/* 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_H #define XEEN_INTERFACE_H #include "common/scummsys.h" #include "xeen/dialogs/dialogs.h" #include "xeen/interface_minimap.h" #include "xeen/interface_scene.h" #include "xeen/party.h" #include "xeen/window.h" namespace Xeen { class XeenEngine; enum Obscurity { OBSCURITY_BLACK = 0, OBSCURITY_3 = 1, OBSCURITY_2 = 2, OBSCURITY_1 = 3, OBSCURITY_NONE = 4 }; enum IconsMode { ICONS_STANDARD = 0, ICONS_COMBAT = 1 }; enum FallState { FALL_NONE = 0, FALL_IN_PROGRESS = 1, FALL_START = 2 }; #define HILIGHT_CHAR_DISABLED -2 #define HILIGHT_CHAR_NONE -1 /** * Class responsible for drawing the images of the characters in the party */ class PartyDrawer { private: XeenEngine *_vm; SpriteResource _dseFace; SpriteResource _hpSprites; SpriteResource _restoreSprites; int _hiliteChar; public: PartyDrawer(XeenEngine *vm); void drawParty(bool updateFlag); /** * Highlights the specified character in the party display at the bottom of the screen * @param charId Character number */ void highlightChar(int charId); /** * Highlights the specified character in the party display at the bottom of the screen * @param c Character to highlight */ void highlightChar(const Character *c); void unhighlightChar(); void resetHighlight(); }; /** * Implements the main in-game interface */ class Interface: public ButtonContainer, public InterfaceScene, public InterfaceMinimap, public PartyDrawer { private: XeenEngine *_vm; SpriteResource _uiSprites; SpriteResource _borderSprites; SpriteResource _spellFxSprites; SpriteResource _fecpSprites; SpriteResource _blessSprites; SpriteResource _stdIcons; SpriteResource _combatIcons; Graphics::ManagedSurface _fallSurface; bool _buttonsLoaded; int _steppingFX; int _blessedUIFrame; int _powerShieldUIFrame; int _holyBonusUIFrame; int _heroismUIFrame; int _flipUIFrame; void loadSprites(); void setupBackground(); /** * Sets the main user interface icons for either standard mode or combat mode */ void setMainButtons(IconsMode mode = ICONS_STANDARD); void chargeStep(); /** * Handles incrementing game time */ void stepTime(); void doStepCode(); /** * Check movement in the given direction */ bool checkMoveDirection(int key); /** * Handle doing the falling */ void handleFalling(); /** * Sets up a passed surface with a double height combination of the previously * saved scene background and the newly rendered (but not displayed) scene * below it. This will be used by the fall sequence to vertically shift from the * prior "upper" scene to the lower ground scene */ void setupFallSurface(bool isTop); /** * Handles a frame of falling animation */ void fall(int yp); /** * Shake the screen * @param count Number of times */ void shake(int count); /** * Select next character or monster to be attacking */ void nextChar(); public: Obscurity _obscurity; FallState _falling; int _face1State, _face2State; int _face1UIFrame, _face2UIFrame; int _spotDoorsUIFrame; int _dangerSenseUIFrame; int _levitateUIFrame; bool _upDoorText; Common::String _screenText; byte _tillMove; int _charFX[6]; IconsMode _iconsMode; public: Interface(XeenEngine *vm); virtual ~Interface() {} void setup(); void manageCharacters(bool soundPlayed); void startup(); void mainIconsPrint(); /** * Start the party falling */ void startFalling(bool v); /** * Waits for a keypress or click, whilst still allowing the game scene to * be animated. */ void perform(); void rest(); /** * Handles bash actions */ void bash(const Common::Point &pt, Direction direction); /** * Handles drawing the elements of the interface and game scene * @param updateFlag Updates UI windows 1 & 3 * @param pauseFlag Does a brief pause at the end of drawing */ void draw3d(bool updateFlag, bool pauseFlag = true); /** * Draw the display borders */ void assembleBorder(); void doCombat(); void spellFX(Character *c); /** * Optionally obscures the scene due to low light conditions */ void obscureScene(Obscurity obscurity); }; } // End of namespace Xeen #endif /* XEEN_INTERFACE_H */