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authorPaul Gilbert2015-01-22 07:53:33 -0500
committerPaul Gilbert2015-01-22 07:53:33 -0500
commit4c0c40c25df79d9cbed6f401b83165d90ae3b4cd (patch)
treef0a3320805bc33b691a16167993227780bf40510 /engines
parent16a5a99c3aa615f5b69a8c4c1df987c906973990 (diff)
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XEEN: Shifted more logic for 3d view drawing from Interface to InterfaceMap
Diffstat (limited to 'engines')
-rw-r--r--engines/xeen/interface.cpp739
-rw-r--r--engines/xeen/interface.h38
-rw-r--r--engines/xeen/interface_map.cpp744
-rw-r--r--engines/xeen/interface_map.h37
-rw-r--r--engines/xeen/scripts.cpp58
-rw-r--r--engines/xeen/scripts.h3
6 files changed, 836 insertions, 783 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.
diff --git a/engines/xeen/interface.h b/engines/xeen/interface.h
index 87edb02c5d..28f2bbee75 100644
--- a/engines/xeen/interface.h
+++ b/engines/xeen/interface.h
@@ -38,39 +38,19 @@ class XeenEngine;
class Interface: public ButtonContainer, public InterfaceMap {
private:
XeenEngine *_vm;
- SpriteResource _dseFace;
- SpriteResource _globalSprites;
- SpriteResource _borderSprites;
- SpriteResource _spellFxSprites;
- SpriteResource _fecpSprites;
- SpriteResource _blessSprites;
SpriteResource _restoreSprites;
+ SpriteResource _dseFace;
SpriteResource _hpSprites;
SpriteResource _uiSprites;
SpriteResource _iconSprites;
- SpriteResource _charPowSprites;
SpriteResource _charFaces[TOTAL_CHARACTERS];
SpriteResource *_partyFaces[MAX_ACTIVE_PARTY];
DrawStruct _faceDrawStructs[4];
DrawStruct _mainList[16];
int _combatCharIds[8];
- int _batUIFrame;
- int _spotDoorsUIFrame;
- int _dangerSenseUIFrame;
- int _face1UIFrame;
- int _face2UIFrame;
- int _blessedUIFrame;
- int _powerShieldUIFrame;
- int _holyBonusUIFrame;
- int _heroismUIFrame;
- int _flipUIFrame;
bool _buttonsLoaded;
int _hiliteChar;
- bool _flag1;
- bool _isAnimReset;
- byte _tillMove;
- int _overallFrame;
int _steppingFX;
Common::String _interfaceText;
@@ -78,8 +58,6 @@ private:
void loadSprites();
- void assembleBorder();
-
void setupBackground();
void setupFaces(int charIndex, Common::Array<int> xeenSideChars, bool updateFlag);
@@ -88,14 +66,8 @@ private:
void moveCharacterToRoster();
- void animate3d();
-
- void moveMonsters();
-
void setMainButtons();
- void drawMiniMap();
-
void chargeStep();
void stepTime();
@@ -105,12 +77,12 @@ private:
bool checkMoveDirection(int key);
public:
int _intrIndex1;
- Common::String _screenText;
- bool _upDoorText;
public:
Interface(XeenEngine *vm);
- void setup();
+ virtual ~Interface() {}
+
+ virtual void setup();
void manageCharacters(bool soundPlayed);
@@ -118,8 +90,6 @@ public:
void loadPartyIcons();
- void draw3d(bool updateFlag);
-
void startup();
void mainIconsPrint();
diff --git a/engines/xeen/interface_map.cpp b/engines/xeen/interface_map.cpp
index 4ff64b38eb..be344aef22 100644
--- a/engines/xeen/interface_map.cpp
+++ b/engines/xeen/interface_map.cpp
@@ -374,9 +374,266 @@ InterfaceMap::InterfaceMap(XeenEngine *vm): _vm(vm) {
_objNumber = 0;
_combatFloatCounter = 0;
_thinWall = false;
+ _isAnimReset = false;
+ _upDoorText = false;
+ _batUIFrame = 0;
+ _spotDoorsUIFrame = 0;
+ _dangerSenseUIFrame = 0;
+ _face1UIFrame = 0;
+ _face2UIFrame = 0;
+ _blessedUIFrame = 0;
+ _powerShieldUIFrame = 0;
+ _holyBonusUIFrame = 0;
+ _heroismUIFrame = 0;
+ _flipUIFrame = 0;
+ _tillMove = 0;
+ _flag1 = false;
+ _overallFrame = 0;
+}
+
+void InterfaceMap::setup() {
+ _globalSprites.load("global.icn");
+ _borderSprites.load("border.icn");
+ _spellFxSprites.load("spellfx.icn");
+ _fecpSprites.load("fecp.brd");
+ _blessSprites.load("bless.icn");
+ _charPowSprites.load("charpow.icn");
}
+void InterfaceMap::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 InterfaceMap::animate3d() {
+
+}
void InterfaceMap::setMazeBits() {
Common::fill(&_wo[0], &_wo[308], 0);
@@ -3453,4 +3710,491 @@ void InterfaceMap::drawIndoors() {
_charsShooting = _isShooting;
}
+void InterfaceMap::moveMonsters() {
+ // TODO
+}
+
+void InterfaceMap::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 InterfaceMap::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;
+}
+
} // End of namespace Xeen
diff --git a/engines/xeen/interface_map.h b/engines/xeen/interface_map.h
index 189598bb5c..12e5ac6410 100644
--- a/engines/xeen/interface_map.h
+++ b/engines/xeen/interface_map.h
@@ -83,6 +83,11 @@ public:
class InterfaceMap {
private:
XeenEngine *_vm;
+ SpriteResource _borderSprites;
+ SpriteResource _spellFxSprites;
+ SpriteResource _fecpSprites;
+ SpriteResource _blessSprites;
+ SpriteResource _charPowSprites;
int _combatFloatCounter;
void initDrawStructs();
@@ -90,9 +95,9 @@ private:
void setMonsterSprite(DrawStruct &drawStruct, MazeMonster &monster,
SpriteResource *sprites, int frame, int defaultY);
protected:
+ SpriteResource _globalSprites;
int8 _wp[20];
byte _wo[308];
- int _overallFrame;
bool _flipWater;
bool _flipGround;
bool _flipSky;
@@ -101,14 +106,44 @@ protected:
bool _charsShooting;
int _objNumber;
bool _thinWall;
+ bool _isAnimReset;
+ int _batUIFrame;
+ int _spotDoorsUIFrame;
+ int _dangerSenseUIFrame;
+ int _face1UIFrame;
+ int _face2UIFrame;
+ int _blessedUIFrame;
+ int _powerShieldUIFrame;
+ int _holyBonusUIFrame;
+ int _heroismUIFrame;
+ int _flipUIFrame;
+ byte _tillMove;
+ bool _flag1;
+ int _overallFrame;
void setMazeBits();
+
+ void animate3d();
+
+ void moveMonsters();
+
+ void drawMiniMap();
+
+ void assembleBorder();
+
+ virtual void setup();
public:
OutdoorDrawList _outdoorList;
IndoorDrawList _indoorList;
+ bool _upDoorText;
+ Common::String _screenText;
public:
InterfaceMap(XeenEngine *vm);
+ virtual ~InterfaceMap() {}
+
+ void draw3d(bool updateFlag);
+
void setIndoorsMonsters();
void setIndoorsObjects();
diff --git a/engines/xeen/scripts.cpp b/engines/xeen/scripts.cpp
index 3bf7a3104c..73c0445011 100644
--- a/engines/xeen/scripts.cpp
+++ b/engines/xeen/scripts.cpp
@@ -129,7 +129,7 @@ void Scripts::checkEvents() {
_vm->_mode = MODE_9;
_paramText = event._parameters.size() == 0 ? "" :
map._events._text[event._parameters[0]];
- doOpcode(event._opcode, event._parameters);
+ doOpcode(event);
break;
} else {
var50 = true;
@@ -154,7 +154,10 @@ void Scripts::openGrate(int v1, int v2) {
typedef void(Scripts::*ScriptMethodPtr)(Common::Array<byte> &);
-void Scripts::doOpcode(Opcode opcode, Common::Array<byte> &params) {
+/**
+ * Handles executing a given script command
+ */
+void Scripts::doOpcode(MazeEvent &event) {
static const ScriptMethodPtr COMMAND_LIST[] = {
nullptr, &Scripts::cmdDisplay1, &Scripts::cmdDoorTextSml,
&Scripts::cmdDoorTextLrg, &Scripts::cmdSignText,
@@ -180,7 +183,8 @@ void Scripts::doOpcode(Opcode opcode, Common::Array<byte> &params) {
&Scripts::cmdCutsceneEdWorld, &Scripts::cmdFlipWorld, &Scripts::cmdPlayCD
};
- (this->*COMMAND_LIST[opcode])(params);
+ _event = &event;
+ (this->*COMMAND_LIST[event._opcode])(event._parameters);
}
/**
@@ -209,8 +213,8 @@ void Scripts::cmdDoorTextSml(Common::Array<byte> &params) {
_paramText.c_str());
intf._upDoorText = true;
intf.draw3d(true);
- _var4F = true;
+ _var4F = true;
cmdNoAction(params);
}
@@ -223,16 +227,52 @@ void Scripts::cmdDoorTextLrg(Common::Array<byte> &params) {
_paramText.c_str());
intf._upDoorText = true;
intf.draw3d(true);
+
_var4F = true;
+ cmdNoAction(params);
+}
+void Scripts::cmdSignText(Common::Array<byte> &params) {
+ Interface &intf = *_vm->_interface;
+ intf._screenText = Common::String::format("\f08\x03""c\t120\v088%s\x03""l\fd",
+ _paramText.c_str());
+ intf._upDoorText = true;
+ intf.draw3d(true);
+
+ _var4F = true;
cmdNoAction(params);
}
-void Scripts::cmdSignText(Common::Array<byte> &params) {}
-void Scripts::cmdNPC(Common::Array<byte> &params) {}
-void Scripts::cmdPlayFX(Common::Array<byte> &params) {}
-void Scripts::cmdTeleport(Common::Array<byte> &params) {}
-void Scripts::cmdIf(Common::Array<byte> &params) {}
+void Scripts::cmdNPC(Common::Array<byte> &params) {
+ warning("TODO: cmdNPC");
+}
+
+void Scripts::cmdPlayFX(Common::Array<byte> &params) {
+ _vm->_sound->playFX(params[0]);
+
+ _var4F = true;
+ cmdNoAction(params);
+}
+
+void Scripts::cmdTeleport(Common::Array<byte> &params) {
+}
+
+void Scripts::cmdIf(Common::Array<byte> &params) {
+ switch (params[0]) {
+ case 16:
+ case 34:
+ case 100:
+ break;
+ case 25:
+ case 35:
+ case 101:
+ case 106:
+ break;
+ default:
+ break;
+ }
+}
+
void Scripts::cmdMoveObj(Common::Array<byte> &params) {}
void Scripts::cmdTakeOrGive(Common::Array<byte> &params) {}
diff --git a/engines/xeen/scripts.h b/engines/xeen/scripts.h
index 9690887a16..808566af39 100644
--- a/engines/xeen/scripts.h
+++ b/engines/xeen/scripts.h
@@ -132,8 +132,9 @@ private:
int _var4F;
int _nEdamageType;
Common::String _paramText;
+ MazeEvent *_event;
- void doOpcode(Opcode opcode, Common::Array<byte> &params);
+ void doOpcode(MazeEvent &event);
void cmdDisplay1(Common::Array<byte> &params);
void cmdDoorTextSml(Common::Array<byte> &params);
void cmdDoorTextLrg(Common::Array<byte> &params);