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TSAGE: R2R Maze UI now partially showing map
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dreammaster committed Jun 30, 2013
1 parent 5eaa253 commit a075afa
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Showing 3 changed files with 41 additions and 33 deletions.
70 changes: 39 additions & 31 deletions engines/tsage/ringworld2/ringworld2_logic.cpp
Expand Up @@ -1281,7 +1281,7 @@ MazeUI::MazeUI() {
_cellsVisible.x = _cellsVisible.y = 0;
_mapCells.x = _mapCells.y = 0;
_cellSize.x = _cellSize.y = 0;
_cellOffset.x = _cellOffset.y = 0;
_mapOffset.x = _mapOffset.y = 0;
_resNum = _cellsResNum = 0;
_frameCount = _resCount = _mapImagePitch = _unused = 0;
}
Expand All @@ -1297,8 +1297,8 @@ void MazeUI::synchronize(Serializer &s) {
if (s.isLoading())
load(_resNum);

s.syncAsSint16LE(_cellOffset.x);
s.syncAsSint16LE(_cellOffset.y);
s.syncAsSint16LE(_mapOffset.x);
s.syncAsSint16LE(_mapOffset.y);
s.syncAsSint16LE(_unused);
}

Expand All @@ -1323,7 +1323,7 @@ void MazeUI::load(int resNum) {

_mapData = g_resourceManager->getResource(RT17, resNum, 1);

_cellOffset.y = _cellOffset.x = 0;
_mapOffset.y = _mapOffset.x = 0;
_cellsVisible.x = (_displayBounds.width() + _cellSize.x - 1) / _cellSize.x;
_cellsVisible.y = (_displayBounds.height() + _cellSize.y - 1) / _cellSize.y;

Expand All @@ -1347,25 +1347,25 @@ void MazeUI::clear() {
bool MazeUI::setMazePosition(const Common::Point &pt) {
bool retval = false;

_cellOffset = pt;
_mapOffset = pt;

if (_cellOffset.x < _mapBounds.top) {
_cellOffset.x = _mapBounds.top;
if (_mapOffset.x < _mapBounds.top) {
_mapOffset.x = _mapBounds.top;
retval = true;
}

if (_cellOffset.y < _mapBounds.left) {
_cellOffset.y = _mapBounds.left;
if (_mapOffset.y < _mapBounds.left) {
_mapOffset.y = _mapBounds.left;
retval = true;
}

if (_cellOffset.x + _displayBounds.width() > _mapBounds.right) {
_cellOffset.x = _mapBounds.right - _displayBounds.width();
if (_mapOffset.x + _displayBounds.width() > _mapBounds.right) {
_mapOffset.x = _mapBounds.right - _displayBounds.width();
retval = true;
}

if (_cellOffset.y + _displayBounds.height() > _mapBounds.bottom) {
_cellOffset.y = _mapBounds.bottom - _displayBounds.height();
if (_mapOffset.y + _displayBounds.height() > _mapBounds.bottom) {
_mapOffset.y = _mapBounds.bottom - _displayBounds.height();
retval = true;
}

Expand All @@ -1374,16 +1374,20 @@ bool MazeUI::setMazePosition(const Common::Point &pt) {

void MazeUI::draw() {
int yPos = 0;
int yInc;
int ySize;
Visage visage;

for (int yp = 0; yp < _cellsVisible.y; yp += yInc) {
int y = yp + _cellOffset.y / _cellSize.y;
// Loop to handle the cell rows of the visible display area one at a time
for (int yCtr = 0; yCtr < _cellsVisible.y; ++yCtr, yPos += ySize) {
int cellY = _mapOffset.y / _cellSize.y + yCtr;

for (int idx = 0; idx > _cellsVisible.x; ++idx) {
int x = _cellOffset.x / _cellSize.x + idx;
// Loop to iterate through the horizontal visible cells to build up
// an entire cell high horizontal slice of the map
for (int xCtr = 0; xCtr < _cellsVisible.x; ++xCtr) {
int cellX = _mapOffset.x / _cellSize.x + xCtr;

int cell = getCellFromCellXY(Common::Point(x, y));
// Get the type of content to display in the cell
int cell = getCellFromCellXY(Common::Point(cellX, cellY));
if (cell >= 0) {
int frameNum = (cell % _frameCount) + 1;
int rlbNum = (cell % _resCount) / _frameCount + 1;
Expand All @@ -1392,33 +1396,37 @@ void MazeUI::draw() {
visage.setVisage(resNum, rlbNum);
GfxSurface frame = visage.getFrame(frameNum);

_mapImage.copyFrom(frame, 0, idx);
_mapImage.copyFrom(frame, xCtr * _cellSize.x, 0);
} else {
GfxSurface emptyRect;
emptyRect.create(_cellSize.x, _cellSize.y);

_mapImage.copyFrom(emptyRect, 0, idx);
_mapImage.copyFrom(emptyRect, xCtr * _cellSize.x, 0);
}
}

if (yPos == 0) {
// First line of the map to be displayed - only the bottom portion of that
// first cell row may be visible
yPos = _displayBounds.top;
yInc = _cellSize.y - (_cellOffset.y % _cellSize.y);
ySize = _cellSize.y - (_mapOffset.y % _cellSize.y);

Rect srcBounds(_cellOffset.x % _cellSize.x, _cellOffset.y % _cellSize.y,
(_cellOffset.x % _cellSize.x) + _displayBounds.width(), (_cellOffset.y % _cellSize.y) + yInc);
Rect destBounds(_displayBounds.left, yPos, _displayBounds.right, yPos + yInc);
Rect srcBounds(_mapOffset.x % _cellSize.x, _mapOffset.y % _cellSize.y,
(_mapOffset.x % _cellSize.x) + _displayBounds.width(), _cellSize.y);
Rect destBounds(_displayBounds.left, yPos, _displayBounds.right, yPos + ySize);

R2_GLOBALS.gfxManager().copyFrom(_mapImage, srcBounds, destBounds);
} else {
if ((yPos + _cellSize.y) < _displayBounds.bottom) {
yInc = _cellSize.y;
ySize = _cellSize.y;
} else {
yInc = _displayBounds.bottom - yPos;
ySize = _displayBounds.bottom - yPos;
}

Rect srcBounds(0, _cellOffset.x, _displayBounds.width(), _cellOffset.x + yInc);
Rect destBounds(_displayBounds.left, yPos, _displayBounds.right, yPos + yInc);
Rect srcBounds(_mapOffset.x % _cellSize.x, 0,
(_mapOffset.x % _cellSize.x) + _displayBounds.width(), ySize);
Rect destBounds(_displayBounds.left, yPos, _displayBounds.right, yPos + ySize);

R2_GLOBALS.gfxManager().copyFrom(_mapImage, srcBounds, destBounds);
}
}
Expand All @@ -1428,8 +1436,8 @@ int MazeUI::getCellFromPixelXY(const Common::Point &pt) {
if (!_displayBounds.contains(pt))
return -1;

int cellX = (pt.x - _displayBounds.left + _cellOffset.x) / _cellSize.x;
int cellY = (pt.y - _displayBounds.top + _cellOffset.y) / _cellSize.y;
int cellX = (pt.x - _displayBounds.left + _mapOffset.x) / _cellSize.x;
int cellY = (pt.y - _displayBounds.top + _mapOffset.y) / _cellSize.y;

if ((cellX >= 0) && (cellY >= 0) && (cellX < _mapCells.x) && (cellY < _mapCells.y))
return (int16)READ_LE_UINT16(_mapData + (_mapCells.x * cellY + cellX) * 2);
Expand Down
2 changes: 1 addition & 1 deletion engines/tsage/ringworld2/ringworld2_logic.h
Expand Up @@ -293,7 +293,7 @@ class MazeUI: public SavedObject {
Common::Point _cellsVisible;
Common::Point _mapCells;
Common::Point _cellSize;
Common::Point _cellOffset;
Common::Point _mapOffset;
int _resNum;
int _cellsResNum;
int _frameCount;
Expand Down
2 changes: 1 addition & 1 deletion engines/tsage/ringworld2/ringworld2_scenes3.cpp
Expand Up @@ -3074,7 +3074,7 @@ int Scene3500::MazeUI3500::getCellFromMapXY(Common::Point pt) {

bool Scene3500::MazeUI3500::seteMazePosition2(Common::Point &p) {
bool retVal = setMazePosition(p);
p = _cellOffset;
p = _mapOffset;

return retVal;
}
Expand Down

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