scummvm/engines/xeen/dialogs_automap.cpp
2015-02-01 11:56:08 -05:00

429 lines
11 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/dialogs_automap.h"
#include "xeen/resources.h"
#include "xeen/xeen.h"
namespace Xeen {
void AutoMapDialog::show(XeenEngine *vm) {
AutoMapDialog *dlg = new AutoMapDialog(vm);
dlg->execute();
delete dlg;
}
void AutoMapDialog::execute() {
Screen &screen = *_vm->_screen;
EventsManager &events = *_vm->_events;
Interface &intf = *_vm->_interface;
Map &map = *_vm->_map;
Party &party = *_vm->_party;
int frame2 = intf._overallFrame * 2;
bool frameEndFlag = false;
Common::Point pt = party._mazePosition;
Common::Point arrowPt;
SpriteResource globalSprites;
globalSprites.load("global.icn");
if (pt.x < 8 && map.mazeData()._surroundingMazes._west == 0) {
arrowPt.x = pt.x * 10 + 4;
} else if (pt.x > 23) {
arrowPt.x = pt.x * 10 + 100;
pt.x = 23;
} else if (pt.x > 8 && map.mazeData()._surroundingMazes._east == 0) {
arrowPt.x = pt.x * 10 + 4;
pt.x = 7;
} else {
arrowPt.x = 74;
}
if (pt.y < 8 && map.mazeData()._surroundingMazes._south == 0) {
arrowPt.y = ((15 - pt.y) << 3) + 13;
pt.y = 8;
} else if (pt.y > 24) {
arrowPt.y = ((15 - (pt.y - 24)) << 3) + 13;
pt.y = 24;
} else if (pt.y >= 8 && map.mazeData()._surroundingMazes._north == 0) {
arrowPt.y = ((15 - pt.y) << 3) + 13;
pt.y = 8;
} else {
arrowPt.y = 69;
}
screen._windows[5].open();
// MazeData &mazeData = map.mazeDataCurrent();
bool drawFlag = true;
int v;
events.updateGameCounter();
do {
if (drawFlag)
intf.draw3d(false);
screen._windows[5].writeString("\n");
if (map._isOutdoors) {
// Draw outdoors map
for (int yp = 38, yDiff = pt.y + 7; pt.y < 166; --yDiff, yp += 8) {
for (int xp = 80, xDiff = pt.x - 7; xp < 240; xp += 10, ++xDiff) {
v = map.mazeLookup(Common::Point(xDiff, yDiff), 0);
if (map._currentSteppedOn) {
map._tileSprites.draw(screen, map.mazeDataCurrent()._surfaceTypes[v],
Common::Point(xp, yp));
}
}
}
for (int yp = 38, yDiff = pt.y + 7; yp < 166; --yDiff, yp += 8) {
for (int xp = 80, xDiff = pt.x - 7; xp < 240; xp += 10, ++xDiff) {
v = map.mazeLookup(Common::Point(xDiff, yDiff), 4);
int wallType = map.mazeDataCurrent()._wallTypes[v];
if (wallType && map._currentSteppedOn)
map._tileSprites.draw(screen, wallType, Common::Point(xp, yp));
}
}
for (int yp = 38, yDiff = pt.y + 7; yp < 166; yp += 8, --yDiff) {
for (int xp = 80, xDiff = -7; xp < 240; xp += 10, ++xDiff) {
v = map.mazeLookup(Common::Point(xDiff, yDiff), 8);
if (v && map._currentSteppedOn)
map._tileSprites.draw(screen, 1, Common::Point(xp, yp));
}
}
} else {
// Draw indoors map
frame2 = (frame2 + 2) % 8;
// Draw default ground for all the valid explored areas
for (int yp = 38, yDiff = pt.y + 7; yp < 166; yp += 8, --yDiff) {
for (int xp = 80, xDiff = pt.x - 7; xp < 240; xp += 10, ++xDiff) {
v = map.mazeLookup(Common::Point(xDiff, yDiff), 0, 0xffff);
if (v != INVALID_CELL && map._currentSteppedOn)
map._tileSprites.draw(screen, 0, Common::Point(xp, yp));
}
}
// Draw thinner ground tiles on the left edge of the map
for (int yp = 43, yDiff = pt.y + 7; yp < 171; yp += 8, --yDiff) {
v = map.mazeLookup(Common::Point(pt.x - 8, yDiff), 0, 0xffff);
if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn)
map._tileSprites.draw(screen, 36 + map.mazeData()._surfaceTypes[
map._currentSurfaceId], Common::Point(75, yp));
}
// Draw thin tile portion on top-left corner of map
v = map.mazeLookup(Common::Point(pt.x - 8, pt.y + 8), 0, 0xffff);
if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn)
map._tileSprites.draw(screen, 36 + map.mazeData()._surfaceTypes[
map._currentSurfaceId], Common::Point(75, 35));
// Draw any thin tiles at the very top of the map
for (int xp = 85, xDiff = pt.x - 7; xp < 245; xp += 10, ++xDiff) {
v = map.mazeLookup(Common::Point(xDiff, pt.y + 8), 0, 0xffff);
if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn)
map._tileSprites.draw(screen, 36 + map.mazeData()._surfaceTypes[
map._currentSurfaceId], Common::Point(xp, 35));
}
// Draw the default ground tiles
for (int yp = 43, yDiff = pt.y + 7; yp < 171; yp += 8, --yDiff) {
for (int xp = 85, xDiff = pt.x - 7; xp < 245; xp += 10, ++xDiff) {
v = map.mazeLookup(Common::Point(xDiff, yDiff), 0, 0xffff);
if (v != INVALID_CELL && map._currentSurfaceId && map._currentSteppedOn)
map._tileSprites.draw(screen, map.mazeData()._surfaceTypes[
map._currentSurfaceId], Common::Point(xp, yp));
}
}
// Draw walls on left and top edges of map
for (int xp = 80, yp = 158, xDiff = pt.x - 7, yDiff = pt.y - 8; xp < 250;
xp += 10, yp -= 8, ++xDiff, ++yDiff) {
// Draw walls on left edge of map
v = map.mazeLookup(Common::Point(pt.x - 8, yDiff), 12);
int frame;
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 = 20;
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)
map._tileSprites.draw(screen, frame, Common::Point(70, yp));
// Draw walls on top edge of map
v = map.mazeLookup(Common::Point(xDiff, pt.y + 8), 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)
map._tileSprites.draw(screen, frame, Common::Point(xp, 30));
}
// Draw any walls on the cells
for (int yCtr = 0, yp = 38, yDiff = pt.y + 7; yCtr < 16; ++yCtr, yp += 8, --yDiff) {
for (int xCtr = 0, xp = 80, xDiff = pt.x - 7; xCtr < 16; ++xCtr, xp += 10, ++xDiff) {
// Draw the arrow if at the correct position
if ((arrowPt.x / 10) == xCtr && (14 - (arrowPt.y / 10)) == yCtr && frameEndFlag) {
globalSprites.draw(screen, party._mazeDirection + 1,
Common::Point(arrowPt.x + 81, arrowPt.y + 29));
}
v = map.mazeLookup(Common::Point(xDiff, yDiff), 12);
int frame;
switch (v) {
case SURFTYPE_DIRT:
frame = 18;
break;
case SURFTYPE_GRASS:
frame = 34;
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 = 20;
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)
map._tileSprites.draw(screen, frame, Common::Point(xp, yp));
v = map.mazeLookup(Common::Point(xDiff, yDiff), 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)
map._tileSprites.draw(screen, frame, Common::Point(xp, yp));
}
}
// Draw overlay on cells that haven't been stepped on yet
for (int yDiff = pt.y + 7, yp = 38; yp < 166; --yDiff, yp += 8) {
for (int xp = 80, xDiff = pt.x - 7; xp < 240; xp += 10, ++xDiff) {
v = map.mazeLookup(Common::Point(xDiff, yDiff), 0, 0xffff);
if (v == INVALID_CELL || !map._currentSteppedOn)
map._tileSprites.draw(screen, 1, Common::Point(xp, yp));
}
}
}
screen._windows[5].frame();
if (!map._isOutdoors) {
map._tileSprites.draw(screen, 52, Common::Point(76, 30));
} else if (frameEndFlag) {
globalSprites.draw(screen, party._mazeDirection + 1,
Common::Point(arrowPt.x + 76, arrowPt.y + 25));
}
if (events.timeElapsed() > 5) {
// Set the flag to make the basic arrow blinking effect
frameEndFlag = !frameEndFlag;
events.updateGameCounter();
}
screen._windows[5].writeString(Common::String::format(MAP_TEXT,
map._mazeName.c_str(), party._mazePosition.x,
party._mazePosition.y, DIRECTION_TEXT[party._mazeDirection]));
screen._windows[5].update();
screen._windows[3].update();
events.pollEvents();
drawFlag = false;
} while (!_vm->shouldQuit() && !events.isKeyMousePressed());
events.clearEvents();
screen._windows[5].close();
}
} // End of namespace Xeen