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Feature #1157 ยป 0074-Animate-3Layer-extras-background.patch

Marko Lindqvist, 11/24/2024 10:01 AM

View differences:

client/tilespec.c
struct anim *single;
struct sprite *cardinals[MAX_INDEX_CARDINAL];
struct {
struct sprite
*background;
struct anim
*foreground,
*middleground;
*middleground,
*background;
} bmf;
struct {
struct sprite
......
sz_strlcpy(full_tag_name, tag);
strcat(full_tag_name, "_bg");
t->sprites.extras[id].u.bmf.background = load_sprite(t, full_tag_name,
TRUE, TRUE, FALSE);
t->sprites.extras[id].u.bmf.background = anim_load(t, full_tag_name, 0);
sz_strlcpy(full_tag_name, tag);
strcat(full_tag_name, "_mg");
......
extra_type_list_iterate(t->style_lists[ESTYLE_3LAYER], pextra) {
if (tile_has_extra(ptile, pextra)
&& is_extra_drawing_enabled(pextra)
&& t->sprites.extras[extra_index(pextra)].u.bmf.background) {
&& t->sprites.extras[extra_index(pextra)].u.bmf.background != nullptr) {
bool hidden = FALSE;
extra_type_list_iterate(pextra->hiders, phider) {
......
} extra_type_list_iterate_end;
if (!hidden) {
ADD_SPRITE_FULL(t->sprites.extras[extra_index(pextra)].u.bmf.background);
ADD_ANIM_FULL(t->sprites.extras[extra_index(pextra)].u.bmf.background);
}
}
} extra_type_list_iterate_end;
......
return 0;
}
#define ADD_SPRITE_IF_NOT_NULL(x) do {\
if ((x) != NULL) {\
ADD_SPRITE_FULL(x);\
}\
} while (FALSE)
#define ADD_FRAME0_IF_NOT_NULL(x) do {\
if ((x) != nullptr) {\
ADD_FRAME0_FULL(x);\
......
} while (FALSE)
/* Corresponds to LAYER_SPECIAL{1,2,3} order. */
ADD_SPRITE_IF_NOT_NULL(t->sprites.extras[idx].u.bmf.background);
ADD_FRAME0_IF_NOT_NULL(t->sprites.extras[idx].u.bmf.background);
ADD_FRAME0_IF_NOT_NULL(t->sprites.extras[idx].u.bmf.middleground);
ADD_FRAME0_IF_NOT_NULL(t->sprites.extras[idx].u.bmf.foreground);
#undef ADD_SPRITE_IF_NOT_NULL
#undef ADD_FRAME0_IF_NOT_NULL
return sprs - saved_sprs;
data/alio/fortresses.spec
tiles = { "row", "column", "tag"
0, 0, "base.force_fortress_bg"
0, 0, "base.force_fortress_bg_0"
1, 0, "base.force_fortress_fg_0"
0, 1, "base.tower_bg"
0, 1, "base.tower_bg_0"
1, 1, "base.tower_fg_0"
}
data/amplio/moderncities.spec
0, 1, "base.airbase_mg_0"
0, 2, "tx.airbase_full"
0, 4, "base.outpost_fg_0"
0, 5, "base.outpost_bg"
0, 5, "base.outpost_bg_0"
0, 6, "city.electricage_occupied_0"
0, 6, "city.modern_occupied_0"
0, 6, "city.postmodern_occupied_0"
......
1, 1, "base.airstrip_mg_0"
1, 4, "base.fortress_fg_0"
1, 5, "base.fortress_bg"
1, 5, "base.fortress_bg_0"
;
; city tiles
;
data/amplio2/bases.spec
0, 1, "tx.airbase_full"
;[HH]
0, 3, "base.fortress_fg_0"
0, 4, "base.fortress_bg"
0, 4, "base.fortress_bg_0"
;[HH][GS]
1, 0, "base.airstrip_mg_0"
;[El]
......
1, 2, "extra.ruins_mg_0"
;[HH][GS]
1, 3, "base.outpost_fg_0"
1, 4, "base.outpost_bg"
1, 4, "base.outpost_bg_0"
; [SK]
1, 5, "extra.transport_hub_mg_0"
;[Lexxie]
2, 2, "base.castle2_fg_0" ; Alternate castle (larger 'closed' version which makes hidden units more plausible ...
2, 3, "base.castle2_bg" ; ... but also hides the terrain graphics)
2, 3, "base.castle2_bg_0" ; ... but also hides the terrain graphics)
2, 4, "base.castle_fg_0"
2, 5, "base.castle_bg"
2, 5, "base.castle_bg_0"
;[HH]
0, 2, "cd.occupied",
"city.european_occupied_0",
data/hex2t/items.spec
1, 5, "base.buoy_mg_0"
1, 6, "extra.ruins_mg_0"
3, 8, "base.outpost_fg_0"
3, 9, "base.outpost_bg"
3, 9, "base.outpost_bg_0"
4, 8, "base.fortress_fg_0"
4, 9, "base.fortress_bg"
4, 9, "base.fortress_bg_0"
; default city tiles
2, 2, "cd.city"
data/hexemplio/bases.spec
1, 1, "tx.airbase_full"
;[HH][GS]
1, 2, "base.outpost_fg_0"
0, 2, "base.outpost_bg"
0, 2, "base.outpost_bg_0"
;[HH]
1, 3, "base.fortress_fg_0"
0, 3, "base.fortress_bg"
0, 3, "base.fortress_bg_0"
;[HH]
0, 4, "city.disorder"
;[El]
data/isotrident/cities.spec
0, 2, "tx.airbase_full"
0, 3, "base.airstrip_mg_0"
0, 4, "base.fortress_fg_0"
0, 5, "base.fortress_bg"
0, 5, "base.fortress_bg_0"
0, 6, "extra.ruins_mg_0"
0, 7, "base.buoy_mg_0"
0, 8, "base.outpost_fg_0"
0, 9, "base.outpost_bg"
0, 9, "base.outpost_bg_0"
;
; city tiles
data/trident/tiles.spec
16, 9, "base.airstrip_mg_0"
16, 10, "base.airbase_mg_0"
16, 11, "base.outpost_mg_0"
16, 12, "base.fortress_bg"
16, 12, "base.fortress_bg_0"
; Numbers: city size: (also used for goto)
    (1-1/1)