Major code reorganization
This commit only updates the XCode project for the changes. A later commit each will update it for scons and MSVC. A few actual changes are mixed in: - Add a prefix header for a handful of common definitions - Moved current_cursor into the Cursor class as a static member - Removed the make_cursor_sword and make_cursor_watch functions - Include tests in the All target - Remove redundant -l flags for Common and Common-Party (since they're included in the Link phases anyway)
This commit is contained in:
946
src/game/boe.items.cpp
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946
src/game/boe.items.cpp
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@@ -0,0 +1,946 @@
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#include <cstdio>
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#include <cstring>
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#include "boe.global.hpp"
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#include "universe.hpp"
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#include "boe.graphics.hpp"
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#include "boe.text.hpp"
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#include "boe.items.hpp"
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#include "boe.specials.hpp"
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#include "boe.party.hpp"
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#include "boe.locutils.hpp"
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#include "boe.newgraph.hpp"
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#include "boe.infodlg.hpp"
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#include "sounds.hpp"
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#include "boe.monster.hpp"
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#include "boe.main.hpp"
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#include "graphtool.hpp"
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#include "mathutil.hpp"
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#include "strdlog.hpp"
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#include "3choice.hpp"
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#include "message.hpp"
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#include <array>
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#include <boost/lexical_cast.hpp>
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#include "winutil.hpp"
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#include "cursors.hpp"
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extern short stat_window,which_combat_type;
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extern eGameMode overall_mode;
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extern sf::RenderWindow mainPtr;
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extern bool boom_anim_active;
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extern rectangle d_rects[80];
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extern short d_rect_index[80];
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extern bool map_visible;
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extern sf::RenderWindow mini_map;
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extern sf::Texture pc_gworld;
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extern sf::RenderTexture map_gworld;
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extern cUniverse univ;
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extern const std::multiset<eItemType> equippable;
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extern const std::multiset<eItemType> num_hands_to_use;
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extern std::map<const eItemType, const short> excluding_types;
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short selected;
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bool GTP(short item_num) {
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cItem item = univ.scenario.get_stored_item(item_num);
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return univ.party.give_item(item,true);
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}
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bool silent_GTP(short item_num) {
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cItem item = univ.scenario.get_stored_item(item_num);
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return univ.party.give_item(item,false);
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}
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void give_gold(short amount,bool print_result) {
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if(amount < 0) return;
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univ.party.gold += amount;
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if(print_result)
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put_pc_screen();
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}
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bool take_gold(short amount,bool print_result) {
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if(univ.party.gold < amount)
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return false;
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univ.party.gold -= amount;
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if(print_result)
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put_pc_screen();
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return true;
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}
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void give_food(short amount,bool print_result) {
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if(amount < 0) return;
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univ.party.food = univ.party.food + amount;
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if(print_result)
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put_pc_screen();
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}
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short take_food(short amount,bool print_result) {
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short diff;
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diff = amount - univ.party.food;
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if(diff > 0) {
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univ.party.food = 0;
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if(print_result)
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put_pc_screen();
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return diff;
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}
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univ.party.food = univ.party.food - amount;
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if(print_result)
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put_pc_screen();
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return 0;
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}
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void equip_item(short pc_num,short item_num) {
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if(overall_mode == MODE_COMBAT && univ.party[pc_num].items[item_num].variety == eItemType::FOOD)
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add_string_to_buf("Equip: Not in combat");
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else {
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if(univ.party[pc_num].equip[item_num])
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univ.party[pc_num].unequip_item(item_num, true);
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else if(is_combat() && univ.party[pc_num].items[item_num].variety == eItemType::ARMOR)
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add_string_to_buf("Equip: Not armor in combat");
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else univ.party[pc_num].equip_item(item_num, true);
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}
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if(stat_window == pc_num)
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put_item_screen(stat_window);
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}
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void drop_item(short pc_num,short item_num,location where_drop) {
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short s1, s2, s3 = 0;
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int spec = -1;
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std::string choice;
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short how_many = 1;
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cItem item_store;
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bool take_given_item = true;
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location loc;
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item_store = univ.party[pc_num].items[item_num];
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if(item_store.ability == eItemAbil::DROP_CALL_SPECIAL)
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spec = item_store.abil_data[0];
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if(univ.party[pc_num].equip[item_num] && univ.party[pc_num].items[item_num].cursed)
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add_string_to_buf("Drop: Item is cursed.");
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else switch(overall_mode) {
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case MODE_OUTDOORS:
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choice = cChoiceDlog("drop-item-confirm",{"okay","cancel"}).show();
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if(choice == "cancel")
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return;
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add_string_to_buf("Drop: OK");
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if((item_store.type_flag > 0) && (item_store.charges > 1)) {
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how_many = get_num_of_items(item_store.charges);
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if(how_many == item_store.charges)
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univ.party[pc_num].take_item(item_num);
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else univ.party[pc_num].items[item_num].charges -= how_many;
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}
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else univ.party[pc_num].take_item(item_num);
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break;
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case MODE_DROP_TOWN: case MODE_DROP_COMBAT:
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loc = where_drop;
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if((item_store.type_flag > 0) && (item_store.charges > 1)) {
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how_many = get_num_of_items(item_store.charges);
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if(how_many <= 0)
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return;
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if(how_many < item_store.charges)
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take_given_item = false;
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item_store.charges = how_many;
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}
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if(place_item(item_store,loc,true)) {
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add_string_to_buf("Drop: Item put away");
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spec = -1; // Don't call drop specials if it was put away
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} else add_string_to_buf("Drop: OK");
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univ.party[pc_num].items[item_num].charges -= how_many;
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if(take_given_item)
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univ.party[pc_num].take_item(item_num);
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break;
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default: //should never be reached
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break;
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}
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if(spec >= 0)
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while(how_many--)
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run_special(eSpecCtx::DROP_ITEM, 0, spec, where_drop, &s1, &s2, &s3);
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if(s3 > 0)
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draw_terrain(0);
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}
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bool place_item(cItem item,location where,bool contained) {
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if(contained && !is_container(where))
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contained = false;
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bool is_pushable_ctr = contained && (univ.town.is_barrel(where.x,where.y) || univ.town.is_crate(where.x,where.y));
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for(short i = 0; i < univ.town.items.size(); i++)
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if(univ.town.items[i].variety == eItemType::NO_ITEM) {
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univ.town.items[i] = item;
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univ.town.items[i].item_loc = where;
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univ.town.items[i].contained = contained;
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univ.town.items[i].held = is_pushable_ctr;
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reset_item_max();
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return univ.town.items[i].contained;
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}
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univ.town.items.push_back(item);
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univ.town.items.back().item_loc = where;
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univ.town.items.back().contained = contained;
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univ.town.items.back().held = is_pushable_ctr;
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reset_item_max();
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return univ.town.items.back().contained;
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}
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void give_thing(short pc_num, short item_num) {
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short who_to,how_many = 0;
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cItem item_store;
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bool take_given_item = true;
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if(univ.party[pc_num].equip[item_num] && univ.party[pc_num].items[item_num].cursed)
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add_string_to_buf("Give: Item is cursed.");
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else {
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item_store = univ.party[pc_num].items[item_num];
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who_to = char_select_pc(3,"Give item to who?");
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if((overall_mode == MODE_COMBAT) && !adjacent(univ.party[pc_num].combat_pos,univ.party[who_to].combat_pos)) {
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add_string_to_buf("Give: Must be adjacent.");
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who_to = 6;
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}
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if((who_to < 6) && (who_to != pc_num)
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&& ((overall_mode != MODE_COMBAT) || (adjacent(univ.party[pc_num].combat_pos,univ.party[who_to].combat_pos)))) {
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if((item_store.type_flag > 0) && (item_store.charges > 1)) {
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how_many = get_num_of_items(item_store.charges);
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if(how_many == 0)
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return;
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if(how_many < item_store.charges)
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take_given_item = false;
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univ.party[pc_num].items[item_num].charges -= how_many;
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item_store.charges = how_many;
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}
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if(univ.party[who_to].give_item(item_store,0)) {
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if(take_given_item)
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univ.party[pc_num].take_item(item_num);
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}
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else {
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if(!univ.party[who_to].has_space())
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ASB("Can't give: PC has max. # of items.");
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else ASB("Can't give: PC carrying too much.");
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if(how_many > 0)
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univ.party[pc_num].items[item_num].charges += how_many;
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}
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}
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}
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}
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// Procedure only ready for town and outdoor
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short dist_from_party(location where) {
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short store = 1000;
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if((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING)) {
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for(short i = 0; i < 6; i++)
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if(univ.party[i].main_status == eMainStatus::ALIVE)
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store = min(store,dist(univ.party[i].combat_pos,where));
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}
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else store = dist(univ.party.town_loc,where);
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return store;
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}
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// This marks the item as taken so that it won't show up again when the party returns to this town
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void set_item_flag(cItem* item) {
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if((item->is_special > 0) && (item->is_special < 65)) {
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item->is_special--;
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univ.town->item_taken.set(item->is_special);
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item->is_special = 0;
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}
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}
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//short pc_num; // if 6, any
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short get_item(location place,short pc_num,bool check_container) {
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short taken = 0;
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bool item_near = false;
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short mass_get = 1;
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for(short i = 0; i < univ.town.monst.size(); i++)
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if(univ.town.monst[i].active > 0 && !univ.town.monst[i].is_friendly()
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&& (can_see_light(place,univ.town.monst[i].cur_loc,sight_obscurity) < 5))
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mass_get = 0;
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for(short i = 0; i < univ.town.items.size(); i++)
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if(univ.town.items[i].variety != eItemType::NO_ITEM)
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if(((adjacent(place,univ.town.items[i].item_loc)) ||
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(mass_get == 1 && !check_container &&
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((dist(place,univ.town.items[i].item_loc) <= 4) || ((is_combat()) && (which_combat_type == 0)))
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&& (can_see_light(place,univ.town.items[i].item_loc,sight_obscurity) < 5)))
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&& ((!univ.town.items[i].contained) || (check_container))) {
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taken = 1;
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if(univ.town.items[i].value < 2)
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univ.town.items[i].ident = true;
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item_near = true;
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}
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if(item_near)
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if(display_item(place,pc_num,mass_get,check_container)) { // if true, there was a theft
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for(short i = 0; i < univ.town.monst.size(); i++)
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if(univ.town.monst[i].active > 0 && univ.town.monst[i].is_friendly()
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&& (can_see_light(place,univ.town.monst[i].cur_loc,sight_obscurity) < 5)) {
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make_town_hostile();
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add_string_to_buf("Your crime was seen!");
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break;
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}
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}
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if(pc_num != 10) {
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if(taken == 0)
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add_string_to_buf("Get: nothing here");
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else add_string_to_buf("Get: OK");
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}
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reset_item_max();
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return taken;
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}
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void make_town_hostile() {
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set_town_attitude(0, -1, eAttitude::HOSTILE_A);
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return;
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}
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// Set Attitude node adapted from *i, meant to replace make_town_hostile node
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void set_town_attitude(short lo,short hi,eAttitude att) {
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short num;
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short a[3] = {}; // Dummy values to pass to run_special.
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if(which_combat_type == 0)
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return;
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give_help(53,0);
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univ.town.monst.hostile = true;
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long long num_monst = univ.town.monst.size();
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// Nice smart indexing, like Python :D
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if(lo <= -num_monst)
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lo = 0;
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if(lo < 0)
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lo = num_monst + lo;
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if(hi <= -num_monst)
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hi = 0;
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if(hi < 0)
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hi = num_monst + hi;
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if(hi < lo)
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std::swap(lo, hi);
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for(short i = lo; i <= hi; i++) {
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if(univ.town.monst[i].active > 0 && univ.town.monst[i].summon_time == 0){
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univ.town.monst[i].attitude = att;
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num = univ.town.monst[i].number;
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// If made hostile, make mobile
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if(!univ.town.monst[i].is_friendly()) {
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univ.town.monst.hostile = true;
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univ.town.monst[i].mobility = 1;
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// If a "guard", give a power boost
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if(univ.scenario.scen_monsters[num].guard) {
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univ.town.monst[i].active = 2;
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univ.town.monst[i].health *= 3;
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univ.town.monst[i].status[eStatus::HASTE_SLOW] = 8;
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univ.town.monst[i].status[eStatus::BLESS_CURSE] = 8;
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}
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}
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}
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}
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// In some towns, doin' this'll getcha' killed.
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// (Or something else! Killing the party would be the responsibility of whatever special node is called.)
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if(univ.town.monst.hostile && univ.town->spec_on_hostile >= 0)
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run_special(eSpecCtx::TOWN_HOSTILE, 2, univ.town->spec_on_hostile, univ.party.town_loc, &a[0], &a[1], &a[2]);
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}
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// TODO: Set town status to "dead"? Could reuse above with magic att (eg -1), or write new function.
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static void put_item_graphics(cDialog& me, size_t& first_item_shown, short& current_getting_pc, const std::vector<cItem*>& item_array) {
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cItem item;
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char key_stash[2] = "a";
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// First make sure all arrays for who can get stuff are in order.
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if(current_getting_pc < 6 && (univ.party[current_getting_pc].main_status != eMainStatus::ALIVE
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|| !univ.party[current_getting_pc].has_space())) {
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current_getting_pc = 6;
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}
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for(short i = 0; i < 6; i++) {
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std::ostringstream sout;
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sout << "pc" << i + 1;
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std::string id = sout.str();
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if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].has_space()
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&& ((!is_combat()) || (univ.cur_pc == i))) {
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if(current_getting_pc == 6)
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current_getting_pc = i;
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me[id].show();
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} else {
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me[id].hide();
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sout << "-g";
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me[sout.str()].hide();
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}
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if(current_getting_pc == i)
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me.addLabelFor(id, "* ", LABEL_LEFT, 7, true);
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else me.addLabelFor(id," ", LABEL_LEFT, 7, true);
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}
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// darken arrows, as appropriate
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if(first_item_shown == 0)
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me["up"].hide();
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else me["up"].show();
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if(first_item_shown > item_array.size() - 7 ||
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item_array.size() <= 8)
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me["down"].hide();
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else me["down"].show();
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for(short i = 0; i < 8; i++) {
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std::ostringstream sout;
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sout << "item" << i + 1;
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std::string pict = sout.str() + "-g", name = sout.str() + "-name";
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std::string detail = sout.str() + "-detail", weight = sout.str() + "-weight";
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std::string key = sout.str() + "-key";
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key_stash[0] = 'a' + i;
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// TODO: Rework this so that no exceptions are required
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if(i + first_item_shown < item_array.size() && item_array[i + first_item_shown]->variety != eItemType::NO_ITEM) {
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// display an item in window
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me[pict].show();
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item = *item_array[i + first_item_shown];
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me[name].setText(item.ident ? item.full_name : item.name);
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// TODO: Party sheet items
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cPict& pic = dynamic_cast<cPict&>(me[pict]);
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if(item.graphic_num >= 1000)
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pic.setPict(item.graphic_num - 1000, PIC_CUSTOM_ITEM);
|
||||
else pic.setPict(item.graphic_num, PIC_ITEM);
|
||||
me[detail].setText(get_item_interesting_string(item));
|
||||
me[weight].setText("Weight: " + std::to_string(item.item_weight()));
|
||||
me[key].setText(key_stash);
|
||||
} else { // erase the spot
|
||||
me[pict].hide();
|
||||
me[name].setText("");
|
||||
me[detail].setText("");
|
||||
me[weight].setText("");
|
||||
me[key].setText("");
|
||||
}
|
||||
}
|
||||
|
||||
if(current_getting_pc < 6) {
|
||||
std::ostringstream sout;
|
||||
sout << univ.party[current_getting_pc].name << " is carrying ";
|
||||
sout << univ.party[current_getting_pc].cur_weight() << " out of " << univ.party[current_getting_pc].max_weight() << '.';
|
||||
me["prompt"].setText(sout.str());
|
||||
}
|
||||
|
||||
for(short i = 0; i < 6; i++)
|
||||
if(univ.party[i].main_status == eMainStatus::ALIVE) {
|
||||
std::ostringstream sout;
|
||||
sout << "pc" << i + 1 << "-g";
|
||||
pic_num_t pic = univ.party[i].which_graphic;
|
||||
if(pic >= 100 && pic < 1000)
|
||||
dynamic_cast<cPict&>(me[sout.str()]).setPict(pic - 100,PIC_MONST);
|
||||
else dynamic_cast<cPict&>(me[sout.str()]).setPict(pic,PIC_PC);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static bool display_item_event_filter(cDialog& me, std::string id, size_t& first_item_shown, short& current_getting_pc, std::vector<cItem*>& item_array, bool allow_overload) {
|
||||
cItem item;
|
||||
|
||||
if(id == "done") {
|
||||
me.toast(true);
|
||||
} else if(id == "up") {
|
||||
if(first_item_shown > 0) {
|
||||
first_item_shown -= 8;
|
||||
put_item_graphics(me, first_item_shown, current_getting_pc, item_array);
|
||||
}
|
||||
} else if(id == "down") {
|
||||
if(first_item_shown + 8 < item_array.size()) {
|
||||
first_item_shown += 8;
|
||||
put_item_graphics(me, first_item_shown, current_getting_pc, item_array);
|
||||
}
|
||||
} else if(id.substr(0,2) == "pc") {
|
||||
current_getting_pc = id[2] - '1';
|
||||
put_item_graphics(me, first_item_shown, current_getting_pc, item_array);
|
||||
} else {
|
||||
if(current_getting_pc == 6) return true;
|
||||
size_t item_hit;
|
||||
item_hit = id[4] - '1';
|
||||
item_hit += first_item_shown;
|
||||
if(item_hit >= item_array.size()) return true;
|
||||
item = *item_array[item_hit];
|
||||
if(item.property) {
|
||||
if(!me.getResult<bool>()) {
|
||||
std::string choice = cChoiceDlog("steal-item",{"steal","leave"}).show();
|
||||
if(choice == "leave") return true;
|
||||
me.setResult(true);
|
||||
}
|
||||
item.property = false;
|
||||
}
|
||||
|
||||
if(item.variety == eItemType::GOLD) {
|
||||
if(item.item_level > 3000)
|
||||
item.item_level = 3000;
|
||||
set_item_flag(&item);
|
||||
give_gold(item.item_level,false);
|
||||
play_sound(39); // formerly force_play_sound
|
||||
} else if(item.variety == eItemType::FOOD) {
|
||||
give_food(item.item_level,false);
|
||||
set_item_flag(&item);
|
||||
play_sound(62); // formerly force_play_sound
|
||||
} else if(item.variety == eItemType::SPECIAL) {
|
||||
univ.party.spec_items.insert(item.item_level);
|
||||
set_item_flag(&item);
|
||||
} else if(item.variety == eItemType::QUEST) {
|
||||
univ.party.quest_status[item.item_level] = eQuestStatus::STARTED;
|
||||
univ.party.quest_start[item.item_level] = univ.party.calc_day();
|
||||
univ.party.quest_source[item.item_level] = -1;
|
||||
set_item_flag(&item);
|
||||
} else {
|
||||
if(!allow_overload && item.item_weight() > univ.party[current_getting_pc].free_weight()) {
|
||||
beep(); // TODO: This is a game event, so it should have a game sound, not a system alert.
|
||||
me["prompt"].setText("It's too heavy to carry.");
|
||||
give_help(38,0,me);
|
||||
return true;
|
||||
}
|
||||
|
||||
set_item_flag(&item);
|
||||
play_sound(0); // formerly force_play_sound
|
||||
int flags = GIVE_DO_PRINT;
|
||||
if(allow_overload)
|
||||
flags |= GIVE_ALLOW_OVERLOAD;
|
||||
univ.party[current_getting_pc].give_item(item, flags);
|
||||
}
|
||||
*item_array[item_hit] = cItem();
|
||||
item_array.erase(item_array.begin() + item_hit);
|
||||
put_item_graphics(me, first_item_shown, current_getting_pc, item_array);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Returns true if a theft committed
|
||||
//pc_num; // < 6 - this pc only 6 - any pc
|
||||
//short mode; // 0 - adjacent 1 - all in sight
|
||||
bool display_item(location from_loc,short /*pc_num*/,short mode, bool check_container) {
|
||||
// short item_array[130];
|
||||
std::vector<cItem*> item_array;
|
||||
|
||||
set_cursor(sword_curs);
|
||||
|
||||
short current_getting_pc = univ.cur_pc;
|
||||
|
||||
for(short i = 0; i < univ.town.items.size(); i++)
|
||||
if(univ.town.items[i].variety != eItemType::NO_ITEM) {
|
||||
if(((adjacent(from_loc,univ.town.items[i].item_loc)) ||
|
||||
(mode == 1 && !check_container &&
|
||||
((dist(from_loc,univ.town.items[i].item_loc) <= 4) || ((is_combat()) && (which_combat_type == 0)))
|
||||
&& (can_see_light(from_loc,univ.town.items[i].item_loc,sight_obscurity) < 5))) &&
|
||||
(univ.town.items[i].contained == check_container) &&
|
||||
((!check_container) || (univ.town.items[i].item_loc == from_loc))) {
|
||||
item_array.push_back(&univ.town.items[i]);
|
||||
}
|
||||
}
|
||||
|
||||
bool stole_something = false;
|
||||
if(check_container)
|
||||
stole_something = show_get_items("Looking in container:", item_array, current_getting_pc);
|
||||
else if(mode == 0)
|
||||
stole_something = show_get_items("Getting all adjacent items:", item_array, current_getting_pc);
|
||||
else stole_something = show_get_items("Getting all nearby items:", item_array, current_getting_pc);
|
||||
|
||||
put_item_screen(stat_window);
|
||||
put_pc_screen();
|
||||
|
||||
return stole_something;
|
||||
}
|
||||
|
||||
bool show_get_items(std::string titleText, std::vector<cItem*>& itemRefs, short pc_getting, bool overload) {
|
||||
using namespace std::placeholders;
|
||||
size_t first_item = 0;
|
||||
|
||||
cDialog itemDialog("get-items");
|
||||
auto handler = std::bind(display_item_event_filter, _1, _2, std::ref(first_item), std::ref(pc_getting), std::ref(itemRefs), overload);
|
||||
itemDialog.attachClickHandlers(handler, {"done", "up", "down"});
|
||||
itemDialog.attachClickHandlers(handler, {"pc1", "pc2", "pc3", "pc4", "pc5", "pc6"});
|
||||
itemDialog.setResult(false);
|
||||
cTextMsg& title = dynamic_cast<cTextMsg&>(itemDialog["title"]);
|
||||
|
||||
title.setText(titleText);
|
||||
|
||||
for(int i = 1; i <= 8; i++) {
|
||||
std::ostringstream sout;
|
||||
sout << "item" << i << "-key";
|
||||
itemDialog[sout.str()].attachKey({false, static_cast<unsigned char>('`' + i), mod_none});
|
||||
itemDialog[sout.str()].attachClickHandler(handler);
|
||||
}
|
||||
put_item_graphics(itemDialog, first_item, pc_getting, itemRefs);
|
||||
|
||||
void (*give_help)(short,short,cDialog&) = ::give_help;
|
||||
|
||||
itemDialog.setResult(false); // The result is set to true if the player steals something
|
||||
itemDialog.run(std::bind(give_help, 36, 37, _1));
|
||||
|
||||
return itemDialog.getResult<bool>();
|
||||
|
||||
|
||||
}
|
||||
|
||||
short custom_choice_dialog(std::array<std::string, 6>& strs,short pic_num,ePicType pic_type,std::array<short, 3>& buttons) {
|
||||
set_cursor(sword_curs);
|
||||
|
||||
std::vector<std::string> vec(strs.begin(), strs.end());
|
||||
// Strip off trailing empty strings
|
||||
while(vec.back().empty())
|
||||
vec.pop_back();
|
||||
cThreeChoice customDialog(vec, buttons, pic_num, pic_type);
|
||||
std::string item_hit = customDialog.show();
|
||||
|
||||
for(int i = 0; i < 3; i++) {
|
||||
auto& btn = basic_buttons[buttons[i]];
|
||||
if(item_hit == btn.label)
|
||||
return i + 1;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
void custom_pic_dialog(std::string title, pic_num_t bigpic) {
|
||||
cDialog pic_dlg("show-map");
|
||||
cControl& okay = pic_dlg["okay"];
|
||||
cControl& text = pic_dlg["title"];
|
||||
okay.attachClickHandler(std::bind(&cDialog::toast, &pic_dlg, false));
|
||||
text.setText(title);
|
||||
cPict& map = dynamic_cast<cPict&>(pic_dlg["map"]);
|
||||
// We don't provide a way to use non-custom full sheets - why would you want to show standard help graphics?
|
||||
map.setPict(bigpic, PIC_CUSTOM_FULL);
|
||||
// Now we need to adjust the size to ensure that everything fits correctly.
|
||||
map.recalcRect();
|
||||
rectangle mapBounds = map.getBounds();
|
||||
rectangle btnBounds = okay.getBounds();
|
||||
rectangle txtBounds = text.getBounds();
|
||||
btnBounds.offset(-btnBounds.left, -btnBounds.top);
|
||||
btnBounds.offset(mapBounds.right - btnBounds.width(), mapBounds.bottom + 10);
|
||||
okay.setBounds(btnBounds);
|
||||
txtBounds.right = mapBounds.right;
|
||||
text.setBounds(txtBounds);
|
||||
pic_dlg.recalcRect();
|
||||
pic_dlg.run();
|
||||
}
|
||||
|
||||
void story_dialog(std::string title, str_num_t first, str_num_t last, int which_str_type, pic_num_t pic, ePicType pt) {
|
||||
cDialog story_dlg("many-str");
|
||||
dynamic_cast<cPict&>(story_dlg["pict"]).setPict(pic, pt);
|
||||
str_num_t cur = first;
|
||||
story_dlg.attachClickHandlers([&cur,first,last,which_str_type](cDialog& me, std::string clicked, eKeyMod) -> bool {
|
||||
if(clicked == "left") {
|
||||
if(cur > first) cur--;
|
||||
} else if(clicked == "done" || cur == last) {
|
||||
me.toast(false);
|
||||
return true;
|
||||
} else if(clicked == "right") {
|
||||
cur++;
|
||||
}
|
||||
if(which_str_type == 0)
|
||||
me["str"].setText(univ.scenario.spec_strs[cur]);
|
||||
else if(which_str_type == 1)
|
||||
me["str"].setText(univ.out->spec_strs[cur]);
|
||||
else if(which_str_type == 2)
|
||||
me["str"].setText(univ.town->spec_strs[cur]);
|
||||
return true;
|
||||
}, {"left", "right", "done"});
|
||||
story_dlg["left"].triggerClickHandler(story_dlg, "left", eKeyMod());
|
||||
story_dlg["title"].setText(title);
|
||||
story_dlg.run();
|
||||
}
|
||||
|
||||
static bool get_num_of_items_event_filter(cDialog& me, std::string, eKeyMod) {
|
||||
if(me.toast(true))
|
||||
me.setResult<int>(me["number"].getTextAsNum());
|
||||
return true;
|
||||
}
|
||||
|
||||
//town_num; // Will be 0 - 200 for town, 200 - 290 for outdoors
|
||||
//short sign_type; // terrain type
|
||||
short get_num_of_items(short max_num) {
|
||||
set_cursor(sword_curs);
|
||||
|
||||
cDialog numPanel("get-num");
|
||||
numPanel.attachClickHandlers(get_num_of_items_event_filter, {"okay"});
|
||||
|
||||
numPanel["prompt"].setText("How many? (0-" + std::to_string(max_num) + ") ");
|
||||
numPanel["number"].setTextToNum(max_num);
|
||||
numPanel.run();
|
||||
|
||||
return minmax(0,max_num,numPanel.getResult<int>());
|
||||
}
|
||||
|
||||
void init_mini_map() {
|
||||
mini_map.create(sf::VideoMode(296,277), "Map", sf::Style::Titlebar | sf::Style::Close);
|
||||
mini_map.setPosition(sf::Vector2i(52,62));
|
||||
mini_map.setVisible(false);
|
||||
setWindowFloating(mini_map, true);
|
||||
makeFrontWindow(mainPtr);
|
||||
|
||||
// Create and initialize map gworld
|
||||
if(!map_gworld.create(384, 384)) {
|
||||
play_sound(2);
|
||||
throw std::string("Failed to initialized automap!");
|
||||
} else {
|
||||
map_gworld.clear(sf::Color::White);
|
||||
}
|
||||
}
|
||||
|
||||
void place_glands(location where,mon_num_t m_type) {
|
||||
cItem store_i;
|
||||
cMonster monst;
|
||||
|
||||
if(m_type >= 10000)
|
||||
monst = univ.party.summons[m_type - 10000];
|
||||
else monst = univ.scenario.scen_monsters[m_type];
|
||||
|
||||
if((monst.corpse_item >= 0) && (monst.corpse_item < 400) && (get_ran(1,1,100) < monst.corpse_item_chance)) {
|
||||
store_i = univ.scenario.get_stored_item(monst.corpse_item);
|
||||
place_item(store_i,where);
|
||||
}
|
||||
}
|
||||
|
||||
void reset_item_max() {
|
||||
while(!univ.town.items.empty() && univ.town.items.back().variety == eItemType::NO_ITEM)
|
||||
univ.town.items.pop_back();
|
||||
}
|
||||
|
||||
short item_val(cItem item) {
|
||||
if(item.charges == 0)
|
||||
return item.value;
|
||||
return item.charges * item.value;
|
||||
}
|
||||
|
||||
//// rewrite
|
||||
//short mode; // 0 - normal, 1 - force
|
||||
void place_treasure(location where,short level,short loot,short mode) {
|
||||
|
||||
cItem new_item;
|
||||
short amt,r1;
|
||||
// Make these static const because they are never changed.
|
||||
// Saves them being initialized every time the function is called.
|
||||
static const short treas_chart[5][6] = {
|
||||
{0,-1,-1,-1,-1,-1},
|
||||
{1,-1,-1,-1,-1,-1},
|
||||
{2,1,1,-1,-1,-1},
|
||||
{3,2,1,1,-1,-1},
|
||||
{4,3,2,2,1,1}
|
||||
};
|
||||
static const short treas_odds[5][6] = {
|
||||
{10,0,0,0,0,0},
|
||||
{50,0,0,0,0,0},
|
||||
{60,50,40,0,0,0},
|
||||
{100,90,80,70,0,0},
|
||||
{100,80,80,75,75,75}
|
||||
};
|
||||
static const short id_odds[21] = {
|
||||
0,10,15,20,25,30,35,
|
||||
39,43,47,51,55,59,63,
|
||||
67,71,73,75,77,79,81
|
||||
};
|
||||
static const short max_mult[5][10] = {
|
||||
{0,0,0,0,0,0,0,0,0,1},
|
||||
{0,0,1,1,1,1,2,3,5,20},
|
||||
{0,0,1,1,2,2,4,6,10,25},
|
||||
{5,10,10,10,15,20,40,80,100,100},
|
||||
{25,25,50,50,50,100,100,100,100,100}
|
||||
};
|
||||
static const short min_chart[5][10] = {
|
||||
{0,0,0,0,0,0,0,0,0,1},
|
||||
{0,0,0,0,0,0,0,0,5,20},
|
||||
{0,0,0,0,1,1,5,10,15,40},
|
||||
{10,10,15,20,20,30,40,50,75,100},
|
||||
{50,100,100,100,100,200,200,200,200,200}
|
||||
};
|
||||
short max,min;
|
||||
|
||||
if(loot == 1)
|
||||
amt = get_ran(2,1,7) + 1;
|
||||
else amt = loot * (get_ran(1,0,10 + (loot * 6) + (level * 2)) + 5);
|
||||
|
||||
if(univ.party.get_level() <= 12)
|
||||
amt += 1;
|
||||
if(univ.party.get_level() <= 60 && amt > 2)
|
||||
amt += 2;
|
||||
|
||||
if(amt > 3) {
|
||||
new_item = univ.scenario.get_stored_item(0);
|
||||
new_item.item_level = amt;
|
||||
r1 = get_ran(1,1,9);
|
||||
if(((loot > 1) && (r1 < 7)) || ((loot == 1) && (r1 < 5)) || (mode == 1)
|
||||
|| ((r1 < 6) && (univ.party.get_level() < 30)) || (loot > 2) )
|
||||
place_item(new_item,where);
|
||||
}
|
||||
for(short j = 0; j < 5; j++) {
|
||||
r1 = get_ran(1,1,100);
|
||||
if((treas_chart[loot][j] >= 0) && (r1 <= treas_odds[loot][j] + check_party_stat(eSkill::LUCK, 0))) {
|
||||
r1 = get_ran(1,0,9);
|
||||
min = min_chart[treas_chart[loot][j]][r1];
|
||||
r1 = get_ran(1,0,9);
|
||||
max = (min + level + (2 * (loot - 1)) + (check_party_stat(eSkill::LUCK, 0) / 3)) * max_mult[treas_chart[loot][j]][r1];
|
||||
if(get_ran(1,0,1000) == 500) {
|
||||
max = 10000;
|
||||
min = 100;
|
||||
}
|
||||
|
||||
// reality check
|
||||
if((loot == 1) && (max > 100) && (get_ran(1,0,8) < 7))
|
||||
max = 100;
|
||||
if((loot == 2) && (max > 200) && (get_ran(1,0,8) < 6))
|
||||
max = 200;
|
||||
|
||||
|
||||
new_item = univ.scenario.return_treasure(treas_chart[loot][j]);
|
||||
if((item_val(new_item) < min) || (item_val(new_item) > max)) {
|
||||
new_item = univ.scenario.return_treasure(treas_chart[loot][j]);
|
||||
if((item_val(new_item) < min) || (item_val(new_item) > max)) {
|
||||
new_item = univ.scenario.return_treasure(treas_chart[loot][j]);
|
||||
if(item_val(new_item) > max)
|
||||
new_item.variety = eItemType::NO_ITEM;
|
||||
}
|
||||
}
|
||||
|
||||
// not many magic items
|
||||
if(mode == 0) {
|
||||
if(new_item.magic && (level < 2) && (get_ran(1,0,5) < 3))
|
||||
new_item.variety = eItemType::NO_ITEM;
|
||||
if(new_item.magic && (level == 2) && (get_ran(1,0,5) < 2))
|
||||
new_item.variety = eItemType::NO_ITEM;
|
||||
if(new_item.cursed && (get_ran(1,0,5) < 3))
|
||||
new_item.variety = eItemType::NO_ITEM;
|
||||
}
|
||||
|
||||
// if forced, keep dipping until a treasure comes up
|
||||
if((mode == 1) && (max >= 20)) {
|
||||
do new_item = univ.scenario.return_treasure(treas_chart[loot][j]);
|
||||
while(new_item.variety == eItemType::NO_ITEM || item_val(new_item) > max);
|
||||
}
|
||||
|
||||
// Not many cursed items
|
||||
if(new_item.cursed && (get_ran(1,0,2) == 1))
|
||||
new_item.variety = eItemType::NO_ITEM;
|
||||
|
||||
if(new_item.variety != eItemType::NO_ITEM) {
|
||||
for(short i = 0; i < 6; i++)
|
||||
if((univ.party[i].main_status == eMainStatus::ALIVE)
|
||||
&& get_ran(1,1,100) < id_odds[univ.party[i].skill(eSkill::ITEM_LORE)])
|
||||
new_item.ident = true;
|
||||
place_item(new_item,where);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static bool get_text_response_event_filter(cDialog& me, std::string, eKeyMod) {
|
||||
me.toast(true);
|
||||
me.setResult(me["response"].getText());
|
||||
return true;
|
||||
}
|
||||
|
||||
std::string get_text_response(std::string prompt, pic_num_t pic) {
|
||||
set_cursor(sword_curs);
|
||||
|
||||
cDialog strPanel("get-response");
|
||||
strPanel.attachClickHandlers(get_text_response_event_filter, {"okay"});
|
||||
if(!prompt.empty()) {
|
||||
dynamic_cast<cPict&>(strPanel["pic"]).setPict(pic);
|
||||
strPanel["prompt"].setText(prompt);
|
||||
}
|
||||
|
||||
strPanel.run();
|
||||
// Note: Originally it only changed the first 15 characters.
|
||||
std::string result = strPanel.getResult<std::string>();
|
||||
std::transform(result.begin(), result.end(), result.begin(), tolower);
|
||||
return result;
|
||||
}
|
||||
|
||||
short get_num_response(short min, short max, std::string prompt) {
|
||||
std::ostringstream sout;
|
||||
sout << prompt;
|
||||
|
||||
set_cursor(sword_curs);
|
||||
|
||||
cDialog numPanel("get-num");
|
||||
numPanel.attachClickHandlers(get_num_of_items_event_filter, {"okay"});
|
||||
|
||||
sout << " (" << min << '-' << max << ')';
|
||||
numPanel["prompt"].setText(sout.str());
|
||||
numPanel["number"].setTextToNum(0);
|
||||
if(min < max)
|
||||
numPanel["number"].attachFocusHandler([min,max](cDialog& me,std::string,bool losing) -> bool {
|
||||
if(!losing) return true;
|
||||
int val = me["number"].getTextAsNum();
|
||||
if(val < min || val > max) {
|
||||
showError("Number out of range!");
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
});
|
||||
numPanel.run();
|
||||
|
||||
return numPanel.getResult<int>();
|
||||
}
|
||||
|
||||
static bool select_pc_event_filter (cDialog& me, std::string item_hit, eKeyMod) {
|
||||
me.toast(true);
|
||||
if(item_hit != "cancel") {
|
||||
short which_pc = item_hit[item_hit.length() - 1] - '1';
|
||||
me.setResult<short>(which_pc);
|
||||
} else me.setResult<short>(6);
|
||||
return true;
|
||||
}
|
||||
|
||||
// mode determines which PCs can be picked
|
||||
// 0 - only living pcs, 1 - any pc, 2 - only dead pcs, 3 - only living pcs with inventory space
|
||||
short char_select_pc(short mode,const char *title) {
|
||||
short item_hit;
|
||||
|
||||
set_cursor(sword_curs);
|
||||
|
||||
cDialog selectPc("select-pc");
|
||||
selectPc.attachClickHandlers(select_pc_event_filter, {"cancel", "pick1", "pick2", "pick3", "pick4", "pick5", "pick6"});
|
||||
|
||||
selectPc["title"].setText(title);
|
||||
|
||||
for(short i = 0; i < 6; i++) {
|
||||
std::string n = boost::lexical_cast<std::string>(i + 1);
|
||||
bool can_pick = true;
|
||||
if(univ.party[i].main_status == eMainStatus::ABSENT || univ.party[i].main_status == eMainStatus::FLED)
|
||||
can_pick = false;
|
||||
else switch(mode) {
|
||||
case 3:
|
||||
if(!univ.party[i].has_space())
|
||||
can_pick = false;
|
||||
// Fallthrough intentional
|
||||
case 0:
|
||||
if(univ.party[i].main_status != eMainStatus::ALIVE)
|
||||
can_pick = false;
|
||||
break;
|
||||
case 2:
|
||||
if(univ.party[i].main_status == eMainStatus::ALIVE)
|
||||
can_pick = false;
|
||||
break;
|
||||
}
|
||||
if(!can_pick) {
|
||||
selectPc["pick" + n].hide();
|
||||
selectPc["pc" + n].hide();
|
||||
} else {
|
||||
selectPc["pc" + n].setText(univ.party[i].name);
|
||||
}
|
||||
}
|
||||
|
||||
selectPc.run();
|
||||
item_hit = selectPc.getResult<short>();
|
||||
|
||||
return item_hit;
|
||||
}
|
||||
|
||||
short select_pc(short mode) {
|
||||
return char_select_pc(mode,"Select a character:");
|
||||
}
|
Reference in New Issue
Block a user