/* 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_map.h" #include "xeen/resources.h" #include "xeen/xeen.h" namespace Xeen { #define MAP_SIZE 16 #define MAP_DIFF (MAP_SIZE / 2) #define MAP_XSTART 80 #define MAP_YSTART 38 #define TILE_WIDTH 10 #define TILE_HEIGHT 8 void MapDialog::show(XeenEngine *vm) { MapDialog *dlg = new MapDialog(vm); dlg->execute(); delete dlg; } void MapDialog::execute() { EventsManager &events = *_vm->_events; Interface &intf = *_vm->_interface; Map &map = *_vm->_map; Party &party = *_vm->_party; Windows &windows = *_vm->_windows; _pt = party._mazePosition; _globalSprites.load("global.icn"); if (_pt.x < 8 && map.mazeData()._surroundingMazes._west == 0) { _arrowPt.x = _pt.x * 10 + 4; _pt.x = 7; } else if (_pt.x > 23) { _arrowPt.x = (byte)(_pt.x * 10 + 100); _pt.x = 23; } else if (_pt.x > 8 && map.mazeData()._surroundingMazes._east == 0) { _arrowPt.x = (byte)(_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 - 16)) << 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; } windows[5].open(); bool drawFlag = true; events.updateGameCounter(); do { if (drawFlag) intf.draw3d(false, false); windows[5].writeString("\r"); if (map._isOutdoors) drawOutdoors(); else drawIndoors(); windows[5].frame(); if (!map._isOutdoors) { map._tileSprites.draw(0, 52, Common::Point(76, 30)); } else if (_frameEndFlag) { _globalSprites.draw(0, 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(); } windows[5].writeString(Common::String::format(Res.MAP_TEXT, map._mazeName.c_str(), party._mazePosition.x, party._mazePosition.y, Res.DIRECTION_TEXT[party._mazeDirection])); windows[5].update(); windows[3].update(); events.ipause5(2); drawFlag = false; } while (!_vm->shouldQuit() && !events.isKeyMousePressed()); events.clearEvents(); windows[5].close(); } void MapDialog::drawOutdoors() { Map &map = *g_vm->_map; int v, frame; // Draw outdoors map for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF); --mazeY, yp += TILE_HEIGHT) { 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); frame = map.mazeDataCurrent()._surfaceTypes[v]; if (map._currentSteppedOn) { map._tileSprites.draw(0, frame, Common::Point(xp, yp)); } } } for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF); --mazeY, yp += TILE_HEIGHT) { 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), 4); frame = map.mazeDataCurrent()._wallTypes[v]; if (frame && map._currentSteppedOn) map._tileSprites.draw(0, frame + 16, Common::Point(xp, yp)); } } for (int yp = MAP_YSTART, mazeY = _pt.y + MAP_DIFF - 1; mazeY >= (_pt.y - MAP_DIFF); --mazeY, yp += TILE_HEIGHT) { for (int xp = MAP_XSTART, mazeX = _pt.x - (MAP_DIFF - 1); mazeX <= (_pt.x + MAP_DIFF); xp += TILE_WIDTH, ++mazeX) { frame = map.mazeLookup(Common::Point(mazeX, mazeY), 8, 0xff); if (frame && map._currentSteppedOn) map._tileSprites.draw(0, frame + 32, Common::Point(xp, yp)); } } } void MapDialog::drawIndoors() { Map &map = *g_vm->_map; Party &party = *g_vm->_party; int v, frame; int frame2 = _animFrame; _animFrame = (_animFrame + 2) % 8; // Draw indoors map frame2 = (frame2 + 2) % 8; // Draw default ground for all the valid explored areas 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) map._tileSprites.draw(0, 0, Common::Point(xp, yp)); } } // Draw thinner ground tiles on the left edge of the map 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) map._tileSprites.draw(0, 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(0, 36 + map.mazeData()._surfaceTypes[ map._currentSurfaceId], Common::Point(75, 35)); // Draw any thin tiles at the very top of the map 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) map._tileSprites.draw(0, 36 + map.mazeData()._surfaceTypes[ map._currentSurfaceId], Common::Point(xp, 35)); } // Draw the default ground tiles 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) map._tileSprites.draw(0, 36 + map.mazeData()._surfaceTypes[ map._currentSurfaceId], Common::Point(xp, yp)); } } // Draw walls on left and top edges of map 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); 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(0, frame, Common::Point(70, yp)); // Draw walls on top edge of map v = map.mazeLookup(Common::Point(mazeX, _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(0, frame, Common::Point(xp, 30)); } // Draw the walls for the remaining cells of the minimap 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, Common::Point(_arrowPt.x + 81, _arrowPt.y + 29)); } v = map.mazeLookup(Common::Point(mazeX, mazeY), 12); switch (v) { case 1: frame = 18; break; case 2: frame = 34; 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) map._tileSprites.draw(0, frame, Common::Point(xp, yp)); v = map.mazeLookup(Common::Point(mazeX, mazeY), 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) map._tileSprites.draw(0, frame, Common::Point(xp, yp)); } } // Draw overlay on cells that haven't been stepped on yet 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) map._tileSprites.draw(0, 1, Common::Point(xp, yp)); } } } } // End of namespace Xeen