mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 01:08:25 +00:00
435 lines
12 KiB
C++
435 lines
12 KiB
C++
/* 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
|
|
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) {
|
|
v = map.mazeLookup(Common::Point(mazeX, mazeY), 0);
|
|
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);
|
|
assert(v != INVALID_CELL);
|
|
frame = map.mazeData()._wallTypes[v];
|
|
|
|
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) {
|
|
frame = map.mazeLookup(Common::Point(mazeX, mazeY), 8, 0xff);
|
|
|
|
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), 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, 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
|
|
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) {
|
|
// 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));
|
|
|
|
// 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));
|
|
}
|
|
|
|
// 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,
|
|
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) {
|
|
case 1:
|
|
frame = 18;
|
|
break;
|
|
case 2:
|
|
frame = 34;
|
|
break;
|
|
case 3:
|
|
frame = 22;
|
|
break;
|
|
case 4:
|
|
case 13:
|
|
frame = 16;
|
|
break;
|
|
case 5:
|
|
case 8:
|
|
frame = 2;
|
|
break;
|
|
case 6:
|
|
frame = 30;
|
|
break;
|
|
case 7:
|
|
frame = 32;
|
|
break;
|
|
case 9:
|
|
frame = 20;
|
|
break;
|
|
case 10:
|
|
frame = 28;
|
|
break;
|
|
case 11:
|
|
frame = 14;
|
|
break;
|
|
case 12:
|
|
frame = frame2 + 4;
|
|
break;
|
|
case 14:
|
|
frame = 24;
|
|
break;
|
|
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) {
|
|
case 1:
|
|
frame = 19;
|
|
break;
|
|
case 2:
|
|
frame = 35;
|
|
break;
|
|
case 3:
|
|
frame = 23;
|
|
break;
|
|
case 4:
|
|
case 13:
|
|
frame = 17;
|
|
break;
|
|
case 5:
|
|
case 8:
|
|
frame = 3;
|
|
break;
|
|
case 6:
|
|
frame = 31;
|
|
break;
|
|
case 7:
|
|
frame = 33;
|
|
break;
|
|
case 9:
|
|
frame = 21;
|
|
break;
|
|
case 10:
|
|
frame = 29;
|
|
break;
|
|
case 11:
|
|
frame = 15;
|
|
break;
|
|
case 12:
|
|
frame = frame2 + 5;
|
|
break;
|
|
case 14:
|
|
frame = 25;
|
|
break;
|
|
case 15:
|
|
frame = 27;
|
|
break;
|
|
default:
|
|
frame = -1;
|
|
break;
|
|
}
|
|
|
|
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
|