Пример #1
0
void Tile::draw(const Point& dest, float scaleFactor, int drawFlags, LightView *lightView)
{
    bool animate = drawFlags & Otc::DrawAnimations;

    /* Flags to be checked for.  */
    static const tileflags_t flags[] = {
        TILESTATE_HOUSE,
        TILESTATE_PROTECTIONZONE,
        TILESTATE_OPTIONALZONE,
        TILESTATE_HARDCOREZONE,
        TILESTATE_NOLOGOUT
    };

    // first bottom items
    if(drawFlags & (Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawOnBottom)) {
        m_drawElevation = 0;
        for(const ThingPtr& thing : m_things) {
            if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom())
                break;

            bool restore = false;
            if(g_map.showZones() && thing->isGround()) {
                for(unsigned int i = 0; i < sizeof(flags) / sizeof(tileflags_t); ++i) {
                    tileflags_t flag = flags[i];
                    if(hasFlag(flag) && g_map.showZone(flag)) {
                        g_painter->setOpacity(g_map.getZoneOpacity());
                        g_painter->setColor(g_map.getZoneColor(flag));
                        restore = true;
                        break;
                    }
                }
            }

            if((thing->isGround() && drawFlags & Otc::DrawGround) ||
               (thing->isGroundBorder() && drawFlags & Otc::DrawGroundBorders) ||
               (thing->isOnBottom() && drawFlags & Otc::DrawOnBottom)) {
                thing->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);

                if(restore) {
                    g_painter->resetOpacity();
                    g_painter->resetColor();
                }
            }

            m_drawElevation += thing->getElevation();
            if(m_drawElevation > Otc::MAX_ELEVATION)
                m_drawElevation = Otc::MAX_ELEVATION;
        }
    }

    int redrawPreviousTopW = 0;
    int redrawPreviousTopH = 0;

    if(drawFlags & Otc::DrawItems) {
        // now common items in reverse order
        for(auto it = m_things.rbegin(); it != m_things.rend(); ++it) {
            const ThingPtr& thing = *it;
            if(thing->isOnTop() || thing->isOnBottom() || thing->isGroundBorder() || thing->isGround() || thing->isCreature())
                break;
            thing->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);

            if(thing->isLyingCorpse()) {
                redrawPreviousTopW = std::max(thing->getWidth(), redrawPreviousTopW);
                redrawPreviousTopH = std::max(thing->getHeight(), redrawPreviousTopH);
            }

            m_drawElevation += thing->getElevation();
            if(m_drawElevation > Otc::MAX_ELEVATION)
                m_drawElevation = Otc::MAX_ELEVATION;
        }
    }

    // after we render 2x2 lying corpses, we must redraw previous creatures/ontop above them
    if(redrawPreviousTopH > 0 || redrawPreviousTopW > 0) {
        int topRedrawFlags = drawFlags & (Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawOnTop | Otc::DrawAnimations);
        if(topRedrawFlags) {
            for(int x=-redrawPreviousTopW;x<=0;++x) {
                for(int y=-redrawPreviousTopH;y<=0;++y) {
                    if(x == 0 && y == 0)
                        continue;
                    const TilePtr& tile = g_map.getTile(m_position.translated(x,y));
                    if(tile)
                        tile->draw(dest + Point(x*Otc::TILE_PIXELS, y*Otc::TILE_PIXELS)*scaleFactor, scaleFactor, topRedrawFlags);
                }
            }
        }
    }

    // creatures
    if(drawFlags & Otc::DrawCreatures) {
        if(animate) {
            for(const CreaturePtr& creature : m_walkingCreatures) {
                creature->draw(Point(dest.x + ((creature->getPosition().x - m_position.x)*Otc::TILE_PIXELS - m_drawElevation)*scaleFactor,
                                     dest.y + ((creature->getPosition().y - m_position.y)*Otc::TILE_PIXELS - m_drawElevation)*scaleFactor), scaleFactor, animate, lightView);
            }
        }

        for(auto it = m_things.rbegin(); it != m_things.rend(); ++it) {
            const ThingPtr& thing = *it;
            if(!thing->isCreature())
                continue;
            CreaturePtr creature = thing->static_self_cast<Creature>();
            if(creature && (!creature->isWalking() || !animate))
                creature->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);
        }
    }

    // effects
    if(drawFlags & Otc::DrawEffects)
        for(const EffectPtr& effect : m_effects)
            effect->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);

    // top items
    if(drawFlags & Otc::DrawOnTop)
        for(const ThingPtr& thing : m_things)
            if(thing->isOnTop())
                thing->draw(dest, scaleFactor, animate, lightView); 

    // draw translucent light (for tiles beneath holes)
    if(hasTranslucentLight() && lightView) {
        Light light;
        light.intensity = 1;
        lightView->addLightSource(dest + Point(16,16) * scaleFactor, scaleFactor, light);
    }
}
Пример #2
0
void Tile::draw(const Point& dest, float scaleFactor, int drawFlags, LightView *lightView)
{
    bool animate = drawFlags & Otc::DrawAnimations;

    // Added for MapEditor purposes.
    // This check will and must evaluate to false if using
    // normal client, unless some flag error.
    // Save last color
    Color lastColor = g_painter->getColor();
    if((m_flags & TILESTATE_HOUSE) == TILESTATE_HOUSE)
        g_painter->setColor(Color::blue);
    else if((m_flags & TILESTATE_PROTECTIONZONE) == TILESTATE_PROTECTIONZONE)
        g_painter->setColor(Color::green);
    // first bottom items
    if(drawFlags & (Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawOnBottom)) {
        m_drawElevation = 0;
        for(const ThingPtr& thing : m_things) {
            if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom())
                break;

            if((thing->isGround() && drawFlags & Otc::DrawGround) ||
               (thing->isGroundBorder() && drawFlags & Otc::DrawGroundBorders) ||
               (thing->isOnBottom() && drawFlags & Otc::DrawOnBottom)) {
                thing->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);
            }

            m_drawElevation += thing->getElevation();
            if(m_drawElevation > Otc::MAX_ELEVATION)
                m_drawElevation = Otc::MAX_ELEVATION;
        }
    }

    int redrawPreviousTopW = 0;
    int redrawPreviousTopH = 0;

    if(drawFlags & Otc::DrawItems) {
        // now common items in reverse order
        for(auto it = m_things.rbegin(); it != m_things.rend(); ++it) {
            const ThingPtr& thing = *it;
            if(thing->isOnTop() || thing->isOnBottom() || thing->isGroundBorder() || thing->isGround() || thing->isCreature())
                break;
            thing->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);

            if(thing->isLyingCorpse()) {
                redrawPreviousTopW = std::max(thing->getWidth(), redrawPreviousTopW);
                redrawPreviousTopH = std::max(thing->getHeight(), redrawPreviousTopH);
            }

            m_drawElevation += thing->getElevation();
            if(m_drawElevation > Otc::MAX_ELEVATION)
                m_drawElevation = Otc::MAX_ELEVATION;
        }
    }

    // after we render 2x2 lying corpses, we must redraw previous creatures/ontop above them
    if(redrawPreviousTopH > 0 || redrawPreviousTopW > 0) {
        int topRedrawFlags = drawFlags & (Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawOnTop | Otc::DrawAnimations);
        if(topRedrawFlags) {
            for(int x=-redrawPreviousTopW;x<=0;++x) {
                for(int y=-redrawPreviousTopH;y<=0;++y) {
                    if(x == 0 && y == 0)
                        continue;
                    const TilePtr& tile = g_map.getTile(m_position.translated(x,y));
                    if(tile)
                        tile->draw(dest + Point(x*Otc::TILE_PIXELS, y*Otc::TILE_PIXELS)*scaleFactor, scaleFactor, topRedrawFlags);
                }
            }
        }
    }

    // creatures
    if(drawFlags & Otc::DrawCreatures) {
        if(animate) {
            for(const CreaturePtr& creature : m_walkingCreatures) {
                creature->draw(Point(dest.x + ((creature->getPosition().x - m_position.x)*Otc::TILE_PIXELS - m_drawElevation)*scaleFactor,
                                     dest.y + ((creature->getPosition().y - m_position.y)*Otc::TILE_PIXELS - m_drawElevation)*scaleFactor), scaleFactor, animate, lightView);
            }
        }

        for(auto it = m_things.rbegin(); it != m_things.rend(); ++it) {
            const ThingPtr& thing = *it;
            if(!thing->isCreature())
                continue;
            CreaturePtr creature = thing->static_self_cast<Creature>();
            if(creature && (!creature->isWalking() || !animate))
                creature->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);

        }
    }

    // effects
    if(drawFlags & Otc::DrawEffects) {
        for(const EffectPtr& effect : m_effects){
            effect->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);
        }
    }

    // top items
    if(drawFlags & Otc::DrawOnTop) {
        for(const ThingPtr& thing : m_things) {
            if(thing->isOnTop()){
                thing->draw(dest, scaleFactor, animate, lightView);
            }
        }
    }

    // draw translucent light (for tiles beneath holes)
    if(hasTranslucentLight() && lightView) {
        Light light;
        light.intensity = 1;
        lightView->addLightSource(dest + Point(16,16) * scaleFactor, scaleFactor, light);
    }

    // Restore color
    g_painter->setColor(lastColor);
}