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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 */