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engines/mm/xeen/interface.h
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238
engines/mm/xeen/interface.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef XEEN_INTERFACE_H
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#define XEEN_INTERFACE_H
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#include "common/scummsys.h"
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#include "mm/xeen/dialogs/dialogs.h"
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#include "mm/xeen/interface_minimap.h"
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#include "mm/xeen/interface_scene.h"
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#include "mm/xeen/party.h"
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#include "mm/xeen/window.h"
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namespace MM {
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namespace Xeen {
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class XeenEngine;
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enum Obscurity {
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OBSCURITY_BLACK = 0,
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OBSCURITY_3 = 1,
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OBSCURITY_2 = 2,
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OBSCURITY_1 = 3,
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OBSCURITY_NONE = 4
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};
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enum IconsMode {
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ICONS_STANDARD = 0,
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ICONS_COMBAT = 1
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};
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enum FallState {
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FALL_NONE = 0,
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FALL_IN_PROGRESS = 1,
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FALL_START = 2
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};
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#define HILIGHT_CHAR_DISABLED -2
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#define HILIGHT_CHAR_NONE -1
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/**
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* Class responsible for drawing the images of the characters in the party
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*/
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class PartyDrawer {
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private:
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XeenEngine *_vm;
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SpriteResource _dseFace;
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SpriteResource _hpSprites;
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SpriteResource _restoreSprites;
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int _hiliteChar;
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public:
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PartyDrawer(XeenEngine *vm);
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void drawParty(bool updateFlag);
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/**
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* Highlights the specified character in the party display at the bottom of the screen
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* @param charId Character number
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*/
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void highlightChar(int charId);
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/**
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* Highlights the specified character in the party display at the bottom of the screen
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* @param c Character to highlight
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*/
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void highlightChar(const Character *c);
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void unhighlightChar();
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void resetHighlight();
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private:
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void drawHitPoints(int charIndex);
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};
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/**
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* Implements the main in-game interface
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*/
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class Interface: public ButtonContainer, public InterfaceScene,
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public InterfaceMinimap, public PartyDrawer {
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private:
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XeenEngine *_vm;
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SpriteResource _uiSprites;
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SpriteResource _borderSprites;
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SpriteResource _spellFxSprites;
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SpriteResource _fecpSprites;
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SpriteResource _blessSprites;
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SpriteResource _stdIcons;
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SpriteResource _combatIcons;
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Graphics::ManagedSurface _fallSurface;
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bool _buttonsLoaded;
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int _steppingFX;
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int _blessedUIFrame;
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int _powerShieldUIFrame;
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int _holyBonusUIFrame;
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int _heroismUIFrame;
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int _flipUIFrame;
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void loadSprites();
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void setupBackground();
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/**
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* Sets the main user interface icons for either standard mode or combat mode
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*/
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void setMainButtons(IconsMode mode = ICONS_STANDARD);
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void chargeStep();
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/**
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* Handles incrementing game time
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*/
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void stepTime();
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void doStepCode();
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/**
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* Check movement in the given direction
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*/
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bool checkMoveDirection(int key);
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/**
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* Handle doing the falling
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*/
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void handleFalling();
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/**
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* Sets up a passed surface with a double height combination of the previously
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* saved scene background and the newly rendered (but not displayed) scene
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* below it. This will be used by the fall sequence to vertically shift from the
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* prior "upper" scene to the lower ground scene
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*/
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void setupFallSurface(bool isTop);
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/**
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* Handles a frame of falling animation
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*/
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void fall(int yp);
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/**
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* Shake the screen
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* @param count Number of times
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*/
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void shake(int count);
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/**
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* Select next character or monster to be attacking
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*/
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void nextChar();
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public:
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Obscurity _obscurity;
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FallState _falling;
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int _face1State, _face2State;
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int _face1UIFrame, _face2UIFrame;
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int _spotDoorsUIFrame;
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int _dangerSenseUIFrame;
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int _levitateUIFrame;
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bool _upDoorText;
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Common::String _screenText;
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Common::String _ttsPreviousScreenText;
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byte _tillMove;
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int _charFX[6];
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IconsMode _iconsMode;
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public:
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Interface(XeenEngine *vm);
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~Interface() override {}
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void setup();
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void manageCharacters(bool soundPlayed);
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void startup();
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void mainIconsPrint();
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/**
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* Start the party falling
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*/
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void startFalling(bool v);
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/**
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* Waits for a keypress or click, whilst still allowing the game scene to
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* be animated.
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*/
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void perform();
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void rest();
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/**
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* Handles bash actions
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*/
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void bash(const Common::Point &pt, Direction direction);
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/**
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* Handles drawing the elements of the interface and game scene
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* @param updateFlag Updates UI windows 1 & 3
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* @param pauseFlag Does a brief pause at the end of drawing
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*/
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void draw3d(bool updateFlag, bool pauseFlag = true);
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/**
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* Draw the display borders
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*/
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void assembleBorder();
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void doCombat();
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void spellFX(Character *c);
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/**
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* Optionally obscures the scene due to low light conditions
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*/
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void obscureScene(Obscurity obscurity);
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};
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} // End of namespace Xeen
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} // End of namespace MM
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#endif
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