- Fixed some bugs in the dialog code.

- Dialogs in the scenario editor now show custom graphics.
- Scenario editor now works properly as a Universal binary.
- Started refactoring the structs into classes; so far this has only been applied to the game.
- Files now show proper icons (applications already did).
- Probably other things that I have forgotten.

Still not completely stable, but much closer.

git-svn-id: http://openexile.googlecode.com/svn/trunk@27 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-04-21 20:02:07 +00:00
parent 7573c1ed98
commit a2c2a85a8e
63 changed files with 1741 additions and 1267 deletions

View File

@@ -1,4 +1,9 @@
#include <stdio.h>
#include <string.h>
//#include "item.h"
#include "boe.global.h"
#include "boe.graphics.h"
@@ -13,8 +18,6 @@
#include "boe.itemdata.h"
#include "boe.infodlg.h"
#include "soundtool.h"
#include <stdio.h>
#include <string.h>
#include "boe.monster.h"
#include "boe.main.h"
#include "graphtool.h"
@@ -42,7 +45,7 @@ extern short town_type;
extern short dialog_answer;
extern GWorldPtr pcs_gworld;
extern ModalFilterUPP main_dialog_UPP;
extern scenario_data_type scenario;
extern cScenario scenario;
////
Boolean equippable[26] = {FALSE,TRUE,TRUE,FALSE,TRUE, TRUE,TRUE,FALSE,FALSE,FALSE,
@@ -65,7 +68,7 @@ short store_dnum;
void sort_pc_items(short pc_num)
{
item_record_type store_item;
cItemRec store_item;
////
short item_priority[26] = {20,8,8,20,9, 9,3,2,1,0, 7,20,10,10,10, 10,10,10,5,6, 4,11,12,9,9, 9};
Boolean no_swaps = FALSE,store_equip;
@@ -91,8 +94,19 @@ void sort_pc_items(short pc_num)
}
}
bool give_to_party(cItemRec item, short print_result) {
short i = 0;
while (i < 6) {
if (give_to_pc(i,item,print_result))
return true;
i++;
}
return false;
}
////
Boolean give_to_pc(short pc_num,item_record_type item,short print_result)
bool give_to_pc(short pc_num,cItemRec item,short print_result)
{
short free_space;
char announce_string[60];
@@ -109,7 +123,7 @@ Boolean give_to_pc(short pc_num,item_record_type item,short print_result)
ASB("You get some food.");
return TRUE;
}
if (item_weight(item) >
if (item.item_weight() >
amount_pc_can_carry(pc_num) - pc_carry_weight(pc_num)) {
if (print_result == TRUE) {
SysBeep(20);
@@ -129,7 +143,7 @@ Boolean give_to_pc(short pc_num,item_record_type item,short print_result)
put_item_screen(stat_window,0);
}
if (in_startup_mode == FALSE) {
if (is_ident(item) == 0)
if (item.is_ident() == 0)
sprintf((char *) announce_string," %s gets %s.",adven[pc_num].name,item.name);
else sprintf((char *) announce_string," %s gets %s.",adven[pc_num].name,item.full_name);
if (print_result == TRUE)
@@ -143,23 +157,11 @@ Boolean give_to_pc(short pc_num,item_record_type item,short print_result)
return FALSE;
}
Boolean give_to_party(item_record_type item,short print_result)
{
short i = 0;
while (i < 6) {
if (give_to_pc(i,item,print_result) == TRUE)
return TRUE;
i++;
}
return FALSE;
}
Boolean forced_give(short item_num,short abil) ////
// if abil > 0, force abil, else ignore
{
short i,j;
item_record_type item;
cItemRec item;
char announce_string[60];
if ((item_num < 0) || (item_num > 399))
@@ -172,7 +174,7 @@ Boolean forced_give(short item_num,short abil) ////
if ((adven[i].main_status == 1) && (adven[i].items[j].variety == 0)) {
adven[i].items[j] = item;
if (is_ident(item) == 0)
if (item.is_ident() == 0)
sprintf((char *) announce_string," %s gets %s.",adven[i].name,item.name);
else sprintf((char *) announce_string," %s gets %s.",adven[i].name,item.full_name);
add_string_to_buf((char *)announce_string);
@@ -185,17 +187,17 @@ Boolean forced_give(short item_num,short abil) ////
Boolean GTP(short item_num)
{
item_record_type item;
cItemRec item;
item = get_stored_item(item_num);
return give_to_party(item,TRUE);
return give_to_party(item,true);
}
Boolean silent_GTP(short item_num)
{
item_record_type item;
cItemRec item;
item = get_stored_item(item_num);
return give_to_party(item,FALSE);
return give_to_party(item,false);
}
void give_gold(short amount,Boolean print_result)////
{
@@ -308,7 +310,7 @@ short pc_carry_weight(short pc_num)
for (i = 0; i < 24; i++)
if (adven[pc_num].items[i].variety > 0) {
storage += item_weight(adven[pc_num].items[i]);
storage += adven[pc_num].items[i].item_weight();
if (adven[pc_num].items[i].ability == 44)
airy = TRUE;
if (adven[pc_num].items[i].ability == 45)
@@ -322,15 +324,6 @@ short pc_carry_weight(short pc_num)
storage = 0;
return storage;
}
short item_weight(item_record_type item)
{
if (item.variety == 0)
return 0;
if ((item.variety == 5) || (item.variety == 6) || (item.variety == 24) || (item.variety == 7)
|| ((item.variety == 21) && (item.charges > 0)))
return (short) (item.charges) * (short) (item.weight);
return (short) (item.weight);
}
void give_food(short amount,Boolean print_result)////
{
@@ -372,7 +365,7 @@ short pc_has_space(short pc_num)
// returns 1 if OK, 2 if no room, 3 if not enough cash, 4 if too heavy, 5 if too many of item
// Made specials cases for if item is gold or food
short pc_ok_to_buy(short pc_num,short cost,item_record_type item) ////
short pc_ok_to_buy(short pc_num,short cost,cItemRec item) ////
{
short i;
@@ -384,7 +377,7 @@ short pc_ok_to_buy(short pc_num,short cost,item_record_type item) ////
if (pc_has_space(pc_num) == 24)
return 2;
if (item_weight(item) >
if (item.item_weight() >
amount_pc_can_carry(pc_num) - pc_carry_weight(pc_num)) {
return 4;
}
@@ -418,7 +411,7 @@ void take_item(short pc_num,short which_item)
adven[pc_num].items[i] = adven[pc_num].items[i + 1];
adven[pc_num].equip[i] = adven[pc_num].equip[i + 1];
}
adven[pc_num].items[23] = return_dummy_item();
adven[pc_num].items[23] = cItemRec();
adven[pc_num].equip[23] = FALSE;
if ((stat_window == pc_num) && (do_print == TRUE))
@@ -444,7 +437,7 @@ void enchant_weapon(short pc_num,short item_hit,short enchant_type,short new_val
char store_name[60];
////
if ((is_magic(adven[pc_num].items[item_hit]) == TRUE) ||
if (adven[pc_num].items[item_hit].is_magic() ||
(adven[pc_num].items[item_hit].ability != 0))
return;
adven[pc_num].items[item_hit].item_properties |= 4;
@@ -513,8 +506,7 @@ if ((overall_mode == MODE_COMBAT) && (adven[pc_num].items[item_num].variety == 1
// unequip
if (adven[pc_num].equip[item_num] == TRUE) {
if ((adven[pc_num].equip[item_num] == TRUE) &&
(is_cursed(adven[pc_num].items[item_num]) == TRUE))
if (adven[pc_num].equip[item_num] && adven[pc_num].items[item_num].is_cursed())
add_string_to_buf("Equip: Item is cursed. ");
else {
adven[pc_num].equip[item_num] = FALSE;
@@ -571,14 +563,13 @@ if ((overall_mode == MODE_COMBAT) && (adven[pc_num].items[item_num].variety == 1
void drop_item(short pc_num,short item_num,location where_drop)
{
short choice,how_many = 0;
item_record_type item_store;
cItemRec item_store;
Boolean take_given_item = TRUE;
location loc;
item_store = adven[pc_num].items[item_num];
if ((adven[pc_num].equip[item_num] == TRUE) &&
(is_cursed(adven[pc_num].items[item_num]) == TRUE))
if (adven[pc_num].equip[item_num] && adven[pc_num].items[item_num].is_cursed())
add_string_to_buf("Drop: Item is cursed. ");
else switch (overall_mode) {
case 0:
@@ -607,12 +598,12 @@ void drop_item(short pc_num,short item_num,location where_drop)
}
if (is_container(loc) == TRUE)
item_store.item_properties = item_store.item_properties | 8;
if (place_item(item_store,loc,FALSE) == FALSE) {
if (!place_item(item_store,loc,FALSE)) {
add_string_to_buf("Drop: Too many items on ground");
item_store.item_properties = item_store.item_properties & 247; // not contained
}
else {
if (is_contained(item_store) == TRUE)
if (item_store.is_contained())
add_string_to_buf("Drop: Item put away");
else add_string_to_buf("Drop: OK");
adven[pc_num].items[item_num].charges -= how_many;
@@ -623,7 +614,7 @@ void drop_item(short pc_num,short item_num,location where_drop)
}
}
Boolean place_item(item_record_type item,location where,Boolean forced)
bool place_item(cItemRec item,location where,bool forced)
{
short i;
@@ -650,7 +641,6 @@ Boolean place_item(item_record_type item,location where,Boolean forced)
void destroy_an_item()
{
////
short i;
ASB("Too many items. Some item destroyed.");
for (i = 0; i < NUM_TOWN_ITEMS; i++)
@@ -669,7 +659,7 @@ void destroy_an_item()
return;
}
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (is_magic(t_i.items[i]) == FALSE) {
if (!t_i.items[i].is_magic()) {
t_i.items[i].variety = 0;
return;
}
@@ -681,11 +671,10 @@ void destroy_an_item()
void give_thing(short pc_num, short item_num)
{
short who_to,how_many = 0;
item_record_type item_store;
cItemRec item_store;
Boolean take_given_item = TRUE;
if ((adven[pc_num].equip[item_num] == TRUE) &&
(is_cursed(adven[pc_num].items[item_num]) == TRUE))
if (adven[pc_num].equip[item_num] && adven[pc_num].items[item_num].is_cursed())
add_string_to_buf("Give: Item is cursed. ");
else {
item_store = adven[pc_num].items[item_num];
@@ -727,11 +716,11 @@ void combine_things(short pc_num)
for (i = 0; i < 24; i++) {
if ((adven[pc_num].items[i].variety > 0) &&
(adven[pc_num].items[i].type_flag > 0) && (is_ident(adven[pc_num].items[i]))) {
(adven[pc_num].items[i].type_flag > 0) && (adven[pc_num].items[i].is_ident())) {
for (j = i + 1; j < 24; j++)
if ((adven[pc_num].items[j].variety > 0) &&
(adven[pc_num].items[j].type_flag == adven[pc_num].items[i].type_flag)
&& (is_ident(adven[pc_num].items[j]))) {
&& (adven[pc_num].items[j].is_ident())) {
add_string_to_buf("(items combined)");
test = (short) (adven[pc_num].items[i].charges) + (short) (adven[pc_num].items[j].charges);
if (test > 125) {
@@ -766,7 +755,7 @@ short dist_from_party(location where)
return store;
}
void set_item_flag(item_record_type *item)
void set_item_flag(cItemRec *item)
{
if ((item->is_special > 0) && (item->is_special < 65)) {
item->is_special--;
@@ -794,7 +783,7 @@ short get_item(location place,short pc_num,Boolean check_container)
((mass_get == 1) && (check_container == FALSE) &&
((dist(place,t_i.items[i].item_loc) <= 4) || ((is_combat()) && (which_combat_type == 0)))
&& (can_see(place,t_i.items[i].item_loc,0) < 5)))
&& ((is_contained(t_i.items[i]) == FALSE) || (check_container == TRUE))) {
&& ((!t_i.items[i].is_contained()) || (check_container == TRUE))) {
taken = 1;
if (t_i.items[i].value < 2)
@@ -865,7 +854,7 @@ void make_town_hostile()
void put_item_graphics()
{
short i,storage;
item_record_type item;
cItemRec item;
Str255 message;
// First make sure all arrays for who can get stuff are in order.
@@ -907,14 +896,14 @@ void put_item_graphics()
if (item_array[i + first_item_shown] != 200) { // display an item in window
item = t_i.items[item_array[i + first_item_shown]];
sprintf ((char *) message, "%s",
(is_ident(item) == TRUE) ? (char *) item.full_name : (char *) item.name);
(item.is_ident()) ? (char *) item.full_name : (char *) item.name);
csit(987,21 + i * 4,(char *) message);
if (item.graphic_num >= 150)
csp(987,20 + i * 4,/*3000 + 2000 + */item.graphic_num - 150,PICT_CUSTOM_TYPE + PICT_ITEM_TYPE);
else csp(987,20 + i * 4,/*4800 + */item.graphic_num,PICT_ITEM_TYPE);
get_item_interesting_string(item,(char *) message);
csit(987,22 + i * 4,(char *) message);
storage = item_weight(item);
storage = item.item_weight();
sprintf ((char *) message, "Weight: %d",storage);
csit(987,53 + i,(char *) message);
@@ -943,7 +932,7 @@ void put_item_graphics()
void display_item_event_filter (short item_hit)
{
item_record_type item;
cItemRec item;
short i;
switch (item_hit) {
@@ -973,7 +962,7 @@ void display_item_event_filter (short item_hit)
if (item_array[item_hit] >= NUM_TOWN_ITEMS)
break;
item = t_i.items[item_array[item_hit]];
if (is_property(item) == TRUE) {
if (item.is_property()) {
i = (dialog_answer == 0) ? fancy_choice_dialog(1011,987) : 2;
if (i == 1)
break;
@@ -997,7 +986,7 @@ void display_item_event_filter (short item_hit)
play_sound(62); // formerly force_play_sound
}
else {
if (item_weight(item) >
if (item.item_weight() >
amount_pc_can_carry(current_getting_pc) - pc_carry_weight(current_getting_pc)) {
SysBeep(20);
csit(987,52,"It's too heavy to carry.");
@@ -1009,7 +998,7 @@ void display_item_event_filter (short item_hit)
play_sound(0); // formerly force_play_sound
give_to_pc(current_getting_pc, item, 0);////
}
t_i.items[item_array[item_hit]] = return_dummy_item();
t_i.items[item_array[item_hit]] = cItemRec();
for (i = item_hit; i < 125; i++)
item_array[i] = item_array[i + 1];
total_items_gettable--;
@@ -1045,8 +1034,8 @@ short display_item(location from_loc,short pc_num,short mode, Boolean check_cont
((mode == 1) && (check_container == FALSE) &&
((dist(from_loc,t_i.items[i].item_loc) <= 4) || ((is_combat()) && (which_combat_type == 0)))
&& (can_see(from_loc,t_i.items[i].item_loc,0) < 5))) &&
(is_contained(t_i.items[i]) == check_container) &&
((check_container == FALSE) || (same_point(t_i.items[i].item_loc,from_loc) == TRUE))) {
(t_i.items[i].is_contained() == check_container) &&
((check_container == FALSE) || (t_i.items[i].item_loc == from_loc))) {
item_array[array_position] = i;
array_position++;
total_items_gettable++;
@@ -1361,8 +1350,8 @@ DialogPtr other_make_dialog(short which)
////
void place_glands(location where,unsigned char m_type)
{
item_record_type store_i;
monster_record_type monst;
cItemRec store_i;
cMonster monst;
monst = return_monster_template(m_type);
@@ -1391,7 +1380,7 @@ void reset_item_max()
item_max = i + 1;
}
short item_val(item_record_type item)
short item_val(cItemRec item)
{
if (item.charges == 0)
return item.value;
@@ -1403,30 +1392,43 @@ void place_treasure(location where,short level,short loot,short mode)
//short mode; // 0 - normal, 1 - force
{
item_record_type new_item;
cItemRec new_item;
short amt,r1,i,j;
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}};
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}};
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};
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}};
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}};
// 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)
@@ -1477,23 +1479,22 @@ void place_treasure(location where,short level,short loot,short mode)
// not many magic items
if (mode == 0) {
if ((is_magic(new_item) == TRUE) && (level < 2) && (get_ran(1,0,5) < 3))
if (new_item.is_magic() && (level < 2) && (get_ran(1,0,5) < 3))
new_item.variety = 0;
if ((is_magic(new_item) == TRUE) && (level == 2) && (get_ran(1,0,5) < 2))
if (new_item.is_magic() && (level == 2) && (get_ran(1,0,5) < 2))
new_item.variety = 0;
if ((is_cursed(new_item) == TRUE) && (get_ran(1,0,5) < 3))
if (new_item.is_cursed() && (get_ran(1,0,5) < 3))
new_item.variety = 0;
}
// if forced, keep dipping until a treasure comes uo
if ((mode == 1) && (max >= 20)) {
do
new_item = return_treasure(treas_chart[loot][j],level,mode);
while ((new_item.variety == 0) || (item_val(new_item) > max));
}
do new_item = return_treasure(treas_chart[loot][j],level,mode);
while ((new_item.variety == 0) || (item_val(new_item) > max));
}
// Not many cursed items
if ((is_cursed(new_item) == TRUE) && (get_ran(1,0,2) == 1))
if (new_item.is_cursed() && (get_ran(1,0,2) == 1))
new_item.variety = 0;
if (new_item.variety != 0) {
@@ -1505,7 +1506,6 @@ void place_treasure(location where,short level,short loot,short mode)
}
}
}
}
short luck_total()
@@ -1518,15 +1518,17 @@ short luck_total()
return i;
}
item_record_type return_treasure(short loot,short level,short mode)
cItemRec return_treasure(short loot,short level,short mode)
//short mode; // 0 - normal 1 - force
{
item_record_type treas;
short which_treas_chart[48] = {1,1,1,1,1,2,2,2,2,2,
3,3,3,3,3,2,2,2,4,4,
4,4,5,5,5,6,6,6,7,7,
7,8,8,9,9,10,11,12,12,13,
13,14, 9,10,11,9,10,11};
cItemRec treas;
static const short which_treas_chart[48] = {
1,1,1,1,1,2,2,2,2,2,
3,3,3,3,3,2,2,2,4,4,
4,4,5,5,5,6,6,6,7,7,
7,8,8,9,9,10,11,12,12,13,
13,14, 9,10,11,9,10,11
};
short r1;
treas.variety = 0;
@@ -1579,7 +1581,7 @@ void refresh_store_items()
party.magic_store_items[i][j] = return_treasure(loot_index[j],7,1);
if ((party.magic_store_items[i][j].variety == 3) ||
(party.magic_store_items[i][j].variety == 11))
party.magic_store_items[i][j] = return_dummy_item();
party.magic_store_items[i][j] = cItemRec();
party.magic_store_items[i][j].item_properties =
party.magic_store_items[i][j].item_properties | 1;
}