scummvm/engines/xeen/interface_minimap.cpp

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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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "xeen/interface_minimap.h"
#include "xeen/xeen.h"
namespace Xeen {
#define MINIMAP_SIZE 7
#define MINIMAP_DIFF ((MINIMAP_SIZE - 1) / 2)
#define MINIMAP_XSTART 237
#define MINIMAP_YSTART 12
#define TILE_WIDTH 10
#define TILE_HEIGHT 8
void InterfaceMinimap::drawMinimap() {
Map &map = *g_vm->_map;
Party &party = *g_vm->_party;
Resources &res = *g_vm->_resources;
Windows &windows = *g_vm->_windows;
if (windows[2]._enabled || windows[10]._enabled)
return;
if (!party._automapOn && !party._wizardEyeActive) {
// Draw the Might & Magic logo
if (g_vm->getGameID() == GType_Swords)
res._logoSprites.draw(1, 0, Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), 9));
else
res._globalSprites.draw(1, 5, Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), 9));
return;
}
bool eyeActive = party._wizardEyeActive;
if (party._automapOn)
party._wizardEyeActive = false;
// Draw the minimap content
if (map._isOutdoors)
drawOutdoorsMinimap();
else
drawIndoorsMinimap();
// Draw outer rectangle around the automap
res._globalSprites.draw(1, 6, Common::Point(223, 3));
party._wizardEyeActive = eyeActive;
}
void InterfaceMinimap::drawOutdoorsMinimap() {
Map &map = *g_vm->_map;
Party &party = *g_vm->_party;
Resources &res = *g_vm->_resources;
int v, frame;
const Common::Point &pt = party._mazePosition;
res._globalSprites.draw(1, 15, Common::Point(MINIMAP_XSTART, MINIMAP_YSTART));
for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
yp += TILE_HEIGHT, --mazeY) {
for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 0);
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assert(v != INVALID_CELL);
frame = map.mazeDataCurrent()._surfaceTypes[v];
if (map._currentSteppedOn || party._wizardEyeActive) {
map._tileSprites.draw(1, frame, Common::Point(xp, yp));
}
}
}
for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
yp += TILE_HEIGHT, --mazeY) {
for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
xp += TILE_WIDTH, ++mazeX) {
v = map.mazeLookup(Common::Point(mazeX, mazeY), 4);
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assert(v != INVALID_CELL);
frame = map.mazeData()._wallTypes[v];
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if (frame && (map._currentSteppedOn || party._wizardEyeActive)) {
map._tileSprites.draw(1, frame + 16, Common::Point(xp, yp));
}
}
}
for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
yp += TILE_HEIGHT, --mazeY) {
for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
xp += TILE_WIDTH, ++mazeX) {
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frame = map.mazeLookup(Common::Point(mazeX, mazeY), 8, 0xff);
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if (frame && (map._currentSteppedOn || party._wizardEyeActive)) {
map._tileSprites.draw(1, frame + 32, Common::Point(xp, yp));
}
}
}
// Draw the direction arrow
res._globalSprites.draw(1, party._mazeDirection + 1,
Common::Point(267, 36));
}
void InterfaceMinimap::drawIndoorsMinimap() {
Map &map = *g_vm->_map;
Party &party = *g_vm->_party;
Resources &res = *g_vm->_resources;
int v, frame;
const Common::Point &pt = party._mazePosition;
int frame2 = _animFrame;
_animFrame = (_animFrame + 2) % 8;
// Draw default ground for all the valid explored areas
for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
yp += TILE_HEIGHT, --mazeY) {
for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
xp += TILE_WIDTH, ++mazeX) {
v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff);
if (v != INVALID_CELL && (map._currentSteppedOn || party._wizardEyeActive)) {
map._tileSprites.draw(1, 0, Common::Point(xp, yp));
}
}
}
// Draw the specific surface type for each cell
for (int yp = MINIMAP_YSTART + (TILE_HEIGHT / 2) + 1, mazeY = pt.y + MINIMAP_DIFF;
mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) {
for (int xp = MINIMAP_XSTART + (TILE_WIDTH / 2), mazeX = pt.x - MINIMAP_DIFF;
mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) {
v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff);
int surfaceId = map.mazeData()._surfaceTypes[map._currentSurfaceId];
if (v != INVALID_CELL && map._currentSurfaceId &&
(map._currentSteppedOn || party._wizardEyeActive)) {
map._tileSprites.draw(1, surfaceId + 36, Common::Point(xp, yp));
}
}
}
// Draw thin tile portion on top-left corner of map
v = map.mazeLookup(Common::Point(pt.x - MINIMAP_DIFF - 1, pt.y + MINIMAP_DIFF + 1), 0, 0xffff);
if (v != INVALID_CELL && map._currentSurfaceId &&
(map._currentSteppedOn || party._wizardEyeActive)) {
map._tileSprites.draw(1,
map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2),
MINIMAP_YSTART - (TILE_HEIGHT / 2) + 1));
}
// Handle drawing surface sprites partially clipped at the left edge
for (int yp = MINIMAP_YSTART + (TILE_HEIGHT / 2) + 1, mazeY = pt.y + MINIMAP_DIFF;
mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) {
v = map.mazeLookup(Common::Point(pt.x - MINIMAP_DIFF - 1, mazeY), 0, 0xffff);
if (v != INVALID_CELL && map._currentSurfaceId &&
(map._currentSteppedOn || party._wizardEyeActive)) {
map._tileSprites.draw(1,
map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), yp));
}
}
// Handle drawing surface sprites partially clipped at the top edge
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for (int xp = MINIMAP_XSTART + (TILE_WIDTH / 2), mazeX = pt.x - MINIMAP_DIFF;
mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) {
v = map.mazeLookup(Common::Point(mazeX, pt.y + MINIMAP_DIFF + 1), 0, 0xffff);
if (v != INVALID_CELL && map._currentSurfaceId &&
(map._currentSteppedOn || party._wizardEyeActive)) {
map._tileSprites.draw(1,
map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
Common::Point(xp, MINIMAP_YSTART - (TILE_HEIGHT / 2) + 1));
}
}
// Handle drawing partially clip top row and left column
for (int xp = MINIMAP_XSTART, yp = MINIMAP_YSTART + (MINIMAP_SIZE - 1) * TILE_HEIGHT,
mazeX = pt.x - MINIMAP_DIFF, mazeY = pt.y + MINIMAP_DIFF;
mazeX <= (pt.x - MINIMAP_DIFF);
xp += TILE_WIDTH, yp -= TILE_HEIGHT, ++mazeX, --mazeY) {
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// Left column
v = map.mazeLookup(Common::Point(pt.x - MINIMAP_DIFF - 1, mazeY), 12, 0xffff);
switch (v) {
case SURFTYPE_DIRT:
frame = 18;
break;
case SURFTYPE_SNOW:
frame = 22;
break;
case SURFTYPE_SWAMP:
case SURFTYPE_CLOUD:
frame = 16;
break;
case SURFTYPE_LAVA:
case SURFTYPE_DWATER:
frame = 2;
break;
case SURFTYPE_DESERT:
frame = 30;
break;
case SURFTYPE_ROAD:
frame = 32;
break;
case SURFTYPE_TFLR:
frame = 24;
break;
case SURFTYPE_SKY:
frame = 28;
break;
case SURFTYPE_CROAD:
frame = 14;
break;
case SURFTYPE_SEWER:
frame = frame2 + 4;
break;
case SURFTYPE_SCORCH:
frame = 24;
break;
case SURFTYPE_SPACE:
frame = 26;
break;
default:
frame = -1;
break;
}
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
map._tileSprites.draw(1, frame, Common::Point(
MINIMAP_XSTART - TILE_WIDTH - (TILE_WIDTH / 2), yp));
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// Top row
v = map.mazeLookup(Common::Point(mazeX, pt.y + MINIMAP_DIFF + 1), 0);
switch (v) {
case SURFTYPE_DIRT:
frame = 19;
break;
case SURFTYPE_GRASS:
frame = 35;
break;
case SURFTYPE_SNOW:
frame = 23;
break;
case SURFTYPE_SWAMP:
case SURFTYPE_CLOUD:
frame = 17;
break;
case SURFTYPE_LAVA:
case SURFTYPE_DWATER:
frame = 3;
break;
case SURFTYPE_DESERT:
frame = 31;
break;
case SURFTYPE_ROAD:
frame = 33;
break;
case SURFTYPE_TFLR:
frame = 21;
break;
case SURFTYPE_SKY:
frame = 29;
break;
case SURFTYPE_CROAD:
frame = 15;
break;
case SURFTYPE_SEWER:
frame = frame2 + 5;
break;
case SURFTYPE_SCORCH:
frame = 25;
break;
case SURFTYPE_SPACE:
frame = 27;
break;
default:
frame = -1;
break;
}
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
map._tileSprites.draw(1, frame, Common::Point(xp, MINIMAP_YSTART - TILE_HEIGHT));
}
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// Draw the walls for the remaining cells of the minimap
for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
yp += TILE_HEIGHT, --mazeY) {
for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
xp += TILE_WIDTH, ++mazeX) {
if (mazeX == pt.x && mazeY == pt.y) {
// Center of the minimap. Draw the direction arrow
res._globalSprites.draw(1, party._mazeDirection + 1,
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Common::Point(MINIMAP_XSTART + (TILE_WIDTH * 3) + (TILE_WIDTH / 2),
MINIMAP_YSTART + (TILE_HEIGHT * 3) + (TILE_HEIGHT / 2)));
}
v = map.mazeLookup(Common::Point(mazeX, mazeY), 12, 0xffff);
switch (v) {
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case 1:
frame = 18;
break;
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case 2:
frame = 34;
break;
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case 3:
frame = 22;
break;
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case 4:
case 13:
frame = 16;
break;
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case 5:
case 8:
frame = 2;
break;
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case 6:
frame = 30;
break;
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case 7:
frame = 32;
break;
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case 9:
frame = 20;
break;
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case 10:
frame = 28;
break;
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case 11:
frame = 14;
break;
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case 12:
frame = frame2 + 4;
break;
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case 14:
frame = 24;
break;
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case 15:
frame = 26;
break;
default:
frame = -1;
break;
}
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
map._tileSprites.draw(1, frame, Common::Point(xp, yp));
}
v = map.mazeLookup(Common::Point(mazeX, mazeY), 0);
switch (v) {
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case 1:
frame = 19;
break;
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case 2:
frame = 35;
break;
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case 3:
frame = 23;
break;
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case 4:
case 13:
frame = 17;
break;
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case 5:
case 8:
frame = 3;
break;
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case 6:
frame = 31;
break;
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case 7:
frame = 33;
break;
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case 9:
frame = 21;
break;
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case 10:
frame = 29;
break;
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case 11:
frame = 15;
break;
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case 12:
frame = frame2 + 5;
break;
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case 14:
frame = 25;
break;
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case 15:
frame = 27;
break;
default:
frame = -1;
break;
}
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if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
map._tileSprites.draw(0, frame, Common::Point(xp, yp));
}
}
// Draw overlay on cells that haven't been stepped on yet
for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
yp += TILE_HEIGHT, --mazeY) {
for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
xp += TILE_WIDTH, ++mazeX) {
v = map.mazeLookup(
Common::Point(mazeX, mazeY),
0, 0xffff);
if (v == INVALID_CELL || (!map._currentSteppedOn && !party._wizardEyeActive)) {
map._tileSprites.draw(1, 1, Common::Point(xp, yp));
}
}
}
}
} // End of namespace Xeen