diff options
Diffstat (limited to 'engines/xeen/dialogs_automap.cpp')
-rw-r--r-- | engines/xeen/dialogs_automap.cpp | 428 |
1 files changed, 428 insertions, 0 deletions
diff --git a/engines/xeen/dialogs_automap.cpp b/engines/xeen/dialogs_automap.cpp new file mode 100644 index 0000000000..16ce225515 --- /dev/null +++ b/engines/xeen/dialogs_automap.cpp @@ -0,0 +1,428 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "xeen/dialogs_automap.h" +#include "xeen/resources.h" +#include "xeen/xeen.h" + +namespace Xeen { + + +void AutoMapDialog::show(XeenEngine *vm) { + AutoMapDialog *dlg = new AutoMapDialog(vm); + dlg->execute(); + delete dlg; +} + +void AutoMapDialog::execute() { + Screen &screen = *_vm->_screen; + EventsManager &events = *_vm->_events; + Interface &intf = *_vm->_interface; + Map &map = *_vm->_map; + Party &party = *_vm->_party; + int frame2 = intf._overallFrame * 2; + bool frameEndFlag = false; + + Common::Point pt = party._mazePosition; + Common::Point arrowPt; + SpriteResource globalSprites; + globalSprites.load("global.icn"); + + if (pt.x < 8 && map.mazeData()._surroundingMazes._west == 0) { + arrowPt.x = pt.x * 10 + 4; + } else if (pt.x > 23) { + arrowPt.x = pt.x * 10 + 100; + pt.x = 23; + } else if (pt.x > 8 && map.mazeData()._surroundingMazes._east == 0) { + arrowPt.x = pt.x * 10 + 4; + pt.x = 7; + } else { + arrowPt.x = 74; + } + + if (pt.y < 8 && map.mazeData()._surroundingMazes._south == 0) { + arrowPt.y = ((15 - pt.y) << 3) + 13; + pt.y = 8; + } else if (pt.y > 24) { + arrowPt.y = ((15 - (pt.y - 24)) << 3) + 13; + pt.y = 24; + } else if (pt.y >= 8 && map.mazeData()._surroundingMazes._north == 0) { + arrowPt.y = ((15 - pt.y) << 3) + 13; + pt.y = 8; + } else { + arrowPt.y = 69; + } + + screen._windows[5].open(); +// MazeData &mazeData = map.mazeDataCurrent(); + bool drawFlag = true; + int v; + + events.updateGameCounter(); + do { + if (drawFlag) + intf.draw3d(false); + screen._windows[5].writeString("\n"); + + if (map._isOutdoors) { + // Draw outdoors map + for (int yp = 38, yDiff = pt.y + 7; pt.y < 166; --yDiff, yp += 8) { + for (int xp = 80, xDiff = pt.x - 7; xp < 240; xp += 10, ++xDiff) { + v = map.mazeLookup(Common::Point(xDiff, yDiff), 0); + + if (map._currentSteppedOn) { + map._tileSprites.draw(screen, map.mazeDataCurrent()._surfaceTypes[v], + Common::Point(xp, yp)); + } + } + } + + for (int yp = 38, yDiff = pt.y + 7; yp < 166; --yDiff, yp += 8) { + for (int xp = 80, xDiff = pt.x - 7; xp < 240; xp += 10, ++xDiff) { + v = map.mazeLookup(Common::Point(xDiff, yDiff), 4); + int wallType = map.mazeDataCurrent()._wallTypes[v]; + + if (wallType && map._currentSteppedOn) + map._tileSprites.draw(screen, wallType, Common::Point(xp, yp)); + } + } + + + for (int yp = 38, yDiff = pt.y + 7; yp < 166; yp += 8, --yDiff) { + for (int xp = 80, xDiff = -7; xp < 240; xp += 10, ++xDiff) { + v = map.mazeLookup(Common::Point(xDiff, yDiff), 8); + + if (v && map._currentSteppedOn) + map._tileSprites.draw(screen, 1, Common::Point(xp, yp)); + } + } + } else { + // Draw indoors map + frame2 = (frame2 + 2) % 8; + + // Draw default ground for all the valid explored areas + for (int yp = 38, yDiff = pt.y + 7; yp < 166; yp += 8, --yDiff) { + for (int xp = 80, xDiff = pt.x - 7; xp < 240; xp += 10, ++xDiff) { + v = map.mazeLookup(Common::Point(xDiff, yDiff), 0, 0xffff); + + if (v != INVALID_CELL && map._currentSteppedOn) + map._tileSprites.draw(screen, 0, Common::Point(xp, yp)); + } + } + + // Draw thinner ground tiles on the left edge of the map + for (int yp = 43, yDiff = pt.y + 7; yp < 171; yp += 8, --yDiff) { + v = map.mazeLookup(Common::Point(pt.x - 8, yDiff), 0, 0xffff); + + if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn) + map._tileSprites.draw(screen, 36 + map.mazeData()._surfaceTypes[ + map._currentSurfaceId], Common::Point(75, yp)); + } + + // Draw thin tile portion on top-left corner of map + v = map.mazeLookup(Common::Point(pt.x - 8, pt.y + 8), 0, 0xffff); + if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn) + map._tileSprites.draw(screen, 36 + map.mazeData()._surfaceTypes[ + map._currentSurfaceId], Common::Point(75, 35)); + + // Draw any thin tiles at the very top of the map + for (int xp = 85, xDiff = pt.x - 7; xp < 245; xp += 10, ++xDiff) { + v = map.mazeLookup(Common::Point(xDiff, pt.y + 8), 0, 0xffff); + + if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn) + map._tileSprites.draw(screen, 36 + map.mazeData()._surfaceTypes[ + map._currentSurfaceId], Common::Point(xp, 35)); + } + + // Draw the default ground tiles + for (int yp = 43, yDiff = pt.y + 7; yp < 171; yp += 8, --yDiff) { + for (int xp = 85, xDiff = pt.x - 7; xp < 245; xp += 10, ++xDiff) { + v = map.mazeLookup(Common::Point(xDiff, yDiff), 0, 0xffff); + + if (v != INVALID_CELL && map._currentSurfaceId && map._currentSteppedOn) + map._tileSprites.draw(screen, map.mazeData()._surfaceTypes[ + map._currentSurfaceId], Common::Point(xp, yp)); + } + } + + // Draw walls on left and top edges of map + for (int xp = 80, yp = 158, xDiff = pt.x - 7, yDiff = pt.y - 8; xp < 250; + xp += 10, yp -= 8, ++xDiff, ++yDiff) { + // Draw walls on left edge of map + v = map.mazeLookup(Common::Point(pt.x - 8, yDiff), 12); + + int frame; + switch (v) { + case SURFTYPE_DIRT: + frame = 18; + break; + case SURFTYPE_SNOW: + frame = 22; + break; + case SURFTYPE_SWAMP: + case SURFTYPE_CLOUD: + frame = 16; + break; + case SURFTYPE_LAVA: + case SURFTYPE_DWATER: + frame = 2; + break; + case SURFTYPE_DESERT: + frame = 30; + break; + case SURFTYPE_ROAD: + frame = 32; + break; + case SURFTYPE_TFLR: + frame = 20; + break; + case SURFTYPE_SKY: + frame = 28; + break; + case SURFTYPE_CROAD: + frame = 14; + break; + case SURFTYPE_SEWER: + frame = frame2 + 4; + break; + case SURFTYPE_SCORCH: + frame = 24; + break; + case SURFTYPE_SPACE: + frame = 26; + break; + default: + frame = -1; + break; + } + + if (frame != -1 && map._currentSteppedOn) + map._tileSprites.draw(screen, frame, Common::Point(70, yp)); + + // Draw walls on top edge of map + v = map.mazeLookup(Common::Point(xDiff, pt.y + 8), 0); + + switch (v) { + case SURFTYPE_DIRT: + frame = 19; + break; + case SURFTYPE_GRASS: + frame = 35; + break; + case SURFTYPE_SNOW: + frame = 23; + break; + case SURFTYPE_SWAMP: + case SURFTYPE_CLOUD: + frame = 17; + break; + case SURFTYPE_LAVA: + case SURFTYPE_DWATER: + frame = 3; + break; + case SURFTYPE_DESERT: + frame = 31; + break; + case SURFTYPE_ROAD: + frame = 33; + break; + case SURFTYPE_TFLR: + frame = 21; + break; + case SURFTYPE_SKY: + frame = 29; + break; + case SURFTYPE_CROAD: + frame = 15; + break; + case SURFTYPE_SEWER: + frame = frame2 + 5; + break; + case SURFTYPE_SCORCH: + frame = 25; + break; + case SURFTYPE_SPACE: + frame = 27; + break; + default: + frame = -1; + break; + } + + if (frame != -1 && map._currentSteppedOn) + map._tileSprites.draw(screen, frame, Common::Point(xp, 30)); + } + + // Draw any walls on the cells + for (int yCtr = 0, yp = 38, yDiff = pt.y + 7; yCtr < 16; ++yCtr, yp += 8, --yDiff) { + for (int xCtr = 0, xp = 80, xDiff = pt.x - 7; xCtr < 16; ++xCtr, xp += 10, ++xDiff) { + // Draw the arrow if at the correct position + if ((arrowPt.x / 10) == xCtr && (14 - (arrowPt.y / 10)) == yCtr && frameEndFlag) { + globalSprites.draw(screen, party._mazeDirection + 1, + Common::Point(arrowPt.x + 81, arrowPt.y + 29)); + } + + v = map.mazeLookup(Common::Point(xDiff, yDiff), 12); + int frame; + switch (v) { + case SURFTYPE_DIRT: + frame = 18; + break; + case SURFTYPE_GRASS: + frame = 34; + break; + case SURFTYPE_SNOW: + frame = 22; + break; + case SURFTYPE_SWAMP: + case SURFTYPE_CLOUD: + frame = 16; + break; + case SURFTYPE_LAVA: + case SURFTYPE_DWATER: + frame = 2; + break; + case SURFTYPE_DESERT: + frame = 30; + break; + case SURFTYPE_ROAD: + frame = 32; + break; + case SURFTYPE_TFLR: + frame = 20; + break; + case SURFTYPE_SKY: + frame = 28; + break; + case SURFTYPE_CROAD: + frame = 14; + break; + case SURFTYPE_SEWER: + frame = frame2 + 4; + break; + case SURFTYPE_SCORCH: + frame = 24; + break; + case SURFTYPE_SPACE: + frame = 26; + break; + default: + frame = -1; + break; + } + + if (frame != -1 && map._currentSteppedOn) + map._tileSprites.draw(screen, frame, Common::Point(xp, yp)); + + v = map.mazeLookup(Common::Point(xDiff, yDiff), 0); + switch (v) { + case SURFTYPE_DIRT: + frame = 19; + break; + case SURFTYPE_GRASS: + frame = 35; + break; + case SURFTYPE_SNOW: + frame = 23; + break; + case SURFTYPE_SWAMP: + case SURFTYPE_CLOUD: + frame = 17; + break; + case SURFTYPE_LAVA: + case SURFTYPE_DWATER: + frame = 3; + break; + case SURFTYPE_DESERT: + frame = 31; + break; + case SURFTYPE_ROAD: + frame = 33; + break; + case SURFTYPE_TFLR: + frame = 21; + break; + case SURFTYPE_SKY: + frame = 29; + break; + case SURFTYPE_CROAD: + frame = 15; + break; + case SURFTYPE_SEWER: + frame = frame2 + 5; + break; + case SURFTYPE_SCORCH: + frame = 25; + break; + case SURFTYPE_SPACE: + frame = 27; + break; + default: + frame = -1; + break; + } + + if (frame != -1 && map._currentSteppedOn) + map._tileSprites.draw(screen, frame, Common::Point(xp, yp)); + } + } + + // Draw overlay on cells that haven't been stepped on yet + for (int yDiff = pt.y + 7, yp = 38; yp < 166; --yDiff, yp += 8) { + for (int xp = 80, xDiff = pt.x - 7; xp < 240; xp += 10, ++xDiff) { + v = map.mazeLookup(Common::Point(xDiff, yDiff), 0, 0xffff); + + if (v == INVALID_CELL || !map._currentSteppedOn) + map._tileSprites.draw(screen, 1, Common::Point(xp, yp)); + } + } + } + + screen._windows[5].frame(); + if (!map._isOutdoors) { + map._tileSprites.draw(screen, 52, Common::Point(76, 30)); + } else if (frameEndFlag) { + globalSprites.draw(screen, party._mazeDirection + 1, + Common::Point(arrowPt.x + 76, arrowPt.y + 25)); + } + + if (events.timeElapsed() > 5) { + // Set the flag to make the basic arrow blinking effect + frameEndFlag = !frameEndFlag; + events.updateGameCounter(); + } + + screen._windows[5].writeString(Common::String::format(Res.MAP_TEXT, + map._mazeName.c_str(), party._mazePosition.x, + party._mazePosition.y, Res.DIRECTION_TEXT[party._mazeDirection])); + screen._windows[5].update(); + screen._windows[3].update(); + + events.pollEvents(); + drawFlag = false; + } while (!_vm->shouldQuit() && !events.isKeyMousePressed()); + + events.clearEvents(); + screen._windows[5].close(); +} + +} // End of namespace Xeen |