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#ifdef USE_TILE_LOCAL
#ifndef TILEDGNBUF_H
#define TILEDGNBUF_H
#include "tilebuf.h"
#include "tilecell.h"
struct 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, bool in_water = false);
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 add_skill_tile(int tileidx, int x, int y);
void add_command_tile(int tileidx, int x, int y);
void add_icons_tile(int tileidx, int x, int y);
void add_icons_tile(int tileidx, int x, int y, int ox, int oy);
void clear();
void draw();
protected:
void add_blood_overlay(int x, int y, const packed_cell &cell,
bool is_wall = false);
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_feat_trans;
SubmergedTileBuffer m_buf_doll;
SubmergedTileBuffer m_buf_main_trans;
TileBuffer m_buf_main;
TileBuffer m_buf_spells;
TileBuffer m_buf_skills;
TileBuffer m_buf_commands;
TileBuffer m_buf_icons;
};
#endif
#endif
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