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[Wesnoth-cvs-commits] wesnoth src/unit_display.cpp po/wesnoth/fr.po


From: Philippe Plantier
Subject: [Wesnoth-cvs-commits] wesnoth src/unit_display.cpp po/wesnoth/fr.po
Date: Sun, 31 Oct 2004 14:25:41 -0500

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Philippe Plantier <address@hidden>      04/10/31 19:20:07

Modified files:
        src            : unit_display.cpp 

Log message:
        Can a multiplication by zero (i/nsteps) be anything else than a bug? 
Also remove the casts than unnecessarily clutter the code.

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/src/unit_display.cpp.diff?tr1=1.33&tr2=1.34&r1=text&r2=text

Modified files:
        po/wesnoth     : fr.po 

Log message:
        Fixed an unproperly-escaped quote in the French translation

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/po/wesnoth/fr.po.diff?tr1=1.28&tr2=1.29&r1=text&r2=text

Patches:
Index: wesnoth/src/unit_display.cpp
diff -u wesnoth/src/unit_display.cpp:1.37 wesnoth/src/unit_display.cpp:1.38
--- wesnoth/src/unit_display.cpp:1.37   Sun Sep 19 16:22:21 2004
+++ wesnoth/src/unit_display.cpp        Sun Sep 26 08:20:00 2004
@@ -71,14 +71,45 @@
 
        int skips = 0;
 
+       const int acceleration = disp.turbo() ? 5:1;
+
+       gamemap::location src_adjacent[6];
+       get_adjacent_tiles(a, src_adjacent);
+
        const std::string& halo = u.type().image_halo();
        util::scoped_resource<int,halo::remover> halo_effect(0);
        if(halo.empty() == false && !disp.fogged(b.x,b.y)) {
                halo_effect.assign(halo::add(0,0,halo));
        }
-
-       gamemap::location src_adjacent[6];
-       get_adjacent_tiles(a, src_adjacent);
+       
+       const unit_animation *teleport_animation_p = 
u.type().teleport_animation();
+       if (teleport_animation_p && !tiles_adjacent(a, b) && !disp.fogged(a.x, 
a.y)) { // teleport
+               unit_animation teleport_animation =  *teleport_animation_p;
+               int animation_time;
+               const int begin_at = 
teleport_animation.get_first_frame_time(unit_animation::UNIT_FRAME);
+               teleport_animation.start_animation(begin_at, 
unit_animation::UNIT_FRAME, acceleration);
+               animation_time = teleport_animation.get_animation_time();
+               adjust_map_position(disp, xsrc, ysrc, disp.hex_size(), 
disp.hex_size());
+               while(animation_time < 0) {
+                       const std::string* unit_image = 
&teleport_animation.get_current_frame(unit_animation::UNIT_FRAME).image;
+                       if (unit_image->empty()) {
+                               unit_image = &u.type().image();
+                       }
+                       surface image(image::get_image(*unit_image));
+                       if (!face_left) {
+                               image.assign(image::reverse_image(image));
+                       }
+                       disp.draw_tile(a.x,a.y);
+                       for(int tile = 0; tile != 6; ++tile) {
+                               disp.draw_tile(src_adjacent[tile].x, 
src_adjacent[tile].y);
+                       }
+                       disp.draw_unit(xsrc,ysrc,image,false, 1.0, 0, 0.0, 
src_submerge);
+                       disp.update_display();
+                       events::pump();
+                       teleport_animation.update_current_frames();
+                       animation_time = 
teleport_animation.get_animation_time();
+               }
+       }
 
        for(int i = 0; i < nsteps; ++i) {
                events::pump();
@@ -113,6 +144,10 @@
 
                //invalidate the source tile and all adjacent tiles,
                //since the unit can partially overlap adjacent tiles
+               /* FIXME: This code is wrong for short-range teleportation 
since the teleported unit is not
+                * near its source location; consequently the unit leaves a 
ghost trace behind it. It does
+                * not happen for long-range teleportation since the scrolling 
has the nice side effect of
+                * cleaning up the display. -- silene */
                disp.draw_tile(a.x,a.y);
                for(int tile = 0; tile != 6; ++tile) {
                        disp.draw_tile(src_adjacent[tile].x, 
src_adjacent[tile].y);
@@ -146,6 +181,37 @@
                        ++skips;
                }
        }
+
+       gamemap::location dst_adjacent[6];
+       get_adjacent_tiles(b, dst_adjacent);
+
+       if (teleport_animation_p && !tiles_adjacent(a, b) && !disp.fogged(b.x, 
b.y)) { // teleport
+               unit_animation teleport_animation =  *teleport_animation_p;
+               int animation_time;
+               const int end_at = teleport_animation.get_last_frame_time();
+               teleport_animation.start_animation(0, 
unit_animation::UNIT_FRAME, acceleration);
+               animation_time = teleport_animation.get_animation_time();
+               adjust_map_position(disp, xdst, ydst, disp.hex_size(), 
disp.hex_size());
+               while(animation_time < end_at) {
+                       const std::string* unit_image = 
&teleport_animation.get_current_frame(unit_animation::UNIT_FRAME).image;
+                       if (unit_image->empty()) {
+                               unit_image = &u.type().image();
+                       }
+                       surface image(image::get_image(*unit_image));
+                       if (!face_left) {
+                               image.assign(image::reverse_image(image));
+                       }
+                       disp.draw_tile(b.x,b.y);
+                       for(int tile = 0; tile != 6; ++tile) {
+                               
disp.draw_tile(dst_adjacent[tile].x,dst_adjacent[tile].y);
+                       }
+                       disp.draw_unit(xdst, ydst, image, false, 1.0, 0, 0.0, 
dst_submerge);
+                       disp.update_display();
+                       events::pump();
+                       teleport_animation.update_current_frames();
+                       animation_time = 
teleport_animation.get_animation_time();
+               }
+       }
 }
 
 }
Index: wesnoth/po/wesnoth/fr.po
diff -u wesnoth/po/wesnoth/fr.po:1.28 wesnoth/po/wesnoth/fr.po:1.29
--- wesnoth/po/wesnoth/fr.po:1.28       Sun Oct 31 14:57:20 2004
+++ wesnoth/po/wesnoth/fr.po    Sun Oct 31 19:20:07 2004
@@ -11,7 +11,7 @@
 "Project-Id-Version: Battle for Wesnoth\n"
 "Report-Msgid-Bugs-To: http://bugs.wesnoth.org/\n";
 "POT-Creation-Date: 2004-10-31 02:21+0200\n"
-"PO-Revision-Date: 2004-10-31 10:59+0100\n"
+"PO-Revision-Date: 2004-10-31 21:21+0100\n"
 "Last-Translator: Wesnoth French Translation Team <address@hidden>\n"
 "Language-Team: Language fr\n"
 "MIME-Version: 1.0\n"
@@ -349,7 +349,7 @@
 "trouve.\n"
 "Il y a deux exceptions à cette règle : <ref>dst=magical_attacks text='les "
 "attaques enchantées'</ref> et le <ref>dst=ability_marksman text='tireur "
-"d'élite'</ref>. Les attaques magiques ont toujours une probabilité de "
+"d\\'élite'</ref>. Les attaques magiques ont toujours une probabilité de "
 "toucher de 70%, sans tenir compte du terrain, et les tireurs d'élite ont "
 "toujours au moins 60% de probabilité de toucher lorsque ce son eux qui "
 "attaquent, sans tenir compte du terrain.\n"




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