diff options
Diffstat (limited to 'engines')
-rw-r--r-- | engines/xeen/dialogs_map.cpp | 35 |
1 files changed, 23 insertions, 12 deletions
diff --git a/engines/xeen/dialogs_map.cpp b/engines/xeen/dialogs_map.cpp index c69800ca21..7c7e6f7407 100644 --- a/engines/xeen/dialogs_map.cpp +++ b/engines/xeen/dialogs_map.cpp @@ -170,8 +170,10 @@ void MapDialog::drawIndoors() { frame2 = (frame2 + 2) % 8; // Draw default ground for all the valid explored areas - for (int yp = MAP_YSTART, mazeY = _pt.y + 7; yp < 166; yp += TILE_HEIGHT, --mazeY) { - for (int xp = MAP_XSTART, mazeX = _pt.x - 7; xp < 240; xp += TILE_WIDTH, ++mazeX) { + for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF); + yp += TILE_HEIGHT, --mazeY) { + for (int xp = MAP_XSTART, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF); + xp += TILE_WIDTH, ++mazeX) { v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff); if (v != INVALID_CELL && map._currentSteppedOn) @@ -180,7 +182,8 @@ void MapDialog::drawIndoors() { } // Draw thinner ground tiles on the left edge of the map - for (int yp = 43, mazeY = _pt.y + 7; yp < 171; yp += TILE_HEIGHT, --mazeY) { + for (int yp = MAP_YSTART + 5, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF); + yp += TILE_HEIGHT, --mazeY) { v = map.mazeLookup(Common::Point(_pt.x - 8, mazeY), 0, 0xffff); if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn) @@ -195,7 +198,8 @@ void MapDialog::drawIndoors() { map._currentSurfaceId], Common::Point(75, 35)); // Draw any thin tiles at the very top of the map - for (int xp = 85, mazeX = _pt.x - 7; xp < 245; xp += TILE_WIDTH, ++mazeX) { + for (int xp = MAP_XSTART + 5, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF); + xp += TILE_WIDTH, ++mazeX) { v = map.mazeLookup(Common::Point(mazeX, _pt.y + 8), 0, 0xffff); if (v != INVALID_CELL && map._currentSurfaceId != 0 && map._currentSteppedOn) @@ -204,8 +208,10 @@ void MapDialog::drawIndoors() { } // Draw the default ground tiles - for (int yp = 43, mazeY = _pt.y + 7; yp < 171; yp += TILE_HEIGHT, --mazeY) { - for (int xp = 85, mazeX = _pt.x - 7; xp < 245; xp += TILE_WIDTH, ++mazeX) { + for (int yp = MAP_YSTART + 5, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF); + yp += TILE_HEIGHT, --mazeY) { + for (int xp = MAP_XSTART + 5, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF); + xp += TILE_WIDTH, ++mazeX) { v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff); if (v != INVALID_CELL && map._currentSurfaceId && map._currentSteppedOn) @@ -215,8 +221,9 @@ void MapDialog::drawIndoors() { } // Draw walls on left and top edges of map - for (int xp = MAP_XSTART, yp = 158, mazeX = _pt.x - 7, mazeY = _pt.y - 8; xp < 250; - xp += TILE_WIDTH, yp -= 8, ++mazeX, ++mazeY) { + for (int xp = MAP_XSTART, yp = MAP_YSTART + (MAP_SIZE - 1) * TILE_HEIGHT, + mazeX = _pt.x - (MAP_DIFF - 1), mazeY = _pt.y - MAP_DIFF; + mazeX < (_pt.x + MAP_DIFF); xp += TILE_WIDTH, yp -= TILE_HEIGHT, ++mazeX, ++mazeY) { // Draw walls on left edge of map v = map.mazeLookup(Common::Point(_pt.x - 8, mazeY), 12); @@ -322,8 +329,10 @@ void MapDialog::drawIndoors() { } // Draw the walls for the remaining cells of the minimap - for (int yCtr = 0, yp = MAP_YSTART, mazeY = _pt.y + 7; yCtr < 16; ++yCtr, yp += TILE_HEIGHT, --mazeY) { - for (int xCtr = 0, xp = MAP_XSTART, mazeX = _pt.x - 7; xCtr < 16; ++xCtr, xp += TILE_WIDTH, ++mazeX) { + for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1, yCtr = 0; yCtr < MAP_SIZE; + yp += TILE_HEIGHT, --mazeY, ++yCtr) { + for (int xp = MAP_XSTART, mazeX = _pt.x - (MAP_DIFF - 1), xCtr = 0; xCtr < MAP_SIZE; + xp += TILE_WIDTH, ++mazeX, ++xCtr) { // Draw the arrow if at the correct position if ((_arrowPt.x / 10) == xCtr && (14 - (_arrowPt.y / 10)) == yCtr && _frameEndFlag) { _globalSprites.draw(0, party._mazeDirection + 1, @@ -435,8 +444,10 @@ void MapDialog::drawIndoors() { } // Draw overlay on cells that haven't been stepped on yet - for (int mazeY = _pt.y + 7, yp = MAP_YSTART; yp < 166; --mazeY, yp += TILE_HEIGHT) { - for (int xp = MAP_XSTART, mazeX = _pt.x - 7; xp < 240; xp += TILE_WIDTH, ++mazeX) { + for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF); + yp += TILE_HEIGHT, --mazeY) { + for (int xp = MAP_XSTART, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF); + xp += TILE_WIDTH, ++mazeX) { v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff); if (v == INVALID_CELL || !map._currentSteppedOn) |