- Fixed TfrmLogin to create the profile path if it doesn't exist

- Removed old code from TfrmMain.Render
- Bumped version to 0.4.5
- Moved TVirtualTile to UWorldItem
- Added TVirtualTile handling to CompareWorldItems
- Added priorities to the virtual tiles
This commit is contained in:
2009-12-02 18:40:03 +01:00
parent c030b9c586
commit 8df2313b4d
8 changed files with 627 additions and 801 deletions

View File

@@ -37,9 +37,6 @@ uses
ImagingClasses, dateutils, UPlatformTypes, UVector, UMap, contnrs;
type
TVirtualTile = class(TWorldItem);
TAccessChangedListener = procedure(AAccessLevel: TAccessLevel) of object;
TScreenBufferState = (sbsValid, sbsIndexed, sbsFiltered);
TScreenBufferStates = set of TScreenBufferState;
@@ -1937,170 +1934,6 @@ begin
if highlight then
glDisable(GL_COLOR_LOGIC_OP);
{GetDrawOffset(item.X - FX, item.Y - FY, drawX, drawY);
{if editing and acDraw.Checked and (singleTarget or multiTarget) then
begin
ghostTile := FGhostTile;
if (ghostTile is TMapCell) and (not frmDrawSettings.cbForceAltitude.Checked) then
ghostTile.Z := FLandscape.MapCell[item.X, item.Y].Z;
end else
ghostTile := nil;} //TODO : re add Ghost Tile
{if frmVirtualLayer.cbShowLayer.Checked then
begin
virtualTile := FVirtualLayer[k, j - k];
virtualTile.X := FX + offsetX;
virtualTile.Y := FY + offsetY;
virtualTile.Z := frmVirtualLayer.seZ.Value;
end else
virtualTile := nil;}
if not editing then
highlight := False
{else if item = virtualTile then
highlight := False} //todo virtual tile
else if acDelete.Checked and multiTarget and (item is TStaticItem) then
highlight := True
else if ((acElevate.Checked) or (acMove.Checked)) and multiTarget then
highlight := True
else if (acHue.Checked and multiTarget and (item is TMapCell)) then
highlight := True
else
highlight := (not acSelect.Checked) and
(not acHue.Checked) and
(item = CurrentTile) or
((item is TMapCell) and (item = ghostTile));
if highlight then
begin
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_COPY_INVERTED);
end;
if acFlat.Checked then
z := 0
else
z := item.Z;
glColor4f(intensity, intensity, intensity, 1.0);
{if TObject(draw[i]) = virtualTile then
begin
glBindTexture(GL_TEXTURE_2D, FVLayerMaterial.Texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2d(drawX - 22, drawY - z * 4);
glTexCoord2f(1, 0); glVertex2d(drawX - 22 + FVLayerMaterial.Width, drawY - z * 4);
glTexCoord2f(1, 1); glVertex2d(drawX - 22 + FVLayerMaterial.Width, drawY + FVLayerMaterial.Height - z * 4);
glTexCoord2f(0, 1); glVertex2d(drawX - 22, drawY + FVLayerMaterial.Height - z * 4);
glEnd;
FScreenBuffer.Store(Bounds(Trunc(drawX - 22), Trunc(drawY - z * 4), 44, 44), virtualTile, FVLayerMaterial);
end else} if item is TMapCell then //TODO : virtual tile!
begin
cell := TMapCell(item);
{if ResMan.Tiledata.LandTiles[cell.TileID].HasFlag(tdfTranslucent) then
glColor4f(intensity, intensity, intensity, 0.5);} //Possible, but probably not like the OSI client
mat := nil;
if not acFlat.Checked then
begin
west := FLandscape.GetLandAlt(item.X, item.Y + 1, z);
south := FLandscape.GetLandAlt(item.X + 1, item.Y + 1, z);
east := FLandscape.GetLandAlt(item.X + 1, item.Y, z);
if (west <> z) or (south <> z) or (east <> z) then
begin
mat := FTextureManager.GetTexMaterial(cell.TileID);
end;
end;
if mat = nil then
begin
mat := FTextureManager.GetArtMaterial(cell.TileID);
if (not (ghostTile is TMapCell)) or
(item = ghostTile) then //when we have a ghosttile, only draw that, but still store the real one
begin
glBindTexture(GL_TEXTURE_2D, mat.Texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2d(drawX - 22, drawY - z * 4);
glTexCoord2f(1, 0); glVertex2d(drawX - 22 + mat.Width, drawY - z * 4);
glTexCoord2f(1, 1); glVertex2d(drawX - 22 + mat.Width, drawY + mat.Height - z * 4);
glTexCoord2f(0, 1); glVertex2d(drawX - 22, drawY + mat.Height - z * 4);
glEnd;
end;
if item <> ghostTile then
FScreenBuffer.Store(Bounds(Trunc(drawX - 22), Trunc(drawY - z * 4), 44, 44), cell, mat);
end else // Texture found
begin
if (not (ghostTile is TMapCell)) or
(item = ghostTile) then //when we have a ghosttile, only draw that, but still store the real one
begin
glBindTexture(GL_TEXTURE_2D, mat.Texture);
//if (not cell.Selected) and (intensity = 1.0) then
if not cell.Selected then
glEnable(GL_LIGHTING);
normals := FLandscape.Normals[item.X, item.Y];
glBegin(GL_TRIANGLES);
glNormal3f(normals[3].X, normals[3].Y, normals[3].Z);
glTexCoord2f(0, 1); glVertex2d(drawX - 22, drawY + 22 - west * 4);
glNormal3f(normals[0].X, normals[0].Y, normals[0].Z);
glTexCoord2f(0, 0); glVertex2d(drawX, drawY - z * 4);
glNormal3f(normals[1].X, normals[1].Y, normals[1].Z);
glTexCoord2f(1, 0); glVertex2d(drawX + 22, drawY + 22 - east * 4);
glNormal3f(normals[1].X, normals[1].Y, normals[1].Z);
glTexCoord2f(1, 0); glVertex2d(drawX + 22, drawY + 22 - east * 4);
glNormal3f(normals[2].X, normals[2].Y, normals[2].Z);
glTexCoord2f(1, 1); glVertex2d(drawX, drawY + 44 - south * 4);
glNormal3f(normals[3].X, normals[3].Y, normals[3].Z);
glTexCoord2f(0, 1); glVertex2d(drawX - 22, drawY + 22 - west * 4);
glEnd;
//if (not cell.Selected) and (intensity = 1.0) then
if not cell.Selected then
glDisable(GL_LIGHTING);
end;
if item <> ghostTile then
FScreenBuffer.Store(Rect(Trunc(drawX - 22), Trunc(drawY - z * 4), Trunc(drawX + 22), Trunc(drawY + 44 - south * 4)), cell, mat);
end;
end else if item is TStaticItem then
begin
staticItem := TStaticItem(item);
staticTileData := ResMan.Tiledata.StaticTiles[staticItem.TileID];
if tbSetHue.Down and ((singleTarget and (item = CurrentTile)) or multiTarget) then
begin
if frmHueSettings.lbHue.ItemIndex > 0 then
hue := ResMan.Hue.Hues[frmHueSettings.lbHue.ItemIndex - 1]
else
hue := nil;
end else if staticItem.Hue > 0 then
hue := ResMan.Hue.Hues[staticItem.Hue - 1]
else
hue := nil;
if staticTileData.HasFlag(tdfTranslucent) then
glColor4f(intensity, intensity, intensity, 0.5);
mat := FTextureManager.GetArtMaterial($4000 + staticItem.TileID, hue, (staticTileData.Flags and tdfPartialHue) = tdfPartialHue);
south := mat.RealHeight;
east := mat.RealWidth div 2;
glBindTexture(GL_TEXTURE_2D, mat.Texture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2d(drawX - east, drawY + 44 - south - z * 4);
glTexCoord2f(1, 0); glVertex2d(drawX - east + mat.Width, drawY + 44 - south - z * 4);
glTexCoord2f(1, 1); glVertex2d(drawX - east + mat.Width, drawY + 44 - south + mat.Height - z * 4);
glTexCoord2f(0, 1); glVertex2d(drawX - east, drawY + 44 - south + mat.Height - z * 4);
glEnd;
if TObject(draw[i]) <> ghostTile then
FScreenBuffer.Store(Bounds(Trunc(drawX - east), Trunc(drawY + 44 - south - z * 4), mat.RealWidth, Trunc(south)), staticItem, mat);
end;}
end;
FOverlayUI.Draw(oglGameWindow);
@@ -2362,6 +2195,8 @@ begin
virtualTile.X := tileX;
virtualTile.Y := tileY;
virtualTile.Z := frmVirtualLayer.seZ.Value;
virtualTile.Priority := virtualTile.Z;
virtualTile.PriorityBonus := MaxInt;
Inc(i);
end;