scummvm/engines/xeen/interface.cpp

1614 lines
43 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.
*
*/
#include "xeen/interface.h"
#include "xeen/dialogs_error.h"
#include "xeen/resources.h"
#include "xeen/xeen.h"
namespace Xeen {
Interface::Interface(XeenEngine *vm) : ButtonContainer(), InterfaceMap(vm), _vm(vm) {
Common::fill(&_partyFaces[0], &_partyFaces[MAX_ACTIVE_PARTY], (SpriteResource *)nullptr);
_batUIFrame = 0;
_spotDoorsUIFrame = 0;
_dangerSenseUIFrame = 0;
_face1UIFrame = 0;
_face2UIFrame = 0;
_blessedUIFrame = 0;
_powerShieldUIFrame = 0;
_holyBonusUIFrame = 0;
_heroismUIFrame = 0;
_flipUIFrame = 0;
_buttonsLoaded = false;
_hiliteChar = -1;
_intrIndex1 = 0;
_flag1 = false;
_animCounter = 0;
_isAnimReset = false;
_tillMove = 0;
_overallFrame = 0;
_upDoorText = false;
_steppingFX = 0;
Common::fill(&_combatCharIds[0], &_combatCharIds[8], 0);
initDrawStructs();
}
void Interface::initDrawStructs() {
_faceDrawStructs[0] = DrawStruct(0, 0, 0);
_faceDrawStructs[1] = DrawStruct(0, 101, 0);
_faceDrawStructs[2] = DrawStruct(0, 0, 43);
_faceDrawStructs[3] = DrawStruct(0, 101, 43);
_mainList[0] = DrawStruct(7, 232, 74);
_mainList[1] = DrawStruct(0, 235, 75);
_mainList[2] = DrawStruct(2, 260, 75);
_mainList[3] = DrawStruct(4, 286, 75);
_mainList[4] = DrawStruct(6, 235, 96);
_mainList[5] = DrawStruct(8, 260, 96);
_mainList[6] = DrawStruct(10, 286, 96);
_mainList[7] = DrawStruct(12, 235, 117);
_mainList[8] = DrawStruct(14, 260, 117);
_mainList[9] = DrawStruct(16, 286, 117);
_mainList[10] = DrawStruct(20, 235, 148);
_mainList[11] = DrawStruct(22, 260, 148);
_mainList[12] = DrawStruct(24, 286, 148);
_mainList[13] = DrawStruct(26, 235, 169);
_mainList[14] = DrawStruct(28, 260, 169);
_mainList[15] = DrawStruct(30, 286, 169);
}
void Interface::setup() {
_globalSprites.load("global.icn");
_borderSprites.load("border.icn");
_spellFxSprites.load("spellfx.icn");
_fecpSprites.load("fecp.brd");
_blessSprites.load("bless.icn");
_restoreSprites.load("restorex.icn");
_hpSprites.load("hpbars.icn");
_uiSprites.load("inn.icn");
_charPowSprites.load("charpow.icn");
// Get mappings to the active characters in the party
_vm->_party->_activeParty.resize(_vm->_party->_partyCount);
for (int i = 0; i < _vm->_party->_partyCount; ++i) {
_vm->_party->_activeParty[i] = _vm->_roster[_vm->_party->_partyMembers[i]];
}
_vm->_party->_newDay = _vm->_party->_minutes >= 300;
}
void Interface::manageCharacters(bool soundPlayed) {
Screen &screen = *_vm->_screen;
EventsManager &events = *_vm->_events;
bool flag = false;
start:
if (_vm->_party->_mazeId != 0) {
_vm->_mode = MODE_0;
_buttonsLoaded = true;
} else {
if (!soundPlayed) {
warning("TODO: loadSound?");
}
if (!_partyFaces[0]) {
// Xeen only uses 24 of possible 30 character slots
loadCharIcons();
for (int i = 0; i < _vm->_party->_partyCount; ++i)
_partyFaces[i] = &_charFaces[_vm->_party->_partyMembers[i]];
}
_vm->_mode = MODE_1;
Common::Array<int> xeenSideChars;
// Build up a list of characters on the same Xeen side being loaded
for (int i = 0; i < XEEN_TOTAL_CHARACTERS; ++i) {
PlayerStruct &player = _vm->_roster[i];
if (player._name.empty() || player._xeenSide != _vm->_loadDarkSide)
continue;
xeenSideChars.push_back(i);
}
// Add in buttons for the UI
_interfaceText = "";
_buttonsLoaded = true;
addButton(Common::Rect(16, 100, 40, 120), 242, &_uiSprites, true);
addButton(Common::Rect(52, 100, 76, 120), 243, &_uiSprites, true);
addButton(Common::Rect(87, 100, 111, 120), 68, &_uiSprites, true);
addButton(Common::Rect(122, 100, 146, 120), 82, &_uiSprites, true);
addButton(Common::Rect(157, 100, 181, 120), 67, &_uiSprites, true);
addButton(Common::Rect(192, 100, 216, 120), 88, &_uiSprites, true);
addButton(Common::Rect(), 27, &_uiSprites, false);
addButton(Common::Rect(16, 16, 48, 48), 49, &_uiSprites, false);
addButton(Common::Rect(117, 16, 139, 48), 50, &_uiSprites, false);
addButton(Common::Rect(16, 59, 48, 81), 51, &_uiSprites, false);
addButton(Common::Rect(117, 59, 149, 81), 52, &_uiSprites, false);
setupBackground();
Window &w = screen._windows[11];
w.open();
setupFaces(0, xeenSideChars, false);
w.writeString(_interfaceText);
w.drawList(&_faceDrawStructs[0], 4);
_uiSprites.draw(w, 0, Common::Point(16, 100));
_uiSprites.draw(w, 2, Common::Point(52, 100));
_uiSprites.draw(w, 4, Common::Point(87, 100));
_uiSprites.draw(w, 6, Common::Point(122, 100));
_uiSprites.draw(w, 8, Common::Point(157, 100));
_uiSprites.draw(w, 10, Common::Point(192, 100));
screen.loadPalette("mm4.pal");
if (flag) {
screen._windows[0].update();
events.setCursor(0);
screen.fadeIn(4);
} else {
if (_vm->getGameID() == GType_DarkSide) {
screen.fadeOut(4);
screen._windows[0].update();
}
doScroll(_vm, false, false);
events.setCursor(0);
if (_vm->getGameID() == GType_DarkSide) {
screen.fadeIn(4);
}
}
// TODO
bool breakFlag = false;
while (!_vm->shouldQuit() && !breakFlag) {
events.pollEventsAndWait();
checkEvents(_vm);
switch (_buttonValue) {
case Common::KEYCODE_ESCAPE:
case Common::KEYCODE_SPACE:
case Common::KEYCODE_e:
case Common::KEYCODE_x:
if (_vm->_party->_partyCount == 0) {
ErrorScroll::show(_vm, NO_ONE_TO_ADVENTURE_WITH);
} else {
if (_vm->_mode != MODE_0) {
for (_intrIndex1 = 4; _intrIndex1 >= 0; --_intrIndex1) {
events.updateGameCounter();
drawViewBackground(_intrIndex1);
w.update();
while (events.timeElapsed() < 1)
events.pollEventsAndWait();
}
}
w.close();
_vm->_party->_realPartyCount = _vm->_party->_partyCount;
_vm->_party->_mazeId = _vm->_party->_priorMazeId;
_vm->_party->copyPartyToRoster(_vm->_roster);
_vm->_saves->writeCharFile();
breakFlag = true;
break;
}
break;
case Common::KEYCODE_1:
break;
case Common::KEYCODE_2:
break;
case Common::KEYCODE_3:
break;
case Common::KEYCODE_4:
break;
case Common::KEYCODE_c:
if (xeenSideChars.size() == 24) {
ErrorScroll::show(_vm, YOUR_ROSTER_IS_FULL);
} else {
screen.fadeOut(4);
w.close();
moveCharacterToRoster();
_vm->_saves->writeCharFile();
screen.fadeOut(4);
flag = true;
_buttonsLoaded = true;
goto start;
}
break;
case Common::KEYCODE_d:
break;
case Common::KEYCODE_r:
if (_vm->_party->_partyCount > 0) {
// TODO
}
break;
case 201:
// TODO
break;
case 202:
// TODO
break;
case 203:
// TODO
break;
case 204:
// TODO
break;
case 205:
// TODO
break;
case 206:
// TODO
break;
case 242:
// TODO
break;
case 243:
// TODO
break;
default:
break;
}
}
}
for (int i = 0; i < TOTAL_CHARACTERS; ++i)
_charFaces[i].clear();
_globalSprites.clear();
_borderSprites.clear();
_spellFxSprites.clear();
_fecpSprites.clear();
_blessSprites.clear();
_restoreSprites.clear();
_hpSprites.clear();
_uiSprites.clear();
}
void Interface::loadCharIcons() {
for (int i = 0; i < XEEN_TOTAL_CHARACTERS; ++i) {
// Load new character resource
Common::String name = Common::String::format("char%02d.fac", i + 1);
_charFaces[i].load(name);
}
_dseFace.load("dse.fac");
}
void Interface::loadPartyIcons() {
for (int i = 0; i < _vm->_party->_partyCount; ++i)
_partyFaces[i] = &_charFaces[_vm->_party->_partyMembers[i]];
}
void Interface::setupBackground() {
_vm->_screen->loadBackground("back.raw");
assembleBorder();
}
void Interface::assembleBorder() {
Screen &screen = *_vm->_screen;
// Draw the outer frame
_globalSprites.draw(screen._windows[0], 0, Common::Point(8, 8));
// Draw the animating bat character used to show when levitate is active
_borderSprites.draw(screen._windows[0], _vm->_party->_levitateActive ? _batUIFrame + 16 : 16,
Common::Point(0, 82));
_batUIFrame = (_batUIFrame + 1) % 12;
// Draw UI element to indicate whether can spot hidden doors
_borderSprites.draw(screen,
(_thinWall && _vm->_party->checkSkill(SPOT_DOORS)) ? _spotDoorsUIFrame + 28 : 28,
Common::Point(194, 91));
_spotDoorsUIFrame = (_spotDoorsUIFrame + 1) % 12;
// Draw UI element to indicate whether can sense danger
_borderSprites.draw(screen,
(_vm->_dangerSenseAllowed && _vm->_party->checkSkill(DANGER_SENSE)) ? _spotDoorsUIFrame + 40 : 40,
Common::Point(107, 9));
_dangerSenseUIFrame = (_dangerSenseUIFrame + 1) % 12;
// Handle the face UI elements for indicating clairvoyance status
_face1UIFrame = (_face1UIFrame + 1) % 4;
if (_vm->_face1State == 0)
_face1UIFrame += 4;
else if (_vm->_face1State == 2)
_face1UIFrame = 0;
_face2UIFrame = (_face2UIFrame + 1) % 4 + 12;
if (_vm->_face2State == 0)
_face2UIFrame += 252;
else if (_vm->_face2State == 2)
_face2UIFrame = 0;
if (!_vm->_party->_clairvoyanceActive) {
_face1UIFrame = 0;
_face2UIFrame = 8;
}
_borderSprites.draw(screen, _face1UIFrame, Common::Point(0, 32));
_borderSprites.draw(screen,
screen._windows[10]._enabled || screen._windows[2]._enabled ?
52 : _face2UIFrame,
Common::Point(215, 32));
// Draw resistence indicators
if (!screen._windows[10]._enabled && !screen._windows[2]._enabled
&& screen._windows[38]._enabled) {
_fecpSprites.draw(screen, _vm->_party->_fireResistence ? 1 : 0,
Common::Point(2, 2));
_fecpSprites.draw(screen, _vm->_party->_electricityResistence ? 3 : 2,
Common::Point(219, 2));
_fecpSprites.draw(screen, _vm->_party->_coldResistence ? 5 : 4,
Common::Point(2, 134));
_fecpSprites.draw(screen, _vm->_party->_poisonResistence ? 7 : 6,
Common::Point(219, 134));
} else {
_fecpSprites.draw(screen, _vm->_party->_fireResistence ? 9 : 8,
Common::Point(8, 8));
_fecpSprites.draw(screen, _vm->_party->_electricityResistence ? 10 : 11,
Common::Point(219, 8));
_fecpSprites.draw(screen, _vm->_party->_coldResistence ? 12 : 13,
Common::Point(8, 134));
_fecpSprites.draw(screen, _vm->_party->_poisonResistence ? 14 : 15,
Common::Point(219, 134));
}
// Draw UI element for blessed
_blessSprites.draw(screen, 16, Common::Point(33, 137));
if (_vm->_party->_blessedActive) {
_blessedUIFrame = (_blessedUIFrame + 1) % 4;
_blessSprites.draw(screen, _blessedUIFrame, Common::Point(33, 137));
}
// Draw UI element for power shield
if (_vm->_party->_powerShieldActive) {
_powerShieldUIFrame = (_powerShieldUIFrame + 1) % 4;
_blessSprites.draw(screen, _powerShieldUIFrame + 4,
Common::Point(55, 137));
}
// Draw UI element for holy bonus
if (_vm->_party->_holyBonusActive) {
_holyBonusUIFrame = (_holyBonusUIFrame + 1) % 4;
_blessSprites.draw(screen, _holyBonusUIFrame + 8, Common::Point(160, 137));
}
// Draw UI element for heroism
if (_vm->_party->_heroismActive) {
_heroismUIFrame = (_heroismUIFrame + 1) % 4;
_blessSprites.draw(screen, _heroismUIFrame + 12, Common::Point(182, 137));
}
// Draw direction character if direction sense is active
if (_vm->_party->checkSkill(DIRECTION_SENSE) && !_vm->_noDirectionSense) {
const char *dirText = DIRECTION_TEXT[_vm->_party->_mazeDirection];
Common::String msg = Common::String::format(
"\002""08\003""c\013""139\011""116%c\014""d\001", *dirText);
screen._windows[0].writeString(msg);
}
// Draw view frame
if (screen._windows[12]._enabled)
screen._windows[12].frame();
}
void Interface::setupFaces(int charIndex, Common::Array<int> xeenSideChars, bool updateFlag) {
Common::String playerNames[4];
Common::String playerRaces[4];
Common::String playerSex[4];
Common::String playerClass[4];
int posIndex;
int charId;
for (posIndex = 0; posIndex < 4; ++posIndex) {
charId = xeenSideChars[charIndex];
bool isInParty = _vm->_party->isInParty(charId);
if (charId == 0xff) {
while ((int)_buttons.size() > (7 + posIndex))
_buttons.remove_at(_buttons.size() - 1);
break;
}
Common::Rect &b = _buttons[7 + posIndex]._bounds;
b.moveTo((posIndex & 1) ? 117 : 16, b.top);
PlayerStruct &ps = _vm->_roster[xeenSideChars[charIndex + posIndex]];
playerNames[posIndex] = isInParty ? IN_PARTY : ps._name;
playerRaces[posIndex] = RACE_NAMES[ps._race];
playerSex[posIndex] = SEX_NAMES[ps._sex];
playerClass[posIndex] = CLASS_NAMES[ps._class];
}
charIconsPrint(updateFlag);
// Set up the sprite set to use for each face
charId = xeenSideChars[charIndex];
_faceDrawStructs[0]._sprites = (charId == 0xff) ? (SpriteResource *)nullptr : &_charFaces[charId];
charId = xeenSideChars[charIndex + 1];
_faceDrawStructs[1]._sprites = (charId == 0xff) ? (SpriteResource *)nullptr : &_charFaces[charId];
charId = xeenSideChars[charIndex + 2];
_faceDrawStructs[2]._sprites = (charId == 0xff) ? (SpriteResource *)nullptr : &_charFaces[charId];
charId = xeenSideChars[charIndex + 3];
_faceDrawStructs[3]._sprites = (charId == 0xff) ? (SpriteResource *)nullptr : &_charFaces[charId];
_interfaceText = Common::String::format(PARTY_DETAILS,
playerNames[0].c_str(), playerRaces[0].c_str(), playerSex[0].c_str(), playerClass[0].c_str(),
playerNames[1].c_str(), playerRaces[1].c_str(), playerSex[1].c_str(), playerClass[1].c_str(),
playerNames[2].c_str(), playerRaces[2].c_str(), playerSex[2].c_str(), playerClass[2].c_str(),
playerNames[3].c_str(), playerRaces[3].c_str(), playerSex[3].c_str(), playerClass[3].c_str()
);
}
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