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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 HDB_MAP_LOADER_H
#define HDB_MAP_LOADER_H
#include "common/system.h"
namespace HDB {
enum {
kScreenXTiles = 17,
kScreenYTiles = 16,
kMaxGratings = 250,
kMaxForegrounds = 250
};
struct MSMIcon {
uint16 icon; // index into icon list
uint16 x;
uint16 y;
char funcInit[32]; // Lua init function for this entity
char funcAction[32];
char funcUse[32];
uint16 dir; // direction entity is facing
uint16 level; // which floor level entity is on
uint16 value1, value2;
MSMIcon(): icon(0), x(0), y(0), dir(0), level(0), value1(0), value2(0) {
funcInit[0] = 0;
funcAction[0] = 0;
funcUse[0] = 0;
}
};
struct Foreground {
uint16 x;
uint16 y;
uint16 tile;
Foreground() : x(0), y(0), tile(0) {}
};
struct SeeThroughTile {
uint16 x;
uint16 y;
uint16 tile;
SeeThroughTile() : x(0), y(0), tile(0) {}
};
class Map {
public:
Map();
~Map();
void save(Common::OutSaveFile *out);
void loadSaveFile(Common::InSaveFile *in);
void restartSystem();
int loadTiles();
bool load(Common::SeekableReadStream *stream);
bool loadMap(char *name);
void draw();
void drawEnts();
void drawGratings();
void drawForegrounds();
bool isLoaded() {
return _mapLoaded;
}
bool onScreen(int x, int y) {
if ((x >= _mapX / kTileWidth) && (x < (_mapX / kTileWidth) + kScreenXTiles) && (y >= _mapY / kTileHeight) && (y < (_mapY / kTileHeight) + kScreenYTiles))
return true;
return false;
}
uint32 getMapBGTileFlags(int x, int y);
uint32 getMapFGTileFlags(int x, int y);
int16 getMapBGTileIndex(int x, int y);
int16 getMapFGTileIndex(int x, int y);
void setMapBGTileIndex(int x, int y, int index);
void setMapFGTileIndex(int x, int y, int index);
void addBGTileAnimation(int x, int y);
void addFGTileAnimation(int x, int y);
void removeBGTileAnimation(int x, int y);
void removeFGTileAnimation(int x, int y);
void getMapXY(int *x, int *y);
void setMapXY(int x, int y);
void centerMapXY(int x, int y);
bool checkEntOnScreen(AIEntity *);
bool checkXYOnScreen(int x, int y);
// Check if one of the tiles in a range exists in the map on either layer
bool checkOneTileExistInRange(int tileIndex, int count);
bool explosionExist(int x, int y) {
return _mapExplosions[y * _width + x];
}
void setExplosion(int x, int y, int value) {
_mapExplosions[y * _width + x] = value;
}
bool boomBarrelExist(int x, int y) {
return _mapExpBarrels[y * _width + x];
}
void setBoomBarrel(int x, int y, int value) {
_mapExpBarrels[y * _width + x] = value;
}
bool laserBeamExist(int x, int y) {
return _mapLaserBeams[y * _width + x];
}
void setLaserBeam(int x, int y, int value) {
_mapLaserBeams[y * _width + x] = value;
}
void clearLaserBeams() {
memset(_mapLaserBeams, 0, _width * _height);
}
uint16 _width, _height;
int _mapX, _mapY; // Coordinates of Map
int _mapTileX, _mapTileY; // Tile Coordinates of Map
int _mapTileXOff, _mapTileYOff; // Tile Coordinates Offset (0-31)
Foreground _gratings[kMaxGratings], _foregrounds[kMaxForegrounds];
int _numGratings, _numForegrounds;
int _animCycle; // Tile Animation Counter
Common::Array<uint32> _listBGAnimSlow;
Common::Array<uint32> _listBGAnimMedium;
Common::Array<uint32> _listBGAnimFast;
Common::Array<uint32> _listFGAnimSlow;
Common::Array<uint32> _listFGAnimMedium;
Common::Array<uint32> _listFGAnimFast;
private:
char _name[32];
uint32 _backgroundOffset;
uint32 _foregroundOffset;
uint16 _iconNum;
uint32 _iconListOffset;
uint16 _infoNum;
uint32 _infoListOffset;
int16 *_background;
int16 *_foreground;
MSMIcon *_iconList;
byte *_mapExplosions;
byte *_mapExpBarrels;
byte *_mapLaserBeams;
bool _mapLoaded;
};
}
#endif // !HDB_MAP_LOADER_H
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