mirror of
https://github.com/libretro/scummvm.git
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189 lines
4.6 KiB
C++
189 lines
4.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef XEEN_INTERFACE_SCENE_H
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#define XEEN_INTERFACE_SCENE_H
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#include "common/scummsys.h"
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#include "xeen/map.h"
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#include "xeen/window.h"
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namespace Xeen {
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class XeenEngine;
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class OutdoorDrawList {
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public:
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DrawStruct _data[132];
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DrawStruct &_sky1, &_sky2;
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DrawStruct &_groundSprite;
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DrawStruct * const _groundTiles;
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DrawStruct * const _attackImgs1;
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DrawStruct * const _attackImgs2;
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DrawStruct * const _attackImgs3;
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DrawStruct * const _attackImgs4;
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public:
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OutdoorDrawList();
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DrawStruct &operator[](int idx) {
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assert(idx < size());
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return _data[idx];
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}
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int size() const { return 132; }
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};
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class IndoorDrawList {
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public:
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DrawStruct _data[170];
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DrawStruct &_sky1, &_sky2;
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DrawStruct &_ground;
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DrawStruct &_horizon;
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DrawStruct * const _groundTiles;
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DrawStruct &_swl_0F1R, &_swl_0F1L, &_swl_1F1R, &_swl_1F1L,
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&_swl_2F2R, &_swl_2F1R, &_swl_2F1L, &_swl_2F2L,
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&_swl_3F1R, &_swl_3F2R, &_swl_3F3R, &_swl_3F4R,
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&_swl_3F1L, &_swl_3F2L, &_swl_3F3L, &_swl_3F4L,
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&_swl_4F4R, &_swl_4F3R, &_swl_4F2R, &_swl_4F1R,
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&_swl_4F1L, &_swl_4F2L, &_swl_4F3L, &_swl_4F4L;
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DrawStruct &_fwl_4F4R, &_fwl_4F3R, &_fwl_4F2R, &_fwl_4F1R,
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&_fwl_4F, &_fwl_4F1L, &_fwl_4F2L, &_fwl_4F3L, &_fwl_4F4L;
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DrawStruct &_fwl_2F1R, &_fwl_2F, &_fwl_2F1L, &_fwl_3F2R,
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&_fwl_3F1R, &_fwl_3F, &_fwl_3F1L, &_fwl_3F2L;
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DrawStruct &_fwl_1F, &_fwl_1F1R, &_fwl_1F1L;
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DrawStruct &_objects0, &_objects1, &_objects2, &_objects3;
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DrawStruct &_objects4, &_objects5, &_objects6, &_objects7;
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DrawStruct &_objects8, &_objects9, &_objects10, &_objects11;
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DrawStruct * const _attackImgs1;
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DrawStruct * const _attackImgs2;
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DrawStruct * const _attackImgs3;
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DrawStruct * const _attackImgs4;
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public:
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IndoorDrawList();
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DrawStruct &operator[](int idx) {
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assert(idx < size());
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return _data[idx];
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}
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int size() const { return 170; }
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};
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class InterfaceScene {
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private:
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XeenEngine *_vm;
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int _combatFloatCounter;
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void initDrawStructs();
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/**
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* Helper method for setIndoorsMonsters to set a draw structure
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* with the deatils for a given monster
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*/
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void setMonsterSprite(DrawStruct &drawStruct, MazeMonster &monster,
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SpriteResource *sprites, int frame, int defaultY);
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/**
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* Draws outdoor scenes
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*/
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void drawOutdoorsScene();
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/**
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* Draws indoor scenes
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*/
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void drawIndoorsScene();
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protected:
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int8 _wp[20];
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byte _wo[308];
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bool _flipWater;
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bool _flipGround;
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bool _flipSky;
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bool _flipDefaultGround;
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bool _thinWall;
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bool _isAnimReset;
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void setMazeBits();
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/**
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* Handles animation of monsters, wall items, and combat within the 3d
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* view by cycling the appropriate frame numbers
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*/
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void animate3d();
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/**
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* Draws the game scene
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*/
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void drawScene();
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public:
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OutdoorDrawList _outdoorList;
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IndoorDrawList _indoorList;
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SpriteResource _charPowSprites;
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int _objNumber;
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int _overallFrame;
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bool _charsShooting;
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bool _openDoor;
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bool _isAttacking;
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public:
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InterfaceScene(XeenEngine *vm);
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virtual ~InterfaceScene() {}
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/**
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* Set up draw structures for displaying on-screen monsters
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*/
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void setIndoorsMonsters();
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/**
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* Set up draw structures for displaying on-screen objects
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*/
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void setIndoorsObjects();
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/**
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* Set up draw structures for displaying on-screen wall items
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*/
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void setIndoorsWallPics();
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/**
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* Draw the contents of the current 3d view of an indoor map
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*/
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void drawIndoors();
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/**
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* Set up the draw structures for displaying monsters on outdoor maps
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*/
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void setOutdoorsMonsters();
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/**
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* Set up the draw structures for displaying objects on outdoor maps
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*/
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void setOutdoorsObjects();
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/**
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* Draw the contents of the current 3d view of an outdoor map
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*/
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void drawOutdoors();
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};
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} // End of namespace Xeen
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#endif /* XEEN_INTERFACE_SCENE_H */
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