From adde24a338eafc5aab0c3e51c439aea64bfdbfb7 Mon Sep 17 00:00:00 2001 From: Paul Gilbert Date: Sun, 15 Feb 2015 14:20:35 -0500 Subject: XEEN: Move more code from InterfaceMap that should be in Interface class --- engines/xeen/interface.cpp | 119 ++++++++++++++++++++++++++++++++++++++++- engines/xeen/interface.h | 8 ++- engines/xeen/interface_map.cpp | 117 ---------------------------------------- engines/xeen/interface_map.h | 8 --- 4 files changed, 125 insertions(+), 127 deletions(-) (limited to 'engines') diff --git a/engines/xeen/interface.cpp b/engines/xeen/interface.cpp index 8a35563ba1..0d488d1645 100644 --- a/engines/xeen/interface.cpp +++ b/engines/xeen/interface.cpp @@ -153,7 +153,11 @@ void Interface::initDrawStructs() { } void Interface::setup() { - InterfaceMap::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; @@ -1656,4 +1660,117 @@ void Interface::drawMiniMap() { party._wizardEyeActive = eyeActive; } +/** + * Draw the display borders + */ +void Interface::assembleBorder() { + 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 used to show when levitate is active + _borderSprites.draw(screen._windows[0], _vm->_party->_levitateActive ? _batUIFrame + 16 : 16, + Common::Point(0, 82)); + _batUIFrame = (_batUIFrame + 1) % 12; + + // Draw UI element to indicate whether can spot hidden doors + _borderSprites.draw(screen, + (_thinWall && _vm->_party->checkSkill(SPOT_DOORS)) ? _spotDoorsUIFrame + 28 : 28, + Common::Point(194, 91)); + _spotDoorsUIFrame = (_spotDoorsUIFrame + 1) % 12; + + // Draw UI element to indicate whether can sense danger + _borderSprites.draw(screen, + (_vm->_dangerSenseAllowed && _vm->_party->checkSkill(DANGER_SENSE)) ? _spotDoorsUIFrame + 40 : 40, + Common::Point(107, 9)); + _dangerSenseUIFrame = (_dangerSenseUIFrame + 1) % 12; + + // Handle the face UI elements for indicating clairvoyance status + _face1UIFrame = (_face1UIFrame + 1) % 4; + if (_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 = 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(); +} + + } // End of namespace Xeen diff --git a/engines/xeen/interface.h b/engines/xeen/interface.h index e4278459af..8d3044fd72 100644 --- a/engines/xeen/interface.h +++ b/engines/xeen/interface.h @@ -64,6 +64,10 @@ private: XeenEngine *_vm; SpriteResource _uiSprites; SpriteResource _iconSprites; + SpriteResource _borderSprites; + SpriteResource _spellFxSprites; + SpriteResource _fecpSprites; + SpriteResource _blessSprites; DrawStruct _mainList[16]; int _combatCharIds[8]; @@ -104,7 +108,7 @@ public: virtual ~Interface() {} - virtual void setup(); + void setup(); void manageCharacters(bool soundPlayed); @@ -121,6 +125,8 @@ public: void bash(const Common::Point &pt, Direction direction); void draw3d(bool updateFlag); + + void assembleBorder(); }; } // End of namespace Xeen diff --git a/engines/xeen/interface_map.cpp b/engines/xeen/interface_map.cpp index 4f408d18e2..837971b2fb 100644 --- a/engines/xeen/interface_map.cpp +++ b/engines/xeen/interface_map.cpp @@ -398,14 +398,6 @@ InterfaceMap::InterfaceMap(XeenEngine *vm): _vm(vm) { _face1State = _face2State = 0; } -void InterfaceMap::setup() { - _borderSprites.load("border.icn"); - _spellFxSprites.load("spellfx.icn"); - _fecpSprites.load("fecp.brd"); - _blessSprites.load("bless.icn"); - _charPowSprites.load("charpow.icn"); -} - void InterfaceMap::drawMap() { Combat &combat = *_vm->_combat; Map &map = *_vm->_map; @@ -4447,113 +4439,4 @@ void InterfaceMap::moveMonsters() { // TODO } -void InterfaceMap::assembleBorder() { - 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 used to show when levitate is active - _borderSprites.draw(screen._windows[0], _vm->_party->_levitateActive ? _batUIFrame + 16 : 16, - Common::Point(0, 82)); - _batUIFrame = (_batUIFrame + 1) % 12; - - // Draw UI element to indicate whether can spot hidden doors - _borderSprites.draw(screen, - (_thinWall && _vm->_party->checkSkill(SPOT_DOORS)) ? _spotDoorsUIFrame + 28 : 28, - Common::Point(194, 91)); - _spotDoorsUIFrame = (_spotDoorsUIFrame + 1) % 12; - - // Draw UI element to indicate whether can sense danger - _borderSprites.draw(screen, - (_vm->_dangerSenseAllowed && _vm->_party->checkSkill(DANGER_SENSE)) ? _spotDoorsUIFrame + 40 : 40, - Common::Point(107, 9)); - _dangerSenseUIFrame = (_dangerSenseUIFrame + 1) % 12; - - // Handle the face UI elements for indicating clairvoyance status - _face1UIFrame = (_face1UIFrame + 1) % 4; - if (_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 = 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(); -} - } // End of namespace Xeen diff --git a/engines/xeen/interface_map.h b/engines/xeen/interface_map.h index a0626249de..9ac9222b67 100644 --- a/engines/xeen/interface_map.h +++ b/engines/xeen/interface_map.h @@ -92,10 +92,6 @@ public: class InterfaceMap { private: XeenEngine *_vm; - SpriteResource _borderSprites; - SpriteResource _spellFxSprites; - SpriteResource _fecpSprites; - SpriteResource _blessSprites; int _combatFloatCounter; void initDrawStructs(); @@ -123,8 +119,6 @@ protected: void animate3d(); - virtual void setup(); - void drawMap(); public: OutdoorDrawList _outdoorList; @@ -160,8 +154,6 @@ public: void drawOutdoors(); - void assembleBorder(); - void moveMonsters(); }; -- cgit v1.2.3