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2026-02-02 04:50:13 +01:00

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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 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef NUVIE_CORE_MAP_WINDOW_H
#define NUVIE_CORE_MAP_WINDOW_H
#include "ultima/shared/std/containers.h"
#include "ultima/nuvie/core/nuvie_defs.h"
#include "ultima/nuvie/core/obj_manager.h"
#include "ultima/nuvie/gui/widgets/gui_widget.h"
#include "ultima/nuvie/core/map.h"
namespace Ultima {
namespace Nuvie {
class Configuration;
class TileManager;
class ActorManager;
class Actor;
class AnimManager;
class Map;
class MapCoord;
class Screen;
class CallBack;
class Game;
#define MAPWINDOW_THUMBNAIL_SIZE 52
#define MAPWINDOW_THUMBNAIL_SCALE 3
#define MAP_OVERLAY_DEFAULT 0 /* just below border */
#define MAP_OVERLAY_ONTOP 1 /* cover border */
#define MAPWINDOW_ROOFTILES_IMG_W 5
#define MAPWINDOW_ROOFTILES_IMG_H 204
typedef struct {
Tile *t;
uint16 x, y;
} TileInfo;
typedef struct {
Tile *eye_tile;
uint16 prev_x, prev_y;
uint16 moves_left;
CallBack *caller;
} WizardEye;
enum RoofDisplayType {ROOF_DISPLAY_OFF, ROOF_DISPLAY_NORMAL, ROOF_DISPLAY_FORCE_ON };
enum InterfaceType { INTERFACE_NORMAL, INTERFACE_FULLSCREEN, INTERFACE_IGNORE_BLOCK };
enum X_RayType { X_RAY_CHEAT_OFF = -1, X_RAY_OFF = 0, X_RAY_ON = 1, X_RAY_CHEAT_ON = 2};
enum CanDropOrMoveMsg { MSG_NOT_POSSIBLE, MSG_SUCCESS, MSG_BLOCKED, MSG_OUT_OF_RANGE, MSG_NO_TILE};
class MapWindow: public GUI_Widget {
friend class AnimManager;
friend class ConverseGumpWOU;
Game *game;
const Configuration *config;
int game_type;
bool enable_doubleclick;
bool walk_with_left_button;
uint8 walk_button_mask;
X_RayType x_ray_view;
InterfaceType interface;
bool custom_actor_tiles;
Map *map;
uint16 *tmp_map_buf; // tempory buffer for flood fill, hide rooms.
uint16 tmp_map_width, tmp_map_height;
Graphics::ManagedSurface *overlay; // used for visual effects
uint8 overlay_level; // where the overlay surface is placed
int min_brightness;
TileManager *tile_manager;
ObjManager *obj_manager;
ActorManager *actor_manager;
AnimManager *anim_manager;
sint16 cur_x, cur_y;
uint16 cursor_x, cursor_y, map_center_xoff;
sint16 mousecenter_x, mousecenter_y; // location mousecursor rotates around, relative to cur_x&cur_y
uint16 last_boundary_fill_x, last_boundary_fill_y; // start of boundary-fill in previous blacking update
Tile *cursor_tile;
Tile *use_tile;
bool show_cursor;
bool show_use_cursor;
bool show_grid;
unsigned char *thumbnail;
bool new_thumbnail;
uint16 win_width, win_height, border_width;
uint8 cur_level;
uint16 map_width;
uint8 cur_x_add, cur_y_add; // pixel offset from cur_x,cur_y (set by shiftMapRelative)
sint32 vel_x, vel_y; // velocity of automatic map movement (pixels per second)
Common::Rect clip_rect;
Graphics::ManagedSurface _mapWinSubSurf; // sub surface of the screen clipped to MapWindow's clip_rect
Obj *selected_obj;
Actor *look_actor;
Obj *look_obj;
bool hackmove;
bool walking;
bool look_on_left_click;
bool looking; // used to stop look_on_left_click from triggering during mouseup from left button walking, failed drag, or input mode
bool window_updated;
bool freeze_blacking_location;
bool enable_blacking;
bool roof_mode;
RoofDisplayType roof_display;
Graphics::ManagedSurface *roof_tiles;
WizardEye wizard_eye_info;
bool draw_brit_lens_anim;
bool draw_garg_lens_anim;
// Std::vector<TileInfo> m_ViewableObjTiles; // shouldn't need this for in_town checks
Std::vector<TileInfo> m_ViewableMapTiles;
bool lighting_update_required;
bool game_started;
public:
MapWindow(const Configuration *cfg, Map *m);
~MapWindow() override;
bool init(TileManager *tm, ObjManager *om, ActorManager *am);
sint16 get_cur_x() const {
return cur_x;
}
sint16 get_cur_y() const {
return cur_y;
}
bool set_windowSize(uint16 width, uint16 height);
void set_show_cursor(bool state);
void set_show_use_cursor(bool state);
void set_show_grid(bool state);
bool is_grid_showing() {
return show_grid;
}
void set_velocity(sint16 vx, sint16 vy) {
vel_x = vx;
vel_y = vy;
}
void set_overlay(Graphics::ManagedSurface *surfpt);
void set_overlay_level(int level = MAP_OVERLAY_DEFAULT) {
overlay_level = level;
}
void set_x_ray_view(X_RayType state, bool cheat_off = false);
X_RayType get_x_ray_view() {
return x_ray_view;
}
void set_freeze_blacking_location(bool state);
void set_enable_blacking(bool state);
void set_roof_mode(bool roofs);
void set_roof_display_mode(enum RoofDisplayType mode) {
roof_display = mode;
}
void set_walking(bool state);
void set_walk_button_mask();
bool will_walk_with_left_button() {
return walk_with_left_button;
}
void set_walk_with_left_button(bool val) {
walk_with_left_button = val;
set_walk_button_mask();
}
void set_looking(bool state) {
looking = state;
}
int get_min_brightness() {
return min_brightness;
}
void set_min_brightness(int brightness) {
min_brightness = brightness;
}
void moveLevel(uint8 new_level);
void moveMap(sint16 new_x, sint16 new_y, sint8 new_level, uint8 new_x_add = 0, uint8 new_y_add = 0);
void moveMapRelative(sint16 rel_x, sint16 rel_y);
void shiftMapRelative(sint16 rel_x, sint16 rel_y);
void set_mousecenter(sint16 new_x, sint16 new_y) {
mousecenter_x = new_x;
mousecenter_y = new_y;
}
void reset_mousecenter() {
mousecenter_x = win_width / 2;
mousecenter_y = win_height / 2;
}
uint16 get_win_area() {
return win_width * win_height;
}
void centerMapOnActor(Actor *actor);
void centerMap(uint16 x, uint16 y, uint8 z);
void centerCursor();
void moveCursor(sint16 new_x, sint16 new_y);
void moveCursorRelative(sint16 rel_x, sint16 rel_y);
bool is_doubleclick_enabled() {
return enable_doubleclick;
}
void set_enable_doubleclick(bool val) {
enable_doubleclick = val;
}
void set_look_on_left_click(bool val) {
look_on_left_click = val;
}
void set_use_left_clicks();
bool will_look_on_left_click() {
return look_on_left_click;
}
bool is_on_screen(uint16 x, uint16 y, uint8 z);
bool tile_is_black(uint16 x, uint16 y, const Obj *obj = nullptr) const; // subtracts cur_x and cur_y
const char *look(uint16 x, uint16 y, bool show_prefix = true);
const char *lookAtCursor(bool show_prefix = true) {
return (look(cursor_x, cursor_y, show_prefix));
}
Obj *get_objAtCursor(bool for_use = false);
Obj *get_objAtCoord(MapCoord coord, bool top_obj, bool include_ignored_objects, bool for_use = false);
Actor *get_actorAtCursor();
MapCoord get_cursorCoord();
Obj *get_objAtMousePos(int x, int y);
Actor *get_actorAtMousePos(int x, int y);
void teleport_to_cursor();
void select_target(int x, int y);
void mouseToWorldCoords(int mx, int my, int &wx, int &wy);
void get_movement_direction(uint16 mx, uint16 my, sint16 &rel_x, sint16 &rel_y, uint8 *mptr = nullptr);
TileManager *get_tile_manager() {
return tile_manager;
}
AnimManager *get_anim_manager() {
return anim_manager;
}
const Common::Rect *get_clip_rect() const {
return &clip_rect;
}
Graphics::ManagedSurface *get_overlay();
void get_level(uint8 *level) const;
void get_pos(uint16 *x, uint16 *y, uint8 *px = nullptr, uint8 *py = nullptr) const;
void get_velocity(sint16 *vx, sint16 *vy) const {
*vx = vel_x;
*vy = vel_y;
}
void get_windowSize(uint16 *width, uint16 *height) const;
bool in_window(uint16 x, uint16 y, uint8 z) const;
bool in_dungeon_level() const;
bool in_town() const;
// can put object at world location x,y?
CanDropOrMoveMsg can_drop_or_move_obj(uint16 x, uint16 y, Actor *actor, Obj *obj);
void display_can_drop_or_move_msg(CanDropOrMoveMsg msg, Std::string msg_text = "");
bool can_get_obj(const Actor *actor, Obj *obj);
bool blocked_by_wall(const Actor *actor, const Obj *obj);
MapCoord original_obj_loc;
void updateBlacking();
void updateAmbience();
void update();
void Display(bool full_redraw) override;
GUI_status MouseDown(int x, int y, Events::MouseButton button) override;
GUI_status MouseUp(int x, int y, Events::MouseButton button) override;
GUI_status MouseMotion(int x, int y, uint8 state) override;
GUI_status MouseDouble(int x, int y, Events::MouseButton button) override;
GUI_status MouseClick(int x, int y, Events::MouseButton button) override;
GUI_status Idle(void) override;
GUI_status MouseLeave(uint8 state) override;
GUI_status MouseDelayed(int x, int y, Events::MouseButton button) override;
GUI_status MouseHeld(int x, int y, Events::MouseButton button) override;
GUI_status KeyDown(const Common::KeyState &key) override;
GUI_status MouseWheel(sint32 x, sint32 y) override;
void drag_drop_success(int x, int y, int message, void *data) override;
void drag_drop_failed(int x, int y, int message, void *data) override;
bool drag_accept_drop(int x, int y, int message, void *data) override;
void drag_perform_drop(int x, int y, int message, void *data) override;
bool move_on_drop(Obj *obj);
void set_interface();
InterfaceType get_interface();
bool is_interface_fullscreen_in_combat();
void drag_draw(int x, int y, int message, void *data) override;
void update_mouse_cursor(uint32 mx, uint32 my);
unsigned char *make_thumbnail();
void free_thumbnail();
Graphics::ManagedSurface *get_sdl_surface();
Graphics::ManagedSurface *get_sdl_surface(uint16 x, uint16 y, uint16 w, uint16 h);
Graphics::ManagedSurface *get_roof_tiles() {
return roof_tiles;
}
Std::vector<const Obj *> m_ViewableObjects; //^^ dodgy public buffer
void wizard_eye_start(const MapCoord &location, uint16 duration, CallBack *caller);
bool using_map_tile_lighting;
protected:
void create_thumbnail();
void drawActors();
void drawAnims(bool top_anims);
void drawObjs();
void drawObjSuperBlock(bool draw_lowertiles, bool toptile);
inline void drawObj(const Obj *obj, bool draw_lowertiles, bool toptile);
inline void drawTile(const Tile *tile, uint16 x, uint16 y, bool toptile, bool use_tile_data = false);
inline void drawNewTile(const Tile *tile, uint16 x, uint16 y, bool toptile);
void drawBorder();
inline void drawTopTile(const Tile *tile, uint16 x, uint16 y, bool toptile);
inline void drawActor(const Actor *actor);
void drawRoofs();
void drawGrid();
void drawRain();
inline void drawLensAnim();
void updateLighting();
void generateTmpMap();
void boundaryFill(const byte *map_ptr, uint16 pitch, uint16 x, uint16 y);
bool floorTilesVisible();
bool boundaryLookThroughWindow(uint16 tile_num, uint16 x, uint16 y);
void reshapeBoundary();
inline bool tmpBufTileIsBlack(uint16 x, uint16 y) const;
bool tmpBufTileIsBoundary(uint16 x, uint16 y);
bool tmpBufTileIsWall(uint16 x, uint16 y, NuvieDir direction);
void wizard_eye_stop();
void wizard_eye_update();
bool is_wizard_eye_mode() {
if (wizard_eye_info.moves_left != 0) return true;
else return false;
}
void loadRoofTiles();
private:
void createLightOverlay();
void AddMapTileToVisibleList(uint16 tile_num, uint16 x, uint16 y);
bool can_display_obj(uint16 x, uint16 y, Obj *obj);
};
} // End of namespace Nuvie
} // End of namespace Ultima
#endif