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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);
/**
* Draws outdoor scenes
*/
void drawOutdoorsScene();
/**
* Draws indoor scenes
*/
void drawIndoorsScene();
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();
/**
* Draws the game scene
*/
void drawScene();
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 */
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