/* 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 3 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, see . * */ #ifndef ULTIMA4_VIEWS_DUNGEONVIEW_H #define ULTIMA4_VIEWS_DUNGEONVIEW_H #include "ultima/ultima4/game/context.h" #include "ultima/ultima4/map/dungeon.h" #include "ultima/ultima4/filesys/savegame.h" #include "ultima/ultima4/map/tileset.h" #include "ultima/ultima4/map/direction.h" #include "ultima/ultima4/views/tileview.h" #include "ultima/ultima4/core/types.h" #include "ultima/ultima4/map/location.h" namespace Ultima { namespace Ultima4 { typedef enum { DNGGRAPHIC_NONE, DNGGRAPHIC_WALL, DNGGRAPHIC_LADDERUP, DNGGRAPHIC_LADDERDOWN, DNGGRAPHIC_LADDERUPDOWN, DNGGRAPHIC_DOOR, DNGGRAPHIC_DNGTILE, DNGGRAPHIC_BASETILE } DungeonGraphicType; Std::vector dungeonViewGetTiles(int fwd, int side); DungeonGraphicType dungeonViewTilesToGraphic(const Std::vector &tiles); #define DungeonViewer (*DungeonView::getInstance()) /** * @todo *
    *
  • move the rest of the dungeon drawing logic here from screen_sdl
  • *
*/ class DungeonView : public TileView { struct MapTiles { MapTile _corridor; MapTile _upLadder; MapTile _downLadder; MapTile _upDownLadder; bool _loaded; MapTiles() : _loaded(false) { } }; private: bool _screen3dDungeonViewEnabled; MapTiles _tiles; private: DungeonView(int x, int y, int columns, int rows); public: static DungeonView *_instance; static DungeonView *getInstance(); void drawInDungeon(Tile *tile, int x_offset, int distance, Direction orientation, bool tiled); int graphicIndex(int xoffset, int distance, Direction orientation, DungeonGraphicType type); void drawTile(Tile *tile, int x_offset, int distance, Direction orientation); void drawWall(int xoffset, int distance, Direction orientation, DungeonGraphicType type); void display(Context *c, TileView *view); DungeonGraphicType tilesToGraphic(const Std::vector &tiles); bool toggle3DDungeonView() { return _screen3dDungeonViewEnabled = !_screen3dDungeonViewEnabled; } Std::vector getTiles(int fwd, int side); }; } // End of namespace Ultima4 } // End of namespace Ultima #endif