mirror of
https://github.com/libretro/scummvm.git
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187 lines
4.6 KiB
C++
187 lines
4.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef HDB_MAP_LOADER_H
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#define HDB_MAP_LOADER_H
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#include "common/system.h"
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namespace HDB {
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enum {
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kScreenXTiles = 17,
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kScreenYTiles = 16,
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kMaxGratings = 250,
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kMaxForegrounds = 250
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};
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struct MSMIcon {
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uint16 icon; // index into icon list
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uint16 x;
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uint16 y;
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char funcInit[32]; // Lua init function for this entity
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char funcAction[32];
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char funcUse[32];
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uint16 dir; // direction entity is facing
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uint16 level; // which floor level entity is on
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uint16 value1, value2;
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MSMIcon(): icon(0), x(0), y(0), dir(0), level(0), value1(0), value2(0) {
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funcInit[0] = 0;
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funcAction[0] = 0;
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funcUse[0] = 0;
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}
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};
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struct Foreground {
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uint16 x;
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uint16 y;
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uint16 tile;
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Foreground() : x(0), y(0), tile(0) {}
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};
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struct SeeThroughTile {
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uint16 x;
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uint16 y;
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uint16 tile;
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SeeThroughTile() : x(0), y(0), tile(0) {}
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};
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class Map {
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public:
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Map();
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~Map();
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void save(Common::OutSaveFile *out);
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void loadSaveFile(Common::InSaveFile *in);
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void restartSystem();
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int loadTiles();
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bool load(Common::SeekableReadStream *stream);
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bool loadMap(char *name);
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void draw();
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void drawEnts();
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void drawGratings();
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void drawForegrounds();
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bool isLoaded() {
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return _mapLoaded;
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}
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bool onScreen(int x, int y) {
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if ((x >= _mapX / kTileWidth) && (x < (_mapX / kTileWidth) + kScreenXTiles) && (y >= _mapY / kTileHeight) && (y < (_mapY / kTileHeight) + kScreenYTiles))
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return true;
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return false;
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}
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int mapPixelWidth() {
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return _width * kTileWidth;
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}
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int mapPixelHeight() {
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return _height * kTileHeight;
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}
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uint32 getMapBGTileFlags(int x, int y);
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uint32 getMapFGTileFlags(int x, int y);
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int16 getMapBGTileIndex(int x, int y);
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int16 getMapFGTileIndex(int x, int y);
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void setMapBGTileIndex(int x, int y, int index);
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void setMapFGTileIndex(int x, int y, int index);
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void addBGTileAnimation(int x, int y);
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void addFGTileAnimation(int x, int y);
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void removeBGTileAnimation(int x, int y);
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void removeFGTileAnimation(int x, int y);
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void getMapXY(int *x, int *y);
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void setMapXY(int x, int y);
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void centerMapXY(int x, int y);
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bool checkEntOnScreen(AIEntity *);
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bool checkXYOnScreen(int x, int y);
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// Check if one of the tiles in a range exists in the map on either layer
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bool checkOneTileExistInRange(int tileIndex, int count);
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bool explosionExist(int x, int y) {
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return _mapExplosions[y * _width + x];
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}
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void setExplosion(int x, int y, int value) {
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_mapExplosions[y * _width + x] = value;
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}
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bool boomBarrelExist(int x, int y) {
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return _mapExpBarrels[y * _width + x];
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}
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void setBoomBarrel(int x, int y, int value) {
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_mapExpBarrels[y * _width + x] = value;
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}
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bool laserBeamExist(int x, int y) {
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return _mapLaserBeams[y * _width + x];
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}
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void setLaserBeam(int x, int y, int value) {
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_mapLaserBeams[y * _width + x] = value;
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}
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void clearLaserBeams() {
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memset(_mapLaserBeams, 0, _width * _height);
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}
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uint16 _width, _height;
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int _mapX, _mapY; // Coordinates of Map
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int _mapTileX, _mapTileY; // Tile Coordinates of Map
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int _mapTileXOff, _mapTileYOff; // Tile Coordinates Offset (0-31)
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Foreground _gratings[kMaxGratings], _foregrounds[kMaxForegrounds];
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int _numGratings, _numForegrounds;
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int _animCycle; // Tile Animation Counter
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Common::Array<uint32> _listBGAnimSlow;
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Common::Array<uint32> _listBGAnimMedium;
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Common::Array<uint32> _listBGAnimFast;
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Common::Array<uint32> _listFGAnimSlow;
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Common::Array<uint32> _listFGAnimMedium;
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Common::Array<uint32> _listFGAnimFast;
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private:
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char _name[32];
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uint32 _backgroundOffset;
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uint32 _foregroundOffset;
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uint16 _iconNum;
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uint32 _iconListOffset;
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uint16 _infoNum;
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uint32 _infoListOffset;
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int16 *_background;
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int16 *_foreground;
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MSMIcon *_iconList;
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byte *_mapExplosions;
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byte *_mapExpBarrels;
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byte *_mapLaserBeams;
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bool _mapLoaded;
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};
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}
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#endif // !HDB_MAP_LOADER_H
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