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authorPaul Gilbert2015-01-22 07:53:33 -0500
committerPaul Gilbert2015-01-22 07:53:33 -0500
commit4c0c40c25df79d9cbed6f401b83165d90ae3b4cd (patch)
treef0a3320805bc33b691a16167993227780bf40510 /engines/xeen/interface.cpp
parent16a5a99c3aa615f5b69a8c4c1df987c906973990 (diff)
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XEEN: Shifted more logic for 3d view drawing from Interface to InterfaceMap
Diffstat (limited to 'engines/xeen/interface.cpp')
-rw-r--r--engines/xeen/interface.cpp739
1 files changed, 1 insertions, 738 deletions
diff --git a/engines/xeen/interface.cpp b/engines/xeen/interface.cpp
index 4b4e88afec..31fe00b0b8 100644
--- a/engines/xeen/interface.cpp
+++ b/engines/xeen/interface.cpp
@@ -29,24 +29,9 @@ namespace Xeen {
Interface::Interface(XeenEngine *vm) : ButtonContainer(), InterfaceMap(vm), _vm(vm) {
Common::fill(&_partyFaces[0], &_partyFaces[MAX_ACTIVE_PARTY], (SpriteResource *)nullptr);
- _batUIFrame = 0;
- _spotDoorsUIFrame = 0;
- _dangerSenseUIFrame = 0;
- _face1UIFrame = 0;
- _face2UIFrame = 0;
- _blessedUIFrame = 0;
- _powerShieldUIFrame = 0;
- _holyBonusUIFrame = 0;
- _heroismUIFrame = 0;
- _flipUIFrame = 0;
_buttonsLoaded = false;
_hiliteChar = -1;
_intrIndex1 = 0;
- _flag1 = false;
- _isAnimReset = false;
- _tillMove = 0;
- _overallFrame = 0;
- _upDoorText = false;
_steppingFX = 0;
Common::fill(&_combatCharIds[0], &_combatCharIds[8], 0);
@@ -79,15 +64,10 @@ void Interface::initDrawStructs() {
}
void Interface::setup() {
- _globalSprites.load("global.icn");
- _borderSprites.load("border.icn");
- _spellFxSprites.load("spellfx.icn");
- _fecpSprites.load("fecp.brd");
- _blessSprites.load("bless.icn");
+ InterfaceMap::setup();
_restoreSprites.load("restorex.icn");
_hpSprites.load("hpbars.icn");
_uiSprites.load("inn.icn");
- _charPowSprites.load("charpow.icn");
// Get mappings to the active characters in the party
_vm->_party->_activeParty.resize(_vm->_party->_partyCount);
@@ -277,14 +257,6 @@ start:
for (int i = 0; i < TOTAL_CHARACTERS; ++i)
_charFaces[i].clear();
- _globalSprites.clear();
- _borderSprites.clear();
- _spellFxSprites.clear();
- _fecpSprites.clear();
- _blessSprites.clear();
- _restoreSprites.clear();
- _hpSprites.clear();
- _uiSprites.clear();
}
void Interface::loadCharIcons() {
@@ -307,114 +279,6 @@ void Interface::setupBackground() {
assembleBorder();
}
-void Interface::assembleBorder() {
- Screen &screen = *_vm->_screen;
-
- // Draw the outer frame
- _globalSprites.draw(screen._windows[0], 0, Common::Point(8, 8));
-
- // Draw the animating bat character used to show when levitate is active
- _borderSprites.draw(screen._windows[0], _vm->_party->_levitateActive ? _batUIFrame + 16 : 16,
- Common::Point(0, 82));
- _batUIFrame = (_batUIFrame + 1) % 12;
-
- // Draw UI element to indicate whether can spot hidden doors
- _borderSprites.draw(screen,
- (_thinWall && _vm->_party->checkSkill(SPOT_DOORS)) ? _spotDoorsUIFrame + 28 : 28,
- Common::Point(194, 91));
- _spotDoorsUIFrame = (_spotDoorsUIFrame + 1) % 12;
-
- // Draw UI element to indicate whether can sense danger
- _borderSprites.draw(screen,
- (_vm->_dangerSenseAllowed && _vm->_party->checkSkill(DANGER_SENSE)) ? _spotDoorsUIFrame + 40 : 40,
- Common::Point(107, 9));
- _dangerSenseUIFrame = (_dangerSenseUIFrame + 1) % 12;
-
- // Handle the face UI elements for indicating clairvoyance status
- _face1UIFrame = (_face1UIFrame + 1) % 4;
- if (_vm->_face1State == 0)
- _face1UIFrame += 4;
- else if (_vm->_face1State == 2)
- _face1UIFrame = 0;
-
- _face2UIFrame = (_face2UIFrame + 1) % 4 + 12;
- if (_vm->_face2State == 0)
- _face2UIFrame += 252;
- else if (_vm->_face2State == 2)
- _face2UIFrame = 0;
-
- if (!_vm->_party->_clairvoyanceActive) {
- _face1UIFrame = 0;
- _face2UIFrame = 8;
- }
-
- _borderSprites.draw(screen, _face1UIFrame, Common::Point(0, 32));
- _borderSprites.draw(screen,
- screen._windows[10]._enabled || screen._windows[2]._enabled ?
- 52 : _face2UIFrame,
- Common::Point(215, 32));
-
- // Draw resistence indicators
- if (!screen._windows[10]._enabled && !screen._windows[2]._enabled
- && screen._windows[38]._enabled) {
- _fecpSprites.draw(screen, _vm->_party->_fireResistence ? 1 : 0,
- Common::Point(2, 2));
- _fecpSprites.draw(screen, _vm->_party->_electricityResistence ? 3 : 2,
- Common::Point(219, 2));
- _fecpSprites.draw(screen, _vm->_party->_coldResistence ? 5 : 4,
- Common::Point(2, 134));
- _fecpSprites.draw(screen, _vm->_party->_poisonResistence ? 7 : 6,
- Common::Point(219, 134));
- } else {
- _fecpSprites.draw(screen, _vm->_party->_fireResistence ? 9 : 8,
- Common::Point(8, 8));
- _fecpSprites.draw(screen, _vm->_party->_electricityResistence ? 10 : 11,
- Common::Point(219, 8));
- _fecpSprites.draw(screen, _vm->_party->_coldResistence ? 12 : 13,
- Common::Point(8, 134));
- _fecpSprites.draw(screen, _vm->_party->_poisonResistence ? 14 : 15,
- Common::Point(219, 134));
- }
-
- // Draw UI element for blessed
- _blessSprites.draw(screen, 16, Common::Point(33, 137));
- if (_vm->_party->_blessedActive) {
- _blessedUIFrame = (_blessedUIFrame + 1) % 4;
- _blessSprites.draw(screen, _blessedUIFrame, Common::Point(33, 137));
- }
-
- // Draw UI element for power shield
- if (_vm->_party->_powerShieldActive) {
- _powerShieldUIFrame = (_powerShieldUIFrame + 1) % 4;
- _blessSprites.draw(screen, _powerShieldUIFrame + 4,
- Common::Point(55, 137));
- }
-
- // Draw UI element for holy bonus
- if (_vm->_party->_holyBonusActive) {
- _holyBonusUIFrame = (_holyBonusUIFrame + 1) % 4;
- _blessSprites.draw(screen, _holyBonusUIFrame + 8, Common::Point(160, 137));
- }
-
- // Draw UI element for heroism
- if (_vm->_party->_heroismActive) {
- _heroismUIFrame = (_heroismUIFrame + 1) % 4;
- _blessSprites.draw(screen, _heroismUIFrame + 12, Common::Point(182, 137));
- }
-
- // Draw direction character if direction sense is active
- if (_vm->_party->checkSkill(DIRECTION_SENSE) && !_vm->_noDirectionSense) {
- const char *dirText = DIRECTION_TEXT[_vm->_party->_mazeDirection];
- Common::String msg = Common::String::format(
- "\002""08\003""c\013""139\011""116%c\014""d\001", *dirText);
- screen._windows[0].writeString(msg);
- }
-
- // Draw view frame
- if (screen._windows[12]._enabled)
- screen._windows[12].frame();
-}
-
void Interface::setupFaces(int charIndex, Common::Array<int> xeenSideChars, bool updateFlag) {
Common::String playerNames[4];
Common::String playerRaces[4];
@@ -535,228 +399,6 @@ void Interface::moveCharacterToRoster() {
error("TODO");
}
-void Interface::draw3d(bool updateFlag) {
- Combat &combat = *_vm->_combat;
- EventsManager &events = *_vm->_events;
- Map &map = *_vm->_map;
- Party &party = *_vm->_party;
- Screen &screen = *_vm->_screen;
- Scripts &scripts = *_vm->_scripts;
-
- if (screen._windows[11]._enabled)
- return;
-
- _flipUIFrame = (_flipUIFrame + 1) % 4;
- if (_flipUIFrame == 0)
- _flipWater = !_flipWater;
- if (_tillMove && (_vm->_mode == MODE_1 || _vm->_mode == MODE_2) &&
- !_flag1 && _vm->_moveMonsters) {
- if (--_tillMove == 0)
- moveMonsters();
- }
-
- MazeObject &objObject = map._mobData._objects[_objNumber];
- Direction partyDirection = _vm->_party->_mazeDirection;
- int objNum = _objNumber - 1;
-
- // Loop to update the frame numbers for each maze object, applying the animation frame
- // limits as specified by the map's _animationInfo listing
- for (uint idx = 0; idx < map._mobData._objects.size(); ++idx) {
- MazeObject &mazeObject = map._mobData._objects[idx];
- AnimationEntry &animEntry = map._animationInfo[mazeObject._spriteId];
- int directionIndex = DIRECTION_ANIM_POSITIONS[mazeObject._direction][partyDirection];
-
- if (_isAnimReset) {
- mazeObject._frame = animEntry._frame1._frames[directionIndex];
- } else {
- ++mazeObject._frame;
- if ((int)idx == objNum && scripts._animCounter > 0 && (
- objObject._spriteId == (_vm->_files->_isDarkCc ? 15 : 16) ||
- objObject._spriteId == 58 || objObject._spriteId == 73)) {
- if (mazeObject._frame > 4 || mazeObject._spriteId == 58)
- mazeObject._frame = 1;
- } else if (mazeObject._frame >= animEntry._frame2._frames[directionIndex]) {
- mazeObject._frame = animEntry._frame1._frames[directionIndex];
- }
- }
-
- mazeObject._flipped = animEntry._flipped._flags[directionIndex];
- }
-
- if (map._isOutdoors) {
- error("TODO: draw3d outdoors handling");
- } else {
- // Default all the parts of draw struct not to be drawn by default
- for (int idx = 3; idx < _indoorList.size(); ++idx)
- _indoorList[idx]._frame = -1;
-
- if (_flag1) {
- for (int idx = 0; idx < 96; ++idx) {
- if (_indoorList[79 + idx]._sprites != nullptr) {
- _indoorList[79 + idx]._frame = 0;
- } else if (_indoorList[111 + idx]._sprites != nullptr) {
- _indoorList[111 + idx]._frame = 1;
- } else if (_indoorList[135 + idx]._sprites != nullptr) {
- _indoorList[135 + idx]._frame = 2;
- } else if (_indoorList[162 + idx]._sprites != nullptr) {
- _indoorList[162 + idx]._frame = 0;
- }
- }
- } else if (_charsShooting) {
- for (int idx = 0; idx < 96; ++idx) {
- if (_indoorList[162 + idx]._sprites != nullptr) {
- _indoorList[162 + idx]._frame = 0;
- } else if (_indoorList[135 + idx]._sprites != nullptr) {
- _indoorList[135 + idx]._frame = 1;
- } else if (_indoorList[111 + idx]._sprites != nullptr) {
- _indoorList[111 + idx]._frame = 2;
- } else if (_indoorList[79 + idx]._sprites != nullptr) {
- _indoorList[79 + idx]._frame = 0;
- }
- }
- }
-
- setMazeBits();
- _isAnimReset = false;
- const int INDOOR_INDEXES[3] = { 157, 151, 154 };
- const int INDOOR_COMBAT_POS[3][2] = { { 102, 134 }, { 36, 67 }, { 161, 161 } };
- const int INDOOR_COMBAT_POS2[4] = { 8, 6, 4, 2 };
-
- // Double check this, since it's not being used?
- //MazeObject &objObject = map._mobData._objects[_objNumber - 1];
-
- for (int idx = 0; idx < 3; ++idx) {
- DrawStruct &ds1 = _indoorList[INDOOR_INDEXES[idx]];
- DrawStruct &ds2 = _indoorList[INDOOR_INDEXES[idx] + 1];
- ds1._sprites = nullptr;
- ds2._sprites = nullptr;
-
- if (combat._charsArray1[idx]) {
- int posIndex= combat._attackMonsters[1] && !combat._attackMonsters[2] ? 1 : 0;
- --combat._charsArray1[idx];
-
- if (combat._monPow[idx]) {
- ds1._x = INDOOR_COMBAT_POS[idx][0];
- ds1._frame = 0;
- ds1._scale = combat._monsterScale[idx];
- if (ds1._scale == 0x8000) {
- ds1._x /= 3;
- ds1._y = 60;
- } else {
- ds1._y = 73;
- }
-
- ds1._flags = SPRFLAG_4000 | SPRFLAG_2000;
- ds1._sprites = &_charPowSprites;
- }
-
- if (combat._elemPow[idx]) {
- ds2._x = INDOOR_COMBAT_POS[idx][posIndex] + INDOOR_COMBAT_POS2[idx];
- ds2._frame = combat._elemPow[idx];
- ds2._scale = combat._elemScale[idx];
- if (ds2._scale == 0x8000)
- ds2._x /= 3;
- ds2._flags = SPRFLAG_4000 | SPRFLAG_2000;
- ds2._sprites = &_charPowSprites;
- }
- }
- }
-
- setIndoorsMonsters();
- setIndoorsObjects();
- setIndoorsWallPics();
-
- _indoorList[161]._sprites = nullptr;
- _indoorList[160]._sprites = nullptr;
- _indoorList[159]._sprites = nullptr;
-
- // Handle attacking monsters
- int monsterIndex = 0;
- if (combat._attackMonsters[0] != -1 && map._mobData._monsters[combat._attackMonsters[0]]._frame >= 0) {
- _indoorList[159] = _indoorList[156];
- _indoorList[160] = _indoorList[157];
- _indoorList[161] = _indoorList[158];
- _indoorList[158]._sprites = nullptr;
- _indoorList[156]._sprites = nullptr;
- _indoorList[157]._sprites = nullptr;
- monsterIndex = 1;
- } else if (combat._attackMonsters[1] != -1 && map._mobData._monsters[combat._attackMonsters[1]]._frame >= 0) {
- _indoorList[159] = _indoorList[150];
- _indoorList[160] = _indoorList[151];
- _indoorList[161] = _indoorList[152];
- _indoorList[152]._sprites = nullptr;
- _indoorList[151]._sprites = nullptr;
- _indoorList[150]._sprites = nullptr;
- monsterIndex = 2;
- } else if (combat._attackMonsters[2] != -1 && map._mobData._monsters[combat._attackMonsters[2]]._frame >= 0) {
- _indoorList[159] = _indoorList[153];
- _indoorList[160] = _indoorList[154];
- _indoorList[161] = _indoorList[155];
- _indoorList[153]._sprites = nullptr;
- _indoorList[154]._sprites = nullptr;
- _indoorList[155]._sprites = nullptr;
- monsterIndex = 3;
- }
-
- drawIndoors();
-
- switch (monsterIndex) {
- case 1:
- _indoorList[156] = _indoorList[159];
- _indoorList[157] = _indoorList[160];
- _indoorList[158] = _indoorList[161];
- break;
- case 2:
- _indoorList[150] = _indoorList[159];
- _indoorList[151] = _indoorList[160];
- _indoorList[152] = _indoorList[161];
- break;
- case 3:
- _indoorList[153] = _indoorList[159];
- _indoorList[154] = _indoorList[160];
- _indoorList[155] = _indoorList[161];
- break;
- default:
- break;
- }
- }
-
- animate3d();
- drawMiniMap();
-
- if (party._falling == 1) {
- error("TODO: Indoor falling");
- }
-
- if (party._falling == 2) {
- screen.saveBackground(1);
- }
-
- assembleBorder();
-
- // Draw any on-screen text if flagged to do so
- if (_upDoorText && combat._attackMonsters[0] == -1) {
- screen._windows[3].writeString(_screenText);
- }
-
- if (updateFlag) {
- screen._windows[1].update();
- screen._windows[3].update();
- }
-
- // TODO: more stuff
-
- _vm->_party->_stepped = false;
- if (_vm->_mode == MODE_9) {
- // TODO
- }
- events.wait(2);
-}
-
-void Interface::animate3d() {
-
-}
-
void Interface::startup() {
Screen &screen = *_vm->_screen;
loadCharIcons();
@@ -792,10 +434,6 @@ void Interface::mainIconsPrint() {
screen._windows[34].update();
}
-void Interface::moveMonsters() {
-
-}
-
void Interface::setMainButtons() {
clearButtons();
@@ -821,381 +459,6 @@ void Interface::setMainButtons() {
addButton(Common::Rect(239, 47, 312, 57), Common::KEYCODE_3, &_iconSprites, false);
}
-void Interface::drawMiniMap() {
- Map &map = *_vm->_map;
- Party &party = *_vm->_party;
- Screen &screen = *_vm->_screen;
- Window &window1 = screen._windows[1];
-
- if (screen._windows[2]._enabled || screen._windows[10]._enabled)
- return;
- if (!party._automapOn && !party._wizardEyeActive) {
- // Draw the Might & Magic logo
- _globalSprites.draw(window1, 5, Common::Point(232, 9));
- return;
- }
-
- int v, frame;
- int frame2 = _overallFrame * 2;
- bool eyeActive = party._wizardEyeActive;
- if (party._automapOn)
- party._wizardEyeActive = false;
-
- if (map._isOutdoors) {
- _globalSprites.draw(window1, 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.mazeDataCurrent()._surfaceTypes[v];
-
- if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, 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);
- frame = map.mazeData()._wallTypes[v];
-
- if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, frame + 16, 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);
-
- if (v != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, v + 32, Common::Point(xp, yp));
- }
- }
- }
-
- // Draw the direction arrow
- _globalSprites.draw(window1, party._mazeDirection + 1,
- Common::Point(267, 36));
- } else {
- frame2 = (frame2 + 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));
- }
- }
- }
-
- // Draw correct surface bases for revealed tiles
- 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));
- }
- }
- }
-
- 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));
- }
-
- // 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(window1,
- 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(window1,
- map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
- Common::Point(xp, 9));
- }
- }
-
- //
- 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 1:
- frame = 18;
- 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 = 24;
- 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(window1, frame, Common::Point(222, yp));
-
- v = map.mazeLookup(
- Common::Point(party._mazePosition.x - 3 + idx, party._mazePosition.y + 4),
- 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(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
- _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 1:
- frame = 18;
- 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(window1, frame, Common::Point(xp, yp));
- }
-
- v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
- party._mazePosition.y + yDiff), 12, 0xffff);
- 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 (v == -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
- map._tileSprites.draw(window1, 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);
-
- if (v == INVALID_CELL || (!map._currentSteppedOn && !party._wizardEyeActive)) {
- map._tileSprites.draw(window1, 1, Common::Point(xp, yp));
- }
- }
- }
- }
-
- // Draw outer rectangle around the automap
- _globalSprites.draw(window1, 6, Common::Point(223, 3));
- party._wizardEyeActive = eyeActive;
-}
-
/**
* Waits for a keypress or click, whilst still allowing the game scene to
* be animated.