XEEN: Lots of constants added to minimap code
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104aaffd22
commit
695df4db36
2 changed files with 70 additions and 62 deletions
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@ -25,6 +25,13 @@
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namespace Xeen {
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#define MINIMAP_SIZE 7
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#define MINIMAP_DIFF ((MINIMAP_SIZE - 1) / 2)
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#define MINIMAP_XSTART 237
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#define MINIMAP_YSTART 12
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#define TILE_WIDTH 10
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#define TILE_HEIGHT 8
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void InterfaceMinimap::drawMinimap() {
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Map &map = *g_vm->_map;
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Party &party = *g_vm->_party;
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@ -35,7 +42,7 @@ void InterfaceMinimap::drawMinimap() {
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return;
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if (!party._automapOn && !party._wizardEyeActive) {
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// Draw the Might & Magic logo
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res._globalSprites.draw(1, 5, Common::Point(232, 9));
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res._globalSprites.draw(1, 5, Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), 9));
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return;
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}
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@ -59,14 +66,15 @@ void InterfaceMinimap::drawOutdoorsMinimap() {
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Party &party = *g_vm->_party;
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Resources &res = *g_vm->_resources;
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int v, frame;
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const Common::Point &pt = party._mazePosition;
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res._globalSprites.draw(1, 15, Common::Point(237, 12));
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res._globalSprites.draw(1, 15, Common::Point(MINIMAP_XSTART, MINIMAP_YSTART));
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for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
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for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
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4);
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for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 4);
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frame = map.mazeDataCurrent()._surfaceTypes[v];
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if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
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@ -75,11 +83,11 @@ void InterfaceMinimap::drawOutdoorsMinimap() {
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}
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}
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for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
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for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
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4);
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for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 4);
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frame = map.mazeData()._wallTypes[v];
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if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
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@ -88,11 +96,11 @@ void InterfaceMinimap::drawOutdoorsMinimap() {
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}
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}
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for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
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for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
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4);
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for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 4);
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if (v != -1 && (map._currentSteppedOn || party._wizardEyeActive)) {
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map._tileSprites.draw(1, v + 32, Common::Point(xp, yp));
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@ -110,15 +118,16 @@ void InterfaceMinimap::drawIndoorsMinimap() {
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Party &party = *g_vm->_party;
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Resources &res = *g_vm->_resources;
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int v, frame;
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const Common::Point &pt = party._mazePosition;
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int frame2 = _animFrame;
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_animFrame = (_animFrame + 2) % 8;
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party._wizardEyeActive = true;//***DEBUG****
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// Draw default ground for all the valid explored areas
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for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
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for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
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0, 0xffff);
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for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff);
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if (v != INVALID_CELL && (map._currentSteppedOn || party._wizardEyeActive)) {
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map._tileSprites.draw(1, 0, Common::Point(xp, yp));
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@ -127,11 +136,11 @@ void InterfaceMinimap::drawIndoorsMinimap() {
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}
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// Draw the specific surface type for each cell
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for (int rowNum = 0, yp = 17, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
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for (int colNum = 0, xp = 242, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
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0, 0xffff);
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for (int yp = MINIMAP_YSTART + (TILE_HEIGHT / 2), mazeY = pt.y + MINIMAP_DIFF;
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mazeY >= (pt.y - MINIMAP_DIFF); yp += TILE_HEIGHT, --mazeY) {
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for (int xp = MINIMAP_XSTART + (TILE_WIDTH / 2), mazeX = pt.x - MINIMAP_DIFF;
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mazeX <= (pt.x + MINIMAP_DIFF); xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 0, 0xffff);
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int surfaceId = map.mazeData()._surfaceTypes[map._currentSurfaceId];
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if (v != INVALID_CELL && map._currentSurfaceId &&
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@ -142,30 +151,31 @@ void InterfaceMinimap::drawIndoorsMinimap() {
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}
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// Draw thin tile portion on top-left corner of map
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v = map.mazeLookup(Common::Point(party._mazePosition.x - 4, party._mazePosition.y + 4), 0, 0xffff);
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v = map.mazeLookup(Common::Point(pt.x - MINIMAP_DIFF - 1, pt.y + MINIMAP_DIFF + 1), 0, 0xffff);
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if (v != INVALID_CELL && map._currentSurfaceId &&
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(map._currentSteppedOn || party._wizardEyeActive)) {
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map._tileSprites.draw(1,
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map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
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Common::Point(232, 9));
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Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2),
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MINIMAP_YSTART - (TILE_HEIGHT / 2) + 1));
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}
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// Handle drawing surface sprites partially clipped at the left edge
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for (int rowNum = 0, yp = 17, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, --yDiff, yp += 8) {
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x - 4, party._mazePosition.y + yDiff),
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0, 0xffff);
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for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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v = map.mazeLookup(Common::Point(pt.x - MINIMAP_DIFF - 1, mazeY), 0, 0xffff);
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if (v != INVALID_CELL && map._currentSurfaceId &&
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(map._currentSteppedOn || party._wizardEyeActive)) {
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map._tileSprites.draw(1,
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map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
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Common::Point(232, yp));
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Common::Point(MINIMAP_XSTART - (TILE_WIDTH / 2), yp));
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}
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}
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// Handle drawing surface sprites partially clipped at the top edge
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for (int colNum = 0, xp = 242, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, ++xDiff, xp += 8) {
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for (int colNum = 0, xp = MINIMAP_YSTART + (TILE_HEIGHT / 2), xDiff = -3;
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colNum < MINIMAP_SIZE; ++colNum, ++xDiff, xp += TILE_WIDTH) {
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + 4),
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0, 0xffff);
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@ -174,17 +184,17 @@ void InterfaceMinimap::drawIndoorsMinimap() {
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(map._currentSteppedOn || party._wizardEyeActive)) {
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map._tileSprites.draw(1,
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map.mazeData()._surfaceTypes[map._currentSurfaceId] + 36,
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Common::Point(xp, 9));
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Common::Point(xp, MINIMAP_YSTART - (TILE_HEIGHT / 2) + 1));
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}
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}
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// Draw walls on left and top edges of map
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for (int idx = 0, xp = 237, yp = 60, xDiff = -3; idx < MINIMAP_SIZE;
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++idx, ++xDiff, xp += 10, yp -= 8) {
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// Handle drawing partially clip top row and left column
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for (int xp = MINIMAP_XSTART, yp = MINIMAP_YSTART + (MINIMAP_SIZE - 1) * TILE_HEIGHT,
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mazeX = pt.x - MINIMAP_DIFF, mazeY = pt.y + MINIMAP_DIFF;
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mazeX <= (pt.x - MINIMAP_DIFF);
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xp += TILE_WIDTH, yp -= TILE_HEIGHT, ++mazeX, --mazeY) {
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// Left column
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x - 4, party._mazePosition.y - 3 + idx),
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12, 0xffff);
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v = map.mazeLookup(Common::Point(pt.x - MINIMAP_DIFF - 1, mazeY), 12, 0xffff);
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switch (v) {
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case SURFTYPE_DIRT:
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@ -231,12 +241,11 @@ void InterfaceMinimap::drawIndoorsMinimap() {
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}
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if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
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map._tileSprites.draw(1, frame, Common::Point(222, yp));
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map._tileSprites.draw(1, frame, Common::Point(
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MINIMAP_XSTART - TILE_WIDTH - (TILE_WIDTH / 2), yp));
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// Top row
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x - 3 + idx, party._mazePosition.y + 4),
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0);
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v = map.mazeLookup(Common::Point(mazeX, pt.y + MINIMAP_DIFF + 1), 0);
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switch (v) {
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case SURFTYPE_DIRT:
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@ -286,22 +295,21 @@ void InterfaceMinimap::drawIndoorsMinimap() {
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}
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if (frame != -1 && (map._currentSteppedOn || party._wizardEyeActive))
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map._tileSprites.draw(1, frame, Common::Point(xp, 4));
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map._tileSprites.draw(1, frame, Common::Point(xp, MINIMAP_YSTART - TILE_HEIGHT));
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}
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// Draw the walls for the remaining cells of the minimap
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for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE;
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++rowNum, --yDiff, yp += 8) {
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for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE;
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++colNum, ++xDiff, xp += 10) {
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if (colNum == 4 && rowNum == 4) {
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for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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if (mazeX == pt.x && mazeY == pt.y) {
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// Center of the minimap. Draw the direction arrow
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res._globalSprites.draw(1, party._mazeDirection + 1,
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Common::Point(272, 40));
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}
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v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
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party._mazePosition.y + yDiff), 12, 0xffff);
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 12, 0xffff);
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switch (v) {
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case SURFTYPE_DIRT:
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frame = 18;
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@ -353,8 +361,7 @@ void InterfaceMinimap::drawIndoorsMinimap() {
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map._tileSprites.draw(1, frame, Common::Point(xp, yp));
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}
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v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
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party._mazePosition.y + yDiff), 0);
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v = map.mazeLookup(Common::Point(mazeX, mazeY), 0);
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switch (v) {
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case SURFTYPE_DIRT:
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frame = 19;
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@ -408,11 +415,13 @@ void InterfaceMinimap::drawIndoorsMinimap() {
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}
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}
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// Draw the top of blocked/wall cells on the map
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for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
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for (int colNum = 0, xp = 237, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
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// Draw overlay on cells that haven't been stepped on yet
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for (int yp = MINIMAP_YSTART, mazeY = pt.y + MINIMAP_DIFF; mazeY >= (pt.y - MINIMAP_DIFF);
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yp += TILE_HEIGHT, --mazeY) {
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for (int xp = MINIMAP_XSTART, mazeX = pt.x - MINIMAP_DIFF; mazeX <= (pt.x + MINIMAP_DIFF);
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xp += TILE_WIDTH, ++mazeX) {
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v = map.mazeLookup(
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Common::Point(party._mazePosition.x + xDiff, party._mazePosition.y + yDiff),
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Common::Point(mazeX, mazeY),
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0, 0xffff);
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if (v == INVALID_CELL || (!map._currentSteppedOn && !party._wizardEyeActive)) {
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