mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-02 07:28:32 +00:00
462 lines
12 KiB
C++
462 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "xeen/dialogs_map.h"
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#include "xeen/resources.h"
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#include "xeen/xeen.h"
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namespace Xeen {
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#define MAP_SIZE 16
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#define MAP_DIFF (MAP_SIZE / 2)
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#define MAP_XSTART 80
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#define MAP_YSTART 38
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#define TILE_WIDTH 10
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#define TILE_HEIGHT 8
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void MapDialog::show(XeenEngine *vm) {
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MapDialog *dlg = new MapDialog(vm);
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dlg->execute();
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delete dlg;
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}
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void MapDialog::execute() {
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EventsManager &events = *_vm->_events;
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Interface &intf = *_vm->_interface;
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Map &map = *_vm->_map;
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Party &party = *_vm->_party;
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Windows &windows = *_vm->_windows;
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_pt = party._mazePosition;
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_globalSprites.load("global.icn");
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if (_pt.x < 8 && map.mazeData()._surroundingMazes._west == 0) {
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_arrowPt.x = _pt.x * 10 + 4;
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_pt.x = 7;
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} else if (_pt.x > 23) {
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_arrowPt.x = (byte)(_pt.x * 10 + 100);
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_pt.x = 23;
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} else if (_pt.x > 8 && map.mazeData()._surroundingMazes._east == 0) {
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_arrowPt.x = (byte)(_pt.x * 10 + 4);
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_pt.x = 7;
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} else {
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_arrowPt.x = 74;
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}
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if (_pt.y < 8 && map.mazeData()._surroundingMazes._south == 0) {
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_arrowPt.y = ((15 - _pt.y) << 3) + 13;
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_pt.y = 8;
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} else if (_pt.y > 24) {
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_arrowPt.y = ((15 - (_pt.y - 16)) << 3) + 13;
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_pt.y = 24;
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} else if (_pt.y >= 8 && map.mazeData()._surroundingMazes._north == 0) {
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_arrowPt.y = ((15 - _pt.y) << 3) + 13;
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_pt.y = 8;
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} else {
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_arrowPt.y = 69;
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}
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windows[5].open();
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bool drawFlag = true;
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events.updateGameCounter();
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do {
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if (drawFlag)
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intf.draw3d(false, false);
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windows[5].writeString("\r");
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if (map._isOutdoors)
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drawOutdoors();
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else
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drawIndoors();
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windows[5].frame();
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if (!map._isOutdoors) {
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map._tileSprites.draw(0, 52, Common::Point(76, 30));
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} else if (_frameEndFlag) {
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_globalSprites.draw(0, party._mazeDirection + 1,
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Common::Point(_arrowPt.x + 76, _arrowPt.y + 25));
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}
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if (events.timeElapsed() > 5) {
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// Set the flag to make the basic arrow blinking effect
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_frameEndFlag = !_frameEndFlag;
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events.updateGameCounter();
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}
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windows[5].writeString(Common::String::format(Res.MAP_TEXT,
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map._mazeName.c_str(), party._mazePosition.x,
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party._mazePosition.y, Res.DIRECTION_TEXT[party._mazeDirection]));
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windows[5].update();
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windows[3].update();
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events.ipause5(2);
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drawFlag = false;
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} while (!_vm->shouldQuit() && !events.isKeyMousePressed());
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events.clearEvents();
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windows[5].close();
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}
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void MapDialog::drawOutdoors() {
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Map &map = *g_vm->_map;
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int v, frame;
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// Draw outdoors map
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for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF);
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--mazeY, yp += TILE_HEIGHT) {
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for (int xp = MAP_XSTART, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 0);
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assert(v != INVALID_CELL);
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frame = map.mazeDataCurrent()._surfaceTypes[v];
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if (map._currentSteppedOn) {
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map._tileSprites.draw(0, frame, Common::Point(xp, yp));
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}
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}
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}
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for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF);
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--mazeY, yp += TILE_HEIGHT) {
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for (int xp = MAP_XSTART, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 4);
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assert(v != INVALID_CELL);
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frame = map.mazeDataCurrent()._wallTypes[v];
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if (frame && map._currentSteppedOn)
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map._tileSprites.draw(0, frame + 16, Common::Point(xp, yp));
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}
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}
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for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF);
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--mazeY, yp += TILE_HEIGHT) {
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for (int xp = MAP_XSTART, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF);
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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)
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map._tileSprites.draw(0, frame + 32, Common::Point(xp, yp));
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}
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}
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}
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void MapDialog::drawIndoors() {
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Map &map = *g_vm->_map;
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Party &party = *g_vm->_party;
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int v, frame;
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int frame2 = _animFrame;
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_animFrame = (_animFrame + 2) % 8;
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// Draw indoors map
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frame2 = (frame2 + 2) % 8;
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// Draw default ground for all the valid explored areas
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for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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for (int xp = MAP_XSTART, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff);
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if (v != INVALID_CELL && map._currentSteppedOn)
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map._tileSprites.draw(0, 0, Common::Point(xp, yp));
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}
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}
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// Draw thinner ground tiles on the left edge of the map
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for (int yp = MAP_YSTART + 5, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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v = map.mazeLookup(Common::Point(_pt.x - 8, mazeY), 0, 0xffff);
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if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn)
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map._tileSprites.draw(0, 36 + map.mazeData()._surfaceTypes[
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map._currentSurfaceId], Common::Point(75, yp));
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}
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// Draw thin tile portion on top-left corner of map
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v = map.mazeLookup(Common::Point(_pt.x - 8, _pt.y + 8), 0, 0xffff);
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if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn)
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map._tileSprites.draw(0, 36 + map.mazeData()._surfaceTypes[
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map._currentSurfaceId], Common::Point(75, 35));
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// Draw any thin tiles at the very top of the map
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for (int xp = MAP_XSTART + 5, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, _pt.y + 8), 0, 0xffff);
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if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn)
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map._tileSprites.draw(0, 36 + map.mazeData()._surfaceTypes[
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map._currentSurfaceId], Common::Point(xp, 35));
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}
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// Draw the default ground tiles
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for (int yp = MAP_YSTART + 5, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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for (int xp = MAP_XSTART + 5, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff);
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if (v != INVALID_CELL && map._currentSurfaceId && map._currentSteppedOn)
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map._tileSprites.draw(0, 36 + map.mazeData()._surfaceTypes[
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map._currentSurfaceId], Common::Point(xp, yp));
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}
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}
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// Draw walls on left and top edges of map
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for (int xp = MAP_XSTART, yp = MAP_YSTART + (MAP_SIZE - 1) * TILE_HEIGHT,
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mazeX = _pt.x - (MAP_DIFF - 1), mazeY = _pt.y - MAP_DIFF;
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mazeX < (_pt.x + MAP_DIFF); xp += TILE_WIDTH, yp -= TILE_HEIGHT, ++mazeX, ++mazeY) {
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// Draw walls on left edge of map
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v = map.mazeLookup(Common::Point(_pt.x - 8, mazeY), 12);
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switch (v) {
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case SURFTYPE_DIRT:
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frame = 18;
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break;
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case SURFTYPE_SNOW:
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frame = 22;
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break;
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case SURFTYPE_SWAMP:
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case SURFTYPE_CLOUD:
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frame = 16;
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break;
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case SURFTYPE_LAVA:
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case SURFTYPE_DWATER:
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frame = 2;
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break;
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case SURFTYPE_DESERT:
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frame = 30;
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break;
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case SURFTYPE_ROAD:
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frame = 32;
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break;
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case SURFTYPE_TFLR:
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frame = 20;
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break;
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case SURFTYPE_SKY:
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frame = 28;
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break;
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case SURFTYPE_CROAD:
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frame = 14;
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break;
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case SURFTYPE_SEWER:
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frame = frame2 + 4;
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break;
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case SURFTYPE_SCORCH:
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frame = 24;
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break;
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case SURFTYPE_SPACE:
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frame = 26;
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break;
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default:
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frame = -1;
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break;
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}
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if (frame != -1 && map._currentSteppedOn)
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map._tileSprites.draw(0, frame, Common::Point(70, yp));
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// Draw walls on top edge of map
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v = map.mazeLookup(Common::Point(mazeX, _pt.y + 8), 0);
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switch (v) {
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case SURFTYPE_DIRT:
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frame = 19;
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break;
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case SURFTYPE_GRASS:
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frame = 35;
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break;
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case SURFTYPE_SNOW:
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frame = 23;
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break;
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case SURFTYPE_SWAMP:
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case SURFTYPE_CLOUD:
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frame = 17;
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break;
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case SURFTYPE_LAVA:
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case SURFTYPE_DWATER:
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frame = 3;
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break;
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case SURFTYPE_DESERT:
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frame = 31;
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break;
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case SURFTYPE_ROAD:
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frame = 33;
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break;
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case SURFTYPE_TFLR:
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frame = 21;
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break;
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case SURFTYPE_SKY:
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frame = 29;
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break;
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case SURFTYPE_CROAD:
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frame = 15;
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break;
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case SURFTYPE_SEWER:
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frame = frame2 + 5;
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break;
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case SURFTYPE_SCORCH:
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frame = 25;
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break;
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case SURFTYPE_SPACE:
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frame = 27;
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break;
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default:
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frame = -1;
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break;
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}
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if (frame != -1 && map._currentSteppedOn)
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map._tileSprites.draw(0, frame, Common::Point(xp, 30));
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}
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// Draw the walls for the remaining cells of the minimap
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for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1, yCtr = 0; yCtr < MAP_SIZE;
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yp += TILE_HEIGHT, --mazeY, ++yCtr) {
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for (int xp = MAP_XSTART, mazeX = _pt.x - (MAP_DIFF - 1), xCtr = 0; xCtr < MAP_SIZE;
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xp += TILE_WIDTH, ++mazeX, ++xCtr) {
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// Draw the arrow if at the correct position
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if ((_arrowPt.x / 10) == xCtr && (14 - (_arrowPt.y / 10)) == yCtr && _frameEndFlag) {
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_globalSprites.draw(0, party._mazeDirection + 1,
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Common::Point(_arrowPt.x + 81, _arrowPt.y + 29));
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}
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 12);
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switch (v) {
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case 1:
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frame = 18;
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break;
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case 2:
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frame = 34;
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break;
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case 3:
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frame = 22;
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break;
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case 4:
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case 13:
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frame = 16;
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break;
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case 5:
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case 8:
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frame = 2;
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break;
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case 6:
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frame = 30;
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break;
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case 7:
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frame = 32;
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break;
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case 9:
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frame = 20;
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break;
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case 10:
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frame = 28;
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break;
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case 11:
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frame = 14;
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break;
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case 12:
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frame = frame2 + 4;
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break;
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case 14:
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frame = 24;
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break;
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case 15:
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frame = 26;
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break;
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default:
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frame = -1;
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break;
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}
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if (frame != -1 && map._currentSteppedOn)
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map._tileSprites.draw(0, frame, Common::Point(xp, yp));
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 0);
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switch (v) {
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case 1:
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frame = 19;
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break;
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case 2:
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frame = 35;
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break;
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case 3:
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frame = 23;
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break;
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case 4:
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case 13:
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frame = 17;
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break;
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case 5:
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case 8:
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frame = 3;
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break;
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case 6:
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frame = 31;
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break;
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case 7:
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frame = 33;
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break;
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case 9:
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frame = 21;
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break;
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case 10:
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frame = 29;
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break;
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case 11:
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frame = 15;
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break;
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case 12:
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frame = frame2 + 5;
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break;
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case 14:
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frame = 25;
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break;
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case 15:
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frame = 27;
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break;
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default:
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frame = -1;
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break;
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}
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if (frame != -1 && map._currentSteppedOn)
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map._tileSprites.draw(0, frame, Common::Point(xp, yp));
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}
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}
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// Draw overlay on cells that haven't been stepped on yet
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for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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for (int xp = MAP_XSTART, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff);
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if (v == INVALID_CELL || !map._currentSteppedOn)
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map._tileSprites.draw(0, 1, Common::Point(xp, yp));
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}
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}
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}
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} // End of namespace Xeen
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