XEEN: Replacing numbers with surface type enum in minimap

This commit is contained in:
Paul Gilbert 2017-12-04 20:33:05 -05:00
parent 61e1ee7f04
commit e98d9f9016
2 changed files with 68 additions and 63 deletions

View file

@ -271,7 +271,7 @@ void AutoMapDialog::execute() {
map._tileSprites.draw(0, frame, Common::Point(xp, 30)); map._tileSprites.draw(0, frame, Common::Point(xp, 30));
} }
// Draw any walls on the cells // Draw the front/back walls of cells in the minimap
for (int yCtr = 0, yp = 38, yDiff = pt.y + 7; yCtr < 16; ++yCtr, yp += 8, --yDiff) { for (int yCtr = 0, yp = 38, yDiff = pt.y + 7; yCtr < 16; ++yCtr, yp += 8, --yDiff) {
for (int xCtr = 0, xp = 80, xDiff = pt.x - 7; xCtr < 16; ++xCtr, xp += 10, ++xDiff) { for (int xCtr = 0, xp = 80, xDiff = pt.x - 7; xCtr < 16; ++xCtr, xp += 10, ++xDiff) {
// Draw the arrow if at the correct position // Draw the arrow if at the correct position

View file

@ -41,7 +41,6 @@ void InterfaceMinimap::drawMinimap() {
} }
int v, frame; int v, frame;
int frame2 = 0; // _overallFrame * 2;
bool eyeActive = party._wizardEyeActive; bool eyeActive = party._wizardEyeActive;
if (party._automapOn) if (party._automapOn)
party._wizardEyeActive = false; party._wizardEyeActive = false;
@ -91,7 +90,9 @@ void InterfaceMinimap::drawMinimap() {
res._globalSprites.draw(window1, party._mazeDirection + 1, res._globalSprites.draw(window1, party._mazeDirection + 1,
Common::Point(267, 36)); Common::Point(267, 36));
} else { } else {
frame2 = (frame2 + 2) % 8; // Draw indoors minimap
int frame2 = _animFrame;
_animFrame = (_animFrame + 2) % 8;
// First draw the default surface bases for each cell to show // First draw the default surface bases for each cell to show
for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) { for (int rowNum = 0, yp = 12, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) {
@ -106,7 +107,7 @@ void InterfaceMinimap::drawMinimap() {
} }
} }
// Draw correct surface bases for revealed tiles // Draw thinner ground tiles on the left edge of the map
for (int rowNum = 0, yp = 17, yDiff = 3; rowNum < MINIMAP_SIZE; ++rowNum, yp += 8, --yDiff) { 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) { for (int colNum = 0, xp = 242, xDiff = -3; colNum < MINIMAP_SIZE; ++colNum, xp += 10, ++xDiff) {
v = map.mazeLookup( v = map.mazeLookup(
@ -121,6 +122,7 @@ void InterfaceMinimap::drawMinimap() {
} }
} }
// Draw thin tile portion on top-left corner of map
v = map.mazeLookup(Common::Point(party._mazePosition.x - 4, party._mazePosition.y + 4), 0xffff, 0); v = map.mazeLookup(Common::Point(party._mazePosition.x - 4, party._mazePosition.y + 4), 0xffff, 0);
if (v != INVALID_CELL && map._currentSurfaceId && if (v != INVALID_CELL && map._currentSurfaceId &&
(map._currentSteppedOn || party._wizardEyeActive)) { (map._currentSteppedOn || party._wizardEyeActive)) {
@ -157,7 +159,7 @@ void InterfaceMinimap::drawMinimap() {
} }
} }
// // Draw walls on left and top edges of map
for (int idx = 0, xp = 237, yp = 60, xDiff = -3; idx < MINIMAP_SIZE; for (int idx = 0, xp = 237, yp = 60, xDiff = -3; idx < MINIMAP_SIZE;
++idx, ++xDiff, xp += 10, yp -= 8) { ++idx, ++xDiff, xp += 10, yp -= 8) {
v = map.mazeLookup( v = map.mazeLookup(
@ -165,42 +167,42 @@ void InterfaceMinimap::drawMinimap() {
12, 0xffff); 12, 0xffff);
switch (v) { switch (v) {
case 1: case SURFTYPE_DIRT:
frame = 18; frame = 18;
break; break;
case 3: case SURFTYPE_SNOW:
frame = 22; frame = 22;
break; break;
case 4: case SURFTYPE_SWAMP:
case 13: case SURFTYPE_CLOUD:
frame = 16; frame = 16;
break; break;
case 5: case SURFTYPE_LAVA:
case 8: case SURFTYPE_DWATER:
frame = 2; frame = 2;
break; break;
case 6: case SURFTYPE_DESERT:
frame = 30; frame = 30;
break; break;
case 7: case SURFTYPE_ROAD:
frame = 32; frame = 32;
break; break;
case 9: case SURFTYPE_TFLR:
frame = 24; frame = 24;
break; break;
case 10: case SURFTYPE_SKY:
frame = 28; frame = 28;
break; break;
case 11: case SURFTYPE_CROAD:
frame = 14; frame = 14;
break; break;
case 12: case SURFTYPE_SEWER:
frame = frame2 + 4; frame = frame2 + 4;
break; break;
case 14: case SURFTYPE_SCORCH:
frame = 24; frame = 24;
break; break;
case 15: case SURFTYPE_SPACE:
frame = 26; frame = 26;
break; break;
default: default:
@ -216,45 +218,45 @@ void InterfaceMinimap::drawMinimap() {
0); 0);
switch (v) { switch (v) {
case 1: case SURFTYPE_DIRT:
frame = 19; frame = 19;
break; break;
case 2: case SURFTYPE_GRASS:
frame = 35; frame = 35;
break; break;
case 3: case SURFTYPE_SNOW:
frame = 23; frame = 23;
break; break;
case 4: case SURFTYPE_SWAMP:
case 13: case SURFTYPE_CLOUD:
frame = 17; frame = 17;
break; break;
case 5: case SURFTYPE_LAVA:
case 8: case SURFTYPE_DWATER:
frame = 3; frame = 3;
break; break;
case 6: case SURFTYPE_DESERT:
frame = 31; frame = 31;
break; break;
case 7: case SURFTYPE_ROAD:
frame = 33; frame = 33;
break; break;
case 9: case SURFTYPE_TFLR:
frame = 21; frame = 21;
break; break;
case 10: case SURFTYPE_SKY:
frame = 29; frame = 29;
break; break;
case 11: case SURFTYPE_CROAD:
frame = 15; frame = 15;
break; break;
case 12: case SURFTYPE_SEWER:
frame = frame2 + 5; frame = frame2 + 5;
break; break;
case 14: case SURFTYPE_SCORCH:
frame = 25; frame = 25;
break; break;
case 15: case SURFTYPE_SPACE:
frame = 27; frame = 27;
break; break;
default: default:
@ -280,42 +282,45 @@ void InterfaceMinimap::drawMinimap() {
v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff, v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
party._mazePosition.y + yDiff), 12, 0xffff); party._mazePosition.y + yDiff), 12, 0xffff);
switch (v) { switch (v) {
case 1: case SURFTYPE_DIRT:
frame = 18; frame = 18;
break; break;
case 3: case SURFTYPE_GRASS:
frame = 34;
break;
case SURFTYPE_SNOW:
frame = 22; frame = 22;
break; break;
case 4: case SURFTYPE_SWAMP:
case 13: case SURFTYPE_CLOUD:
frame = 16; frame = 16;
break; break;
case 5: case SURFTYPE_LAVA:
case 8: case SURFTYPE_DWATER:
frame = 2; frame = 2;
break; break;
case 6: case SURFTYPE_DESERT:
frame = 30; frame = 30;
break; break;
case 7: case SURFTYPE_ROAD:
frame = 32; frame = 32;
break; break;
case 9: case SURFTYPE_TFLR:
frame = 20; frame = 20;
break; break;
case 10: case SURFTYPE_SKY:
frame = 28; frame = 28;
break; break;
case 11: case SURFTYPE_CROAD:
frame = 14; frame = 14;
break; break;
case 12: case SURFTYPE_SEWER:
frame = frame2 + 4; frame = frame2 + 4;
break; break;
case 14: case SURFTYPE_SCORCH:
frame = 24; frame = 24;
break; break;
case 15: case SURFTYPE_SPACE:
frame = 26; frame = 26;
break; break;
default: default:
@ -330,45 +335,45 @@ void InterfaceMinimap::drawMinimap() {
v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff, v = map.mazeLookup(Common::Point(party._mazePosition.x + xDiff,
party._mazePosition.y + yDiff), 12, 0xffff); party._mazePosition.y + yDiff), 12, 0xffff);
switch (v) { switch (v) {
case 1: case SURFTYPE_DIRT:
frame = 19; frame = 19;
break; break;
case 2: case SURFTYPE_GRASS:
frame = 35; frame = 35;
break; break;
case 3: case SURFTYPE_SNOW:
frame = 23; frame = 23;
break; break;
case 4: case SURFTYPE_SWAMP:
case 13: case SURFTYPE_CLOUD:
frame = 17; frame = 17;
break; break;
case 5: case SURFTYPE_LAVA:
case 8: case SURFTYPE_DWATER:
frame = 3; frame = 3;
break; break;
case 6: case SURFTYPE_DESERT:
frame = 31; frame = 31;
break; break;
case 7: case SURFTYPE_ROAD:
frame = 33; frame = 33;
break; break;
case 9: case SURFTYPE_TFLR:
frame = 21; frame = 21;
break; break;
case 10: case SURFTYPE_SKY:
frame = 29; frame = 29;
break; break;
case 11: case SURFTYPE_CROAD:
frame = 15; frame = 15;
break; break;
case 12: case SURFTYPE_SEWER:
frame = frame2 + 5; frame = frame2 + 5;
break; break;
case 14: case SURFTYPE_SCORCH:
frame = 25; frame = 25;
break; break;
case 15: case SURFTYPE_SPACE:
frame = 27; frame = 27;
break; break;
default: default: