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authorPaul Gilbert2017-12-05 19:53:16 -0500
committerPaul Gilbert2017-12-05 19:53:16 -0500
commit9381f423dfab271a9826bfe38f97ca0c9157a2c5 (patch)
treefa3020d04472347373d849441096c77ca6643938
parenta2b77df076aa96ebc07cd855d5d4549794cc5afe (diff)
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XEEN: Split drawing minimap indoors & outdoors into separate methods
-rw-r--r--engines/xeen/interface_minimap.cpp481
-rw-r--r--engines/xeen/interface_minimap.h10
2 files changed, 258 insertions, 233 deletions
diff --git a/engines/xeen/interface_minimap.cpp b/engines/xeen/interface_minimap.cpp
index 740ceeb1fa..e2a787ea70 100644
--- a/engines/xeen/interface_minimap.cpp
+++ b/engines/xeen/interface_minimap.cpp
@@ -30,146 +30,284 @@ void InterfaceMinimap::drawMinimap() {
Party &party = *g_vm->_party;
Resources &res = *g_vm->_resources;
Windows &windows = *g_vm->_windows;
- Window &window1 = windows[1];
if (windows[2]._enabled || windows[10]._enabled)
return;
if (!party._automapOn && !party._wizardEyeActive) {
// Draw the Might & Magic logo
- res._globalSprites.draw(window1, 5, Common::Point(232, 9));
+ res._globalSprites.draw(1, 5, Common::Point(232, 9));
return;
}
- int v, frame;
bool eyeActive = party._wizardEyeActive;
if (party._automapOn)
party._wizardEyeActive = false;
- if (map._isOutdoors) {
- res._globalSprites.draw(window1, 15, Common::Point(237, 12));
+ // Draw the minimap content
+ if (map._isOutdoors)
+ drawOutdoorsMinimap();
+ else
+ drawIndoorsMinimap();
- for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
- for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
- v = map.mazeLookup(
- Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
- 4);
- frame = map.mazeDataCurrent()._surfaceTypes[v];
+ // Draw outer rectangle around the automap
+ res._globalSprites.draw(1, 6, Common::Point(223, 3));
+ party._wizardEyeActive = eyeActive;
+}
- if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, frame, Common::Point(xp, yp));
- }
- }
- }
+void InterfaceMinimap::drawOutdoorsMinimap() {
+ Map &map = *g_vm->_map;
+ Party &party = *g_vm->_party;
+ Resources &res = *g_vm->_resources;
+ int v, frame;
+
+ res._globalSprites.draw(1, 15, Common::Point(237, 12));
- for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
- for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
- v = map.mazeLookup(
- Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
- 4);
- frame = map.mazeData()._wallTypes[v];
+ for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
+ for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
+ v = map.mazeLookup(
+ Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
+ 4);
+ frame = map.mazeDataCurrent()._surfaceTypes[v];
- if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, frame + 16, Common::Point(xp, yp));
- }
+ if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
+ map._tileSprites.draw(1, frame, Common::Point(xp, yp));
}
}
+ }
- for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
- for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
- v = map.mazeLookup(
- Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
- 4);
+ for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
+ for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
+ v = map.mazeLookup(
+ Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
+ 4);
+ frame = map.mazeData()._wallTypes[v];
- if (v != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, v + 32, Common::Point(xp, yp));
- }
+ if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
+ map._tileSprites.draw(1, frame + 16, Common::Point(xp, yp));
}
}
+ }
- // Draw the direction arrow
- res._globalSprites.draw(window1, party._mazeDirection + 1,
- Common::Point(267, 36));
- } else {
- // Draw indoors minimap
- int frame2 = _animFrame;
- _animFrame = (_animFrame + 2) % 8;
-
- // First draw the default surface bases for each cell to show
- for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
- for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
- v = map.mazeLookup(
- Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
- 0, 0xffff);
-
- if (v != INVALID_CELL && (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, 0, Common::Point(xp, yp));
- }
- }
- }
+ for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
+ for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
+ v = map.mazeLookup(
+ Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
+ 4);
- // Draw thinner ground tiles on the left edge of the map
- for (int rowNum = 0, yp = 17, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
- for (int colNum = 0, xp = 242, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
- v = map.mazeLookup(
- Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
- 0, 0xffff);
- int surfaceId = map.mazeData()._surfaceTypes[map._currentSurfaceId];
-
- if (v != INVALID_CELL && map._currentSurfaceId &&
- (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, surfaceId + 36, Common::Point(xp, yp));
- }
+ if (v != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
+ map._tileSprites.draw(1, v + 32, Common::Point(xp, yp));
}
}
+ }
- // Draw thin tile portion on top-left corner of map
- v = map.mazeLookup(Common::Point(party._mazePosition.x - 4, party._mazePosition.y + 4), 0xffff, 0);
- if (v != INVALID_CELL && map._currentSurfaceId &&
- (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1,
- map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
- Common::Point(232, 9));
- }
+ // 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;
+
+ int frame2 = _animFrame;
+ _animFrame = (_animFrame + 2) % 8;
- // Handle drawing surface sprites partially clipped at the left edge
- for (int rowNum = 0, yp = 17, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, --yDiff, yp += 8) {
+ // Draw default ground for all the valid explored areas
+ for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
+ for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
v = map.mazeLookup(
- Common::Point(party._mazePosition.x - 4, party._mazePosition.y + yDiff),
+ Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
0, 0xffff);
- if (v != INVALID_CELL && map._currentSurfaceId &&
- (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1,
- map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
- Common::Point(232, yp));
+ if (v != INVALID_CELL && (map._currentSteppedOn || party._wizardEyeActive)) {
+ map._tileSprites.draw(1, 0, Common::Point(xp, yp));
}
}
+ }
- // Handle drawing surface sprites partially clipped at the top edge
- for (int colNum = 0, xp = 242, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, ++xDiff, xp += 8) {
+ // Draw the specific surface type for each cell
+ for (int rowNum = 0, yp = 17, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
+ for (int colNum = 0, xp = 242, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
v = map.mazeLookup(
- Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + 4),
+ Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
0, 0xffff);
+ int surfaceId = map.mazeData()._surfaceTypes[map._currentSurfaceId];
if (v != INVALID_CELL && map._currentSurfaceId &&
(map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1,
- map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
- Common::Point(xp, 9));
+ map._tileSprites.draw(1, surfaceId + 36, Common::Point(xp, yp));
}
}
+ }
- // Draw walls on left and top edges of map
- for (int idx = 0, xp = 237, yp = 60, xDiff = -3; idx < MINIMAP_SIZE;
- ++idx, ++xDiff, xp += 10, yp -= 8) {
- v = map.mazeLookup(
- Common::Point(party._mazePosition.x - 4, party._mazePosition.y - 3 + idx),
- 12, 0xffff);
+ // Draw thin tile portion on top-left corner of map
+ v = map.mazeLookup(Common::Point(party._mazePosition.x - 4, party._mazePosition.y + 4), 0xffff, 0);
+ if (v != INVALID_CELL && map._currentSurfaceId &&
+ (map._currentSteppedOn || party._wizardEyeActive)) {
+ map._tileSprites.draw(1,
+ map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
+ Common::Point(232, 9));
+ }
+ // Handle drawing surface sprites partially clipped at the left edge
+ for (int rowNum = 0, yp = 17, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, --yDiff, yp += 8) {
+ v = map.mazeLookup(
+ Common::Point(party._mazePosition.x - 4, party._mazePosition.y + yDiff),
+ 0, 0xffff);
+
+ if (v != INVALID_CELL && map._currentSurfaceId &&
+ (map._currentSteppedOn || party._wizardEyeActive)) {
+ map._tileSprites.draw(1,
+ map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
+ Common::Point(232, yp));
+ }
+ }
+
+ // Handle drawing surface sprites partially clipped at the top edge
+ for (int colNum = 0, xp = 242, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, ++xDiff, xp += 8) {
+ v = map.mazeLookup(
+ Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + 4),
+ 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, 9));
+ }
+ }
+
+ // Draw walls on left and top edges of map
+ for (int idx = 0, xp = 237, yp = 60, xDiff = -3; idx < MINIMAP_SIZE;
+ ++idx, ++xDiff, xp += 10, yp -= 8) {
+ v = map.mazeLookup(
+ Common::Point(party._mazePosition.x - 4, party._mazePosition.y - 3 + idx),
+ 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(222, yp));
+
+ v = map.mazeLookup(
+ Common::Point(party._mazePosition.x - 3 + idx, party._mazePosition.y + 4),
+ 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, yp));
+ }
+
+ // Draw the front/back walls of cells in the minimap
+ for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE;
+ ++rowNum, --yDiff, yp += 8) {
+ for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE;
+ ++colNum, ++xDiff, xp += 10) {
+ if (colNum == 4 && rowNum == 4) {
+ // Center of the minimap. Draw the direction arrow
+ res._globalSprites.draw(1, party._mazeDirection + 1,
+ Common::Point(272, 40));
+ }
+
+ v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
+ party._mazePosition.y + yDiff), 12, 0xffff);
switch (v) {
case SURFTYPE_DIRT:
frame = 18;
break;
+ case SURFTYPE_GRASS:
+ frame = 34;
+ break;
case SURFTYPE_SNOW:
frame = 22;
break;
@@ -188,7 +326,7 @@ void InterfaceMinimap::drawMinimap() {
frame = 32;
break;
case SURFTYPE_TFLR:
- frame = 24;
+ frame = 20;
break;
case SURFTYPE_SKY:
frame = 28;
@@ -210,13 +348,12 @@ void InterfaceMinimap::drawMinimap() {
break;
}
- if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
- map._tileSprites.draw(window1, frame, Common::Point(222, yp));
-
- v = map.mazeLookup(
- Common::Point(party._mazePosition.x - 3 + idx, party._mazePosition.y + 4),
- 0);
+ if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
+ map._tileSprites.draw(1, frame, Common::Point(xp, yp));
+ }
+ v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
+ party._mazePosition.y + yDiff), 12, 0xffff);
switch (v) {
case SURFTYPE_DIRT:
frame = 19;
@@ -264,146 +401,24 @@ void InterfaceMinimap::drawMinimap() {
break;
}
- if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
- map._tileSprites.draw(window1, frame, Common::Point(xp, 4));
- }
-
- // Draw the front/back walls of cells in the minimap
- for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE;
- ++rowNum, --yDiff, yp += 8) {
- for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE;
- ++colNum, ++xDiff, xp += 10) {
- if (colNum == 4 && rowNum == 4) {
- // Center of the minimap. Draw the direction arrow
- res._globalSprites.draw(window1, party._mazeDirection + 1,
- Common::Point(272, 40));
- }
-
- v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
- party._mazePosition.y + yDiff), 12, 0xffff);
- 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 || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, frame, Common::Point(xp, yp));
- }
-
- v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
- party._mazePosition.y + yDiff), 12, 0xffff);
- 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 (v == -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, frame, Common::Point(xp, yp));
- }
+ if (v == -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
+ map._tileSprites.draw(1, frame, Common::Point(xp, yp));
}
}
+ }
- // Draw the top of blocked/wall cells on the map
- for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
- for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
- v = map.mazeLookup(
- Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
- 0, 0xffff);
+ // Draw the top of blocked/wall cells on the map
+ for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
+ for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
+ v = map.mazeLookup(
+ Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
+ 0, 0xffff);
- if (v == INVALID_CELL || (!map._currentSteppedOn && !party._wizardEyeActive)) {
- map._tileSprites.draw(window1, 1, Common::Point(xp, yp));
- }
+ if (v == INVALID_CELL || (!map._currentSteppedOn && !party._wizardEyeActive)) {
+ map._tileSprites.draw(1, 1, Common::Point(xp, yp));
}
}
}
-
- // Draw outer rectangle around the automap
- res._globalSprites.draw(window1, 6, Common::Point(223, 3));
- party._wizardEyeActive = eyeActive;
}
} // End of namespace Xeen
diff --git a/engines/xeen/interface_minimap.h b/engines/xeen/interface_minimap.h
index 8217d346d0..0f5ad11610 100644
--- a/engines/xeen/interface_minimap.h
+++ b/engines/xeen/interface_minimap.h
@@ -28,6 +28,16 @@ namespace Xeen {
class InterfaceMinimap {
private:
int _animFrame;
+private:
+ /**
+ * Draws the outdoors minimap
+ */
+ void drawOutdoorsMinimap();
+
+ /**
+ * Draws the indoors minimap
+ */
+ void drawIndoorsMinimap();
public:
InterfaceMinimap() : _animFrame(0) {}