scummvm/engines/xeen/interface.h

235 lines
5.1 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef XEEN_INTERFACE_H
#define XEEN_INTERFACE_H
#include "common/scummsys.h"
#include "xeen/dialogs/dialogs.h"
#include "xeen/interface_minimap.h"
#include "xeen/interface_scene.h"
#include "xeen/party.h"
#include "xeen/window.h"
namespace Xeen {
class XeenEngine;
enum Obscurity {
OBSCURITY_BLACK = 0,
OBSCURITY_3 = 1,
OBSCURITY_2 = 2,
OBSCURITY_1 = 3,
OBSCURITY_NONE = 4
};
enum IconsMode {
ICONS_STANDARD = 0,
ICONS_COMBAT = 1
};
enum FallState {
FALL_NONE = 0,
FALL_IN_PROGRESS = 1,
FALL_START = 2
};
#define HILIGHT_CHAR_DISABLED -2
#define HILIGHT_CHAR_NONE -1
/**
* Class responsible for drawing the images of the characters in the party
*/
class PartyDrawer {
private:
XeenEngine *_vm;
SpriteResource _dseFace;
SpriteResource _hpSprites;
SpriteResource _restoreSprites;
int _hiliteChar;
public:
PartyDrawer(XeenEngine *vm);
void drawParty(bool updateFlag);
/**
* Highlights the specified character in the party display at the bottom of the screen
* @param charId Character number
*/
void highlightChar(int charId);
/**
* Highlights the specified character in the party display at the bottom of the screen
* @param c Character to highlight
*/
void highlightChar(const Character *c);
void unhighlightChar();
void resetHighlight();
};
/**
* Implements the main in-game interface
*/
class Interface: public ButtonContainer, public InterfaceScene,
public InterfaceMinimap, public PartyDrawer {
private:
XeenEngine *_vm;
SpriteResource _uiSprites;
SpriteResource _borderSprites;
SpriteResource _spellFxSprites;
SpriteResource _fecpSprites;
SpriteResource _blessSprites;
SpriteResource _stdIcons;
SpriteResource _combatIcons;
Graphics::ManagedSurface _fallSurface;
bool _buttonsLoaded;
int _steppingFX;
int _blessedUIFrame;
int _powerShieldUIFrame;
int _holyBonusUIFrame;
int _heroismUIFrame;
int _flipUIFrame;
void loadSprites();
void setupBackground();
/**
* Sets the main user interface icons for either standard mode or combat mode
*/
void setMainButtons(IconsMode mode = ICONS_STANDARD);
void chargeStep();
/**
* Handles incrementing game time
*/
void stepTime();
void doStepCode();
/**
* Check movement in the given direction
*/
bool checkMoveDirection(int key);
/**
* Handle doing the falling
*/
void handleFalling();
/**
* Sets up a passed surface with a double height combination of the previously
* saved scene background and the newly rendered (but not displayed) scene
* below it. This will be used by the fall sequence to vertically shift from the
* prior "upper" scene to the lower ground scene
*/
void setupFallSurface(bool isTop);
/**
* Handles a frame of falling animation
*/
void fall(int yp);
/**
* Shake the screen
* @param count Number of times
*/
void shake(int count);
/**
* Select next character or monster to be attacking
*/
void nextChar();
public:
Obscurity _obscurity;
Common::String _interfaceText;
FallState _falling;
int _face1State, _face2State;
int _face1UIFrame, _face2UIFrame;
int _spotDoorsUIFrame;
int _dangerSenseUIFrame;
int _levitateUIFrame;
bool _upDoorText;
Common::String _screenText;
byte _tillMove;
int _charFX[6];
IconsMode _iconsMode;
public:
Interface(XeenEngine *vm);
virtual ~Interface() {}
void setup();
void manageCharacters(bool soundPlayed);
void startup();
void mainIconsPrint();
/**
* Start the party falling
*/
void startFalling(bool v);
/**
* Waits for a keypress or click, whilst still allowing the game scene to
* be animated.
*/
void perform();
void rest();
/**
* Handles bash actions
*/
void bash(const Common::Point &pt, Direction direction);
/**
* Handles drawing the elements of the interface and game scene
* @param updateFlag Updates UI windows 1 & 3
* @param pauseFlag Does a brief pause at the end of drawing
*/
void draw3d(bool updateFlag, bool pauseFlag = true);
/**
* Draw the display borders
*/
void assembleBorder();
void doCombat();
void spellFX(Character *c);
/**
* Optionally obscures the scene due to low light conditions
*/
void obscureScene(Obscurity obscurity);
};
} // End of namespace Xeen
#endif /* XEEN_INTERFACE_H */