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-rw-r--r--engines/xeen/interface.cpp2284
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diff --git a/engines/xeen/interface.cpp b/engines/xeen/interface.cpp
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+++ b/engines/xeen/interface.cpp
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+/* 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_automap.h"
+#include "xeen/dialogs_char_info.h"
+#include "xeen/dialogs_control_panel.h"
+#include "xeen/dialogs_error.h"
+#include "xeen/dialogs_fight_options.h"
+#include "xeen/dialogs_info.h"
+#include "xeen/dialogs_items.h"
+#include "xeen/dialogs_query.h"
+#include "xeen/dialogs_quests.h"
+#include "xeen/dialogs_quick_ref.h"
+#include "xeen/dialogs_spells.h"
+#include "xeen/resources.h"
+#include "xeen/xeen.h"
+
+#include "xeen/dialogs_party.h"
+
+namespace Xeen {
+
+PartyDrawer::PartyDrawer(XeenEngine *vm): _vm(vm) {
+ _restoreSprites.load("restorex.icn");
+ _hpSprites.load("hpbars.icn");
+ _dseFace.load("dse.fac");
+ _hiliteChar = -1;
+}
+
+void PartyDrawer::drawParty(bool updateFlag) {
+ Combat &combat = *_vm->_combat;
+ Party &party = *_vm->_party;
+ Resources &res = *_vm->_resources;
+ Screen &screen = *_vm->_screen;
+ bool inCombat = _vm->_mode == MODE_COMBAT;
+ _restoreSprites.draw(screen, 0, Common::Point(8, 149));
+
+ // Handle drawing the party faces
+ uint partyCount = inCombat ? combat._combatParty.size() : party._activeParty.size();
+ for (uint idx = 0; idx < partyCount; ++idx) {
+ Character &ps = inCombat ? *combat._combatParty[idx] : party._activeParty[idx];
+ Condition charCondition = ps.worstCondition();
+ int charFrame = Res.FACE_CONDITION_FRAMES[charCondition];
+
+ SpriteResource *sprites = (charFrame > 4) ? &_dseFace : ps._faceSprites;
+ if (charFrame > 4)
+ charFrame -= 5;
+
+ sprites->draw(screen, charFrame, Common::Point(Res.CHAR_FACES_X[idx], 150));
+ }
+
+ for (uint idx = 0; idx < partyCount; ++idx) {
+ Character &ps = inCombat ? *combat._combatParty[idx] : party._activeParty[idx];
+
+ // 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(Res.HP_BARS_X[idx], 182));
+ }
+
+ if (_hiliteChar != -1)
+ res._globalSprites.draw(screen, 8, Common::Point(Res.CHAR_FACES_X[_hiliteChar] - 1, 149));
+
+ if (updateFlag)
+ screen._windows[33].update();
+}
+
+void PartyDrawer::highlightChar(int charId) {
+ Resources &res = *_vm->_resources;
+ Screen &screen = *_vm->_screen;
+
+ if (charId != _hiliteChar && _hiliteChar != HILIGHT_CHAR_DISABLED) {
+ // Handle deselecting any previusly selected char
+ if (_hiliteChar != -1) {
+ res._globalSprites.draw(screen, 9 + _hiliteChar,
+ Common::Point(Res.CHAR_FACES_X[_hiliteChar] - 1, 149));
+ }
+
+ // Highlight new character
+ res._globalSprites.draw(screen, 8, Common::Point(Res.CHAR_FACES_X[charId] - 1, 149));
+ _hiliteChar = charId;
+ screen._windows[33].update();
+ }
+}
+
+void PartyDrawer::unhighlightChar() {
+ Resources &res = *_vm->_resources;
+ Screen &screen = *_vm->_screen;
+
+ if (_hiliteChar != -1) {
+ res._globalSprites.draw(screen, _hiliteChar + 9,
+ Common::Point(Res.CHAR_FACES_X[_hiliteChar] - 1, 149));
+ _hiliteChar = -1;
+ screen._windows[33].update();
+ }
+}
+
+void PartyDrawer::resetHighlight() {
+ _hiliteChar = -1;
+}
+/*------------------------------------------------------------------------*/
+
+Interface::Interface(XeenEngine *vm) : ButtonContainer(vm), InterfaceMap(vm),
+ PartyDrawer(vm), _vm(vm) {
+ _buttonsLoaded = false;
+ _intrIndex1 = 0;
+ _steppingFX = 0;
+ _falling = false;
+ _blessedUIFrame = 0;
+ _powerShieldUIFrame = 0;
+ _holyBonusUIFrame = 0;
+ _heroismUIFrame = 0;
+ _flipUIFrame = 0;
+ _face1UIFrame = 0;
+ _face2UIFrame = 0;
+ _levitateUIFrame = 0;
+ _spotDoorsUIFrame = 0;
+ _dangerSenseUIFrame = 0;
+ _face1State = _face2State = 0;
+ _upDoorText = false;
+ _tillMove = 0;
+ Common::fill(&_charFX[0], &_charFX[MAX_ACTIVE_PARTY], 0);
+
+ initDrawStructs();
+}
+
+void Interface::initDrawStructs() {
+ _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() {
+ _borderSprites.load("border.icn");
+ _spellFxSprites.load("spellfx.icn");
+ _fecpSprites.load("fecp.brd");
+ _blessSprites.load("bless.icn");
+ _charPowSprites.load("charpow.icn");
+ _uiSprites.load("inn.icn");
+
+ Party &party = *_vm->_party;
+ party.loadActiveParty();
+ party._newDay = party._minutes < 300;
+}
+
+void Interface::startup() {
+ Resources &res = *_vm->_resources;
+ Screen &screen = *_vm->_screen;
+ _iconSprites.load("main.icn");
+
+ animate3d();
+ if (_vm->_map->_isOutdoors) {
+ setIndoorsMonsters();
+ setIndoorsObjects();
+ } else {
+ setOutdoorsMonsters();
+ setOutdoorsObjects();
+ }
+ draw3d(false);
+
+ res._globalSprites.draw(screen._windows[1], 5, Common::Point(232, 9));
+ drawParty(false);
+
+ _mainList[0]._sprites = &res._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::setMainButtons(bool combatMode) {
+ 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);
+ addButton(Common::Rect(239, 27, 312, 37), Common::KEYCODE_1);
+ addButton(Common::Rect(239, 37, 312, 47), Common::KEYCODE_2);
+ addButton(Common::Rect(239, 47, 312, 57), Common::KEYCODE_3);
+ addPartyButtons(_vm);
+
+ if (combatMode) {
+ _buttons[0]._value = Common::KEYCODE_f;
+ _buttons[1]._value = Common::KEYCODE_c;
+ _buttons[2]._value = Common::KEYCODE_a;
+ _buttons[3]._value = Common::KEYCODE_u;
+ _buttons[4]._value = Common::KEYCODE_r;
+ _buttons[5]._value = Common::KEYCODE_b;
+ _buttons[6]._value = Common::KEYCODE_o;
+ _buttons[7]._value = Common::KEYCODE_i;
+ _buttons[16]._value = 0;
+ }
+}
+
+void Interface::perform() {
+ Combat &combat = *_vm->_combat;
+ EventsManager &events = *_vm->_events;
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Scripts &scripts = *_vm->_scripts;
+ Sound &sound = *_vm->_sound;
+ Spells &spells = *_vm->_spells;
+ const Common::Rect WAIT_BOUNDS(8, 8, 224, 140);
+
+ events.updateGameCounter();
+ draw3d(true);
+
+ // Wait for a frame or a user event
+ do {
+ events.pollEventsAndWait();
+ checkEvents(_vm);
+
+ if (events._leftButton && WAIT_BOUNDS.contains(events._mousePos))
+ _buttonValue = Common::KEYCODE_SPACE;
+ } while (!_buttonValue && events.timeElapsed() < 1 && !_vm->_party->_partyDead);
+
+ if (!_buttonValue && !_vm->_party->_partyDead)
+ return;
+
+ if (_buttonValue == Common::KEYCODE_SPACE) {
+ int lookupId = map.mazeLookup(party._mazePosition,
+ Res.WALL_SHIFTS[party._mazeDirection][2]);
+
+ bool eventsFlag = true;
+ switch (lookupId) {
+ case 1:
+ if (!map._isOutdoors) {
+ scripts.openGrate(13, 1);
+ eventsFlag = _buttonValue != 0;
+ }
+
+ case 6:
+ // Open grate being closed
+ if (!map._isOutdoors) {
+ scripts.openGrate(9, 0);
+ eventsFlag = _buttonValue != 0;
+ }
+ break;
+ case 9:
+ // Closed grate being opened
+ 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
+ combat._moveMonsters = false;
+ if (ControlPanel::show(_vm) == -1) {
+ _vm->_quitMode = 2;
+ } else {
+ combat._moveMonsters = 1;
+ }
+ break;
+
+ case Common::KEYCODE_SPACE:
+ case Common::KEYCODE_w:
+ // Wait one turn
+ chargeStep();
+ combat.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_F1:
+ case Common::KEYCODE_F2:
+ case Common::KEYCODE_F3:
+ case Common::KEYCODE_F4:
+ case Common::KEYCODE_F5:
+ case Common::KEYCODE_F6:
+ _buttonValue -= Common::KEYCODE_F1;
+ if (_buttonValue < (int)party._activeParty.size()) {
+ CharacterInfo::show(_vm, _buttonValue);
+ if (party._stepped)
+ combat.moveMonsters();
+ }
+ break;
+
+ case Common::KEYCODE_EQUALS:
+ case Common::KEYCODE_KP_EQUALS:
+ // Toggle minimap
+ combat._moveMonsters = false;
+ party._automapOn = !party._automapOn;
+ combat._moveMonsters = true;
+ break;
+
+ case Common::KEYCODE_b:
+ chargeStep();
+
+ if (map.getCell(2) < map.mazeData()._difficulties._wallNoPass
+ && !map._isOutdoors) {
+ switch (party._mazeDirection) {
+ case DIR_NORTH:
+ ++party._mazePosition.y;
+ break;
+ case DIR_EAST:
+ ++party._mazePosition.x;
+ break;
+ case DIR_SOUTH:
+ --party._mazePosition.y;
+ break;
+ case DIR_WEST:
+ --party._mazePosition.x;
+ break;
+ default:
+ break;
+ }
+ chargeStep();
+ stepTime();
+ } else {
+ bash(party._mazePosition, party._mazeDirection);
+ }
+ break;
+
+ case Common::KEYCODE_c: {
+ // Cast spell
+ if (_tillMove) {
+ combat.moveMonsters();
+ draw3d(true);
+ }
+
+ int result = 0;
+ Character *c = &party._activeParty[(spells._lastCaster < 0 ||
+ spells._lastCaster >= (int)party._activeParty.size()) ?
+ (int)party._activeParty.size() - 1 : spells._lastCaster];
+ do {
+ int spellId = CastSpell::show(_vm, c);
+ if (spellId == -1 || c == nullptr)
+ break;
+
+ result = spells.castSpell(c, (MagicSpell)spellId);
+ } while (result != -1);
+
+ if (result == 1) {
+ chargeStep();
+ doStepCode();
+ }
+ break;
+ }
+
+ case Common::KEYCODE_i:
+ // Show Info dialog
+ combat._moveMonsters = false;
+ InfoDialog::show(_vm);
+ combat._moveMonsters = true;
+ break;
+
+ case Common::KEYCODE_m:
+ // Show map dialog
+ AutoMapDialog::show(_vm);
+ break;
+
+ case Common::KEYCODE_q:
+ // Show the quick reference dialog
+ QuickReferenceDialog::show(_vm);
+ break;
+
+ case Common::KEYCODE_r:
+ // Rest
+ rest();
+ break;
+
+ case Common::KEYCODE_s:
+ // Shoot
+ if (!party.canShoot()) {
+ sound.playFX(21);
+ } else {
+ if (_tillMove) {
+ combat.moveMonsters();
+ draw3d(true);
+ }
+
+ if (combat._attackMonsters[0] != -1 || combat._attackMonsters[1] != -1
+ || combat._attackMonsters[2] != -1) {
+ if ((_vm->_mode == MODE_1 || _vm->_mode == MODE_SLEEPING)
+ && !combat._monstersAttacking && !_charsShooting) {
+ doCombat();
+ }
+ }
+
+ combat.shootRangedWeapon();
+ chargeStep();
+ doStepCode();
+ }
+ break;
+
+ case Common::KEYCODE_v:
+ // Show the quests dialog
+ Quests::show(_vm);
+ break;
+
+ case Common::KEYCODE_x:
+ // ****DEBUG***
+ PartyDialog::show(_vm); //***DEBUG****
+ default:
+ break;
+ }
+}
+
+void Interface::chargeStep() {
+ if (!_vm->_party->_partyDead) {
+ _vm->_party->changeTime(_vm->_map->_isOutdoors ? 10 : 1);
+ if (_tillMove) {
+ _vm->_combat->moveMonsters();
+ }
+
+ _tillMove = 3;
+ }
+}
+
+void Interface::stepTime() {
+ Party &party = *_vm->_party;
+ Sound &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() {
+ Combat &combat = *_vm->_combat;
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Scripts &scripts = *_vm->_scripts;
+ 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;
+ _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;
+ _falling = true;
+ damage = 100;
+ }
+ break;
+ default:
+ break;
+ }
+
+ if (_vm->_files->_isDarkCc && party._gameFlags[374]) {
+ _falling = false;
+ } else {
+ if (_falling)
+ startFalling(false);
+
+ if ((party._mazePosition.x & 16) || (party._mazePosition.y & 16)) {
+ if (map._isOutdoors)
+ map.getNewMaze();
+ }
+
+ if (damage) {
+ _flipGround = !_flipGround;
+ draw3d(true);
+
+ int oldVal = scripts._v2;
+ scripts._v2 = 0;
+ combat.giveCharDamage(damage, combat._damageType, 0);
+
+ scripts._v2 = oldVal;
+ _flipGround = !_flipGround;
+ } else if (party._partyDead) {
+ draw3d(true);
+ }
+ }
+}
+
+void Interface::startFalling(bool flag) {
+ Combat &combat = *_vm->_combat;
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Scripts &scripts = *_vm->_scripts;
+ bool isDarkCc = _vm->_files->_isDarkCc;
+
+ if (isDarkCc && party._gameFlags[374]) {
+ _falling = 0;
+ return;
+ }
+
+ _falling = false;
+ draw3d(true);
+ _falling = 2;
+ draw3d(false);
+
+ if (flag) {
+ if (!isDarkCc || party._fallMaze != 0) {
+ party._mazeId = party._fallMaze;
+ party._mazePosition = party._fallPosition;
+ }
+ }
+
+ _falling = true;
+ map.load(party._mazeId);
+ if (flag) {
+ if (((party._mazePosition.x & 16) || (party._mazePosition.y & 16)) &&
+ map._isOutdoors) {
+ map.getNewMaze();
+ }
+ }
+
+ if (isDarkCc) {
+ switch (party._mazeId - 25) {
+ case 0:
+ case 26:
+ case 27:
+ case 28:
+ case 29:
+ party._mazeId = 24;
+ party._mazePosition = Common::Point(11, 9);
+ break;
+ case 1:
+ case 30:
+ case 31:
+ case 32:
+ case 33:
+ party._mazeId = 12;
+ party._mazePosition = Common::Point(6, 15);
+ break;
+ case 2:
+ case 34:
+ case 35:
+ case 36:
+ case 37:
+ case 51:
+ case 52:
+ case 53:
+ party._mazeId = 15;
+ party._mazePosition = Common::Point(4, 12);
+ party._mazeDirection = DIR_SOUTH;
+ break;
+ case 40:
+ case 41:
+ party._mazeId = 14;
+ party._mazePosition = Common::Point(8, 3);
+ break;
+ case 44:
+ case 45:
+ party._mazeId = 1;
+ party._mazePosition = Common::Point(8, 7);
+ party._mazeDirection = DIR_NORTH;
+ break;
+ case 49:
+ party._mazeId = 12;
+ party._mazePosition = Common::Point(11, 13);
+ party._mazeDirection = DIR_SOUTH;
+ break;
+ case 57:
+ case 58:
+ case 59:
+ party._mazeId = 5;
+ party._mazePosition = Common::Point(12, 7);
+ party._mazeDirection = DIR_NORTH;
+ break;
+ case 60:
+ party._mazeId = 6;
+ party._mazePosition = Common::Point(12, 3);
+ party._mazeDirection = DIR_NORTH;
+ break;
+ default:
+ party._mazeId = 23;
+ party._mazePosition = Common::Point(12, 10);
+ party._mazeDirection = DIR_NORTH;
+ break;
+ }
+ } else {
+ if (party._mazeId > 89 && party._mazeId < 113) {
+ party._mazeId += 168;
+ } else {
+ switch (party._mazeId - 25) {
+ case 0:
+ party._mazeId = 89;
+ party._mazePosition = Common::Point(2, 14);
+ break;
+ case 1:
+ party._mazeId = 109;
+ party._mazePosition = Common::Point(13, 14);
+ break;
+ case 2:
+ party._mazeId = 112;
+ party._mazePosition = Common::Point(13, 3);
+ break;
+ case 3:
+ party._mazeId = 92;
+ party._mazePosition = Common::Point(2, 3);
+ break;
+ case 12:
+ case 13:
+ party._mazeId = 14;
+ party._mazePosition = Common::Point(10, 2);
+ break;
+ case 16:
+ case 17:
+ case 18:
+ party._mazeId = 4;
+ party._mazePosition = Common::Point(5, 14);
+ break;
+ case 20:
+ case 21:
+ case 22:
+ party._mazeId = 21;
+ party._mazePosition = Common::Point(9, 11);
+ break;
+ case 24:
+ case 25:
+ case 26:
+ party._mazeId = 1;
+ party._mazePosition = Common::Point(10, 4);
+ break;
+ case 28:
+ case 29:
+ case 30:
+ case 31:
+ party._mazeId = 26;
+ party._mazePosition = Common::Point(12, 10);
+ break;
+ case 32:
+ case 33:
+ case 34:
+ case 35:
+ party._mazeId = 3;
+ party._mazePosition = Common::Point(4, 9);
+ break;
+ case 36:
+ case 37:
+ case 38:
+ case 39:
+ party._mazeId = 16;
+ party._mazePosition = Common::Point(2, 7);
+ break;
+ case 40:
+ case 41:
+ case 42:
+ case 43:
+ party._mazeId = 23;
+ party._mazePosition = Common::Point(10, 9);
+ break;
+ case 44:
+ case 45:
+ case 46:
+ case 47:
+ party._mazeId = 13;
+ party._mazePosition = Common::Point(2, 10);
+ break;
+ case 103:
+ case 104:
+ map._loadDarkSide = false;
+ party._mazeId = 8;
+ party._mazePosition = Common::Point(11, 15);
+ party._mazeDirection = DIR_NORTH;
+ break;
+ case 105:
+ party._mazeId = 24;
+ party._mazePosition = Common::Point(11, 9);
+ break;
+ case 106:
+ party._mazeId = 12;
+ party._mazePosition = Common::Point(6, 15);
+ break;
+ case 107:
+ party._mazeId = 15;
+ party._mazePosition = Common::Point(4, 12);
+ break;
+ default:
+ party._mazeId = 29;
+ party._mazePosition = Common::Point(25, 21);
+ party._mazeDirection = DIR_NORTH;
+ break;
+ }
+ }
+ }
+
+ _flipGround ^= 1;
+ draw3d(true);
+ int tempVal = scripts._v2;
+ scripts._v2 = 0;
+ combat.giveCharDamage(party._fallDamage, DT_PHYSICAL, 0);
+ scripts._v2 = tempVal;
+
+ _flipGround ^= 1;
+}
+
+bool Interface::checkMoveDirection(int key) {
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Sound &sound = *_vm->_sound;
+ Direction dir = party._mazeDirection;
+
+ switch (key) {
+ 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 = (Direction)((int)party._mazeDirection ^ 2);
+ break;
+ default:
+ break;
+ }
+
+ map.getCell(7);
+ int startSurfaceId = map._currentSurfaceId;
+ int surfaceId;
+
+ if (map._isOutdoors) {
+ party._mazeDirection = dir;
+
+ switch (map._currentWall) {
+ 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 {
+ surfaceId = map.getCell(2);
+ if (surfaceId >= map.mazeData()._difficulties._wallNoPass) {
+ party._mazeDirection = dir;
+ sound.playFX(46);
+ return false;
+ } else {
+ party._mazeDirection = dir;
+
+ if (startSurfaceId == SURFTYPE_SWAMP || party.checkSkill(SWIMMING) ||
+ party._walkOnWaterActive) {
+ sound.playFX(46);
+ return false;
+ } else {
+ if (_buttonValue == Common::KEYCODE_UP && _wo[107]) {
+ _openDoor = true;
+ sound.playFX(47);
+ draw3d(true);
+ _openDoor = false;
+ }
+ return true;
+ }
+ }
+ }
+
+ return true;
+}
+
+void Interface::rest() {
+ EventsManager &events = *_vm->_events;
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Sound &sound = *_vm->_sound;
+
+ map.cellFlagLookup(party._mazePosition);
+
+ if ((map._currentCantRest || (map.mazeData()._mazeFlags & RESTRICTION_REST))
+ && _vm->_mode != MODE_12) {
+ ErrorScroll::show(_vm, Res.TOO_DANGEROUS_TO_REST, WT_NONFREEZED_WAIT);
+ } else {
+ // Check whether any character is in danger of dying
+ bool dangerFlag = false;
+ for (uint charIdx = 0; charIdx < party._activeParty.size(); ++charIdx) {
+ for (int attrib = MIGHT; attrib <= LUCK; ++attrib) {
+ if (party._activeParty[charIdx].getStat((Attribute)attrib) < 1)
+ dangerFlag = true;
+ }
+ }
+
+ if (dangerFlag) {
+ if (!Confirm::show(_vm, Res.SOME_CHARS_MAY_DIE))
+ return;
+ }
+
+ // Mark all the players as being asleep
+ for (uint charIdx = 0; charIdx < party._activeParty.size(); ++charIdx) {
+ party._activeParty[charIdx]._conditions[ASLEEP] = 1;
+ }
+ drawParty(true);
+
+ Mode oldMode = _vm->_mode;
+ _vm->_mode = MODE_SLEEPING;
+
+ if (oldMode == MODE_12) {
+ party.changeTime(8 * 60);
+ } else {
+ for (int idx = 0; idx < 10; ++idx) {
+ chargeStep();
+ draw3d(true);
+
+ if (_vm->_mode == MODE_1) {
+ _vm->_mode = oldMode;
+ return;
+ }
+ }
+
+ party.changeTime(map._isOutdoors ? 380 : 470);
+ }
+
+ if (_vm->getRandomNumber(1, 20) == 1) {
+ // Show dream
+ screen.saveBackground();
+ screen.fadeOut();
+ events.hideCursor();
+
+ screen.loadBackground("scene1.raw");
+ screen._windows[0].update();
+ screen.fadeIn();
+
+ events.updateGameCounter();
+ while (!_vm->shouldQuit() && events.timeElapsed() < 7)
+ events.pollEventsAndWait();
+
+ sound.playSound("dreams2.voc", 1);
+ while (!_vm->shouldQuit() && sound.isPlaying())
+ events.pollEventsAndWait();
+
+ sound.playSound("laff1.voc", 1);
+ while (!_vm->shouldQuit() && sound.isPlaying())
+ events.pollEventsAndWait();
+
+ events.updateGameCounter();
+ while (!_vm->shouldQuit() && events.timeElapsed() < 7)
+ events.pollEventsAndWait();
+
+ screen.fadeOut();
+ events.setCursor(0);
+ screen.restoreBackground();
+ screen._windows[0].update();
+
+ screen.fadeIn();
+ }
+
+ party.resetTemps();
+
+ // Wake up the party
+ bool starving = false;
+ int foodConsumed = 0;
+ for (uint charIdx = 0; charIdx < party._activeParty.size(); ++charIdx) {
+ Character &c = party._activeParty[charIdx];
+ c._conditions[ASLEEP] = 0;
+
+ if (party._food == 0) {
+ starving = true;
+ } else {
+ party._rested = true;
+ Condition condition = c.worstCondition();
+
+ if (condition < DEAD || condition > ERADICATED) {
+ --party._food;
+ ++foodConsumed;
+ party._heroism = 0;
+ party._holyBonus = 0;
+ party._powerShield = 0;
+ party._blessed = 0;
+ c._conditions[UNCONSCIOUS] = 0;
+ c._currentHp = c.getMaxHP();
+ c._currentSp = c.getMaxSP();
+ }
+ }
+ }
+
+ drawParty(true);
+ _vm->_mode = oldMode;
+ doStepCode();
+ draw3d(true);
+
+ ErrorScroll::show(_vm, Common::String::format(Res.REST_COMPLETE,
+ starving ? Res.PARTY_IS_STARVING : Res.HIT_SPELL_POINTS_RESTORED,
+ foodConsumed));
+ party.checkPartyDead();
+ }
+}
+
+void Interface::bash(const Common::Point &pt, Direction direction) {
+ EventsManager &events = *_vm->_events;
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Sound &sound = *_vm->_sound;
+
+ if (map._isOutdoors)
+ return;
+
+ sound.playFX(31);
+
+ uint charNum1 = 0, charNum2 = 0;
+ for (uint charIdx = 0; charIdx < party._activeParty.size(); ++charIdx) {
+ Character &c = party._activeParty[charIdx];
+ Condition condition = c.worstCondition();
+
+ if (!(condition == ASLEEP || (condition >= PARALYZED &&
+ condition <= ERADICATED))) {
+ if (charNum1) {
+ charNum2 = charIdx + 1;
+ break;
+ } else {
+ charNum1 = charIdx + 1;
+ }
+ }
+ }
+
+ party._activeParty[charNum1 - 1].subtractHitPoints(2);
+ _charPowSprites.draw(screen._windows[0], 0,
+ Common::Point(Res.CHAR_FACES_X[charNum1 - 1], 150));
+ screen._windows[0].update();
+
+ if (charNum2) {
+ party._activeParty[charNum2 - 1].subtractHitPoints(2);
+ _charPowSprites.draw(screen._windows[0], 0,
+ Common::Point(Res.CHAR_FACES_X[charNum2 - 1], 150));
+ screen._windows[0].update();
+ }
+
+ int cell = map.mazeLookup(Common::Point(pt.x + Res.SCREEN_POSITIONING_X[direction][7],
+ pt.y + Res.SCREEN_POSITIONING_Y[direction][7]), 0, 0xffff);
+ if (cell != INVALID_CELL) {
+ int v = map.getCell(2);
+
+ if (v == 7) {
+ ++_wo[207];
+ ++_wo[267];
+ ++_wo[287];
+ } else if (v == 14) {
+ ++_wo[267];
+ ++_wo[287];
+ } else if (v == 15) {
+ ++_wo[287];
+ } else {
+ int might = party._activeParty[charNum1 - 1].getStat(MIGHT) +
+ _vm->getRandomNumber(1, 30);
+ if (charNum2)
+ might += party._activeParty[charNum2 - 1].getStat(MIGHT);
+
+ int bashThreshold = (v == 9) ? map.mazeData()._difficulties._bashGrate :
+ map.mazeData()._difficulties._bashWall;
+ if (might >= bashThreshold) {
+ // Remove the wall on the current cell, and the reverse wall
+ // on the cell we're bashing through to
+ map.setWall(pt, direction, 3);
+ switch (direction) {
+ case DIR_NORTH:
+ map.setWall(Common::Point(pt.x, pt.y + 1), DIR_SOUTH, 3);
+ break;
+ case DIR_EAST:
+ map.setWall(Common::Point(pt.x + 1, pt.y), DIR_WEST, 3);
+ break;
+ case DIR_SOUTH:
+ map.setWall(Common::Point(pt.x, pt.y - 1), DIR_NORTH, 3);
+ break;
+ case DIR_WEST:
+ map.setWall(Common::Point(pt.x - 1, pt.y), DIR_EAST, 3);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ }
+
+ party.checkPartyDead();
+ events.ipause(2);
+ drawParty(true);
+}
+
+void Interface::draw3d(bool updateFlag, bool skipDelay) {
+ Combat &combat = *_vm->_combat;
+ EventsManager &events = *_vm->_events;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Scripts &scripts = *_vm->_scripts;
+
+ if (screen._windows[11]._enabled)
+ return;
+
+ _flipUIFrame = (_flipUIFrame + 1) % 4;
+ if (_flipUIFrame == 0)
+ _flipWater = !_flipWater;
+ if (_tillMove && (_vm->_mode == MODE_1 || _vm->_mode == MODE_COMBAT) &&
+ !combat._monstersAttacking && combat._moveMonsters) {
+ if (--_tillMove == 0)
+ combat.moveMonsters();
+ }
+
+ // Draw the map
+ drawMap();
+
+ // Draw the minimap
+ drawMiniMap();
+
+ if (_falling == 1)
+ handleFalling();
+
+ if (_falling == 2) {
+ screen.saveBackground(1);
+ }
+
+ assembleBorder();
+
+ // Draw any on-screen text if flagged to do so
+ if (_upDoorText && combat._attackMonsters[0] == -1) {
+ screen._windows[3].writeString(_screenText);
+ }
+
+ if (updateFlag) {
+ screen._windows[1].update();
+ screen._windows[3].update();
+ }
+
+ if (combat._attackMonsters[0] != -1 || combat._attackMonsters[1] != -1
+ || combat._attackMonsters[2] != -1) {
+ if ((_vm->_mode == MODE_1 || _vm->_mode == MODE_SLEEPING) &&
+ !combat._monstersAttacking && !_charsShooting && combat._moveMonsters) {
+ doCombat();
+ if (scripts._eventSkipped)
+ scripts.checkEvents();
+ }
+ }
+
+ party._stepped = false;
+ if (_vm->_mode == MODE_9) {
+ // TODO: Save current scripts data?
+ }
+
+ if (!skipDelay)
+ events.wait(2, false);
+}
+
+void Interface::handleFalling() {
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Sound &sound = *_vm->_sound;
+ Window &w = screen._windows[3];
+ saveFall();
+
+ for (uint idx = 0; idx < party._activeParty.size(); ++idx) {
+ party._activeParty[idx]._faceSprites->draw(screen._windows[0], 4,
+ Common::Point(Res.CHAR_FACES_X[idx], 150));
+ }
+
+ screen._windows[33].update();
+ sound.playFX(11);
+ sound.playSound("scream.voc");
+
+ for (int idx = 0, incr = 2; idx < 133; ++incr, idx += incr) {
+ fall(idx);
+ assembleBorder();
+ w.update();
+ }
+
+ fall(132);
+ assembleBorder();
+ w.update();
+
+ sound.stopSound();
+ sound.playSound("unnh.voc");
+ sound.playFX(31);
+
+ fall(127);
+ assembleBorder();
+ w.update();
+
+ fall(132);
+ assembleBorder();
+ w.update();
+
+ fall(129);
+ assembleBorder();
+ w.update();
+
+ fall(132);
+ assembleBorder();
+ w.update();
+
+ shake(10);
+}
+
+void Interface::saveFall() {
+ // TODO
+}
+
+void Interface::fall(int v) {
+ // TODO
+}
+
+void Interface::shake(int time) {
+ // TODO
+}
+
+void Interface::drawMiniMap() {
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Resources &res = *_vm->_resources;
+ 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
+ res._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) {
+ res._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
+ res._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
+ res._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
+ res._globalSprites.draw(window1, 6, Common::Point(223, 3));
+ party._wizardEyeActive = eyeActive;
+}
+
+void Interface::assembleBorder() {
+ Combat &combat = *_vm->_combat;
+ Resources &res = *_vm->_resources;
+ Screen &screen = *_vm->_screen;
+
+ // Draw the outer frame
+ res._globalSprites.draw(screen._windows[0], 0, Common::Point(8, 8));
+
+ // Draw the animating bat character on the left screen edge to indicate
+ // that the party is being levitated
+ _borderSprites.draw(screen._windows[0], _vm->_party->_levitateActive ? _levitateUIFrame + 16 : 16,
+ Common::Point(0, 82));
+ _levitateUIFrame = (_levitateUIFrame + 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,
+ (combat._dangerPresent && _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 (_face1State == 0)
+ _face1UIFrame += 4;
+ else if (_face1State == 2)
+ _face1UIFrame = 0;
+
+ _face2UIFrame = (_face2UIFrame + 1) % 4 + 12;
+ if (_face2State == 0)
+ _face2UIFrame += 252;
+ else if (_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->_blessed) {
+ _blessedUIFrame = (_blessedUIFrame + 1) % 4;
+ _blessSprites.draw(screen, _blessedUIFrame, Common::Point(33, 137));
+ }
+
+ // Draw UI element for power shield
+ if (_vm->_party->_powerShield) {
+ _powerShieldUIFrame = (_powerShieldUIFrame + 1) % 4;
+ _blessSprites.draw(screen, _powerShieldUIFrame + 4,
+ Common::Point(55, 137));
+ }
+
+ // Draw UI element for holy bonus
+ if (_vm->_party->_holyBonus) {
+ _holyBonusUIFrame = (_holyBonusUIFrame + 1) % 4;
+ _blessSprites.draw(screen, _holyBonusUIFrame + 8, Common::Point(160, 137));
+ }
+
+ // Draw UI element for heroism
+ if (_vm->_party->_heroism) {
+ _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 = Res.DIRECTION_TEXT_UPPER[_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::doCombat() {
+ Combat &combat = *_vm->_combat;
+ EventsManager &events = *_vm->_events;
+ Map &map = *_vm->_map;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Scripts &scripts = *_vm->_scripts;
+ Spells &spells = *_vm->_spells;
+ Sound &sound = *_vm->_sound;
+ bool upDoorText = _upDoorText;
+ bool reloadMap = false;
+
+ _upDoorText = false;
+ combat._combatMode = COMBATMODE_2;
+ _vm->_mode = MODE_COMBAT;
+
+ _iconSprites.load("combat.icn");
+ for (int idx = 1; idx < 16; ++idx)
+ _mainList[idx]._sprites = &_iconSprites;
+
+ // Set the combat buttons
+ setMainButtons(true);
+ mainIconsPrint();
+
+ combat._combatParty.clear();
+ combat._charsGone.clear();
+ combat._charsBlocked.clear();
+ combat._charsArray1[0] = 0;
+ combat._charsArray1[1] = 0;
+ combat._charsArray1[2] = 0;
+ combat._monstersAttacking = 0;
+ combat._partyRan = false;
+
+ // Set up the combat party
+ combat.setupCombatParty();
+ combat.setSpeedTable();
+
+ // Initialize arrays for character/monster states
+ combat._charsGone.resize(combat._speedTable.size());
+ combat._charsBlocked.resize(combat._speedTable.size());
+ Common::fill(&combat._charsGone[0], &combat._charsGone[0] + combat._speedTable.size(), 0);
+ Common::fill(&combat._charsBlocked[0], &combat._charsBlocked[0] + combat._speedTable.size(), false);
+
+ combat._whosSpeed = -1;
+ combat._whosTurn = -1;
+ resetHighlight();
+
+ nextChar();
+
+ if (!party._dead) {
+ combat.setSpeedTable();
+
+ if (_tillMove) {
+ combat.moveMonsters();
+ draw3d(true);
+ }
+
+ Window &w = screen._windows[2];
+ w.open();
+ bool breakFlag = false;
+
+ while (!_vm->shouldQuit() && !breakFlag) {
+ highlightChar(combat._whosTurn);
+ combat.setSpeedTable();
+
+ // Write out the description of the monsters being battled
+ w.writeString(combat.getMonsterDescriptions());
+ _iconSprites.draw(screen, 32, Common::Point(233, combat._monsterIndex * 10 + 27),
+ 0x8010000);
+ w.update();
+
+ // Wait for keypress
+ int index = 0;
+ do {
+ events.updateGameCounter();
+ draw3d(true);
+
+ if (++index == 5 && combat._attackMonsters[0] != -1) {
+ MazeMonster &monster = map._mobData._monsters[combat._monster2Attack];
+ MonsterStruct &monsterData = *monster._monsterData;
+ sound.playFX(monsterData._fx);
+ }
+
+ do {
+ events.pollEventsAndWait();
+ checkEvents(_vm);
+ } while (!_vm->shouldQuit() && events.timeElapsed() < 1 && !_buttonValue);
+ } while (!_vm->shouldQuit() && !_buttonValue);
+ if (_vm->shouldQuit())
+ return;
+
+ switch (_buttonValue) {
+ case Common::KEYCODE_TAB:
+ // Show the control panel
+ if (ControlPanel::show(_vm) == 2) {
+ reloadMap = true;
+ breakFlag = true;
+ } else {
+ highlightChar(combat._whosTurn);
+ }
+ break;
+
+ case Common::KEYCODE_1:
+ case Common::KEYCODE_2:
+ case Common::KEYCODE_3:
+ _buttonValue -= Common::KEYCODE_1;
+ if (combat._attackMonsters[_buttonValue] != -1) {
+ combat._monster2Attack = combat._attackMonsters[_buttonValue];
+ combat._monsterIndex = _buttonValue;
+ }
+ break;
+
+ case Common::KEYCODE_a:
+ // Attack
+ combat.attack(*combat._combatParty[combat._whosTurn], RT_SINGLE);
+ nextChar();
+ break;
+
+ case Common::KEYCODE_b:
+ // Block
+ combat.block();
+ nextChar();
+ break;
+
+ case Common::KEYCODE_c: {
+ // Cast spell
+ int spellId = CastSpell::show(_vm);
+ if (spellId != -1) {
+ Character *c = combat._combatParty[combat._whosTurn];
+ spells.castSpell(c, (MagicSpell)spellId);
+ nextChar();
+ } else {
+ highlightChar(combat._combatParty[combat._whosTurn]->_rosterId);
+ }
+ break;
+ }
+
+ case Common::KEYCODE_f:
+ // Quick Fight
+ combat.quickFight();
+ nextChar();
+ break;
+
+ case Common::KEYCODE_i:
+ // Info dialog
+ InfoDialog::show(_vm);
+ highlightChar(combat._whosTurn);
+ break;
+
+ case Common::KEYCODE_o:
+ // Fight Options
+ FightOptions::show(_vm);
+ highlightChar(combat._whosTurn);
+ break;
+
+ case Common::KEYCODE_q:
+ // Quick Reference dialog
+ QuickReferenceDialog::show(_vm);
+ highlightChar(combat._whosTurn);
+ break;
+
+ case Common::KEYCODE_r:
+ // Run from combat
+ combat.run();
+ nextChar();
+
+ if (_vm->_mode == MODE_1) {
+ warning("TODO: loss of treasure");
+ party.moveToRunLocation();
+ breakFlag = true;
+ }
+ break;
+
+ case Common::KEYCODE_u: {
+ int whosTurn = combat._whosTurn;
+ ItemsDialog::show(_vm, combat._combatParty[combat._whosTurn], ITEMMODE_COMBAT);
+ if (combat._whosTurn == whosTurn) {
+ highlightChar(combat._whosTurn);
+ } else {
+ combat._whosTurn = whosTurn;
+ nextChar();
+ }
+ break;
+ }
+
+ case Common::KEYCODE_F1:
+ case Common::KEYCODE_F2:
+ case Common::KEYCODE_F3:
+ case Common::KEYCODE_F4:
+ case Common::KEYCODE_F5:
+ case Common::KEYCODE_F6:
+ // Show character info
+ _buttonValue -= Common::KEYCODE_F1;
+ if (_buttonValue < (int)combat._combatParty.size()) {
+ CharacterInfo::show(_vm, _buttonValue);
+ }
+ highlightChar(combat._whosTurn);
+ break;
+
+ case Common::KEYCODE_LEFT:
+ case Common::KEYCODE_RIGHT:
+ // Rotate party direction left or right
+ if (_buttonValue == Common::KEYCODE_LEFT) {
+ party._mazeDirection = (party._mazeDirection == DIR_NORTH) ?
+ DIR_WEST : (Direction)((int)party._mazeDirection - 1);
+ } else {
+ party._mazeDirection = (party._mazeDirection == DIR_WEST) ?
+ DIR_NORTH : (Direction)((int)party._mazeDirection + 1);
+ }
+
+ _flipSky ^= 1;
+ if (_tillMove)
+ combat.moveMonsters();
+ party._stepped = true;
+ break;
+ }
+
+ // Handling for if the combat turn is complete
+ if (combat.allHaveGone()) {
+ Common::fill(&combat._charsGone[0], &combat._charsGone[combat._charsGone.size()], false);
+ Common::fill(&combat._charsBlocked[0], &combat._charsBlocked[combat._charsBlocked.size()], false);
+ combat.setSpeedTable();
+ combat._whosTurn = -1;
+ combat._whosSpeed = -1;
+ nextChar();
+
+ for (uint idx = 0; idx < map._mobData._monsters.size(); ++idx) {
+ MazeMonster &monster = map._mobData._monsters[idx];
+ if (monster._spriteId == 53) {
+ warning("TODO: Monster 53's HP is altered here?!");
+ }
+ }
+
+ combat.moveMonsters();
+ setIndoorsMonsters();
+ party.changeTime(1);
+ }
+
+ if (combat._attackMonsters[0] == -1 && combat._attackMonsters[1] == -1
+ && combat._attackMonsters[2] == -1) {
+ party.changeTime(1);
+ draw3d(true);
+
+ if (combat._attackMonsters[0] == -1 && combat._attackMonsters[1] == -1
+ && combat._attackMonsters[2] == -1)
+ break;
+ }
+
+ party.checkPartyDead();
+ if (party._dead || _vm->_mode != MODE_COMBAT)
+ break;
+ }
+
+ _vm->_mode = MODE_1;
+ if (combat._partyRan && (combat._attackMonsters[0] != -1 ||
+ combat._attackMonsters[1] != -1 || combat._attackMonsters[2] != -1)) {
+ party.checkPartyDead();
+ if (!party._dead) {
+ party.moveToRunLocation();
+
+ for (uint idx = 0; idx < combat._combatParty.size(); ++idx) {
+ Character &c = *combat._combatParty[idx];
+ if (c.isDisabled())
+ c._conditions[DEAD] = 1;
+ }
+ }
+ }
+
+ w.close();
+ events.clearEvents();
+
+ _vm->_mode = MODE_COMBAT;
+ draw3d(true);
+ party.giveTreasure();
+ _vm->_mode = MODE_1;
+ party._stepped = true;
+ unhighlightChar();
+
+ combat.setupCombatParty();
+ drawParty(true);
+ }
+
+ _iconSprites.load("main.icn");
+ for (int idx = 1; idx < 16; ++idx)
+ _mainList[idx]._sprites = &_iconSprites;
+
+ setMainButtons();
+ mainIconsPrint();
+ combat._monster2Attack = -1;
+
+ if (upDoorText) {
+ map.cellFlagLookup(party._mazePosition);
+ if (map._currentIsEvent)
+ scripts.checkEvents();
+ }
+
+ if (reloadMap) {
+ sound.playFX(51);
+ map._loadDarkSide = _vm->getGameID() != GType_WorldOfXeen;
+ map.load(_vm->getGameID() == GType_WorldOfXeen ? 28 : 29);
+ party._mazeDirection = _vm->getGameID() == GType_WorldOfXeen ?
+ DIR_EAST : DIR_SOUTH;
+ }
+
+ combat._combatMode = COMBATMODE_1;
+}
+
+void Interface::nextChar() {
+ Combat &combat = *_vm->_combat;
+ Party &party = *_vm->_party;
+
+ if (combat.allHaveGone())
+ return;
+ if ((combat._attackMonsters[0] == -1 && combat._attackMonsters[1] == -1 &&
+ combat._attackMonsters[2] == -1) || combat._combatParty.size() == 0) {
+ _vm->_mode = MODE_1;
+ return;
+ }
+
+ // Loop for potentially multiple monsters attacking until it's time
+ // for one of the party's turn
+ for (;;) {
+ // Check if party is dead
+ party.checkPartyDead();
+ if (party._dead) {
+ _vm->_mode = MODE_1;
+ break;
+ }
+
+ int idx;
+ for (idx = 0; idx < (int)combat._speedTable.size(); ++idx) {
+ if (combat._whosTurn != -1) {
+ combat._charsGone[combat._whosTurn] = true;
+ }
+
+ combat._whosSpeed = (combat._whosSpeed + 1) % combat._speedTable.size();
+ combat._whosTurn = combat._speedTable[combat._whosSpeed];
+ if (combat.allHaveGone()) {
+ idx = -1;
+ break;
+ }
+
+ if (combat._whosTurn < (int)combat._combatParty.size()) {
+ // If it's a party member, only allow them to become active if
+ // they're still conscious
+ if (combat._combatParty[idx]->isDisabledOrDead())
+ continue;
+ }
+
+ break;
+ }
+
+ if (idx == -1) {
+ if (!combat.charsCantAct())
+ return;
+
+ combat.setSpeedTable();
+ combat._whosTurn = -1;
+ combat._whosSpeed = -1;
+ Common::fill(&combat._charsGone[0], &combat._charsGone[0] + combat._charsGone.size(), 0);
+ continue;
+ }
+
+ if (combat._whosTurn < (int)combat._combatParty.size()) {
+ // It's a party character's turn now, so highlight the character
+ if (!combat.allHaveGone()) {
+ highlightChar(combat._whosTurn);
+ }
+ break;
+ } else {
+ // It's a monster's turn to attack
+ combat.doMonsterTurn(0);
+ if (!party._dead) {
+ party.checkPartyDead();
+ if (party._dead)
+ break;
+ }
+ }
+ }
+}
+
+void Interface::spellFX(Character *c) {
+ Combat &combat = *_vm->_combat;
+ EventsManager &events = *_vm->_events;
+ Party &party = *_vm->_party;
+ Screen &screen = *_vm->_screen;
+ Sound &sound = *_vm->_sound;
+
+ // Ensure there's no alraedy running effect for the given character
+ uint charIndex;
+ for (charIndex = 0; charIndex < party._activeParty.size(); ++charIndex) {
+ if (&party._activeParty[charIndex] == c)
+ break;
+ }
+ if (charIndex == party._activeParty.size() || _charFX[charIndex])
+ return;
+
+ if (screen._windows[12]._enabled)
+ screen._windows[12].close();
+
+ if (combat._combatMode == COMBATMODE_2) {
+ for (uint idx = 0; idx < combat._combatParty.size(); ++idx) {
+ if (combat._combatParty[idx]->_rosterId == c->_rosterId) {
+ charIndex = idx;
+ break;
+ }
+ }
+ }
+
+ int tillMove = _tillMove;
+ _tillMove = 0;
+ sound.playFX(20);
+
+ for (int frameNum = 0; frameNum < 4; ++frameNum) {
+ events.updateGameCounter();
+ _spellFxSprites.draw(screen, frameNum, Common::Point(
+ Res.CHAR_FACES_X[charIndex], 150));
+
+ if (!screen._windows[11]._enabled)
+ draw3d(false);
+
+ screen._windows[0].update();
+ events.wait(screen._windows[11]._enabled ? 2 : 1,false);
+ }
+
+ drawParty(true);
+ _tillMove = tillMove;
+}
+
+
+} // End of namespace Xeen