mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-20 16:59:06 +00:00
1614 lines
43 KiB
C++
1614 lines
43 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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#include "xeen/interface.h"
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#include "xeen/dialogs_error.h"
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#include "xeen/resources.h"
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#include "xeen/xeen.h"
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namespace Xeen {
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Interface::Interface(XeenEngine *vm) : ButtonContainer(), InterfaceMap(vm), _vm(vm) {
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Common::fill(&_partyFaces[0], &_partyFaces[MAX_ACTIVE_PARTY], (SpriteResource *)nullptr);
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_batUIFrame = 0;
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_spotDoorsUIFrame = 0;
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_dangerSenseUIFrame = 0;
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_face1UIFrame = 0;
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_face2UIFrame = 0;
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_blessedUIFrame = 0;
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_powerShieldUIFrame = 0;
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_holyBonusUIFrame = 0;
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_heroismUIFrame = 0;
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_flipUIFrame = 0;
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_buttonsLoaded = false;
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_hiliteChar = -1;
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_intrIndex1 = 0;
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_flag1 = false;
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_animCounter = 0;
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_isAnimReset = false;
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_tillMove = 0;
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_overallFrame = 0;
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_upDoorText = false;
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_steppingFX = 0;
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Common::fill(&_combatCharIds[0], &_combatCharIds[8], 0);
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initDrawStructs();
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}
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void Interface::initDrawStructs() {
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_faceDrawStructs[0] = DrawStruct(0, 0, 0);
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_faceDrawStructs[1] = DrawStruct(0, 101, 0);
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_faceDrawStructs[2] = DrawStruct(0, 0, 43);
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_faceDrawStructs[3] = DrawStruct(0, 101, 43);
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_mainList[0] = DrawStruct(7, 232, 74);
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_mainList[1] = DrawStruct(0, 235, 75);
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_mainList[2] = DrawStruct(2, 260, 75);
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_mainList[3] = DrawStruct(4, 286, 75);
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_mainList[4] = DrawStruct(6, 235, 96);
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_mainList[5] = DrawStruct(8, 260, 96);
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_mainList[6] = DrawStruct(10, 286, 96);
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_mainList[7] = DrawStruct(12, 235, 117);
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_mainList[8] = DrawStruct(14, 260, 117);
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_mainList[9] = DrawStruct(16, 286, 117);
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_mainList[10] = DrawStruct(20, 235, 148);
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_mainList[11] = DrawStruct(22, 260, 148);
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_mainList[12] = DrawStruct(24, 286, 148);
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_mainList[13] = DrawStruct(26, 235, 169);
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_mainList[14] = DrawStruct(28, 260, 169);
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_mainList[15] = DrawStruct(30, 286, 169);
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}
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void Interface::setup() {
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_globalSprites.load("global.icn");
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_borderSprites.load("border.icn");
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_spellFxSprites.load("spellfx.icn");
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_fecpSprites.load("fecp.brd");
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_blessSprites.load("bless.icn");
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_restoreSprites.load("restorex.icn");
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_hpSprites.load("hpbars.icn");
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_uiSprites.load("inn.icn");
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_charPowSprites.load("charpow.icn");
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// Get mappings to the active characters in the party
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_vm->_party->_activeParty.resize(_vm->_party->_partyCount);
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for (int i = 0; i < _vm->_party->_partyCount; ++i) {
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_vm->_party->_activeParty[i] = _vm->_roster[_vm->_party->_partyMembers[i]];
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}
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_vm->_party->_newDay = _vm->_party->_minutes >= 300;
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}
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void Interface::manageCharacters(bool soundPlayed) {
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Screen &screen = *_vm->_screen;
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EventsManager &events = *_vm->_events;
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bool flag = false;
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start:
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if (_vm->_party->_mazeId != 0) {
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_vm->_mode = MODE_0;
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_buttonsLoaded = true;
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} else {
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if (!soundPlayed) {
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warning("TODO: loadSound?");
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}
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if (!_partyFaces[0]) {
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// Xeen only uses 24 of possible 30 character slots
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loadCharIcons();
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for (int i = 0; i < _vm->_party->_partyCount; ++i)
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_partyFaces[i] = &_charFaces[_vm->_party->_partyMembers[i]];
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}
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_vm->_mode = MODE_1;
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Common::Array<int> xeenSideChars;
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// Build up a list of characters on the same Xeen side being loaded
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for (int i = 0; i < XEEN_TOTAL_CHARACTERS; ++i) {
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PlayerStruct &player = _vm->_roster[i];
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if (player._name.empty() || player._xeenSide != _vm->_loadDarkSide)
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continue;
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xeenSideChars.push_back(i);
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}
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// Add in buttons for the UI
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_interfaceText = "";
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_buttonsLoaded = true;
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addButton(Common::Rect(16, 100, 40, 120), 242, &_uiSprites, true);
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addButton(Common::Rect(52, 100, 76, 120), 243, &_uiSprites, true);
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addButton(Common::Rect(87, 100, 111, 120), 68, &_uiSprites, true);
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addButton(Common::Rect(122, 100, 146, 120), 82, &_uiSprites, true);
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addButton(Common::Rect(157, 100, 181, 120), 67, &_uiSprites, true);
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addButton(Common::Rect(192, 100, 216, 120), 88, &_uiSprites, true);
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addButton(Common::Rect(), 27, &_uiSprites, false);
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addButton(Common::Rect(16, 16, 48, 48), 49, &_uiSprites, false);
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addButton(Common::Rect(117, 16, 139, 48), 50, &_uiSprites, false);
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addButton(Common::Rect(16, 59, 48, 81), 51, &_uiSprites, false);
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addButton(Common::Rect(117, 59, 149, 81), 52, &_uiSprites, false);
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setupBackground();
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Window &w = screen._windows[11];
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w.open();
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setupFaces(0, xeenSideChars, false);
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w.writeString(_interfaceText);
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w.drawList(&_faceDrawStructs[0], 4);
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_uiSprites.draw(w, 0, Common::Point(16, 100));
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_uiSprites.draw(w, 2, Common::Point(52, 100));
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_uiSprites.draw(w, 4, Common::Point(87, 100));
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_uiSprites.draw(w, 6, Common::Point(122, 100));
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_uiSprites.draw(w, 8, Common::Point(157, 100));
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_uiSprites.draw(w, 10, Common::Point(192, 100));
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screen.loadPalette("mm4.pal");
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if (flag) {
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screen._windows[0].update();
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events.setCursor(0);
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screen.fadeIn(4);
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} else {
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if (_vm->getGameID() == GType_DarkSide) {
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screen.fadeOut(4);
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screen._windows[0].update();
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}
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doScroll(_vm, false, false);
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events.setCursor(0);
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if (_vm->getGameID() == GType_DarkSide) {
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screen.fadeIn(4);
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}
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}
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// TODO
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bool breakFlag = false;
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while (!_vm->shouldQuit() && !breakFlag) {
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events.pollEventsAndWait();
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checkEvents(_vm);
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switch (_buttonValue) {
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case Common::KEYCODE_ESCAPE:
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case Common::KEYCODE_SPACE:
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case Common::KEYCODE_e:
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case Common::KEYCODE_x:
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if (_vm->_party->_partyCount == 0) {
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ErrorScroll::show(_vm, NO_ONE_TO_ADVENTURE_WITH);
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} else {
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if (_vm->_mode != MODE_0) {
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for (_intrIndex1 = 4; _intrIndex1 >= 0; --_intrIndex1) {
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events.updateGameCounter();
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drawViewBackground(_intrIndex1);
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w.update();
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while (events.timeElapsed() < 1)
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events.pollEventsAndWait();
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}
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}
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w.close();
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_vm->_party->_realPartyCount = _vm->_party->_partyCount;
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_vm->_party->_mazeId = _vm->_party->_priorMazeId;
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_vm->_party->copyPartyToRoster(_vm->_roster);
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_vm->_saves->writeCharFile();
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breakFlag = true;
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break;
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}
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break;
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case Common::KEYCODE_1:
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break;
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case Common::KEYCODE_2:
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break;
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case Common::KEYCODE_3:
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break;
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case Common::KEYCODE_4:
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break;
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case Common::KEYCODE_c:
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if (xeenSideChars.size() == 24) {
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ErrorScroll::show(_vm, YOUR_ROSTER_IS_FULL);
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} else {
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screen.fadeOut(4);
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w.close();
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moveCharacterToRoster();
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_vm->_saves->writeCharFile();
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screen.fadeOut(4);
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flag = true;
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_buttonsLoaded = true;
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goto start;
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}
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break;
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case Common::KEYCODE_d:
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break;
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case Common::KEYCODE_r:
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if (_vm->_party->_partyCount > 0) {
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// TODO
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}
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break;
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case 201:
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// TODO
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break;
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case 202:
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// TODO
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break;
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case 203:
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// TODO
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break;
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case 204:
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// TODO
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break;
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case 205:
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// TODO
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break;
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case 206:
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// TODO
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break;
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case 242:
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// TODO
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break;
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case 243:
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// TODO
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break;
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default:
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break;
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}
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}
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}
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for (int i = 0; i < TOTAL_CHARACTERS; ++i)
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_charFaces[i].clear();
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_globalSprites.clear();
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_borderSprites.clear();
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_spellFxSprites.clear();
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_fecpSprites.clear();
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_blessSprites.clear();
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_restoreSprites.clear();
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_hpSprites.clear();
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_uiSprites.clear();
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}
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void Interface::loadCharIcons() {
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for (int i = 0; i < XEEN_TOTAL_CHARACTERS; ++i) {
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// Load new character resource
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Common::String name = Common::String::format("char%02d.fac", i + 1);
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_charFaces[i].load(name);
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}
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_dseFace.load("dse.fac");
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}
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void Interface::loadPartyIcons() {
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for (int i = 0; i < _vm->_party->_partyCount; ++i)
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_partyFaces[i] = &_charFaces[_vm->_party->_partyMembers[i]];
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}
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void Interface::setupBackground() {
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_vm->_screen->loadBackground("back.raw");
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assembleBorder();
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}
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void Interface::assembleBorder() {
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Screen &screen = *_vm->_screen;
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// Draw the outer frame
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_globalSprites.draw(screen._windows[0], 0, Common::Point(8, 8));
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// Draw the animating bat character used to show when levitate is active
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_borderSprites.draw(screen._windows[0], _vm->_party->_levitateActive ? _batUIFrame + 16 : 16,
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Common::Point(0, 82));
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_batUIFrame = (_batUIFrame + 1) % 12;
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// Draw UI element to indicate whether can spot hidden doors
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_borderSprites.draw(screen,
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(_thinWall && _vm->_party->checkSkill(SPOT_DOORS)) ? _spotDoorsUIFrame + 28 : 28,
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Common::Point(194, 91));
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_spotDoorsUIFrame = (_spotDoorsUIFrame + 1) % 12;
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// Draw UI element to indicate whether can sense danger
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_borderSprites.draw(screen,
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(_vm->_dangerSenseAllowed && _vm->_party->checkSkill(DANGER_SENSE)) ? _spotDoorsUIFrame + 40 : 40,
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Common::Point(107, 9));
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_dangerSenseUIFrame = (_dangerSenseUIFrame + 1) % 12;
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// Handle the face UI elements for indicating clairvoyance status
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_face1UIFrame = (_face1UIFrame + 1) % 4;
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if (_vm->_face1State == 0)
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_face1UIFrame += 4;
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else if (_vm->_face1State == 2)
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_face1UIFrame = 0;
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_face2UIFrame = (_face2UIFrame + 1) % 4 + 12;
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if (_vm->_face2State == 0)
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_face2UIFrame += 252;
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else if (_vm->_face2State == 2)
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_face2UIFrame = 0;
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if (!_vm->_party->_clairvoyanceActive) {
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_face1UIFrame = 0;
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_face2UIFrame = 8;
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}
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_borderSprites.draw(screen, _face1UIFrame, Common::Point(0, 32));
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_borderSprites.draw(screen,
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screen._windows[10]._enabled || screen._windows[2]._enabled ?
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52 : _face2UIFrame,
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Common::Point(215, 32));
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// Draw resistence indicators
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if (!screen._windows[10]._enabled && !screen._windows[2]._enabled
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&& screen._windows[38]._enabled) {
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_fecpSprites.draw(screen, _vm->_party->_fireResistence ? 1 : 0,
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Common::Point(2, 2));
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_fecpSprites.draw(screen, _vm->_party->_electricityResistence ? 3 : 2,
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Common::Point(219, 2));
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_fecpSprites.draw(screen, _vm->_party->_coldResistence ? 5 : 4,
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Common::Point(2, 134));
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_fecpSprites.draw(screen, _vm->_party->_poisonResistence ? 7 : 6,
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Common::Point(219, 134));
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} else {
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_fecpSprites.draw(screen, _vm->_party->_fireResistence ? 9 : 8,
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Common::Point(8, 8));
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_fecpSprites.draw(screen, _vm->_party->_electricityResistence ? 10 : 11,
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Common::Point(219, 8));
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_fecpSprites.draw(screen, _vm->_party->_coldResistence ? 12 : 13,
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Common::Point(8, 134));
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_fecpSprites.draw(screen, _vm->_party->_poisonResistence ? 14 : 15,
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Common::Point(219, 134));
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}
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// Draw UI element for blessed
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_blessSprites.draw(screen, 16, Common::Point(33, 137));
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if (_vm->_party->_blessedActive) {
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_blessedUIFrame = (_blessedUIFrame + 1) % 4;
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_blessSprites.draw(screen, _blessedUIFrame, Common::Point(33, 137));
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}
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// Draw UI element for power shield
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if (_vm->_party->_powerShieldActive) {
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_powerShieldUIFrame = (_powerShieldUIFrame + 1) % 4;
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_blessSprites.draw(screen, _powerShieldUIFrame + 4,
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Common::Point(55, 137));
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}
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// Draw UI element for holy bonus
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if (_vm->_party->_holyBonusActive) {
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_holyBonusUIFrame = (_holyBonusUIFrame + 1) % 4;
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_blessSprites.draw(screen, _holyBonusUIFrame + 8, Common::Point(160, 137));
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}
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// Draw UI element for heroism
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if (_vm->_party->_heroismActive) {
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_heroismUIFrame = (_heroismUIFrame + 1) % 4;
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_blessSprites.draw(screen, _heroismUIFrame + 12, Common::Point(182, 137));
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}
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// Draw direction character if direction sense is active
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if (_vm->_party->checkSkill(DIRECTION_SENSE) && !_vm->_noDirectionSense) {
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const char *dirText = DIRECTION_TEXT[_vm->_party->_mazeDirection];
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Common::String msg = Common::String::format(
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"\002""08\003""c\013""139\011""116%c\014""d\001", *dirText);
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screen._windows[0].writeString(msg);
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}
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// Draw view frame
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if (screen._windows[12]._enabled)
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screen._windows[12].frame();
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}
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void Interface::setupFaces(int charIndex, Common::Array<int> xeenSideChars, bool updateFlag) {
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Common::String playerNames[4];
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Common::String playerRaces[4];
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Common::String playerSex[4];
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Common::String playerClass[4];
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int posIndex;
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int charId;
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for (posIndex = 0; posIndex < 4; ++posIndex) {
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charId = xeenSideChars[charIndex];
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bool isInParty = _vm->_party->isInParty(charId);
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if (charId == 0xff) {
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while ((int)_buttons.size() > (7 + posIndex))
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_buttons.remove_at(_buttons.size() - 1);
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break;
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}
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Common::Rect &b = _buttons[7 + posIndex]._bounds;
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b.moveTo((posIndex & 1) ? 117 : 16, b.top);
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PlayerStruct &ps = _vm->_roster[xeenSideChars[charIndex + posIndex]];
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playerNames[posIndex] = isInParty ? IN_PARTY : ps._name;
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playerRaces[posIndex] = RACE_NAMES[ps._race];
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playerSex[posIndex] = SEX_NAMES[ps._sex];
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playerClass[posIndex] = CLASS_NAMES[ps._class];
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}
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charIconsPrint(updateFlag);
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// Set up the sprite set to use for each face
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charId = xeenSideChars[charIndex];
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_faceDrawStructs[0]._sprites = (charId == 0xff) ? (SpriteResource *)nullptr : &_charFaces[charId];
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charId = xeenSideChars[charIndex + 1];
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_faceDrawStructs[1]._sprites = (charId == 0xff) ? (SpriteResource *)nullptr : &_charFaces[charId];
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charId = xeenSideChars[charIndex + 2];
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_faceDrawStructs[2]._sprites = (charId == 0xff) ? (SpriteResource *)nullptr : &_charFaces[charId];
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charId = xeenSideChars[charIndex + 3];
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_faceDrawStructs[3]._sprites = (charId == 0xff) ? (SpriteResource *)nullptr : &_charFaces[charId];
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_interfaceText = Common::String::format(PARTY_DETAILS,
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playerNames[0].c_str(), playerRaces[0].c_str(), playerSex[0].c_str(), playerClass[0].c_str(),
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playerNames[1].c_str(), playerRaces[1].c_str(), playerSex[1].c_str(), playerClass[1].c_str(),
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playerNames[2].c_str(), playerRaces[2].c_str(), playerSex[2].c_str(), playerClass[2].c_str(),
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playerNames[3].c_str(), playerRaces[3].c_str(), playerSex[3].c_str(), playerClass[3].c_str()
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);
|
|
}
|
|
|
|
void Interface::charIconsPrint(bool updateFlag) {
|
|
Screen &screen = *_vm->_screen;
|
|
bool stateFlag = _vm->_mode == MODE_2;
|
|
_restoreSprites.draw(screen, 0, Common::Point(8, 149));
|
|
|
|
// Handle drawing the party faces
|
|
for (int idx = 0; idx < (stateFlag ? _vm->_party->_combatPartyCount :
|
|
_vm->_party->_partyCount); ++idx) {
|
|
int charIndex = stateFlag ? _combatCharIds[idx] : idx;
|
|
PlayerStruct &ps = _vm->_party->_activeParty[charIndex];
|
|
Condition charCondition = ps.worstCondition();
|
|
int charFrame = FACE_CONDITION_FRAMES[charCondition];
|
|
|
|
SpriteResource *sprites = (charFrame > 4 && !_charFaces[0].empty()) ?
|
|
&_dseFace : _partyFaces[charIndex];
|
|
if (charFrame > 4)
|
|
charFrame -= 5;
|
|
|
|
sprites->draw(screen, charFrame, Common::Point(CHAR_FACES_X[idx], 150));
|
|
}
|
|
|
|
if (!_hpSprites.empty()) {
|
|
for (int idx = 0; idx < (stateFlag ? _vm->_party->_combatPartyCount :
|
|
_vm->_party->_partyCount); ++idx) {
|
|
int charIndex = stateFlag ? _combatCharIds[idx] : idx;
|
|
PlayerStruct &ps = _vm->_party->_activeParty[charIndex];
|
|
|
|
// Draw the Hp bar
|
|
int maxHp = ps.getMaxHp();
|
|
int frame;
|
|
if (ps._currentHp < 1)
|
|
frame = 4;
|
|
else if (ps._currentHp > maxHp)
|
|
frame = 3;
|
|
else if (ps._currentHp == maxHp)
|
|
frame = 0;
|
|
else if (ps._currentHp < (maxHp / 4))
|
|
frame = 2;
|
|
else
|
|
frame = 1;
|
|
|
|
_hpSprites.draw(screen, frame, Common::Point(HP_BARS_X[idx], 182));
|
|
}
|
|
}
|
|
|
|
if (_hiliteChar != -1)
|
|
_globalSprites.draw(screen, 8, Common::Point(CHAR_FACES_X[_hiliteChar] - 1, 149));
|
|
|
|
if (updateFlag)
|
|
screen._windows[33].update();
|
|
}
|
|
|
|
void Interface::drawViewBackground(int bgType) {
|
|
if (bgType >= 4)
|
|
return;
|
|
|
|
if (bgType == 0) {
|
|
// Totally black background
|
|
_vm->_screen->fillRect(Common::Rect(8, 8, 224, 140), 0);
|
|
} else {
|
|
const byte *lookup = BACKGROUND_XLAT + bgType;
|
|
for (int yp = 8; yp < 140; ++yp) {
|
|
byte *destP = (byte *)_vm->_screen->getBasePtr(8, yp);
|
|
for (int xp = 8; xp < 224; ++xp, ++destP)
|
|
*destP = lookup[*destP];
|
|
}
|
|
}
|
|
}
|
|
|
|
void Interface::moveCharacterToRoster() {
|
|
error("TODO");
|
|
}
|
|
|
|
void Interface::draw3d(bool updateFlag) {
|
|
Combat &combat = *_vm->_combat;
|
|
EventsManager &events = *_vm->_events;
|
|
Map &map = *_vm->_map;
|
|
Party &party = *_vm->_party;
|
|
Screen &screen = *_vm->_screen;
|
|
|
|
if (screen._windows[11]._enabled)
|
|
return;
|
|
|
|
_flipUIFrame = (_flipUIFrame + 1) % 4;
|
|
if (_flipUIFrame == 0)
|
|
_flipWater = !_flipWater;
|
|
if (_tillMove && (_vm->_mode == MODE_1 || _vm->_mode == MODE_2) &&
|
|
!_flag1 && _vm->_moveMonsters) {
|
|
if (--_tillMove == 0)
|
|
moveMonsters();
|
|
}
|
|
|
|
MazeObject &objObject = map._mobData._objects[_objNumber];
|
|
Direction partyDirection = _vm->_party->_mazeDirection;
|
|
int objNum = _objNumber - 1;
|
|
|
|
// Loop to update the frame numbers for each maze object, applying the animation frame
|
|
// limits as specified by the map's _animationInfo listing
|
|
for (uint idx = 0; idx < map._mobData._objects.size(); ++idx) {
|
|
MazeObject &mazeObject = map._mobData._objects[idx];
|
|
AnimationEntry &animEntry = map._animationInfo[mazeObject._spriteId];
|
|
int directionIndex = DIRECTION_ANIM_POSITIONS[mazeObject._direction][partyDirection];
|
|
|
|
if (_isAnimReset) {
|
|
mazeObject._frame = animEntry._frame1._frames[directionIndex];
|
|
} else {
|
|
++mazeObject._frame;
|
|
if ((int)idx == objNum && _animCounter > 0 && (
|
|
objObject._spriteId == (_vm->_files->_isDarkCc ? 15 : 16) ||
|
|
objObject._spriteId == 58 || objObject._spriteId == 73)) {
|
|
if (mazeObject._frame > 4 || mazeObject._spriteId == 58)
|
|
mazeObject._frame = 1;
|
|
} else if (mazeObject._frame >= animEntry._frame2._frames[directionIndex]) {
|
|
mazeObject._frame = animEntry._frame1._frames[directionIndex];
|
|
}
|
|
}
|
|
|
|
mazeObject._flipped = animEntry._flipped._flags[directionIndex];
|
|
}
|
|
|
|
if (map._isOutdoors) {
|
|
error("TODO: draw3d outdoors handling");
|
|
} else {
|
|
// Default all the parts of draw struct not to be drawn by default
|
|
for (int idx = 3; idx < _indoorList.size(); ++idx)
|
|
_indoorList[idx]._frame = -1;
|
|
|
|
if (_flag1) {
|
|
for (int idx = 0; idx < 96; ++idx) {
|
|
if (_indoorList[79 + idx]._sprites != nullptr) {
|
|
_indoorList[79 + idx]._frame = 0;
|
|
} else if (_indoorList[111 + idx]._sprites != nullptr) {
|
|
_indoorList[111 + idx]._frame = 1;
|
|
} else if (_indoorList[135 + idx]._sprites != nullptr) {
|
|
_indoorList[135 + idx]._frame = 2;
|
|
} else if (_indoorList[162 + idx]._sprites != nullptr) {
|
|
_indoorList[162 + idx]._frame = 0;
|
|
}
|
|
}
|
|
} else if (_charsShooting) {
|
|
for (int idx = 0; idx < 96; ++idx) {
|
|
if (_indoorList[162 + idx]._sprites != nullptr) {
|
|
_indoorList[162 + idx]._frame = 0;
|
|
} else if (_indoorList[135 + idx]._sprites != nullptr) {
|
|
_indoorList[135 + idx]._frame = 1;
|
|
} else if (_indoorList[111 + idx]._sprites != nullptr) {
|
|
_indoorList[111 + idx]._frame = 2;
|
|
} else if (_indoorList[79 + idx]._sprites != nullptr) {
|
|
_indoorList[79 + idx]._frame = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
setMazeBits();
|
|
_isAnimReset = false;
|
|
const int INDOOR_INDEXES[3] = { 157, 151, 154 };
|
|
const int INDOOR_COMBAT_POS[3][2] = { { 102, 134 }, { 36, 67 }, { 161, 161 } };
|
|
const int INDOOR_COMBAT_POS2[4] = { 8, 6, 4, 2 };
|
|
|
|
// Double check this, since it's not being used?
|
|
//MazeObject &objObject = map._mobData._objects[_objNumber - 1];
|
|
|
|
for (int idx = 0; idx < 3; ++idx) {
|
|
DrawStruct &ds1 = _indoorList[INDOOR_INDEXES[idx]];
|
|
DrawStruct &ds2 = _indoorList[INDOOR_INDEXES[idx] + 1];
|
|
ds1._sprites = nullptr;
|
|
ds2._sprites = nullptr;
|
|
|
|
if (combat._charsArray1[idx]) {
|
|
int posIndex= combat._attackMonsters[1] && !combat._attackMonsters[2] ? 1 : 0;
|
|
--combat._charsArray1[idx];
|
|
|
|
if (combat._monPow[idx]) {
|
|
ds1._x = INDOOR_COMBAT_POS[idx][0];
|
|
ds1._frame = 0;
|
|
ds1._scale = combat._monsterScale[idx];
|
|
if (ds1._scale == 0x8000) {
|
|
ds1._x /= 3;
|
|
ds1._y = 60;
|
|
} else {
|
|
ds1._y = 73;
|
|
}
|
|
|
|
ds1._flags = SPRFLAG_4000 | SPRFLAG_2000;
|
|
ds1._sprites = &_charPowSprites;
|
|
}
|
|
|
|
if (combat._elemPow[idx]) {
|
|
ds2._x = INDOOR_COMBAT_POS[idx][posIndex] + INDOOR_COMBAT_POS2[idx];
|
|
ds2._frame = combat._elemPow[idx];
|
|
ds2._scale = combat._elemScale[idx];
|
|
if (ds2._scale == 0x8000)
|
|
ds2._x /= 3;
|
|
ds2._flags = SPRFLAG_4000 | SPRFLAG_2000;
|
|
ds2._sprites = &_charPowSprites;
|
|
}
|
|
}
|
|
}
|
|
|
|
setIndoorsMonsters();
|
|
setIndoorsObjects();
|
|
setIndoorsWallPics();
|
|
|
|
_indoorList[161]._sprites = nullptr;
|
|
_indoorList[160]._sprites = nullptr;
|
|
_indoorList[159]._sprites = nullptr;
|
|
|
|
// Handle attacking monsters
|
|
int monsterIndex = 0;
|
|
if (combat._attackMonsters[0] != -1 && map._mobData._monsters[combat._attackMonsters[0]]._frame >= 0) {
|
|
_indoorList[159] = _indoorList[156];
|
|
_indoorList[160] = _indoorList[157];
|
|
_indoorList[161] = _indoorList[158];
|
|
_indoorList[158]._sprites = nullptr;
|
|
_indoorList[156]._sprites = nullptr;
|
|
_indoorList[157]._sprites = nullptr;
|
|
monsterIndex = 1;
|
|
} else if (combat._attackMonsters[1] != -1 && map._mobData._monsters[combat._attackMonsters[1]]._frame >= 0) {
|
|
_indoorList[159] = _indoorList[150];
|
|
_indoorList[160] = _indoorList[151];
|
|
_indoorList[161] = _indoorList[152];
|
|
_indoorList[152]._sprites = nullptr;
|
|
_indoorList[151]._sprites = nullptr;
|
|
_indoorList[150]._sprites = nullptr;
|
|
monsterIndex = 2;
|
|
} else if (combat._attackMonsters[2] != -1 && map._mobData._monsters[combat._attackMonsters[2]]._frame >= 0) {
|
|
_indoorList[159] = _indoorList[153];
|
|
_indoorList[160] = _indoorList[154];
|
|
_indoorList[161] = _indoorList[155];
|
|
_indoorList[153]._sprites = nullptr;
|
|
_indoorList[154]._sprites = nullptr;
|
|
_indoorList[155]._sprites = nullptr;
|
|
monsterIndex = 3;
|
|
}
|
|
|
|
drawIndoors();
|
|
|
|
switch (monsterIndex) {
|
|
case 1:
|
|
_indoorList[156] = _indoorList[159];
|
|
_indoorList[157] = _indoorList[160];
|
|
_indoorList[158] = _indoorList[161];
|
|
break;
|
|
case 2:
|
|
_indoorList[150] = _indoorList[159];
|
|
_indoorList[151] = _indoorList[160];
|
|
_indoorList[152] = _indoorList[161];
|
|
break;
|
|
case 3:
|
|
_indoorList[153] = _indoorList[159];
|
|
_indoorList[154] = _indoorList[160];
|
|
_indoorList[155] = _indoorList[161];
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
animate3d();
|
|
drawMiniMap();
|
|
|
|
if (party._falling == 1) {
|
|
error("TODO: Indoor falling");
|
|
}
|
|
|
|
if (party._falling == 2) {
|
|
screen.saveBackground(1);
|
|
}
|
|
|
|
assembleBorder();
|
|
|
|
// TODO: write strings
|
|
|
|
if (updateFlag) {
|
|
screen._windows[1].update();
|
|
screen._windows[3].update();
|
|
}
|
|
|
|
// TODO: more stuff
|
|
|
|
_vm->_party->_stepped = false;
|
|
if (_vm->_mode == MODE_9) {
|
|
// TODO
|
|
}
|
|
events.wait(2);
|
|
}
|
|
|
|
void Interface::animate3d() {
|
|
|
|
}
|
|
|
|
void Interface::startup() {
|
|
Screen &screen = *_vm->_screen;
|
|
loadCharIcons();
|
|
_iconSprites.load("main.icn");
|
|
|
|
animate3d();
|
|
if (_vm->_map->_isOutdoors) {
|
|
setIndoorsMonsters();
|
|
setIndoorsObjects();
|
|
} else {
|
|
setOutdoorsMonsters();
|
|
setOutdoorsObjects();
|
|
}
|
|
draw3d(false);
|
|
|
|
_globalSprites.draw(screen._windows[1], 5, Common::Point(232, 9));
|
|
charIconsPrint(false);
|
|
|
|
_mainList[0]._sprites = &_globalSprites;
|
|
for (int i = 1; i < 16; ++i)
|
|
_mainList[i]._sprites = &_iconSprites;
|
|
|
|
setMainButtons();
|
|
|
|
_tillMove = false;
|
|
}
|
|
|
|
void Interface::mainIconsPrint() {
|
|
Screen &screen = *_vm->_screen;
|
|
screen._windows[38].close();
|
|
screen._windows[12].close();
|
|
screen._windows[0].drawList(_mainList, 16);
|
|
screen._windows[34].update();
|
|
}
|
|
|
|
void Interface::moveMonsters() {
|
|
|
|
}
|
|
|
|
void Interface::setMainButtons() {
|
|
clearButtons();
|
|
|
|
addButton(Common::Rect(235, 75, 259, 95), Common::KEYCODE_s, &_iconSprites);
|
|
addButton(Common::Rect(260, 75, 284, 95), Common::KEYCODE_c, &_iconSprites);
|
|
addButton(Common::Rect(286, 75, 310, 95), Common::KEYCODE_r, &_iconSprites);
|
|
addButton(Common::Rect(235, 96, 259, 116), Common::KEYCODE_b, &_iconSprites);
|
|
addButton(Common::Rect(260, 96, 284, 116), Common::KEYCODE_d, &_iconSprites);
|
|
addButton(Common::Rect(286, 96, 310, 116), Common::KEYCODE_v, &_iconSprites);
|
|
addButton(Common::Rect(235, 117, 259, 137), Common::KEYCODE_m, &_iconSprites);
|
|
addButton(Common::Rect(260, 117, 284, 137), Common::KEYCODE_i, &_iconSprites);
|
|
addButton(Common::Rect(286, 117, 310, 137), Common::KEYCODE_q, &_iconSprites);
|
|
addButton(Common::Rect(109, 137, 122, 147), Common::KEYCODE_TAB, &_iconSprites);
|
|
addButton(Common::Rect(235, 148, 259, 168), Common::KEYCODE_LEFT, &_iconSprites);
|
|
addButton(Common::Rect(260, 148, 284, 168), Common::KEYCODE_UP, &_iconSprites);
|
|
addButton(Common::Rect(286, 148, 310, 168), Common::KEYCODE_RIGHT, &_iconSprites);
|
|
addButton(Common::Rect(235, 169, 259, 189), (Common::KBD_CTRL << 16) |Common::KEYCODE_LEFT, &_iconSprites);
|
|
addButton(Common::Rect(260, 169, 284, 189), Common::KEYCODE_DOWN, &_iconSprites);
|
|
addButton(Common::Rect(286, 169, 310, 189), (Common::KBD_CTRL << 16) | Common::KEYCODE_RIGHT, &_iconSprites);
|
|
addButton(Common::Rect(236, 11, 308, 69), Common::KEYCODE_EQUALS, &_iconSprites, false);
|
|
addButton(Common::Rect(239, 27, 312, 37), Common::KEYCODE_1, &_iconSprites, false);
|
|
addButton(Common::Rect(239, 37, 312, 47), Common::KEYCODE_2, &_iconSprites, false);
|
|
addButton(Common::Rect(239, 47, 312, 57), Common::KEYCODE_3, &_iconSprites, false);
|
|
}
|
|
|
|
void Interface::drawMiniMap() {
|
|
Map &map = *_vm->_map;
|
|
Party &party = *_vm->_party;
|
|
Screen &screen = *_vm->_screen;
|
|
Window &window1 = screen._windows[1];
|
|
|
|
if (screen._windows[2]._enabled || screen._windows[10]._enabled)
|
|
return;
|
|
if (!party._automapOn && !party._wizardEyeActive) {
|
|
// Draw the Might & Magic logo
|
|
_globalSprites.draw(window1, 5, Common::Point(232, 9));
|
|
return;
|
|
}
|
|
|
|
int v, frame;
|
|
int frame2 = _overallFrame * 2;
|
|
bool eyeActive = party._wizardEyeActive;
|
|
if (party._automapOn)
|
|
party._wizardEyeActive = false;
|
|
|
|
if (map._isOutdoors) {
|
|
_globalSprites.draw(window1, 15, Common::Point(237, 12));
|
|
|
|
for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
|
|
for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
|
|
v = map.mazeLookup(
|
|
Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
|
|
4);
|
|
frame = map.mazeDataCurrent()._surfaceTypes[v];
|
|
|
|
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1, frame, Common::Point(xp, yp));
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
|
|
for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
|
|
v = map.mazeLookup(
|
|
Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
|
|
4);
|
|
frame = map.mazeData()._wallTypes[v];
|
|
|
|
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1, frame + 16, Common::Point(xp, yp));
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
|
|
for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
|
|
v = map.mazeLookup(
|
|
Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
|
|
4);
|
|
|
|
if (v != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1, v + 32, Common::Point(xp, yp));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw the direction arrow
|
|
_globalSprites.draw(window1, party._mazeDirection + 1,
|
|
Common::Point(267, 36));
|
|
} else {
|
|
frame2 = (frame2 + 2) % 8;
|
|
|
|
// First draw the default surface bases for each cell to show
|
|
for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
|
|
for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
|
|
v = map.mazeLookup(
|
|
Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
|
|
0, 0xffff);
|
|
|
|
if (v != INVALID_CELL && (map._currentSteppedOn || party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1, 0, Common::Point(xp, yp));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw correct surface bases for revealed tiles
|
|
for (int rowNum = 0, yp = 17, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
|
|
for (int colNum = 0, xp = 242, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
|
|
v = map.mazeLookup(
|
|
Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
|
|
0, 0xffff);
|
|
int surfaceId = map.mazeData()._surfaceTypes[map._currentSurfaceId];
|
|
|
|
if (v != INVALID_CELL && map._currentSurfaceId &&
|
|
(map._currentSteppedOn || party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1, surfaceId + 36, Common::Point(xp, yp));
|
|
}
|
|
}
|
|
}
|
|
|
|
v = map.mazeLookup(Common::Point(party._mazePosition.x - 4, party._mazePosition.y + 4), 0xffff, 0);
|
|
if (v != INVALID_CELL && map._currentSurfaceId &&
|
|
(map._currentSteppedOn || party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1,
|
|
map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
|
|
Common::Point(232, 9));
|
|
}
|
|
|
|
// Handle drawing surface sprites partially clipped at the left edge
|
|
for (int rowNum = 0, yp = 17, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, --yDiff, yp += 8) {
|
|
v = map.mazeLookup(
|
|
Common::Point(party._mazePosition.x - 4, party._mazePosition.y + yDiff),
|
|
0, 0xffff);
|
|
|
|
if (v != INVALID_CELL && map._currentSurfaceId &&
|
|
(map._currentSteppedOn || party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1,
|
|
map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
|
|
Common::Point(232, yp));
|
|
}
|
|
}
|
|
|
|
// Handle drawing surface sprites partially clipped at the top edge
|
|
for (int colNum = 0, xp = 242, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, ++xDiff, xp += 8) {
|
|
v = map.mazeLookup(
|
|
Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + 4),
|
|
0, 0xffff);
|
|
|
|
if (v != INVALID_CELL && map._currentSurfaceId &&
|
|
(map._currentSteppedOn || party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1,
|
|
map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
|
|
Common::Point(xp, 9));
|
|
}
|
|
}
|
|
|
|
//
|
|
for (int idx = 0, xp = 237, yp = 60, xDiff = -3; idx < MINIMAP_SIZE;
|
|
++idx, ++xDiff, xp += 10, yp -= 8) {
|
|
v = map.mazeLookup(
|
|
Common::Point(party._mazePosition.x - 4, party._mazePosition.y - 3 + idx),
|
|
12, 0xffff);
|
|
|
|
switch (v) {
|
|
case 1:
|
|
frame = 18;
|
|
break;
|
|
case 3:
|
|
frame = 22;
|
|
break;
|
|
case 4:
|
|
case 13:
|
|
frame = 16;
|
|
break;
|
|
case 5:
|
|
case 8:
|
|
frame = 2;
|
|
break;
|
|
case 6:
|
|
frame = 30;
|
|
break;
|
|
case 7:
|
|
frame = 32;
|
|
break;
|
|
case 9:
|
|
frame = 24;
|
|
break;
|
|
case 10:
|
|
frame = 28;
|
|
break;
|
|
case 11:
|
|
frame = 14;
|
|
break;
|
|
case 12:
|
|
frame = frame2 + 4;
|
|
break;
|
|
case 14:
|
|
frame = 24;
|
|
break;
|
|
case 15:
|
|
frame = 26;
|
|
break;
|
|
default:
|
|
frame = -1;
|
|
break;
|
|
}
|
|
|
|
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
|
|
map._tileSprites.draw(window1, frame, Common::Point(222, yp));
|
|
|
|
v = map.mazeLookup(
|
|
Common::Point(party._mazePosition.x - 3 + idx, party._mazePosition.y + 4),
|
|
0);
|
|
|
|
switch (v) {
|
|
case 1:
|
|
frame = 19;
|
|
break;
|
|
case 2:
|
|
frame = 35;
|
|
break;
|
|
case 3:
|
|
frame = 23;
|
|
break;
|
|
case 4:
|
|
case 13:
|
|
frame = 17;
|
|
break;
|
|
case 5:
|
|
case 8:
|
|
frame = 3;
|
|
break;
|
|
case 6:
|
|
frame = 31;
|
|
break;
|
|
case 7:
|
|
frame = 33;
|
|
break;
|
|
case 9:
|
|
frame = 21;
|
|
break;
|
|
case 10:
|
|
frame = 29;
|
|
break;
|
|
case 11:
|
|
frame = 15;
|
|
break;
|
|
case 12:
|
|
frame = frame2 + 5;
|
|
break;
|
|
case 14:
|
|
frame = 25;
|
|
break;
|
|
case 15:
|
|
frame = 27;
|
|
break;
|
|
default:
|
|
frame = -1;
|
|
break;
|
|
}
|
|
|
|
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
|
|
map._tileSprites.draw(window1, frame, Common::Point(xp, 4));
|
|
}
|
|
|
|
// Draw the front/back walls of cells in the minimap
|
|
for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE;
|
|
++rowNum, --yDiff, yp += 8) {
|
|
for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE;
|
|
++colNum, ++xDiff, xp += 10) {
|
|
if (colNum == 4 && rowNum == 4) {
|
|
// Center of the minimap. Draw the direction arrow
|
|
_globalSprites.draw(window1, party._mazeDirection + 1,
|
|
Common::Point(272, 40));
|
|
}
|
|
|
|
v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
|
|
party._mazePosition.y + yDiff), 12, 0xffff);
|
|
switch (v) {
|
|
case 1:
|
|
frame = 18;
|
|
break;
|
|
case 3:
|
|
frame = 22;
|
|
break;
|
|
case 4:
|
|
case 13:
|
|
frame = 16;
|
|
break;
|
|
case 5:
|
|
case 8:
|
|
frame = 2;
|
|
break;
|
|
case 6:
|
|
frame = 30;
|
|
break;
|
|
case 7:
|
|
frame = 32;
|
|
break;
|
|
case 9:
|
|
frame = 20;
|
|
break;
|
|
case 10:
|
|
frame = 28;
|
|
break;
|
|
case 11:
|
|
frame = 14;
|
|
break;
|
|
case 12:
|
|
frame = frame2 + 4;
|
|
break;
|
|
case 14:
|
|
frame = 24;
|
|
break;
|
|
case 15:
|
|
frame = 26;
|
|
break;
|
|
default:
|
|
frame = -1;
|
|
break;
|
|
}
|
|
|
|
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1, frame, Common::Point(xp, yp));
|
|
}
|
|
|
|
v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
|
|
party._mazePosition.y + yDiff), 12, 0xffff);
|
|
switch (v) {
|
|
case 1:
|
|
frame = 19;
|
|
break;
|
|
case 2:
|
|
frame = 35;
|
|
break;
|
|
case 3:
|
|
frame = 23;
|
|
break;
|
|
case 4:
|
|
case 13:
|
|
frame = 17;
|
|
break;
|
|
case 5:
|
|
case 8:
|
|
frame = 3;
|
|
break;
|
|
case 6:
|
|
frame = 31;
|
|
break;
|
|
case 7:
|
|
frame = 33;
|
|
break;
|
|
case 9:
|
|
frame = 21;
|
|
break;
|
|
case 10:
|
|
frame = 29;
|
|
break;
|
|
case 11:
|
|
frame = 15;
|
|
break;
|
|
case 12:
|
|
frame = frame2 + 5;
|
|
break;
|
|
case 14:
|
|
frame = 25;
|
|
break;
|
|
case 15:
|
|
frame = 27;
|
|
break;
|
|
default:
|
|
frame = -1;
|
|
break;
|
|
}
|
|
|
|
if (v == -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1, frame, Common::Point(xp, yp));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw the top of blocked/wall cells on the map
|
|
for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
|
|
for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
|
|
v = map.mazeLookup(
|
|
Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
|
|
0, 0xffff);
|
|
|
|
if (v == INVALID_CELL || (!map._currentSteppedOn && !party._wizardEyeActive)) {
|
|
map._tileSprites.draw(window1, 1, Common::Point(xp, yp));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw outer rectangle around the automap
|
|
_globalSprites.draw(window1, 6, Common::Point(223, 3));
|
|
party._wizardEyeActive = eyeActive;
|
|
}
|
|
|
|
/**
|
|
* Waits for a keypress or click, whilst still allowing the game scene to
|
|
* be animated.
|
|
*/
|
|
void Interface::perform() {
|
|
EventsManager &events = *_vm->_events;
|
|
Map &map = *_vm->_map;
|
|
Party &party = *_vm->_party;
|
|
Scripts &scripts = *_vm->_scripts;
|
|
const Common::Rect waitBounds(8, 8, 224, 140);
|
|
|
|
events.updateGameCounter();
|
|
draw3d(true);
|
|
|
|
// Wait for a frame
|
|
do {
|
|
events.pollEventsAndWait();
|
|
checkEvents(_vm);
|
|
} while (!_buttonValue && events.timeElapsed() < 1 && !_vm->_party->_partyDead);
|
|
|
|
if (!_buttonValue && !_vm->_party->_partyDead)
|
|
return;
|
|
|
|
if (_buttonValue == Common::KEYCODE_SPACE ||
|
|
(events._leftButton && waitBounds.contains(events._mousePos))) {
|
|
int lookupId = map.mazeLookup(party._mazePosition,
|
|
WALL_NUMBERS[party._mazeDirection][2]);
|
|
|
|
bool eventsFlag = true;
|
|
switch (lookupId) {
|
|
case 1:
|
|
if (!map._isOutdoors) {
|
|
scripts.openGrate(13, 1);
|
|
eventsFlag = _buttonValue != 0;
|
|
}
|
|
|
|
case 6:
|
|
if (!map._isOutdoors) {
|
|
scripts.openGrate(9, 0);
|
|
eventsFlag = _buttonValue != 0;
|
|
}
|
|
break;
|
|
case 9:
|
|
if (!map._isOutdoors) {
|
|
scripts.openGrate(6, 0);
|
|
eventsFlag = _buttonValue != 0;
|
|
}
|
|
break;
|
|
case 13:
|
|
if (!map._isOutdoors) {
|
|
scripts.openGrate(1, 1);
|
|
eventsFlag = _buttonValue != 0;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
if (eventsFlag) {
|
|
scripts.checkEvents();
|
|
if (_vm->shouldQuit())
|
|
return;
|
|
}
|
|
}
|
|
|
|
switch (_buttonValue) {
|
|
case Common::KEYCODE_TAB:
|
|
// Stop mosters doing any movement
|
|
_vm->_moveMonsters = false;
|
|
warning("TODO: showControlPanel");
|
|
break;
|
|
|
|
case Common::KEYCODE_SPACE:
|
|
case Common::KEYCODE_w:
|
|
// Wait one turn
|
|
chargeStep();
|
|
moveMonsters();
|
|
_upDoorText = false;
|
|
_flipDefaultGround = !_flipDefaultGround;
|
|
_flipGround = !_flipGround;
|
|
|
|
stepTime();
|
|
break;
|
|
|
|
case (Common::KBD_CTRL << 16) | Common::KEYCODE_LEFT:
|
|
case Common::KEYCODE_KP4:
|
|
if (checkMoveDirection((Common::KBD_CTRL << 16) | Common::KEYCODE_LEFT)) {
|
|
switch (party._mazeDirection) {
|
|
case DIR_NORTH:
|
|
--party._mazePosition.x;
|
|
break;
|
|
case DIR_SOUTH:
|
|
++party._mazePosition.x;
|
|
break;
|
|
case DIR_EAST:
|
|
++party._mazePosition.y;
|
|
break;
|
|
case DIR_WEST:
|
|
--party._mazePosition.y;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
chargeStep();
|
|
_isAnimReset = true;
|
|
party._mazeDirection = (Direction)((int)party._mazeDirection & 3);
|
|
_flipSky = !_flipSky;
|
|
stepTime();
|
|
}
|
|
break;
|
|
|
|
case (Common::KBD_CTRL << 16) | Common::KEYCODE_RIGHT:
|
|
case Common::KEYCODE_KP6:
|
|
if (checkMoveDirection((Common::KBD_CTRL << 16) | Common::KEYCODE_RIGHT)) {
|
|
switch (party._mazeDirection) {
|
|
case DIR_NORTH:
|
|
++party._mazePosition.x;
|
|
break;
|
|
case DIR_SOUTH:
|
|
--party._mazePosition.x;
|
|
break;
|
|
case DIR_EAST:
|
|
--party._mazePosition.y;
|
|
break;
|
|
case DIR_WEST:
|
|
++party._mazePosition.y;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
chargeStep();
|
|
_isAnimReset = true;
|
|
party._mazeDirection = (Direction)((int)party._mazeDirection & 3);
|
|
_flipSky = !_flipSky;
|
|
stepTime();
|
|
}
|
|
break;
|
|
|
|
case Common::KEYCODE_LEFT:
|
|
case Common::KEYCODE_KP7:
|
|
party._mazeDirection = (Direction)((int)party._mazeDirection - 1);
|
|
_isAnimReset = true;
|
|
party._mazeDirection = (Direction)((int)party._mazeDirection & 3);
|
|
_flipSky = !_flipSky;
|
|
stepTime();
|
|
break;
|
|
|
|
case Common::KEYCODE_RIGHT:
|
|
case Common::KEYCODE_KP9:
|
|
party._mazeDirection = (Direction)((int)party._mazeDirection + 1);
|
|
_isAnimReset = true;
|
|
party._mazeDirection = (Direction)((int)party._mazeDirection & 3);
|
|
_flipSky = !_flipSky;
|
|
stepTime();
|
|
break;
|
|
|
|
case Common::KEYCODE_UP:
|
|
case Common::KEYCODE_KP8:
|
|
if (checkMoveDirection(Common::KEYCODE_UP)) {
|
|
switch (party._mazeDirection) {
|
|
case DIR_NORTH:
|
|
++party._mazePosition.y;
|
|
break;
|
|
case DIR_SOUTH:
|
|
--party._mazePosition.y;
|
|
break;
|
|
case DIR_EAST:
|
|
++party._mazePosition.x;
|
|
break;
|
|
case DIR_WEST:
|
|
--party._mazePosition.x;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
chargeStep();
|
|
stepTime();
|
|
}
|
|
break;
|
|
|
|
case Common::KEYCODE_DOWN:
|
|
case Common::KEYCODE_KP2:
|
|
if (checkMoveDirection(Common::KEYCODE_DOWN)) {
|
|
switch (party._mazeDirection) {
|
|
case DIR_NORTH:
|
|
--party._mazePosition.y;
|
|
break;
|
|
case DIR_SOUTH:
|
|
++party._mazePosition.y;
|
|
break;
|
|
case DIR_EAST:
|
|
--party._mazePosition.x;
|
|
break;
|
|
case DIR_WEST:
|
|
++party._mazePosition.x;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
chargeStep();
|
|
stepTime();
|
|
}
|
|
break;
|
|
|
|
case Common::KEYCODE_EQUALS:
|
|
case Common::KEYCODE_KP_EQUALS:
|
|
// Toggle minimap
|
|
party._automapOn = !party._automapOn;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Interface::chargeStep() {
|
|
if (_vm->_party->_partyDead) {
|
|
_vm->_party->changeTime(_vm->_map->_isOutdoors ? 10 : 1);
|
|
if (!_tillMove) {
|
|
moveMonsters();
|
|
}
|
|
|
|
_tillMove = 3;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Handles incrementing game time
|
|
*/
|
|
void Interface::stepTime() {
|
|
Party &party = *_vm->_party;
|
|
SoundManager &sound = *_vm->_sound;
|
|
doStepCode();
|
|
|
|
if (++party._ctr24 == 24)
|
|
party._ctr24 = 0;
|
|
|
|
if (_buttonValue != Common::KEYCODE_SPACE && _buttonValue != Common::KEYCODE_w) {
|
|
_steppingFX ^= 1;
|
|
sound.playFX(_steppingFX + 7);
|
|
}
|
|
|
|
_upDoorText = false;
|
|
_flipDefaultGround = !_flipDefaultGround;
|
|
_flipGround = !_flipGround;
|
|
}
|
|
|
|
void Interface::doStepCode() {
|
|
Map &map = *_vm->_map;
|
|
Party &party = *_vm->_party;
|
|
int damage = 0;
|
|
|
|
party._stepped = true;
|
|
_upDoorText = false;
|
|
|
|
map.getCell(2);
|
|
int surfaceId = map.mazeData()._surfaceTypes[map._currentSurfaceId];
|
|
|
|
switch (surfaceId) {
|
|
case SURFTYPE_SPACE:
|
|
// Wheeze.. can't breathe in space! Explosive decompression, here we come
|
|
party._partyDead = true;
|
|
break;
|
|
case SURFTYPE_LAVA:
|
|
// It burns, it burns!
|
|
damage = 100;
|
|
party._damageType = DT_FIRE;
|
|
break;
|
|
case SURFTYPE_SKY:
|
|
// We can fly, we can.. oh wait, we can't!
|
|
damage = 100;
|
|
party._damageType = DT_PHYSICAL;
|
|
party._falling = true;
|
|
break;
|
|
case SURFTYPE_DESERT:
|
|
// Without navigation skills, simulate getting lost by adding extra time
|
|
if (map._isOutdoors && !party.checkSkill(NAVIGATOR))
|
|
party.addTime(170);
|
|
break;
|
|
case SURFTYPE_CLOUD:
|
|
if (!party._levitateActive) {
|
|
party._damageType = DT_PHYSICAL;
|
|
party._falling = true;
|
|
damage = 100;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (_vm->_files->_isDarkCc && party._gameFlags[374]) {
|
|
party._falling = false;
|
|
} else {
|
|
if (party._falling)
|
|
doFalling();
|
|
|
|
if ((party._mazePosition.x & 16) || (party._mazePosition.y & 16)) {
|
|
if (map._isOutdoors)
|
|
map.getNewMaze();
|
|
}
|
|
|
|
if (damage) {
|
|
_flipGround = !_flipGround;
|
|
draw3d(true);
|
|
|
|
warning("TODO: apply damage");
|
|
|
|
_flipGround = !_flipGround;
|
|
} else if (party._partyDead) {
|
|
draw3d(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Interface::doFalling() {
|
|
// TODO
|
|
}
|
|
|
|
bool Interface::checkMoveDirection(int key) {
|
|
Map &map = *_vm->_map;
|
|
Party &party = *_vm->_party;
|
|
SoundManager &sound = *_vm->_sound;
|
|
Direction dir = party._mazeDirection;
|
|
|
|
switch (_buttonValue) {
|
|
case (Common::KBD_CTRL << 16) | Common::KEYCODE_LEFT:
|
|
party._mazeDirection = (party._mazeDirection == DIR_NORTH) ? DIR_WEST :
|
|
(Direction)(party._mazeDirection - 1);
|
|
break;
|
|
case (Common::KBD_CTRL << 16) | Common::KEYCODE_RIGHT:
|
|
party._mazeDirection = (party._mazeDirection == DIR_WEST) ? DIR_NORTH :
|
|
(Direction)(party._mazeDirection + 1);
|
|
break;
|
|
case Common::KEYCODE_DOWN:
|
|
party._mazeDirection = (party._mazeDirection == DIR_NORTH) ? DIR_SOUTH : DIR_NORTH;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
map.getCell(7);
|
|
int startSurfaceId = map._currentSurfaceId;
|
|
int surfaceId;
|
|
|
|
if (map._isOutdoors) {
|
|
party._mazeDirection = dir;
|
|
|
|
switch ((int)map._currentWall._outdoors._surfaceId) {
|
|
case 5:
|
|
if (_vm->_files->_isDarkCc)
|
|
goto check;
|
|
|
|
// Deliberate FAll-through
|
|
case 0:
|
|
case 2:
|
|
case 4:
|
|
case 8:
|
|
case 11:
|
|
case 13:
|
|
case 14:
|
|
surfaceId = map.mazeData()._surfaceTypes[map._currentSurfaceId];
|
|
if (surfaceId == SURFTYPE_WATER) {
|
|
if (party.checkSkill(SWIMMING) || party._walkOnWaterActive)
|
|
return true;
|
|
} else if (surfaceId == SURFTYPE_DWATER) {
|
|
if (party._walkOnWaterActive)
|
|
return true;
|
|
} else if (surfaceId != SURFTYPE_SPACE) {
|
|
return true;
|
|
}
|
|
|
|
sound.playFX(21);
|
|
return false;
|
|
|
|
case 1:
|
|
case 7:
|
|
case 9:
|
|
case 10:
|
|
case 12:
|
|
check:
|
|
if (party.checkSkill(MOUNTAINEER))
|
|
return true;
|
|
|
|
sound.playFX(21);
|
|
return false;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
} else {
|
|
int surfaceId = map.getCell(2);
|
|
if (surfaceId >= map.mazeData()._difficulties._wallNoPass) {
|
|
party._mazeDirection = dir;
|
|
} else {
|
|
party._mazeDirection = dir;
|
|
|
|
if (startSurfaceId == SURFTYPE_SWAMP || party.checkSkill(SWIMMING) ||
|
|
party._walkOnWaterActive) {
|
|
sound.playFX(46);
|
|
return false;
|
|
} else {
|
|
if (_buttonValue == 242 && _wo[107]) {
|
|
_vm->_openDoor = true;
|
|
sound.playFX(47);
|
|
draw3d(true);
|
|
_vm->_openDoor = false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
} // End of namespace Xeen
|