示例#1
0
void wid_intro_hide (void)
{
    if (wid_intro_is_hidden) {
        return;
    }

    LOG("Intro screen hide");

    wid_intro_is_hidden = true;
    wid_intro_is_visible = false;

    music_halt();

    if (!wid_intro) {
        return;
    }

    wid_fade_out(wid_intro_title, intro_effect_delay_zoom);

    wid_hide(wid_intro, 0);
    wid_raise(wid_intro);
    wid_update(wid_intro);

    wid_destroy_in(wid_intro, wid_hide_delay * 2);

    wid_intro_menu_destroy();
    wid_destroy_in(wid_intro_title, wid_hide_delay * 2);

    wid_intro = 0;
    wid_intro_title = 0;
}
示例#2
0
/*
 * Replace or place a tile.
 */
widp
wid_game_map_client_replace_tile (widp w, 
                                  double x, double y, 
                                  thingp t,
                                  tpp tp)
{
    tree_rootp thing_tiles;
    const char *tilename;
    tilep tile;
    widp child;

    verify(w);

    /*
     * Grow tl and br to fit the template thing. Use the first tile.
     */
    if (!tp) {
        tp = thing_tp(t);
        if (!tp) {
            ERR("no thing template to replace on client");
            return (0);
        }
    }

    if ((x < 0) || (y < 0) || (x >= MAP_WIDTH) || (y >= MAP_WIDTH)) {
        LOG("client: thing template [%s] cannot be placed at %f %f",
            tp_short_name(tp), x, y);
        return (0);
    }

    thing_tiles = tp_get_tiles(tp);
    if (!thing_tiles) {
        ERR("thing template [%s] has no tiles", tp_short_name(tp));
        return (0);
    }

    thing_tilep thing_tile;

    /*
     * Get a random tile to start with.
     */
    thing_tile = (typeof(thing_tile)) thing_tile_random(thing_tiles);

    /*
     * Find the real tile that corresponds to this name.
     */
    tilename = thing_tile_name(thing_tile);
    tile = tile_find(tilename);

    if (!tile) {
        ERR("tile name %s from thing %s not found on client",
            tilename,
            tp_short_name(tp));
        return (0);
    }

    /*
     * Make a new thing.
     */
    child = wid_new_square_button(wid_game_map_client_grid_container,
                                  "client map tile");

    wid_set_mode(child, WID_MODE_NORMAL);
    wid_set_no_shape(child);

    /*
     * "paint" the thing.
     */
    wid_game_map_client_set_thing_template(child, tp);

    if (!t) {
        t = thing_client_local_new(tp);
    }

    wid_set_thing(child, t);
    wid_set_tile(child, tile);

    double dx = 0;
    double dy = 0;

    /*
     * Does it appear as a different size on screen?
     */
    double scale = tp_get_scale(tp);

    /*
     * So we have baby and bigger slimes. But alas this is visual only and has 
     * no effect on hp on the server yet.
     */
    if (thing_is_variable_size(t)) {
        scale += gaussrand(0.0, 0.05);
    }

    if (scale != 1.0) {
        wid_scaling_blit_to_pct_in(child, scale, scale, 500, 9999999);
    }

    if (thing_is_cloud_effect(t)) {
        /*
         * The epicenter needs to be where it was on the server as we do a 
         * flood fill to see where the rest of the explosion goes.
         */
        if (!t->is_epicenter) {
            dx = gaussrand(0.0, 0.5);
            dy = gaussrand(0.0, 0.5);
        }

        wid_fade_out(child, 1000);
    }

    thing_client_wid_update(t, x + dx, y + dy, false /* smooth */,
                            true /* is new */);

    /*
     * Offset tall things
     */
    if (scale != 1.0) {
        if (thing_is_blit_y_offset(t)) {
            wid_set_blit_y_offset(child, 
                                  wid_get_height(child) * scale * -((scale - 1.0) / 2.0));
        }
    }

    /*
     * If this is a pre-existing thing perhaps being recreated ona new level
     * then it will have a direction already. Update it.
     */
    if (thing_is_animated(t)) {
        thing_animate(t);
    }

    /*
     * This adds it to the grid wid.
     */
#ifdef DEBUG_CLIENT_THING
    wid_update(child);
    char name[20];
    sprintf(name, "%d",t->thing_id);
    wid_set_text(child,name);
#endif

    /*
     * We've been told about the epicenter of an explsion, now emulate the 
     * blast.
     */
    if (t->is_epicenter && thing_is_cloud_effect(t) ) {

        if ((tp->id == THING_EXPLOSION1)        ||
            (tp->id == THING_EXPLOSION2)        ||
            (tp->id == THING_EXPLOSION3)        ||
            (tp->id == THING_EXPLOSION4)        ||
            (tp->id == THING_SMALL_EXPLOSION1)  ||
            (tp->id == THING_SMALL_EXPLOSION2)  ||
            (tp->id == THING_SMALL_EXPLOSION3)  ||
            (tp->id == THING_SMALL_EXPLOSION4)  ||
            (tp->id == THING_MED_EXPLOSION1)    ||
            (tp->id == THING_MED_EXPLOSION2)    ||
            (tp->id == THING_MED_EXPLOSION3)    ||
            (tp->id == THING_MED_EXPLOSION4)    ||
            (tp->id == THING_FIREBURST1)        ||
            (tp->id == THING_FIREBURST2)        ||
            (tp->id == THING_FIREBURST3)        ||
            (tp->id == THING_FIREBURST4)        ||
            (tp->id == THING_BOMB)              ||
            (tp->id == THING_POISON1)           ||
            (tp->id == THING_POISON2)           ||
            (tp->id == THING_CLOUDKILL1)        ||
            (tp->id == THING_CLOUDKILL2)) {

            level_place_explosion(client_level,
                                  0, /* owner */
                                  tp,
                                  t->x, t->y,
                                  t->x, t->y);
        } else {
            ERR("unknown explosion %s", thing_logname(t));
        }
    }

    const char *sound = tp_sound_on_creation(tp);
    if (sound) {
        if (thing_is_cloud_effect(t)) {
            if (t->is_epicenter) {
                sound_play_at(sound, t->x, t->y);
            }
        } else {
            sound_play_at(sound, t->x, t->y);
        }
    }

    return (child);
}