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-rw-r--r--engines/xeen/dialogs_automap.cpp428
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diff --git a/engines/xeen/dialogs_automap.cpp b/engines/xeen/dialogs_automap.cpp
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+/* 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