示例#1
0
void Heroes::FadeIn(void) const
{
    const Point & mp = GetCenter();
    const Interface::GameArea & gamearea = Interface::GameArea::Get();

    if(!(gamearea.GetRectMaps() & mp)) return;

    Display & display = Display::Get();

    bool reflect = ReflectSprite(direction);

    s16 dx = gamearea.GetMapsPos().x + TILEWIDTH * (mp.x - gamearea.GetRectMaps().x);
    s16 dy = gamearea.GetMapsPos().y + TILEWIDTH * (mp.y - gamearea.GetRectMaps().y);

    const Sprite & sprite1 = SpriteHero(*this, sprite_index, reflect);

    Point dst_pt1(dx + (reflect ? TILEWIDTH - sprite1.x() - sprite1.w() : sprite1.x()), dy + sprite1.y() + TILEWIDTH);
    Rect src_rt;

    gamearea.SrcRectFixed(src_rt, dst_pt1, sprite1.w(), sprite1.h());

    LocalEvent & le = LocalEvent::Get();
    u8 alpha = 0;

    while(le.HandleEvents() && alpha < 250)
    {
        if(Game::AnimateInfrequent(Game::HEROES_FADE_DELAY))
        {
            Cursor::Get().Hide();

	    for(s16 y = mp.y - 1; y <= mp.y + 1; ++y)
		for(s16 x = mp.x - 1; x <= mp.x + 1; ++x)
    		    if(Maps::isValidAbsPoint(x, y))
	    {
        	const Maps::Tiles & tile = world.GetTiles(Maps::GetIndexFromAbsPoint(x, y));

        	tile.RedrawTile(display);
        	tile.RedrawBottom(display);
        	tile.RedrawObjects(display);
    	    }

    	    sprite1.Blit(alpha, src_rt, dst_pt1, display);

	    for(s16 y = mp.y - 1; y <= mp.y + 1; ++y)
		for(s16 x = mp.x - 1; x <= mp.x + 1; ++x)
    		    if(Maps::isValidAbsPoint(x, y))
	    {
        	const Maps::Tiles & tile = world.GetTiles(Maps::GetIndexFromAbsPoint(x, y));

        	tile.RedrawTop(display);
    	    }

	    Cursor::Get().Show();
	    display.Flip();
            alpha += 10;
        }
    }
}
示例#2
0
void Heroes::Redraw(Surface & dst, s32 dx, s32 dy, bool with_shadow) const
{
    const Point & mp = GetCenter();
    const Interface::GameArea & gamearea = Interface::Basic::Get().GetGameArea();
    if(!(gamearea.GetRectMaps() & mp)) return;

    bool reflect = ReflectSprite(direction);

    const Sprite & sprite1 = SpriteHero(*this, sprite_index, reflect, false);
    const Sprite & sprite2 = SpriteFlag(*this, sprite_index, reflect, false);
    const Sprite & sprite3 = SpriteShad(*this, sprite_index);
    const Sprite & sprite4 = SpriteFroth(*this, sprite_index, reflect);

    Point dst_pt1(dx + (reflect ? TILEWIDTH - sprite1.x() - sprite1.w() : sprite1.x()), dy + sprite1.y() + TILEWIDTH);
    Point dst_pt2(dx + (reflect ? TILEWIDTH - sprite2.x() - sprite2.w() : sprite2.x()), dy + sprite2.y() + TILEWIDTH);
    Point dst_pt3(dx + sprite3.x(), dy + sprite3.y() + TILEWIDTH);
    Point dst_pt4(dx + (reflect ? TILEWIDTH - sprite4.x() - sprite4.w() : sprite4.x()), dy + sprite4.y() + TILEWIDTH);

    // apply offset
    if(sprite_index < 45)
    {
	s32 ox = 0;
	s32 oy = 0;
	int frame = (sprite_index % 9);

	switch(direction)
	{
    	    case Direction::TOP:            oy = -4 * frame; break;
    	    case Direction::TOP_RIGHT:      ox = 4 * frame; oy = -4 * frame; break;
    	    case Direction::TOP_LEFT:       ox = -4 * frame; oy = -4 * frame; break;
    	    case Direction::BOTTOM_RIGHT:   ox = 4 * frame; oy = 4 * frame; break;
    	    case Direction::BOTTOM:         oy = 4 * frame; break;
    	    case Direction::BOTTOM_LEFT:    ox = -4 * frame; oy = 4 * frame; break;
    	    case Direction::RIGHT:          ox = 4 * frame; break;
    	    case Direction::LEFT:           ox = -4 * frame; break;
    	    default: break;
	}

	dst_pt1.x += ox;
	dst_pt1.y += oy;
	dst_pt2.x += ox;
	dst_pt2.y += oy;
	dst_pt3.x += ox;
	dst_pt3.y += oy;
	dst_pt4.x += ox;
	dst_pt4.y += oy;
    }

    if(isShipMaster())
    {
	dst_pt1.y -= 15;
	dst_pt2.y -= 15;
	dst_pt3.y -= 15;
	dst_pt4.y -= 15;

	sprite4.Blit(gamearea.RectFixed(dst_pt4, sprite4.w(), sprite4.h()), dst_pt4, dst);
    }

    // redraw sprites for shadow
    if(with_shadow)
	sprite3.Blit(gamearea.RectFixed(dst_pt3, sprite3.w(), sprite3.h()), dst_pt3, dst);

    // redraw sprites hero and flag
    sprite1.Blit(gamearea.RectFixed(dst_pt1, sprite1.w(), sprite1.h()), dst_pt1, dst);
    sprite2.Blit(gamearea.RectFixed(dst_pt2, sprite2.w(), sprite2.h()), dst_pt2, dst);

    // redraw dependences tiles
    Maps::Tiles & tile = world.GetTiles(center.x, center.y);
    const s32 centerIndex = GetIndex();
    bool skip_ground = MP2::isActionObject(tile.GetObject(false), isShipMaster());

    tile.RedrawTop(dst);

    if(Maps::isValidDirection(centerIndex, Direction::TOP))
	world.GetTiles(Maps::GetDirectionIndex(centerIndex, Direction::TOP)).RedrawTop4Hero(dst, skip_ground);

    if(Maps::isValidDirection(centerIndex, Direction::BOTTOM))
    {
	Maps::Tiles & tile_bottom = world.GetTiles(Maps::GetDirectionIndex(centerIndex, Direction::BOTTOM));
	tile_bottom.RedrawBottom4Hero(dst);
	tile_bottom.RedrawTop(dst);
    }

    if(45 > GetSpriteIndex())
    {
	if(Direction::BOTTOM != direction &&
	    Direction::TOP != direction &&
	    Maps::isValidDirection(centerIndex, direction))
	{
	    if(Maps::isValidDirection(Maps::GetDirectionIndex(centerIndex, direction), Direction::BOTTOM))
	    {
		Maps::Tiles & tile_dir_bottom = world.GetTiles(Maps::GetDirectionIndex(Maps::GetDirectionIndex(centerIndex, direction), Direction::BOTTOM));
    		tile_dir_bottom.RedrawBottom4Hero(dst);
		tile_dir_bottom.RedrawTop(dst);
	    }
	    if(Maps::isValidDirection(Maps::GetDirectionIndex(centerIndex, direction), Direction::TOP))
	    {
		Maps::Tiles & tile_dir_top = world.GetTiles(Maps::GetDirectionIndex(Maps::GetDirectionIndex(centerIndex, direction), Direction::TOP));
		tile_dir_top.RedrawTop4Hero(dst, skip_ground);
	    }
	}

	if(Maps::isValidDirection(centerIndex, Direction::BOTTOM))
	{
	    Maps::Tiles & tile_bottom = world.GetTiles(Maps::GetDirectionIndex(centerIndex, Direction::BOTTOM));

	    if(tile_bottom.GetObject() == MP2::OBJ_BOAT)
    		tile_bottom.RedrawObjects(dst);
	}
    }

    if(Maps::isValidDirection(centerIndex, direction))
    {
	if(Direction::TOP == direction)
	    world.GetTiles(Maps::GetDirectionIndex(centerIndex, direction)).RedrawTop4Hero(dst, skip_ground);
	else
	    world.GetTiles(Maps::GetDirectionIndex(centerIndex, direction)).RedrawTop(dst);
    }
}