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-rw-r--r--engines/xeen/interface_minimap.cpp404
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diff --git a/engines/xeen/interface_minimap.cpp b/engines/xeen/interface_minimap.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/interface_minimap.h"
+#include "xeen/xeen.h"
+
+namespace Xeen {
+
+void InterfaceMinimap::drawMinimap() {
+ Map &map = *g_vm->_map;
+ Party &party = *g_vm->_party;
+ Resources &res = *g_vm->_resources;
+ Windows &windows = *g_vm->_windows;
+ Window &window1 = windows[1];
+
+ if (windows[2]._enabled || windows[10]._enabled)
+ return;
+ if (!party._automapOn && !party._wizardEyeActive) {
+ // Draw the Might & Magic logo
+ res._globalSprites.draw(window1, 5, Common::Point(232, 9));
+ return;
+ }
+
+ int v, frame;
+ int frame2 = 0; // _overallFrame * 2;
+ bool eyeActive = party._wizardEyeActive;
+ if (party._automapOn)
+ party._wizardEyeActive = false;
+
+ if (map._isOutdoors) {
+ res._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
+ res._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
+ res._globalSprites.draw(window1, party._mazeDirection + 1,
+ Common::Point(272, 40));
+ }
+
+ v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
+ party._mazePosition.y + yDiff), 12, 0xffff);
+ switch (v) {
+ case 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
+ res._globalSprites.draw(window1, 6, Common::Point(223, 3));
+ party._wizardEyeActive = eyeActive;
+}
+
+} // End of namespace Xeen