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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_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);
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.pollEvents();
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
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