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XEEN: More minimap fixes
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@ -2375,7 +2375,7 @@ void Interface::drawMiniMap() {
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Common::Point(267, 36));
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} else {
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frame2 = (frame2 + 2) % 8;
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party._wizardEyeActive = true; //**DEBUG**
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// First draw the default surface bases for each cell to show
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for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
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for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
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@ -2442,7 +2442,7 @@ void Interface::drawMiniMap() {
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//
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for (int idx = 0, xp = 237, yp = 60, xDiff = -3; idx < MINIMAP_SIZE;
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++idx, --xDiff, xp += 10, yp -= 8) {
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++idx, ++xDiff, xp += 10, yp -= 8) {
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x - 4, party._mazePosition.y - 3 + idx),
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12, 0xffff);
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@ -2549,7 +2549,7 @@ void Interface::drawMiniMap() {
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map._tileSprites.draw(window1, frame, Common::Point(xp, 4));
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}
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//
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// Draw the front/back walls of cells in the minimap
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for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE;
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++rowNum, --yDiff, yp += 8) {
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for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE;
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@ -2665,15 +2665,14 @@ void Interface::drawMiniMap() {
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}
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}
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// Final loop
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// Draw the top of blocked/wall cells on the map
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for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
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for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
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0, 0xffff);
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if (v != INVALID_CELL && !map._currentSurfaceId &&
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(map._currentSteppedOn || party._wizardEyeActive)) {
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if (v == INVALID_CELL || (!map._currentSteppedOn && !party._wizardEyeActive)) {
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map._tileSprites.draw(window1, 1, Common::Point(xp, yp));
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}
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}
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