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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_H
#define XEEN_INTERFACE_H
#include "common/scummsys.h"
#include "xeen/dialogs.h"
#include "xeen/party.h"
#include "xeen/screen.h"
namespace Xeen {
class XeenEngine;
class OutdoorDrawList {
public:
DrawStruct _data[132];
DrawStruct &_skySprite;
DrawStruct &_groundSprite;
public:
OutdoorDrawList();
DrawStruct &operator[](int idx) { return _data[idx]; }
};
class IndoorDrawList {
public:
DrawStruct _data[170];
DrawStruct &_skySprite;
DrawStruct &_groundSprite;
DrawStruct &_objects0, _objects1, _objects2, _objects3;
DrawStruct &_objects4, _objects5, _objects6, _objects7;
DrawStruct &_objects8, _objects9, _objects10, _objects11;
public:
IndoorDrawList();
DrawStruct &operator[](int idx) { return _data[idx]; }
};
class Interface: public ButtonContainer {
private:
XeenEngine *_vm;
SpriteResource _dseFace;
SpriteResource _globalSprites;
SpriteResource _borderSprites;
SpriteResource _spellFxSprites;
SpriteResource _fecpSprites;
SpriteResource _blessSprites;
SpriteResource _restoreSprites;
SpriteResource _hpSprites;
SpriteResource _uiSprites;
SpriteResource _iconSprites;
SpriteResource _charFaces[TOTAL_CHARACTERS];
SpriteResource *_partyFaces[MAX_ACTIVE_PARTY];
DrawStruct _faceDrawStructs[4];
DrawStruct _mainList[16];
OutdoorDrawList _outdoorList;
IndoorDrawList _indoorList;
int _combatCharIds[8];
int _batUIFrame;
int _spotDoorsUIFrame;
int _dangerSenseUIFrame;
int _face1UIFrame;
int _face2UIFrame;
int _blessedUIFrame;
int _powerShieldUIFrame;
int _holyBonusUIFrame;
int _heroismUIFrame;
int _flipUIFrame;
bool _isEarlyGame;
bool _buttonsLoaded;
Common::String _interfaceText;
int _hiliteChar;
int _intrIndex1;
bool _flipWtr;
bool _flag1;
bool _flag2;
byte _tillMove;
int _objNumber;
bool _objectFlag2, _objectFlag3, _objectFlag4, _objectFlag5;
bool _objectFlag6, _objectFlag7, _objectFlag8;
void loadSprites();
void initDrawStructs();
void assembleBorder();
void setupBackground();
void setupFaces(int charIndex, Common::Array<int> xeenSideChars, bool updateFlag);
void charIconsPrint(bool updateFlag);
void drawViewBackground(int bgType);
void addCharacterToRoster();
void animate3d();
void setIndoorsMonsters();
void setIndoorObjects();
void setOutdoorsMonsters();
void setOutdoorsObjects();
void moveMonsters();
void setIconButtons();
public:
Interface(XeenEngine *vm);
void setup();
void manageCharacters(bool soundPlayed);
void loadCharIcons();
void loadPartyIcons();
void draw3d(bool flag);
void startup();
void mainIconsPrint();
};
} // End of namespace Xeen
#endif /* XEEN_INTERFACE_H */
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