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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/>.
*
*
* Based on the original sources
* Faery Tale II -- The Halls of the Dead
* (c) 1993-1996 The Wyrmkeep Entertainment Co.
*/
#ifndef SAGA2_DISPNODE_H
#define SAGA2_DISPNODE_H
#include "saga2/idtypes.h"
#include "saga2/rect.h"
namespace Saga2 {
class GameObject;
struct TilePoint;
struct StaticTilePoint;
class Effectron;
enum nodeType {
kNodeTypeObject = 0,
kNodeTypeEffect
};
class DisplayNode {
friend class DisplayNodeList;
friend class SpellDisplayList;
friend class GameObject;
friend ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos);
private:
DisplayNode *_nextDisplayed; // pointer to next in display list
int16 _sortDepth; // for sorting by depth
GameObject *_object; // the object to display
Point16 _screenCoords; // screen coordinates
Rect16 _hitBox; // hitbox for clicking this item
uint8 _flags; // various flags
enum {
kDisplayIndicator = (1 << 0)
};
public:
nodeType _type;
Effectron *_efx;
DisplayNode();
void drawObject();
void drawEffect();
void updateObject(const int32 deltaTime);
void updateEffect(const int32 deltaTime);
TilePoint SpellPos();
};
/* ============================================================================ *
Object Display List
* ============================================================================ */
// This class is used to form a list of objects to display on
// the screen.
const int kMaxDisplayed = 100;
class DisplayNodeList {
friend ObjectID pickObject(const StaticPoint32 &mouse, StaticTilePoint &objPos);
public:
uint16 _count; // number of entries in list
DisplayNode *_displayList; // table of displayed objects
static DisplayNode *_head; // head of list
DisplayNodeList(uint16 newSize) {
_displayList = (DisplayNode *)malloc(sizeof(DisplayNode) * newSize);
init(newSize);
_count = 0;
}
DisplayNodeList() {
_displayList = (DisplayNode *)malloc(sizeof(DisplayNode) * kMaxDisplayed);
init(kMaxDisplayed);
_count = 0;
}
~DisplayNodeList() {
free(_displayList);
}
void reset() {
_count = 0;
_head = NULL;
}
void init(uint16 s);
void buildObjects(bool fromScratch);
void buildEffects(bool fromScratch);
void draw();
void updateOStates(const int32 deltaTime);
void updateEStates(const int32 deltaTime);
bool dissipated();
};
/* ============================================================================ *
Function prototypes
* ============================================================================ */
// Enable or disable the center actor indicator
void setCenterActorIndicator(bool enabled);
} // end of namespace Saga2
#endif
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