- Fixed up file loading (but then broke it again)

- Reworked preferences to use plist
- Cleaned out the shareware code
- More tweaks to the dialog engine
- Edited dialog #869 (the choose prefab scenario dialog) to use new invisible button (type 6) and to remove the "Must be registered" lines.
- Tweaked window size so that the startup screen fits within it.
- More major refactoring work.
- A few additions/alterations to boe.consts.h

Current status:
- Scenario editor: compiles and runs, but can't load a scenario
- Character editor: don't know
- Game: Doesn't even compile
I wouldn't normally submit code that doesn't compile, but I have already made a lot of major changes in this revision.
I will submit a version that compiles as soon as possible.

git-svn-id: http://openexile.googlecode.com/svn/trunk@28 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-04-23 20:53:49 +00:00
parent a2c2a85a8e
commit fad42597a6
82 changed files with 5978 additions and 4757 deletions

345
osx/town.cpp Normal file
View File

@@ -0,0 +1,345 @@
/*
* town.cpp
* BoE
*
* Created by Celtic Minstrel on 22/04/09.
*
*/
#include "location.h"
#include "special.h"
#include "town.h"
#include "oldstructs.h"
__attribute__((deprecated))
void cTown::append(legacy::big_tr_type& old){}
__attribute__((deprecated))
void cTown::append(legacy::ave_tr_type& old){}
__attribute__((deprecated))
void cTown::append(legacy::tiny_tr_type& old){}
__attribute__((deprecated))
void cTinyTown::append(legacy::tiny_tr_type& old){
int i,j;
for (i = 0; i < 32; i++)
for (j = 0; j < 32; j++) {
_terrain[i][j] = old.terrain[i][j];
_lighting[i / 8][j] = old.lighting[i / 8][j];
}
for (i = 0; i < 16; i++) {
_room_rect[i] = old.room_rect[i];
}
for (i = 0; i < 30; i++) {
_creatures[i].number = old.creatures[i].number;
_creatures[i].start_attitude = old.creatures[i].start_attitude;
_creatures[i].start_loc.x = old.creatures[i].start_loc.x;
_creatures[i].start_loc.y = old.creatures[i].start_loc.y;
_creatures[i].mobile = old.creatures[i].mobile;
_creatures[i].time_flag = old.creatures[i].time_flag;
_creatures[i].extra1 = old.creatures[i].extra1;
_creatures[i].extra2 = old.creatures[i].extra2;
_creatures[i].spec1 = old.creatures[i].spec1;
_creatures[i].spec2 = old.creatures[i].spec2;
_creatures[i].spec_enc_code = old.creatures[i].spec_enc_code;
_creatures[i].time_code = old.creatures[i].time_code;
_creatures[i].monster_time = old.creatures[i].monster_time;
_creatures[i].personality = old.creatures[i].personality;
_creatures[i].special_on_kill = old.creatures[i].special_on_kill;
_creatures[i].facial_pic = old.creatures[i].facial_pic;
}
}
__attribute__((deprecated))
void cMedTown::append(legacy::ave_tr_type& old){
int i,j;
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
_terrain[i][j] = old.terrain[i][j];
_lighting[i / 8][j] = old.lighting[i / 8][j];
}
for (i = 0; i < 16; i++) {
_room_rect[i] = old.room_rect[i];
}
for (i = 0; i < 40; i++) {
_creatures[i].number = old.creatures[i].number;
_creatures[i].start_attitude = old.creatures[i].start_attitude;
_creatures[i].start_loc.x = old.creatures[i].start_loc.x;
_creatures[i].start_loc.y = old.creatures[i].start_loc.y;
_creatures[i].mobile = old.creatures[i].mobile;
_creatures[i].time_flag = old.creatures[i].time_flag;
_creatures[i].extra1 = old.creatures[i].extra1;
_creatures[i].extra2 = old.creatures[i].extra2;
_creatures[i].spec1 = old.creatures[i].spec1;
_creatures[i].spec2 = old.creatures[i].spec2;
_creatures[i].spec_enc_code = old.creatures[i].spec_enc_code;
_creatures[i].time_code = old.creatures[i].time_code;
_creatures[i].monster_time = old.creatures[i].monster_time;
_creatures[i].personality = old.creatures[i].personality;
_creatures[i].special_on_kill = old.creatures[i].special_on_kill;
_creatures[i].facial_pic = old.creatures[i].facial_pic;
}
}
__attribute__((deprecated))
void cBigTown::append(legacy::big_tr_type& old){
int i,j;
for (i = 0; i < 64; i++)
for (j = 0; j < 64; j++) {
_terrain[i][j] = old.terrain[i][j];
_lighting[i / 8][j] = old.lighting[i / 8][j];
}
for (i = 0; i < 16; i++) {
_room_rect[i] = old.room_rect[i];
}
for (i = 0; i < 60; i++) {
_creatures[i].number = old.creatures[i].number;
_creatures[i].start_attitude = old.creatures[i].start_attitude;
_creatures[i].start_loc.x = old.creatures[i].start_loc.x;
_creatures[i].start_loc.y = old.creatures[i].start_loc.y;
_creatures[i].mobile = old.creatures[i].mobile;
_creatures[i].time_flag = old.creatures[i].time_flag;
_creatures[i].extra1 = old.creatures[i].extra1;
_creatures[i].extra2 = old.creatures[i].extra2;
_creatures[i].spec1 = old.creatures[i].spec1;
_creatures[i].spec2 = old.creatures[i].spec2;
_creatures[i].spec_enc_code = old.creatures[i].spec_enc_code;
_creatures[i].time_code = old.creatures[i].time_code;
_creatures[i].monster_time = old.creatures[i].monster_time;
_creatures[i].personality = old.creatures[i].personality;
_creatures[i].special_on_kill = old.creatures[i].special_on_kill;
_creatures[i].facial_pic = old.creatures[i].facial_pic;
}
}
unsigned char& cTinyTown::terrain(size_t x, size_t y){
return _terrain[x][y];
}
Rect& cTinyTown::room_rect(size_t i){
return _room_rect[i];
}
cTown::cCreature& cTinyTown::creatures(size_t i){
return _creatures[i];
}
unsigned char& cTinyTown::lighting(size_t i, size_t r){
return _lighting[i][r];
}
unsigned char& cMedTown::terrain(size_t x, size_t y){
return _terrain[x][y];
}
Rect& cMedTown::room_rect(size_t i){
return _room_rect[i];
}
cTown::cCreature& cMedTown::creatures(size_t i){
return _creatures[i];
}
unsigned char& cMedTown::lighting(size_t i, size_t r){
return _lighting[i][r];
}
unsigned char& cBigTown::terrain(size_t x, size_t y){
return _terrain[x][y];
}
Rect& cBigTown::room_rect(size_t i){
return _room_rect[i];
}
cTown::cCreature& cBigTown::creatures(size_t i){
return _creatures[i];
}
unsigned char& cBigTown::lighting(size_t i, size_t r){
return _lighting[i][r];
}
__attribute__((deprecated))
cTown& cTown::operator = (legacy::town_record_type& old){
int i,j;
town_chop_time = old.town_chop_time;
town_chop_key = old.town_chop_key;
for(i = 0; i < 4; i++){
for(j = 0; j < 4; j++)
wandering[i].monst[i] = old.wandering[i].monst[i];
wandering_locs[i].x = old.wandering_locs[i].x;
wandering_locs[i].y = old.wandering_locs[i].y;
start_locs[i].x = old.start_locs[i].x;
start_locs[i].y = old.start_locs[i].y;
exit_locs[i].x = old.exit_locs[i].x;
exit_locs[i].y = old.exit_locs[i].y;
exit_specs[i] = old.exit_specs[i];
}
for(i = 0; i < 50; i++){
special_locs[i].x = old.special_locs[i].x;
special_locs[i].y = old.special_locs[i].y;
spec_id[i] = old.spec_id[i];
preset_fields[i].loc.x = old.preset_fields[i].field_loc.x;
preset_fields[i].loc.y = old.preset_fields[i].field_loc.y;
preset_fields[i].type = old.preset_fields[i].field_type;
}
for(i = 0; i < 15; i++){
sign_locs[i].x = old.sign_locs[i].x;
sign_locs[i].y = old.sign_locs[i].y;
}
lighting_type = old.lighting;
in_town_rect.top = old.in_town_rect.top;
in_town_rect.left = old.in_town_rect.left;
in_town_rect.bottom = old.in_town_rect.bottom;
in_town_rect.right = old.in_town_rect.right;
for(i = 0; i < 64; i++){
preset_items[i].loc.x = old.preset_items[i].item_loc.x;
preset_items[i].loc.y = old.preset_items[i].item_loc.y;
preset_items[i].code = old.preset_items[i].item_code;
preset_items[i].ability = old.preset_items[i].ability;
preset_items[i].charges = old.preset_items[i].charges;
preset_items[i].always_there = old.preset_items[i].always_there;
preset_items[i].property = old.preset_items[i].property;
preset_items[i].contained = old.preset_items[i].contained;
}
max_num_monst = old.max_num_monst;
spec_on_entry = old.spec_on_entry;
spec_on_entry_if_dead = old.spec_on_entry_if_dead;
for(i = 0; i < 8; i++){
timer_spec_times[i] = old.timer_spec_times[i];
timer_specs[i] = old.timer_specs[i];
}
for(i = 0; i < 180; i++)
strlens[i] = old.strlens[i];
for(i = 0; i < 100; i++)
specials[i] = old.specials[i];
specials1 = old.specials1;
specials2 = old.specials2;
res1 = old.res1;
res2 = old.res2;
difficulty = old.difficulty;
}
cTown::cTown(){}
extern short max_dim[3];
cTown::cTown(short size){
short i,j,s;
location d_loc = {100,0};
cTown::cWandering d_wan = {0,0,0,0};
cTown::cItem null_item = {{0,0},-1,0,0,0,0,0};
Str255 temp_str;
town_chop_time = -1;
town_chop_key = -1;
for (i = 0; i < 4; i++) {
wandering[i] = d_wan;
wandering_locs[i] = d_loc;
}
for (i = 0; i < 50; i++) {
special_locs[i] = d_loc;
special_locs[i].x = 100;
spec_id[i] = -1;
}
lighting_type = 0;
for (i = 0; i < 4; i++) {
start_locs[i] = d_loc;
exit_specs[i] = -1;
exit_locs[i].x = -1;
exit_locs[i].y = -1;
}
// s = town->max_dim();
start_locs[0].x = s / 2;
start_locs[0].y = 4;
start_locs[2].x = s / 2;
start_locs[2].y = s - 5;
start_locs[1].x = s - 5;
start_locs[1].y = s / 2;
start_locs[3].x = 4;
start_locs[3].y = s / 2;
in_town_rect.top = 3;
in_town_rect.bottom = s - 4;
in_town_rect.left = 3;
in_town_rect.right = s - 4;
for (i = 0; i < 64; i++)
preset_items[i] = null_item;
max_num_monst = 30000;
for (i = 0; i < 50; i++)
preset_fields[i].type = 0;
spec_on_entry = -1;
spec_on_entry_if_dead = -1;
for (i = 0; i < 15; i++) {
sign_locs[i] = d_loc;
sign_locs[i].x = 100;
}
for (i = 0; i < 8; i++) {
timer_spec_times[i] = 0;
timer_specs[i] = -1;
}
for (i = 0; i < 100; i++) {
specials[i] = cSpecial();
}
specials1 = 0;
specials2 = 0;
res1 = 0;
res2 = 0;
difficulty = 0;
}
cBigTown::cBigTown(){
int i;
cCreature dummy_creature = {0,0,{0,0},0,0,0,0,0,0,0};
Rect d_rect = {0,0,0,0};
for (i = 0; i < 16; i++) {
_room_rect[i].top = d_rect.top;
_room_rect[i].left = d_rect.left;
_room_rect[i].bottom = d_rect.bottom;
_room_rect[i].right = d_rect.right;
}
for (i = 0; i < 60; i++) {
_creatures[i] = dummy_creature;
}
}
cMedTown::cMedTown(){
int i;
cCreature dummy_creature = {0,0,{0,0},0,0,0,0,0,0,0};
Rect d_rect = {0,0,0,0};
for (i = 0; i < 16; i++) {
_room_rect[i].top = d_rect.top;
_room_rect[i].left = d_rect.left;
_room_rect[i].bottom = d_rect.bottom;
_room_rect[i].right = d_rect.right;
}
for (i = 0; i < 40; i++) {
_creatures[i] = dummy_creature;
}
}
cTinyTown::cTinyTown(){
int i;
cCreature dummy_creature = {0,0,{0,0},0,0,0,0,0,0,0};
Rect d_rect = {0,0,0,0};
for (i = 0; i < 16; i++) {
_room_rect[i].top = d_rect.top;
_room_rect[i].left = d_rect.left;
_room_rect[i].bottom = d_rect.bottom;
_room_rect[i].right = d_rect.right;
}
for (i = 0; i < 30; i++) {
_creatures[i] = dummy_creature;
}
}
__attribute__((deprecated))
char(& cTown::town_strs(short i))[256]{
if(i == 0) return town_name;
if(i >= 1 && i < 17 ) return rect_names[i - 1];
if(i >= 17 && i < 20 ) return comment[i - 17];
if(i >= 20 && i < 120) return spec_strs[i - 20];
if(i >= 120 && i < 140) return sign_strs[i - 120];
return comment[1]; // random unused string
}
short cBigTown::max_dim(){
return 64;
}
short cMedTown::max_dim(){
return 48;
}
short cTinyTown::max_dim(){
return 32;
}