mirror of
https://github.com/libretro/scummvm.git
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524 lines
11 KiB
C++
524 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef XEEN_MAP_H
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#define XEEN_MAP_H
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#include "common/stream.h"
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#include "common/array.h"
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#include "common/rect.h"
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#include "xeen/combat.h"
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#include "xeen/files.h"
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#include "xeen/party.h"
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#include "xeen/scripts.h"
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#include "xeen/sprites.h"
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namespace Xeen {
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#define MAP_WIDTH 16
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#define MAP_HEIGHT 16
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#define TOTAL_SURFACES 16
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#define INVALID_CELL 0x8888
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class XeenEngine;
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enum MonsterType {
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MONSTER_0 = 0, MONSTER_ANIMAL = 1, MONSTER_INSECT = 2,
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MONSTER_HUMANOID = 3, MONSTER_UNDEAD = 4, MONSTER_GOLEM = 5,
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MONSTER_DRAGON = 6
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};
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class MonsterStruct {
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public:
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Common::String _name;
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int _experience;
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int _hp;
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int _armorClass;
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int _speed;
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int _numberOfAttacks;
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int _hatesClass;
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int _strikes;
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int _dmgPerStrike;
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DamageType _attackType;
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SpecialAttack _specialAttack;
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int _hitChance;
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int _rangeAttack;
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MonsterType _monsterType;
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int _fireResistence;
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int _electricityResistence;
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int _coldResistence;
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int _poisonResistence;
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int _energyResistence;
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int _magicResistence;
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int _phsyicalResistence;
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int _field29;
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int _gold;
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int _gems;
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int _itemDrop;
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bool _flying;
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int _imageNumber;
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int _loopAnimation;
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int _animationEffect;
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int _fx;
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Common::String _attackVoc;
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public:
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MonsterStruct();
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MonsterStruct(Common::String name, int experience, int hp, int accuracy,
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int speed, int numberOfAttacks, CharacterClass hatesClass, int strikes,
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int dmgPerStrike, DamageType attackType, SpecialAttack specialAttack,
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int hitChance, int rangeAttack, MonsterType monsterType,
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int fireResistence, int electricityResistence, int coldResistence,
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int poisonResistence, int energyResistence, int magicResistence,
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int phsyicalResistence, int field29, int gold, int gems, int itemDrop,
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bool flying, int imageNumber, int loopAnimation, int animationEffect,
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int field32, Common::String attackVoc);
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void synchronize(Common::SeekableReadStream &s);
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};
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class MonsterData : public Common::Array<MonsterStruct> {
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private:
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void synchronize(Common::SeekableReadStream &s);
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public:
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MonsterData();
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void load(const Common::String &name);
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};
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class SurroundingMazes {
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public:
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int _north;
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int _east;
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int _south;
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int _west;
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public:
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SurroundingMazes();
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void clear();
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void synchronize(XeenSerializer &s);
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int &operator[](int idx);
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};
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class MazeDifficulties {
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public:
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int _wallNoPass;
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int _surfaceNoPass;
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int _unlockDoor;
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int _unlockBox;
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int _bashDoor;
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int _bashGrate;
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int _bashWall;
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int _chance2Run;
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public:
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MazeDifficulties();
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/**
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* Synchronizes data for the item
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*/
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void synchronize(XeenSerializer &s);
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};
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enum MazeFlags {
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OUTFLAG_GRATE = 0x80, OUTFLAG_DRAIN = 0x20, OUTFLAG_OBJECT_EXISTS = 0x08,
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INFLAG_INSIDE = 0x08, FLAG_AUTOEXECUTE_EVENT = 0x10,
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RESTRICTION_ETHERIALIZE = 0x40, RESTRICTION_80 = 0x80,
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RESTRICTION_TOWN_PORTAL = 0x100, RESTRICTION_SUPER_SHELTER = 0x200,
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RESTRICTION_TIME_DISTORTION = 0x400, RESTRICTION_LLOYDS_BEACON = 0x800,
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RESTRICTION_TELPORT = 0x1000, RESTRICTION_2000 = 0x2000,
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RESTRICTION_REST = 0x4000, RESTRICTION_SAVE = 0x8000,
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FLAG_GROUND_BITS = 7
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};
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enum MazeFlags2 { FLAG_IS_OUTDOORS = 0x8000, FLAG_IS_DARK = 0x4000 };
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enum SurfaceType {
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SURFTYPE_DEFAULT = 0,
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SURFTYPE_WATER = 0, SURFTYPE_DIRT = 1, SURFTYPE_GRASS = 2,
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SURFTYPE_SNOW = 3, SURFTYPE_SWAMP = 4, SURFTYPE_LAVA = 5,
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SURFTYPE_DESERT = 6, SURFTYPE_ROAD = 7, SURFTYPE_DWATER = 8,
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SURFTYPE_TFLR = 9, SURFTYPE_SKY = 10, SURFTYPE_CROAD = 11,
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SURFTYPE_SEWER = 12, SURFTYPE_CLOUD = 13, SURFTYPE_SCORCH = 14,
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SURFTYPE_SPACE = 15
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};
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union MazeWallLayers {
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struct MazeWallIndoors {
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int _wallNorth : 4;
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int _wallEast : 4;
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int _wallSouth : 4;
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int _wallWest : 4;
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} _indoors;
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struct MazeWallOutdoors {
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SurfaceType _surfaceId : 4;
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int _iMiddle : 4;
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int _iTop : 4;
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int _iOverlay : 4;
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} _outdoors;
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uint16 _data;
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};
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struct MazeCell {
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int _flags;
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int _surfaceId;
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MazeCell() : _flags(0), _surfaceId(0) {}
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};
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class MazeData {
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public:
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// Resource fields
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MazeWallLayers _wallData[MAP_HEIGHT][MAP_WIDTH];
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MazeCell _cells[MAP_HEIGHT][MAP_WIDTH];
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int _mazeNumber;
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SurroundingMazes _surroundingMazes;
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int _mazeFlags;
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int _mazeFlags2;
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int _wallTypes[16];
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int _surfaceTypes[16];
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int _floorType;
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Common::Point _runPosition;
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MazeDifficulties _difficulties;
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int _trapDamage;
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int _wallKind;
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int _tavernTips;
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bool _seenTiles[MAP_HEIGHT][MAP_WIDTH];
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bool _steppedOnTiles[MAP_HEIGHT][MAP_WIDTH];
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// Misc fields
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int _mazeId;
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public:
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MazeData();
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void clear();
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/**
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* Synchronize data for the maze data
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*/
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void synchronize(XeenSerializer &s);
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/**
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* Flags all tiles for the map as having been stepped on
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*/
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void setAllTilesStepped();
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void clearCellSurfaces();
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};
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class MobStruct {
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public:
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Common::Point _pos;
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int _id;
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Direction _direction;
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public:
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MobStruct();
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/**
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* Synchronizes the data for the item
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*/
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bool synchronize(XeenSerializer &s);
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/**
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* Sets up the entry as an end of list marker
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*/
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void endOfList();
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};
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struct MazeObject {
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public:
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Common::Point _position;
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int _id;
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int _frame;
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int _spriteId;
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Direction _direction;
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bool _flipped;
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SpriteResource *_sprites;
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MazeObject();
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};
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struct MazeMonster {
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Common::Point _position;
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int _frame;
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int _id;
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int _spriteId;
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bool _isAttacking;
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DamageType _damageType;
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int _field9;
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int _postAttackDelay;
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int _hp;
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int _effect1, _effect2;
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int _effect3;
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SpriteResource *_sprites;
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SpriteResource *_attackSprites;
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MonsterStruct *_monsterData;
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MazeMonster();
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/**
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* Return the text color to use when displaying the monster's name in combat
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* to indicate how damaged they are
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*/
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int getTextColor() const;
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};
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class MazeWallItem {
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public:
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Common::Point _position;
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int _id;
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int _frame;
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int _spriteId;
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Direction _direction;
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SpriteResource *_sprites;
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public:
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MazeWallItem();
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};
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struct WallSprites {
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SpriteResource _surfaces[TOTAL_SURFACES];
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SpriteResource _fwl1;
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SpriteResource _fwl2;
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SpriteResource _fwl3;
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SpriteResource _fwl4;
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SpriteResource _swl;
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};
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class Map;
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class MonsterObjectData {
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friend class Map;
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public:
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struct SpriteResourceEntry {
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int _spriteId;
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SpriteResource _sprites;
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SpriteResource _attackSprites;
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SpriteResourceEntry() { _spriteId = -1; }
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SpriteResourceEntry(int spriteId): _spriteId(spriteId) { }
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};
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private:
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XeenEngine *_vm;
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Common::Array<SpriteResourceEntry> _objectSprites;
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Common::Array<SpriteResourceEntry> _monsterSprites;
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Common::Array<SpriteResourceEntry> _monsterAttackSprites;
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Common::Array<SpriteResourceEntry> _wallItemSprites;
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public:
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Common::Array<MazeObject> _objects;
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Common::Array<MazeMonster> _monsters;
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Common::Array<MazeWallItem> _wallItems;
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public:
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MonsterObjectData(XeenEngine *vm);
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/**
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* Synchronizes the data
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*/
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void synchronize(XeenSerializer &s, MonsterData &monsterData);
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/**
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* Clears the current list of monster sprites
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*/
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void clearMonsterSprites();
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/**
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* Load the normal and attack sprites for a given monster
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*/
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void addMonsterSprites(MazeMonster &monster);
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};
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class HeadData {
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public:
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struct HeadEntry {
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int _left;
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int _right;
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};
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HeadEntry _data[MAP_HEIGHT][MAP_WIDTH];
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public:
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HeadData();
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void synchronize(Common::SeekableReadStream &s);
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HeadEntry *operator[](int y) { return &_data[y][0]; }
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};
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struct AnimationFrame { int _front, _left, _back, _right; };
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struct AnimationFlipped { bool _front, _left, _back, _right; };
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struct AnimationEntry {
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union {
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AnimationFrame _positions;
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int _frames[4];
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} _frame1;
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union {
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AnimationFlipped _positions;
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bool _flags[4];
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} _flipped;
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union {
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AnimationFrame _positions;
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int _frames[4];
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} _frame2;
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/**
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* Synchronize data for an animation entry
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*/
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void synchronize(Common::SeekableReadStream &s);
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};
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class AnimationInfo : public Common::Array<AnimationEntry> {
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public:
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/**
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* Synchronize data for object animations within the game
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*/
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void synchronize(Common::SeekableReadStream &s);
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/**
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* Load the animation info objects in the game
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*/
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void load(const Common::String &name);
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};
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class Map {
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private:
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XeenEngine *_vm;
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MazeData _mazeData[9];
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SpriteResource _wallPicSprites;
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int _sidePictures;
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int _sideObjects;
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int _sideMonsters;
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int _sideMusic;
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int _mazeDataIndex;
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/**
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* Load the events for a new map
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*/
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void loadEvents(int mapId);
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/**
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* Save the events for a map
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*/
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void saveEvents();
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/**
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* Save the monster data for a map
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*/
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void saveMonsters();
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/**
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* Save the map data
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*/
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void saveMap();
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/**
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* Finds a map in the array that contains the currently active and the surrounding
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* maps in the eight cardinal directions
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*/
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void findMap(int mapId = -1);
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public:
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Common::String _mazeName;
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bool _isOutdoors;
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MonsterObjectData _mobData;
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MonsterData _monsterData;
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MazeEvents _events;
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HeadData _headData;
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AnimationInfo _animationInfo;
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SpriteResource _skySprites[2];
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SpriteResource _groundSprites;
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SpriteResource _tileSprites;
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SpriteResource _surfaceSprites[TOTAL_SURFACES];
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WallSprites _wallSprites;
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bool _currentGrateUnlocked;
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bool _currentCantRest;
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bool _currentIsDrain;
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bool _currentIsEvent;
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int _currentSky;
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int _currentMonsterFlags;
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int _currentWall;
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int _currentTile;
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int _currentSurfaceId;
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bool _currentSteppedOn;
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bool _loadDarkSide;
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int _sideTownPortal;
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public:
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Map(XeenEngine *vm);
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/**
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* Loads a specified map
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*/
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void load(int mapId);
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int mazeLookup(const Common::Point &pt, int layerShift, int wallMask = 0xf);
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void cellFlagLookup(const Common::Point &pt);
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/**
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* Sets the surface flags for a given position
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*/
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void setCellSurfaceFlags(const Common::Point &pt, int bits);
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/**
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* Sets the value for the wall in a given direction from a given point
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*/
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void setWall(const Common::Point &pt, Direction dir, int v);
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/**
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* Saves all changeable maze data to the in-memory save state
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*/
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void saveMaze();
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/**
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* Clears the current maze. This is used during savegame loads so that
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* the previous games maze data isn't saved as the new map is loaded
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*/
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void clearMaze();
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/**
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* Gets the data for a map position at one of the relative indexes
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* surrounding the current position
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*/
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int getCell(int idx);
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/**
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* Returns the data for the primary active map
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*/
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MazeData &mazeData() { return _mazeData[0]; }
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/**
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* Returns the data for the currently indexed map
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*/
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MazeData &mazeDataCurrent() { return _mazeData[_mazeDataIndex]; }
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/**
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* Loads the sprites needed for rendering the skyline
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*/
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void loadSky();
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/**
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* Tests the current position, and if it's moved beyond the valid (0,0) to (15,15)
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* range for a map, loads in the correct surrounding map, and adjusts the
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* position to the relative position on the new map
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*/
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void getNewMaze();
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};
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} // End of namespace Xeen
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#endif /* XEEN_MAP_H */
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