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author | Paul Gilbert | 2017-12-05 19:53:16 -0500 |
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committer | Paul Gilbert | 2017-12-05 19:53:16 -0500 |
commit | 9381f423dfab271a9826bfe38f97ca0c9157a2c5 (patch) | |
tree | fa3020d04472347373d849441096c77ca6643938 | |
parent | a2b77df076aa96ebc07cd855d5d4549794cc5afe (diff) | |
download | scummvm-rg350-9381f423dfab271a9826bfe38f97ca0c9157a2c5.tar.gz scummvm-rg350-9381f423dfab271a9826bfe38f97ca0c9157a2c5.tar.bz2 scummvm-rg350-9381f423dfab271a9826bfe38f97ca0c9157a2c5.zip |
XEEN: Split drawing minimap indoors & outdoors into separate methods
-rw-r--r-- | engines/xeen/interface_minimap.cpp | 481 | ||||
-rw-r--r-- | engines/xeen/interface_minimap.h | 10 |
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) {} |