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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.
+ *
+ */
+
+#ifndef XEEN_INTERFACE_SCENE_H
+#define XEEN_INTERFACE_SCENE_H
+
+#include "common/scummsys.h"
+#include "xeen/map.h"
+#include "xeen/window.h"
+
+namespace Xeen {
+
+class XeenEngine;
+
+class OutdoorDrawList {
+public:
+ DrawStruct _data[132];
+ DrawStruct &_sky1, &_sky2;
+ DrawStruct &_groundSprite;
+ DrawStruct * const _groundTiles;
+ DrawStruct * const _attackImgs1;
+ DrawStruct * const _attackImgs2;
+ DrawStruct * const _attackImgs3;
+ DrawStruct * const _attackImgs4;
+public:
+ OutdoorDrawList();
+
+ DrawStruct &operator[](int idx) {
+ assert(idx < size());
+ return _data[idx];
+ }
+
+ int size() const { return 132; }
+};
+
+class IndoorDrawList {
+public:
+ DrawStruct _data[170];
+ DrawStruct &_sky1, &_sky2;
+ DrawStruct &_ground;
+ DrawStruct &_horizon;
+ DrawStruct * const _groundTiles;
+ DrawStruct &_swl_0F1R, &_swl_0F1L, &_swl_1F1R, &_swl_1F1L,
+ &_swl_2F2R, &_swl_2F1R, &_swl_2F1L, &_swl_2F2L,
+ &_swl_3F1R, &_swl_3F2R, &_swl_3F3R, &_swl_3F4R,
+ &_swl_3F1L, &_swl_3F2L, &_swl_3F3L, &_swl_3F4L,
+ &_swl_4F4R, &_swl_4F3R, &_swl_4F2R, &_swl_4F1R,
+ &_swl_4F1L, &_swl_4F2L, &_swl_4F3L, &_swl_4F4L;
+ DrawStruct &_fwl_4F4R, &_fwl_4F3R, &_fwl_4F2R, &_fwl_4F1R,
+ &_fwl_4F, &_fwl_4F1L, &_fwl_4F2L, &_fwl_4F3L, &_fwl_4F4L;
+ DrawStruct &_fwl_2F1R, &_fwl_2F, &_fwl_2F1L, &_fwl_3F2R,
+ &_fwl_3F1R, &_fwl_3F, &_fwl_3F1L, &_fwl_3F2L;
+ DrawStruct &_fwl_1F, &_fwl_1F1R, &_fwl_1F1L;
+ DrawStruct &_objects0, &_objects1, &_objects2, &_objects3;
+ DrawStruct &_objects4, &_objects5, &_objects6, &_objects7;
+ DrawStruct &_objects8, &_objects9, &_objects10, &_objects11;
+ DrawStruct * const _attackImgs1;
+ DrawStruct * const _attackImgs2;
+ DrawStruct * const _attackImgs3;
+ DrawStruct * const _attackImgs4;
+public:
+ IndoorDrawList();
+
+ DrawStruct &operator[](int idx) {
+ assert(idx < size());
+ return _data[idx];
+ }
+
+ int size() const { return 170; }
+};
+
+class InterfaceScene {
+private:
+ XeenEngine *_vm;
+ int _combatFloatCounter;
+
+ void initDrawStructs();
+
+ /**
+ * Helper method for setIndoorsMonsters to set a draw structure
+ * with the deatils for a given monster
+ */
+ void setMonsterSprite(DrawStruct &drawStruct, MazeMonster &monster,
+ SpriteResource *sprites, int frame, int defaultY);
+protected:
+ int8 _wp[20];
+ byte _wo[308];
+ bool _flipWater;
+ bool _flipGround;
+ bool _flipSky;
+ bool _flipDefaultGround;
+ bool _thinWall;
+ bool _isAnimReset;
+
+ void setMazeBits();
+
+ /**
+ * Handles animation of monsters, wall items, and combat within the 3d
+ * view by cycling the appropriate frame numbers
+ */
+ void animate3d();
+
+ void drawMap();
+public:
+ OutdoorDrawList _outdoorList;
+ IndoorDrawList _indoorList;
+ SpriteResource _charPowSprites;
+ int _objNumber;
+ int _overallFrame;
+ bool _charsShooting;
+ bool _openDoor;
+ bool _isAttacking;
+public:
+ InterfaceScene(XeenEngine *vm);
+
+ virtual ~InterfaceScene() {}
+
+ /**
+ * Set up draw structures for displaying on-screen monsters
+ */
+ void setIndoorsMonsters();
+
+ /**
+ * Set up draw structures for displaying on-screen objects
+ */
+ void setIndoorsObjects();
+
+ /**
+ * Set up draw structures for displaying on-screen wall items
+ */
+ void setIndoorsWallPics();
+
+ /**
+ * Draw the contents of the current 3d view of an indoor map
+ */
+ void drawIndoors();
+
+ /**
+ * Set up the draw structures for displaying monsters on outdoor maps
+ */
+ void setOutdoorsMonsters();
+
+ /**
+ * Set up the draw structures for displaying objects on outdoor maps
+ */
+ void setOutdoorsObjects();
+
+ /**
+ * Draw the contents of the current 3d view of an outdoor map
+ */
+ void drawOutdoors();
+};
+
+} // End of namespace Xeen
+
+#endif /* XEEN_INTERFACE_SCENE_H */