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/*
* File: tiledgnbuf.h
*/
#ifdef USE_TILE
#ifndef TILEDGNBUF_H
#define TILEDGNBUF_H
#include "tilebuf.h"
struct packed_cell
{
packed_cell() : num_dngn_overlay(0) {}
tileidx_t fg;
tileidx_t bg;
tile_flavour flv;
// For anything that requires multiple dungeon tiles (such as waves)
// These tiles will be placed directly on top of the bg tile.
enum { MAX_DNGN_OVERLAY = 20 };
int num_dngn_overlay;
FixedVector<int, MAX_DNGN_OVERLAY> dngn_overlay;
};
// For a given location, pack any waves/ink/wall shadow tiles
// that require knowledge of the surrounding env cells.
void pack_cell_overlays(const coord_def &gc, packed_cell *cell);
class dolls_data;
class mcache_entry;
class ImageManager;
// A set of buffers that takes as input the foreground/background pair
// of tiles from tile_fg/tile_bg and populates a set of tile buffers
// so that the stack of tiles it represents can be easily drawn.
//
// This class should access as little global state as possible.
// If more information needs to be shared to draw, then either add
// a foreground or background flag, or add a member to packed_cell.
class DungeonCellBuffer
{
public:
DungeonCellBuffer(ImageManager *im);
void add(const packed_cell &cell, int x, int y);
void add_dngn_tile(int tileidx, int x, int y);
void add_main_tile(int tileidx, int x, int y);
void add_main_tile(int tileidx, int x, int y, int ox, int oy);
void add_spell_tile(int tileidx, int x, int y);
void clear();
void draw();
protected:
void pack_background(int x, int y, const packed_cell &cell);
void pack_foreground(int x, int y, const packed_cell &cell);
void pack_mcache(mcache_entry *entry, int x, int y, bool submerged);
void pack_player(int x, int y, bool submerged);
void pack_doll(const dolls_data &doll, int x, int y,
bool submerged, bool ghost);
TileBuffer m_buf_floor;
TileBuffer m_buf_wall;
TileBuffer m_buf_feat;
SubmergedTileBuffer m_buf_doll;
SubmergedTileBuffer m_buf_main_trans;
TileBuffer m_buf_main;
TileBuffer m_buf_spells;
};
#endif
#endif
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