XEEN: Lots of constants added to minimap code

This commit is contained in:
Paul Gilbert 2017-12-06 20:38:43 -05:00
parent 104aaffd22
commit 695df4db36
2 changed files with 70 additions and 62 deletions

View file

@ -25,6 +25,13 @@
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;
@ -35,7 +42,7 @@ void InterfaceMinimap::drawMinimap() {
return;
if (!party._automapOn && !party._wizardEyeActive) {
// Draw the Might & Magic logo
res._globalSprites.draw(1, 5, Common::Point(232, 9));
res._globalSprites.draw(1, 5, Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), 9));
return;
}
@ -59,14 +66,15 @@ void InterfaceMinimap::drawOutdoorsMinimap() {
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(237, 12));
res._globalSprites.draw(1, 15, Common::Point(MINIMAP_XSTART, MINIMAP_YSTART));
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);
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);
frame = map.mazeDataCurrent()._surfaceTypes[v];
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
@ -75,11 +83,11 @@ void InterfaceMinimap::drawOutdoorsMinimap() {
}
}
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);
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);
frame = map.mazeData()._wallTypes[v];
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
@ -88,11 +96,11 @@ void InterfaceMinimap::drawOutdoorsMinimap() {
}
}
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);
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);
if (v != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
map._tileSprites.draw(1, v + 32, Common::Point(xp, yp));
@ -110,15 +118,16 @@ void InterfaceMinimap::drawIndoorsMinimap() {
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;
party._wizardEyeActive = true;//***DEBUG****
// Draw default ground for all the valid explored areas
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);
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));
@ -127,11 +136,11 @@ void InterfaceMinimap::drawIndoorsMinimap() {
}
// Draw the specific surface type for each cell
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);
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 &&
@ -142,30 +151,31 @@ void InterfaceMinimap::drawIndoorsMinimap() {
}
// Draw thin tile portion on top-left corner of map
v = map.mazeLookup(Common::Point(party._mazePosition.x - 4, party._mazePosition.y + 4), 0, 0xffff);
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(232, 9));
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 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);
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(232, yp));
Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), 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) {
for (int colNum = 0, xp = MINIMAP_YSTART + (TILE_HEIGHT / 2), xDiff = -3;
colNum < MINIMAP_SIZE; ++colNum, ++xDiff, xp += TILE_WIDTH) {
v = map.mazeLookup(
Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + 4),
0, 0xffff);
@ -174,17 +184,17 @@ void InterfaceMinimap::drawIndoorsMinimap() {
(map._currentSteppedOn || party._wizardEyeActive)) {
map._tileSprites.draw(1,
map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
Common::Point(xp, 9));
Common::Point(xp, MINIMAP_YSTART - (TILE_HEIGHT / 2) + 1));
}
}
// Draw walls on left and top edges of map
for (int idx = 0, xp = 237, yp = 60, xDiff = -3; idx < MINIMAP_SIZE;
++idx, ++xDiff, xp += 10, yp -= 8) {
// 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(party._mazePosition.x - 4, party._mazePosition.y - 3 + idx),
12, 0xffff);
v = map.mazeLookup(Common::Point(pt.x - MINIMAP_DIFF - 1, mazeY), 12, 0xffff);
switch (v) {
case SURFTYPE_DIRT:
@ -231,12 +241,11 @@ void InterfaceMinimap::drawIndoorsMinimap() {
}
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
map._tileSprites.draw(1, frame, Common::Point(222, yp));
map._tileSprites.draw(1, frame, Common::Point(
MINIMAP_XSTART - TILE_WIDTH - (TILE_WIDTH / 2), yp));
// Top row
v = map.mazeLookup(
Common::Point(party._mazePosition.x - 3 + idx, party._mazePosition.y + 4),
0);
v = map.mazeLookup(Common::Point(mazeX, pt.y + MINIMAP_DIFF + 1), 0);
switch (v) {
case SURFTYPE_DIRT:
@ -286,22 +295,21 @@ void InterfaceMinimap::drawIndoorsMinimap() {
}
if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
map._tileSprites.draw(1, frame, Common::Point(xp, 4));
map._tileSprites.draw(1, frame, Common::Point(xp, MINIMAP_YSTART - TILE_HEIGHT));
}
// Draw the walls for the remaining cells of 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) {
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(272, 40));
}
v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
party._mazePosition.y + yDiff), 12, 0xffff);
v = map.mazeLookup(Common::Point(mazeX, mazeY), 12, 0xffff);
switch (v) {
case SURFTYPE_DIRT:
frame = 18;
@ -353,8 +361,7 @@ void InterfaceMinimap::drawIndoorsMinimap() {
map._tileSprites.draw(1, frame, Common::Point(xp, yp));
}
v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
party._mazePosition.y + yDiff), 0);
v = map.mazeLookup(Common::Point(mazeX, mazeY), 0);
switch (v) {
case SURFTYPE_DIRT:
frame = 19;
@ -408,11 +415,13 @@ void InterfaceMinimap::drawIndoorsMinimap() {
}
}
// 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) {
// 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(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
Common::Point(mazeX, mazeY),
0, 0xffff);
if (v == INVALID_CELL || (!map._currentSteppedOn && !party._wizardEyeActive)) {