/* 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 { #define MINIMAP_SIZE 7 #define MINIMAP_DIFF ((MINIMAP_SIZE - 1) / 2) #define MINIMAP_XSTART 237 #define MINIMAP_YSTART 12 #define TILE_WIDTH 10 #define TILE_HEIGHT 8 void InterfaceMinimap::drawMinimap() { Map &map = *g_vm->_map; Party &party = *g_vm->_party; Resources &res = *g_vm->_resources; Windows &windows = *g_vm->_windows; if (windows[2]._enabled || windows[10]._enabled) return; if (!party._automapOn && !party._wizardEyeActive) { // Draw the Might & Magic logo if (g_vm->getGameID() == GType_Swords) res._logoSprites.draw(1, 0, Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), 9)); else res._globalSprites.draw(1, 5, Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), 9)); return; } bool eyeActive = party._wizardEyeActive; if (party._automapOn) party._wizardEyeActive = false; // Draw the minimap content if (map._isOutdoors) drawOutdoorsMinimap(); else drawIndoorsMinimap(); // Draw outer rectangle around the automap res._globalSprites.draw(1, 6, Common::Point(223, 3)); party._wizardEyeActive = eyeActive; } void InterfaceMinimap::drawOutdoorsMinimap() { Map &map = *g_vm->_map; Party &party = *g_vm->_party; Resources &res = *g_vm->_resources; int v, frame; const Common::Point &pt = party._mazePosition; res._globalSprites.draw(1, 15, Common::Point(MINIMAP_XSTART, MINIMAP_YSTART)); for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) { for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) { v = map.mazeLookup(Common::Point(mazeX, mazeY), 0); assert(v != INVALID_CELL); frame = map.mazeDataCurrent()._surfaceTypes[v]; if (map._currentSteppedOn || party._wizardEyeActive) { map._tileSprites.draw(1, frame, Common::Point(xp, yp)); } } } for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) { for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) { v = map.mazeLookup(Common::Point(mazeX, mazeY), 4); assert(v != INVALID_CELL); frame = map.mazeData()._wallTypes[v]; if (frame && (map._currentSteppedOn || party._wizardEyeActive)) { map._tileSprites.draw(1, frame + 16, Common::Point(xp, yp)); } } } for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) { for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) { frame = map.mazeLookup(Common::Point(mazeX, mazeY), 8, 0xff); if (frame && (map._currentSteppedOn || party._wizardEyeActive)) { map._tileSprites.draw(1, frame + 32, Common::Point(xp, yp)); } } } // Draw the direction arrow res._globalSprites.draw(1, party._mazeDirection + 1, Common::Point(267, 36)); } void InterfaceMinimap::drawIndoorsMinimap() { Map &map = *g_vm->_map; Party &party = *g_vm->_party; Resources &res = *g_vm->_resources; int v, frame; const Common::Point &pt = party._mazePosition; int frame2 = _animFrame; _animFrame = (_animFrame + 2) % 8; // Draw default ground for all the valid explored areas for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) { for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) { v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff); if (v != INVALID_CELL && (map._currentSteppedOn || party._wizardEyeActive)) { map._tileSprites.draw(1, 0, Common::Point(xp, yp)); } } } // Draw the specific surface type for each cell for (int yp = MINIMAP_YSTART + (TILE_HEIGHT / 2), mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) { for (int xp = MINIMAP_XSTART + (TILE_WIDTH / 2), mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) { v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff); int surfaceId = map.mazeData()._surfaceTypes[map._currentSurfaceId]; if (v != INVALID_CELL && map._currentSurfaceId && (map._currentSteppedOn || party._wizardEyeActive)) { map._tileSprites.draw(1, surfaceId + 36, Common::Point(xp, yp)); } } } // Draw thin tile portion on top-left corner of map v = map.mazeLookup(Common::Point(pt.x - MINIMAP_DIFF - 1, pt.y + MINIMAP_DIFF + 1), 0, 0xffff); if (v != INVALID_CELL && map._currentSurfaceId && (map._currentSteppedOn || party._wizardEyeActive)) { map._tileSprites.draw(1, map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36, Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), MINIMAP_YSTART - (TILE_HEIGHT / 2) + 1)); } // Handle drawing surface sprites partially clipped at the left edge for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) { v = map.mazeLookup(Common::Point(pt.x - MINIMAP_DIFF - 1, mazeY), 0, 0xffff); if (v != INVALID_CELL && map._currentSurfaceId && (map._currentSteppedOn || party._wizardEyeActive)) { map._tileSprites.draw(1, map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36, Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), yp)); } } // Handle drawing surface sprites partially clipped at the top edge for (int xp = MINIMAP_XSTART + (TILE_WIDTH / 2), mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) { v = map.mazeLookup(Common::Point(mazeX, pt.y + MINIMAP_DIFF + 1), 0, 0xffff); if (v != INVALID_CELL && map._currentSurfaceId && (map._currentSteppedOn || party._wizardEyeActive)) { map._tileSprites.draw(1, map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36, Common::Point(xp, MINIMAP_YSTART - (TILE_HEIGHT / 2) + 1)); } } // Handle drawing partially clip top row and left column for (int xp = MINIMAP_XSTART, yp = MINIMAP_YSTART + (MINIMAP_SIZE - 1) * TILE_HEIGHT, mazeX = pt.x - MINIMAP_DIFF, mazeY = pt.y + MINIMAP_DIFF; mazeX <= (pt.x - MINIMAP_DIFF); xp += TILE_WIDTH, yp -= TILE_HEIGHT, ++mazeX, --mazeY) { // Left column v = map.mazeLookup(Common::Point(pt.x - MINIMAP_DIFF - 1, mazeY), 12, 0xffff); 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 = 24; 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 || party._wizardEyeActive)) map._tileSprites.draw(1, frame, Common::Point( MINIMAP_XSTART - TILE_WIDTH - (TILE_WIDTH / 2), yp)); // Top row v = map.mazeLookup(Common::Point(mazeX, pt.y + MINIMAP_DIFF + 1), 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 || party._wizardEyeActive)) map._tileSprites.draw(1, frame, Common::Point(xp, MINIMAP_YSTART - TILE_HEIGHT)); } // Draw the walls for the remaining cells of the minimap for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) { for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) { if (mazeX == pt.x && mazeY == pt.y) { // Center of the minimap. Draw the direction arrow res._globalSprites.draw(1, party._mazeDirection + 1, Common::Point(MINIMAP_XSTART + (TILE_WIDTH * 3) + (TILE_WIDTH / 2), MINIMAP_YSTART + (TILE_HEIGHT * 3) + (TILE_HEIGHT / 2))); } v = map.mazeLookup(Common::Point(mazeX, mazeY), 12, 0xffff); 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 || party._wizardEyeActive)) { map._tileSprites.draw(1, 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 || party._wizardEyeActive)) map._tileSprites.draw(0, frame, Common::Point(xp, yp)); } } // Draw overlay on cells that haven't been stepped on yet for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) { for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) { v = map.mazeLookup( Common::Point(mazeX, mazeY), 0, 0xffff); if (v == INVALID_CELL || (!map._currentSteppedOn && !party._wizardEyeActive)) { map._tileSprites.draw(1, 1, Common::Point(xp, yp)); } } } } } // End of namespace Xeen