosition = getCameraPosition();
int drawFlags = 0;
// First branch:
// This is unlikely to be false because a lot of us
// don't wanna hear their GPU fan while playing a
// 2D game.
//
// Second & Third branch:
// This is likely to be true since not many people have
// low-end graphics cards.
if(unlikely(g_map.isForcingAnimations()) || (likely(g_map.isShowingAnimations()) && m_viewMode == NEAR_VIEW))
drawFlags = Otc::DrawAnimations;
if(m_viewMode == NEAR_VIEW)
drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls |
Otc::DrawItems | Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawMissiles | Otc::DrawAnimations;
drawFlags |= Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls |
Otc::DrawItems | Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawMissiles;
else
drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems;
drawFlags |= Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems;
if(m_mustDrawVisibleTilesCache || (drawFlags & Otc::DrawAnimations)) {
m_framebuffer->bind();

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