#include #include //#include "item.h" #include "boe.global.h" #include "classes.h" #include "boe.graphics.h" #include "boe.newgraph.h" #include "boe.graphutil.h" #include "boe.monster.h" #include "boe.locutils.h" #include "boe.text.h" #include "graphtool.h" #include "soundtool.h" #include "mathutil.h" #include "boe.party.h" #include "boe.town.h" #include "boe.items.h" #include "boe.dlgutil.h" #include "boe.infodlg.h" #include "scrollbar.h" #include "restypes.hpp" #include "boe.menus.h" extern sf::RenderWindow mainPtr; extern short stat_window,give_delays; extern eGameMode overall_mode; extern short current_spell_range; extern bool anim_onscreen,play_sounds,frills_on,startup_loaded,party_in_memory; extern bool flushingInput; extern short anim_step; extern ter_num_t combat_terrain[64][64]; extern effect_pat_type current_pat; extern location ul; extern location pc_pos[6],pc_dir[6],center; extern short which_combat_type,current_pc; extern bool monsters_going,boom_anim_active,skip_boom_delay; extern sf::Image spell_pict; extern short current_ground; extern short num_targets_left; extern location spell_targets[8]; extern short display_mode; extern std::shared_ptr text_sbar,item_sbar,shop_sbar; extern sf::Texture bg_gworld; extern RECT sbar_rect,item_sbar_rect,shop_sbar_rect,startup_top; extern RECT talk_area_rect, word_place_rect; extern tessel_ref_t map_pat[]; extern location store_anim_ul; extern long register_flag; extern long ed_flag,ed_key; extern bool fast_bang; extern tessel_ref_t bg[]; extern cScenario scenario; extern cUniverse univ; extern cCustomGraphics spec_scen_g; extern sf::RenderWindow mini_map; bool map_visible = false; extern bool show_startup_splash; //*********************** RECT menuBarRect; short menuBarHeight; Region originalGrayRgn, newGrayRgn, underBarRgn; short terrain_there[9][9]; // this is an optimization variabel. Keeps track of what terrain // is in the terrain spot, so things don't get redrawn. // 0 - 299 just terrain graphic in place // 300 - blackness // -1 - nothign worth saving long anim_ticks = 0; // 0 - terrain 1 - buttons 2 - pc stats // 3 - item stats 4 - text bar 5 - text area (not right) // TODO: The duplication of RECT here shouldn't be necessary... RECT win_from_rects[6] = {RECT{0,0,351,279},RECT{0,0,37,258},RECT{0,0,115,288},RECT{0,0,143,288},RECT{0,0,21,279},RECT{0,0,0,288}}; RECT win_to_rects[6] = {RECT{5,5,356,284},RECT{383,5,420,263},RECT{0,0,116,271},RECT{0,0,144,271},RECT{358,5,379,284},RECT{0,0,138,256}}; // 0 - title 1 - button 2 - credits 3 - base button RECT startup_from[4] = {RECT{0,0,274,602},RECT{274,0,322,301},RECT{0,301,67,579},RECT{274,301,314,341}}; //// extern RECT startup_button[6]; // RECT trim_rects[8] = {{0,0,5,28},{31,0,36,28},{0,0,36,5},{0,24,36,28}, // {0,0,5,5},{0,24,5,28},{31,24,36,28},{31,0,36,5}}; RECT top_left_rec = {0,0,36,28}; short which_graphic_index[6] = {50,50,50,50,50,50}; char combat_graphics[5] = {28,29,36,79,2}; short debug_nums[6] = {0,0,0,0,0,0}; short remember_tiny_text = 300; // Remembers what's in the tiny text-bar, to prevent redrawing. // 50 indicates area name, other number indicates which-rect. // Add 200 if last mess. was in town char light_area[13][13]; char unexplored_area[13][13]; // Declare the graphics sf::Texture status_gworld; sf::Texture invenbtn_gworld; sf::Texture vehicle_gworld; sf::RenderTexture pc_stats_gworld; sf::RenderTexture item_stats_gworld; sf::RenderTexture text_area_gworld; sf::RenderTexture terrain_screen_gworld; sf::RenderTexture text_bar_gworld; sf::Texture orig_text_bar_gworld; sf::Texture buttons_gworld; sf::Texture items_gworld; sf::Texture tiny_obj_gworld; sf::Texture fields_gworld; sf::Texture boom_gworld; sf::Texture roads_gworld; sf::RenderTexture map_gworld; sf::Texture small_ter_gworld; sf::Texture missiles_gworld; sf::Texture dlogpics_gworld; sf::Texture anim_gworld; sf::Texture talkfaces_gworld; sf::Texture pc_gworld; sf::Texture monst_gworld[NUM_MONST_SHEETS]; sf::Texture terrain_gworld[NUM_TER_SHEETS]; // Startup graphics, will die when play starts // TODO: The way this is done now, they won't; fix this sf::Texture startup_gworld; sf::Texture startup_button_orig; sf::Texture anim_mess; bool has_run_anim = false,currently_loading_graphics = false; //short anim_step = 0; //short overall_anim_step = 0; RECT main_win_rect = {0,0,410,250}; RECT main_win2_source_rect = {0,0,410,265}; RECT main_win2_rect = {0,250,410,515}; RECT tiny_world_1_source_rect = {0,0,190,145}, tiny_world_1_rect = {195,242,385,475}; RECT share_mess_source_rect = {0,0,59,120}, share_mess_rect = {120,384,179,504}; //RECT start_buttons_source_rect = {0,0,180,180}, // start_buttons_rect = {224,30,405,210}; RECT start_buttons_source_rect = {0,0,186,190}, start_buttons_rect = {214,30,400,220}; // Array to store which spots have been seen. Time-saver for drawing fields char spot_seen[9][9]; char anim_str[60]; location anim_str_loc; extern tessel_ref_t bw_pats[6]; extern short combat_posing_monster , current_working_monster ; // 0-5 PC 100 + x - monster x bool supressing_some_spaces = false; location ok_space[4] = {loc(),loc(),loc(),loc()}; sf::Image hold_pict; void adjust_window_mode() { RECT r; sf::ContextSettings winSettings; winSettings.stencilBits = 1; sf::VideoMode desktop = sf::VideoMode::getDesktopMode(); // TODO: Make display_mode an enum if (display_mode == 5) { ul.x = 14; ul.y = 2; mainPtr.create(sf::VideoMode(605,430,32), "Blades of Exile", sf::Style::Titlebar | sf::Style::Close, winSettings); mainPtr.setPosition({(desktop.width - 605) / 2, (desktop.height - 430) / 2}); r = RECT(mainPtr); } else { mainPtr.create(desktop, "Blades of Exile", sf::Style::None, winSettings); mainPtr.setPosition({0,0}); RECT windRect(mainPtr); switch (display_mode) { case 0: ul.x = (windRect.right - 560) / 2; ul.y = (windRect.bottom - 422) / 2 + 14; break; case 1: ul.x = 10; ul.y = 28; break; case 2: ul.x = windRect.right - 570 - 6; ul.y = 28; break; // was 560. not 570 case 3: ul.x = 10; ul.y = windRect.bottom - 422 - 6; break; case 4: ul.x = windRect.right - 570 - 6; ul.y = windRect.bottom - 422 - 6; break; } } redraw_screen(REFRESH_NONE); if (text_sbar != NULL) { text_sbar->relocate({ul.x + 546,ul.y + 283}); item_sbar->relocate({ul.x + 546,ul.y + 146}); shop_sbar->relocate({ul.x + 258,ul.y + 67}); } } // TODO: Move to boe.startup.cpp void plop_fancy_startup() { sf::Texture pict_to_draw; sf::Event event; short i,j; RECT whole_window,from_rect; RECT logo_from = {0,0,350,350}; RECT intro_from = {0,0,480,640}; if(display_mode != 5) { hideMenuBar(); mainPtr.setMouseCursorVisible(false); } // for (i = 0;i < 8; i++) // OffsetRect(&trim_rects[i],61,37); for (i = 0; i < 9; i++) for (j = 0; j < 9; j++) terrain_there[i][j] = -1; win_to_rects[5].offset(TEXT_WIN_UL_X,TEXT_WIN_UL_Y); win_to_rects[2].offset(PC_WIN_UL_X,PC_WIN_UL_Y); win_to_rects[3].offset(ITEM_WIN_UL_X,ITEM_WIN_UL_Y); whole_window = RECT(mainPtr); logo_from.offset((whole_window.right - logo_from.right) / 2,(whole_window.bottom - logo_from.bottom) / 2); pict_to_draw.loadFromImage(*ResMgr::get("spidlogo")); from_rect = RECT(pict_to_draw); // TODO: Looping 10 times here is a bit of a hack; fix it for(int k = 0; k < 10; k++) { make_cursor_watch(); mainPtr.clear(sf::Color::Black); rect_draw_some_item(pict_to_draw, from_rect, mainPtr, logo_from); mainPtr.display(); mainPtr.pollEvent(event); } play_sound(95); // Was originally negative, meaning async // Do bulk of graphics loading!!! Set_up_win(); init_startup(); int delay = 220; if(show_startup_splash){ mainPtr.clear(sf::Color::Black); intro_from.offset((whole_window.right - intro_from.right) / 2,(whole_window.bottom - intro_from.bottom) / 2); pict_to_draw.loadFromImage(*ResMgr::get("startsplash")); from_rect = RECT(pict_to_draw); rect_draw_some_item(pict_to_draw, from_rect, mainPtr, intro_from); } else delay = 60; delay = time_in_ticks(delay).asMilliseconds(); mainPtr.display(); sf::Clock timer; if(show_startup_splash) play_sound(-22); while(timer.getElapsedTime().asMilliseconds() < delay) { if(mainPtr.pollEvent(event)) { if(event.type == sf::Event::MouseButtonPressed || event.type == sf::Event::KeyPressed) break; } } if(display_mode != 5) { showMenuBar(); mainPtr.setMouseCursorVisible(true); } } void init_startup() { startup_loaded = true; startup_gworld.loadFromImage(*ResMgr::get("startup")); startup_button_orig.loadFromImage(*ResMgr::get("startbut")); anim_mess.loadFromImage(*ResMgr::get("startanim")); } void init_animation() {} void next_animation_step() {} void draw_startup(short but_type) { RECT to_rect; RECT r1 = {-1000,-1000,5,1000},r2 = {-1000,-1000,1000,5},r3 = {418,-1000,2000,1000}, r4 = {-1000,579,1000,2500}; short i; if (startup_loaded == false) return; to_rect = startup_from[0]; to_rect.offset(-13,5); rect_draw_some_item(startup_gworld,startup_from[0],to_rect,ul); to_rect = startup_top; to_rect.offset(ul); //PaintRect(&to_rect); for (i = 0; i < 5; i++) { rect_draw_some_item(startup_gworld,startup_from[1],startup_button[i],ul); draw_start_button(i,but_type); } draw_startup_anim(false); draw_startup_stats(); } void draw_startup_anim(bool advance) { static short startup_anim_pos = 43; // was a global variable, but since it's only used in this function I moved it here RECT anim_to = {4,1,44,276},anim_from; RECT anim_size = {0,0,48,301}; anim_from = anim_to; anim_from.offset(-1,-4 + startup_anim_pos); if(advance) startup_anim_pos = (startup_anim_pos + 1) % 542; rect_draw_some_item(startup_button_orig,anim_size,startup_button[5],ul); anim_to.offset(startup_button[5].left, startup_button[5].top); rect_draw_some_item(anim_mess,anim_from,anim_to,ul,sf::BlendAlpha); } void draw_startup_stats() { RECT from_rect,to_rect,party_to = {0,0,36,28},pc_rect,frame_rect; short i; char str[256]; TextStyle style; style.font = FONT_DUNGEON; style.pointSize = 24; to_rect = startup_top; to_rect.offset(20 - 18, 35); style.colour = sf::Color::White; style.lineHeight = 18; if(!party_in_memory) { style.pointSize = 20; to_rect.offset(175,40); win_draw_string(mainPtr,to_rect,"No Party in Memory",eTextMode::WRAP,style,ul); } else { frame_rect = startup_top; frame_rect.inset(50,50); frame_rect.top += 30; frame_rect.offset(ul.x - 9,ul.y + 10); // TODO: Maybe I should rename that variable ::frame_rect(mainPtr, frame_rect, sf::Color::White); to_rect.offset(203,37); win_draw_string(mainPtr,to_rect,"Your party:",eTextMode::WRAP,style,ul); style.pointSize = 12; style.font = FONT_BOLD; for (i = 0; i < 6; i++) { pc_rect = startup_top; pc_rect.right = pc_rect.left + 300; pc_rect.bottom = pc_rect.top + 79; pc_rect.offset(60 + 232 * (i / 3) - 9,95 + 45 * (i % 3)); if(univ.party[i].main_status != eMainStatus::ABSENT) { from_rect = calc_rect(2 * (univ.party[i].which_graphic / 8), univ.party[i].which_graphic % 8); to_rect = party_to, to_rect.offset(pc_rect.left,pc_rect.top); rect_draw_some_item(pc_gworld,from_rect,to_rect,ul,sf::BlendAlpha); style.pointSize = 14; pc_rect.offset(35,0); win_draw_string(mainPtr,pc_rect,univ.party[i].name,eTextMode::WRAP,style,ul); to_rect.offset(pc_rect.left + 8,pc_rect.top + 8); } style.pointSize = 12; pc_rect.offset(12,16); switch (univ.party[i].main_status) { case eMainStatus::ALIVE: switch (univ.party[i].race) { case eRace::HUMAN: sprintf((char *) str,"Level %d Human",univ.party[i].level); break; case eRace::NEPHIL: sprintf((char *) str,"Level %d Nephilim",univ.party[i].level); break; case eRace::SLITH: sprintf((char *) str,"Level %d Slithzerikai",univ.party[i].level); break; case eRace::VAHNATAI: sprintf((char *) str,"Level %d Vahnatai",univ.party[i].level); break; case eRace::REPTILE: sprintf((char *) str,"Level %d Reptile",univ.party[i].level); break; case eRace::BEAST: sprintf((char *) str,"Level %d Beast",univ.party[i].level); break; case eRace::IMPORTANT: sprintf((char *) str,"Level %d V.I.P.",univ.party[i].level); break; case eRace::MAGE: sprintf((char *) str,"Level %d Human Mage",univ.party[i].level); break; case eRace::PRIEST: sprintf((char *) str,"Level %d Human Priest",univ.party[i].level); break; case eRace::HUMANOID: sprintf((char *) str,"Level %d Humanoid",univ.party[i].level); break; case eRace::DEMON: sprintf((char *) str,"Level %d Demon",univ.party[i].level); break; case eRace::UNDEAD: sprintf((char *) str,"Level %d Undead",univ.party[i].level); break; case eRace::GIANT: sprintf((char *) str,"Level %d Giant",univ.party[i].level); break; case eRace::SLIME: sprintf((char *) str,"Level %d Slime",univ.party[i].level); break; case eRace::STONE: sprintf((char *) str,"Level %d Golem",univ.party[i].level); break; case eRace::BUG: sprintf((char *) str,"Level %d Bug",univ.party[i].level); break; case eRace::DRAGON: sprintf((char *) str,"Level %d Dragon",univ.party[i].level); break; case eRace::MAGICAL: sprintf((char *) str,"Level %d Magical Creature",univ.party[i].level); break; case eRace::PLANT: sprintf((char *) str,"Level %d Plant",univ.party[i].level); break; case eRace::BIRD: sprintf((char *) str,"Level %d Bird",univ.party[i].level); break; default: sprintf((char *) str,"Level %d *ERROR INVALID RACE*",univ.party[i].level); break; } win_draw_string(mainPtr,pc_rect,str,eTextMode::WRAP,style,ul); pc_rect.offset(0,13); sprintf((char *) str,"Health %d, Spell pts. %d", univ.party[i].max_health,univ.party[i].max_sp); win_draw_string(mainPtr,pc_rect,str,eTextMode::WRAP,style,ul); break; case eMainStatus::DEAD: win_draw_string(mainPtr,pc_rect,"Dead",eTextMode::WRAP,style,ul); break; case eMainStatus::DUST: win_draw_string(mainPtr,pc_rect,"Dust",eTextMode::WRAP,style,ul); break; case eMainStatus::STONE: win_draw_string(mainPtr,pc_rect,"Stone",eTextMode::WRAP,style,ul); break; case eMainStatus::FLED: win_draw_string(mainPtr,pc_rect,"Fled",eTextMode::WRAP,style,ul); break; default: //absent, and all variations thereof; do nothing break; } } } style.font = FONT_BOLD; style.pointSize = 10; pc_rect = startup_from[0]; pc_rect.offset(5,5); pc_rect.top = pc_rect.bottom - 25; pc_rect.left = pc_rect.right - 300; // TODO: Should replace this with a more appropriate copyright string win_draw_string(mainPtr,pc_rect,"Copyright 1997, All Rights Reserved, v1.0.2",eTextMode::WRAP,style,ul); } void draw_start_button(short which_position,short which_button) { RECT from_rect,to_rect; const char *button_labels[] = {"Load Game","Make New Party","How To Order", "Start Scenario","Custom Scenario","Quit"}; // The 0..65535 version of the blue component was 14472; the commented version was 43144431 sf::Color base_color = {0,0,57}; //RGBColor lit_color = {0,0,57},base_color = {0,0,169}; from_rect = startup_from[3]; from_rect.offset((which_button > 0) ? 40 : 0,0); to_rect = startup_button[which_position]; to_rect.left += 4; to_rect.top += 4; to_rect.right = to_rect.left + 40; to_rect.bottom = to_rect.top + 40; rect_draw_some_item(startup_gworld,from_rect,to_rect,ul); TextStyle style; style.font = FONT_DUNGEON; style.pointSize = 24; to_rect = startup_button[which_position]; //to_rect.left += 80; to_rect.offset(10, 10); if (which_button == 5) which_button = 4; // In the 0..65535 range, this was 14472 + (12288 * which_button) base_color.b += (48 * which_button); style.colour = base_color; style.lineHeight = 18; if (which_position == 3) to_rect.offset(-7,0); win_draw_string(mainPtr,to_rect,button_labels[which_position],eTextMode::CENTRE,style,ul); } void main_button_click(RECT button_rect) { button_rect.offset(ul); mainPtr.setActive(); clip_rect(mainPtr, button_rect); draw_buttons(1); mainPtr.display(); if (play_sounds == true) play_sound(37); else sf::sleep(time_in_ticks(5)); draw_buttons(0); undo_clip(mainPtr); } void arrow_button_click(RECT button_rect) { button_rect.offset(ul); mainPtr.setActive(); clip_rect(mainPtr, button_rect); refresh_stat_areas(1); mainPtr.display(); if (play_sounds == true) play_sound(37); else sf::sleep(time_in_ticks(5)); undo_clip(mainPtr); refresh_stat_areas(0); } void reload_startup()//// { if (startup_loaded == true) return; mini_map.setVisible(false); map_visible = false; mainPtr.setActive(); init_startup(); startup_loaded = true; //load_main_screen(); } void end_startup() { if (startup_loaded == false) return; startup_gworld.create(1,1); startup_button_orig.create(1,1); anim_mess.create(1,1); startup_loaded = false; load_main_screen(); } static void loadImageToRenderTexture(sf::RenderTexture& tex, std::string imgName) { sf::Texture temp_gworld; temp_gworld.loadFromImage(*ResMgr::get(imgName)); RECT texrect(temp_gworld); tex.create(texrect.width(), texrect.height()); rect_draw_some_item(temp_gworld, texrect, tex, texrect, sf::BlendNone); } // This loads the graphics at the top of the game. void Set_up_win () { RECT temp_rect = {0,0,0,280},map_world_rect; RECT map_rect = {0,0,384,384}; RECT pc_rect = {0,0,216,113}; RECT r; // TODO: I think this is a relic of the Exile III demo screen at the main menu; we don't actually need to load it until the function below loadImageToRenderTexture(terrain_screen_gworld, "terscreen"); // Create and initialize map gworld if(!map_gworld.create(map_rect.width(), map_rect.height())) { play_sound(2,3); exit(1); } else { map_world_rect = RECT(map_gworld); fill_rect(map_gworld, map_world_rect, sf::Color::White); } } void load_main_screen() { if (invenbtn_gworld.getSize().x > 0) return; // TODO: Hopefully reusing a texture here won't cause issues... invenbtn_gworld.loadFromImage(*ResMgr::get("invenbtns")); loadImageToRenderTexture(pc_stats_gworld, "statarea"); loadImageToRenderTexture(item_stats_gworld, "inventory"); loadImageToRenderTexture(text_area_gworld, "transcript"); loadImageToRenderTexture(text_bar_gworld, "textbar"); orig_text_bar_gworld.loadFromImage(*ResMgr::get("textbar")); buttons_gworld.loadFromImage(*ResMgr::get("buttons")); } void redraw_screen(int refresh) { // We may need to update some of the offscreen textures if(refresh & REFRESH_TERRAIN) draw_terrain(1); if(refresh & REFRESH_STATS) put_pc_screen(); if(refresh & REFRESH_INVEN) put_item_screen(stat_window, 0); if(refresh & REFRESH_TRANS) print_buf(); put_background(); switch(overall_mode) { case MODE_STARTUP: draw_startup(0); break; case MODE_TALKING: if(refresh & REFRESH_DLOG); // TODO: Should call place_talk_str, but we don't have the strings refresh_talking(); break; case MODE_SHOPPING: if(refresh & REFRESH_DLOG) draw_shop_graphics(0,{0,0,0,0}); refresh_shopping(); break; default: redraw_terrain(); draw_text_bar(bool(refresh & REFRESH_BAR)); refresh_text_bar(); draw_buttons(0); break; } if(overall_mode == MODE_COMBAT) draw_pcs(pc_pos[current_pc],1); if(overall_mode == MODE_FANCY_TARGET) draw_targets(center); if(overall_mode != MODE_STARTUP) { if(!is_out()) draw_targeting_line(sf::Mouse::getPosition(mainPtr)); refresh_stat_areas(0); text_sbar->draw(); item_sbar->draw(); shop_sbar->draw(); } } void put_background() { tessel_ref_t bg_pict; if(overall_mode == MODE_STARTUP) bg_pict = bg[4]; else if(is_out()) { if (univ.party.outdoor_corner.x >= 7) bg_pict = bg[0]; else bg_pict = bg[10]; } else if (is_combat()) { if (univ.party.outdoor_corner.x >= 7) bg_pict = bg[2]; else bg_pict = bg[4]; } else { if (univ.town->lighting_type > 0) { if (univ.party.outdoor_corner.x >= 7) bg_pict = bg[1]; else bg_pict = bg[9]; } else if ((univ.party.outdoor_corner.x >= 7) && (univ.town.num != 21)) // TODO: What's so special about town 21? bg_pict = bg[8]; else bg_pict = bg[13]; } tileImage(mainPtr, RECT(mainPtr), bg_pict); } void draw_buttons(short mode) //mode; // 0 - regular 1 - button action { RECT source_rect = {0,0,37,258}, dest_rec; bool spec_draw = false; if (mode == 1) { spec_draw = true; mode -= 100; } if (is_combat()) { // TODO: Draw buttons one at a time instead of singly source_rect.top += 37; source_rect.bottom += 37; } if (is_town()) { source_rect.top += 74; source_rect.bottom += 74; } dest_rec = win_to_rects[1]; dest_rec.offset(ul); if(spec_draw) fill_rect(mainPtr, dest_rec, sf::Color::Blue); else fill_rect(mainPtr, dest_rec, sf::Color::Black); rect_draw_some_item(buttons_gworld, source_rect, mainPtr, dest_rec, sf::BlendAdd); } void reset_text_bar() { remember_tiny_text = 300; } void draw_text_bar(short mode) //short mode; // 0 - no redraw 1 - forced { //short num_rect[3] = {12,10,4}; // Why? Just... why? short i; location loc; std::string combat_string; loc = (is_out()) ? global_to_local(univ.party.p_loc) : univ.town.p_loc; if (mode == 1) remember_tiny_text = 500; if ((PSD[SDF_PARTY_STEALTHY] > 0) || (PSD[SDF_PARTY_FLIGHT] > 0) || (PSD[SDF_PARTY_DETECT_LIFE] > 0) || (PSD[SDF_PARTY_FIREWALK] > 0) ) remember_tiny_text = 500; if (is_out()) { for (i = 0; i < 8; i++) if(loc.in(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].info_rect[i])) { if ((remember_tiny_text == i) && (mode == 0)) return; else { put_text_bar(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].out_strs(i + 1)); remember_tiny_text = i; return; } } // TODO: I'm pretty sure this brace location is correct, but must verify it if (remember_tiny_text != 50 + univ.party.i_w_c.x + univ.party.i_w_c.y) { put_text_bar((char *) univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].out_strs(0)); remember_tiny_text = 50 + univ.party.i_w_c.x + univ.party.i_w_c.y; } } if (is_town()) { for (i = 0; i < 16; i++) if(loc.in(univ.town->room_rect(i))) { if ((remember_tiny_text == 200 + i) && (mode == 0)) return; else { put_text_bar(univ.town->rect_names[i]); remember_tiny_text = 200 + i; return; } } // TODO: I'm pretty sure this brace location is correct, but must verify it if (remember_tiny_text != 250) { put_text_bar((char *) univ.town->town_name); //// remember_tiny_text = 250; } } if ((is_combat()) && (current_pc < 6) && (monsters_going == false)) { std::ostringstream sout; sout << univ.party[current_pc].name << " (ap: " << univ.party[current_pc].ap << ')'; combat_string = sout.str(); put_text_bar((char *) combat_string.c_str()); remember_tiny_text = 500; } if ((is_combat()) && (monsters_going == true)) // Print bar for 1st monster with >0 ap - // that is monster that is going for (i = 0; i < univ.town->max_monst(); i++) if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].ap > 0)) { combat_string = print_monster_going(univ.town.monst[i].number,univ.town.monst[i].ap); put_text_bar((char *) combat_string.c_str()); remember_tiny_text = 500; i = 400; } text_bar_gworld.display(); } void put_text_bar(char *str) { text_bar_gworld.setActive(); rect_draw_some_item(orig_text_bar_gworld, win_from_rects[4], text_bar_gworld, win_from_rects[4]); TextStyle style; style.colour = sf::Color::White; style.font = FONT_BOLD; style.pointSize = 12; style.lineHeight = 12; RECT to_rect = RECT(text_bar_gworld); // TODO: Not sure what the line height should be, so I just picked something win_draw_string(text_bar_gworld, to_rect, str, eTextMode::LEFT_TOP, style); if (monsters_going == false) { to_rect.left = 205; to_rect.top = 14; if (PSD[SDF_PARTY_STEALTHY] > 0) { win_draw_string(text_bar_gworld, to_rect, "Stealth", eTextMode::LEFT_TOP, style); to_rect.left -= 60; } if (PSD[SDF_PARTY_FLIGHT] > 0) { win_draw_string(text_bar_gworld, to_rect, "Flying", eTextMode::LEFT_TOP, style); to_rect.left -= 60; } if (PSD[SDF_PARTY_DETECT_LIFE] > 0) { win_draw_string(text_bar_gworld, to_rect, "Detect Life", eTextMode::LEFT_TOP, style); to_rect.left -= 60; } if (PSD[SDF_PARTY_FIREWALK] > 0) { win_draw_string(text_bar_gworld, to_rect, "Firewalk", eTextMode::LEFT_TOP, style); to_rect.left -= 60; } } text_bar_gworld.display(); } void refresh_text_bar() { mainPtr.setActive(); rect_draw_some_item(text_bar_gworld.getTexture(), win_from_rects[4], win_to_rects[4],ul); } // this is used for determinign whether to round off walkway corners // right now, trying a restrictive rule (just cave floor and grass, mainly) bool is_nature(char x, char y, unsigned char ground_t) { ter_num_t ter_type; ter_type = coord_to_ter((short) x,(short) y); return ground_t == scenario.ter_types[ter_type].ground_type; } ter_num_t get_ground_from_ter(ter_num_t ter){ return get_ter_from_ground(scenario.ter_types[ter].ground_type); } ter_num_t get_ter_from_ground(unsigned char ground){ for(int i = 0; i < 256; i++) if(scenario.ter_types[i].ground_type == ground) return i; return 0; } std::vector forcecage_locs; void draw_terrain(short mode) //mode ... if 1, don't place on screen after redoing // if 2, only redraw over active monst { char q,r; location where_draw; location sector_p_in,view_loc; char can_draw; ter_num_t spec_terrain; bool off_terrain = false,draw_frills = true; short i,j; if(overall_mode == MODE_TALKING || overall_mode == MODE_SHOPPING || overall_mode == MODE_STARTUP) return; if (mode == 2) { if (current_working_monster < 0) return; supressing_some_spaces = true; for (i = 0; i < 4; i++) ok_space[i].x = -1; if (current_working_monster >= 100) { for (i = 0; i < univ.town.monst[current_working_monster - 100].x_width; i++) for (j = 0; j < univ.town.monst[current_working_monster - 100].y_width; j++) { ok_space[i + 2 * j].x = univ.town.monst[current_working_monster - 100].cur_loc.x + i; ok_space[i + 2 * j].y = univ.town.monst[current_working_monster - 100].cur_loc.y + j; ok_space[i + 2 * j].x = ok_space[i + 2 * j].x - center.x + 4; ok_space[i + 2 * j].y = ok_space[i + 2 * j].y - center.y + 4; } } if (current_working_monster < 6) { ok_space[0] = pc_pos[current_working_monster]; ok_space[0].x = ok_space[0].x - center.x + 4; ok_space[0].y = ok_space[0].y - center.y + 4; } mode = 0; } mainPtr.setActive(); for (i = 0; i < 13; i++) for (j = 0; j < 13; j++) { light_area[i][j] = 0; unexplored_area[i][j] = 0; } sector_p_in.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x; sector_p_in.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y; anim_ticks++; anim_onscreen = false; if (is_town()) view_loc = univ.town.p_loc; if (is_combat()) view_loc = pc_pos[(current_pc < 6) ? current_pc : first_active_pc()]; for (i = 0; i < 13; i++) for (j = 0; j < 13; j++) { where_draw = (is_out()) ? univ.party.p_loc : center; where_draw.x += i - 6; where_draw.y += j - 6; if (!(is_out())) light_area[i][j] = (is_town()) ? pt_in_light(view_loc,where_draw) : combat_pt_in_light(where_draw); if (!(is_out()) && ((where_draw.x < 0) || (where_draw.x > univ.town->max_dim() - 1) || (where_draw.y < 0) || (where_draw.y > univ.town->max_dim() - 1))) unexplored_area[i][j] = 0; else unexplored_area[i][j] = 1 - is_explored(where_draw.x,where_draw.y); } for (q = 0; q < 9; q++) { for (r = 0; r < 9; r++) { where_draw = (is_out()) ? univ.party.p_loc : center; where_draw.x += q - 4; where_draw.y += r - 4; off_terrain = false; draw_frills = true; if (!(is_out()) && ((where_draw.x < 0) || (where_draw.x > univ.town->max_dim() - 1) || (where_draw.y < 0) || (where_draw.y > univ.town->max_dim() - 1))) { draw_frills = false; // Warning - this section changes where_draw if (where_draw.x < 0) where_draw.x = -1; if (where_draw.x > univ.town->max_dim() - 1) where_draw.x = univ.town->max_dim(); if (where_draw.y < 0) where_draw.y = -1; if (where_draw.y > univ.town->max_dim() - 1) where_draw.y = univ.town->max_dim(); if (can_see_light(view_loc,where_draw,sight_obscurity) < 5) can_draw = 1; else can_draw = 0; spec_terrain = 0; } else if (is_out()) { if ((where_draw.x < 0) || (where_draw.x > 95) || (where_draw.y < 0) || (where_draw.y > 95)) can_draw = 0; else { spec_terrain = univ.out[where_draw.x][where_draw.y]; can_draw = univ.out.out_e[where_draw.x][where_draw.y]; } } else if (is_combat()) { spec_terrain = combat_terrain[where_draw.x][where_draw.y]; can_draw = (((is_explored(where_draw.x,where_draw.y)) || (which_combat_type == 0) || (monsters_going == true) || (overall_mode != MODE_COMBAT)) && (party_can_see(where_draw) < 6)) ? 1 : 0; } else { spec_terrain = univ.town->terrain(where_draw.x,where_draw.y); can_draw = is_explored(where_draw.x,where_draw.y); if (can_draw > 0) { if (pt_in_light(univ.town.p_loc,where_draw) == false) can_draw = 0; } if ((overall_mode == MODE_LOOK_TOWN) && (can_draw == 0)) can_draw = (party_can_see(where_draw) < 6) ? 1 : 0; } spot_seen[q][r] = can_draw; if ((can_draw != 0) && (overall_mode != MODE_RESTING)) { // if can see, not a pit, and not resting if (is_combat()) anim_ticks = 0; eTrimType trim = scenario.ter_types[spec_terrain].trim_type; // Finally, draw this terrain spot if(trim == eTrimType::WALKWAY){ int trim = -1; unsigned char ground_t = scenario.ter_types[spec_terrain].trim_ter; ter_num_t ground_ter = get_ter_from_ground(ground_t); if (!loc_off_act_area(where_draw)) { if(is_nature(where_draw.x - 1,where_draw.y,ground_t)){ // check left if(is_nature(where_draw.x,where_draw.y - 1,ground_t)){ // check up if(is_nature(where_draw.x + 1,where_draw.y,ground_t)){ // check right if(is_nature(where_draw.x,where_draw.y + 1,ground_t)) // check down trim = 8; else trim = 4; }else if(is_nature(where_draw.x,where_draw.y + 1,ground_t)) // check down trim = 7; else trim = 1; }else if(is_nature(where_draw.x,where_draw.y + 1,ground_t)){ // check down if(is_nature(where_draw.x + 1,where_draw.y,ground_t)) // check right trim = 6; else trim = 0; } }else if(is_nature(where_draw.x,where_draw.y - 1,ground_t)){ // check up if(is_nature(where_draw.x + 1,where_draw.y,ground_t)){ // check right if(is_nature(where_draw.x,where_draw.y + 1,ground_t)) // check down trim = 5; else trim = 2; } }else if(is_nature(where_draw.x + 1,where_draw.y,ground_t)){ // check right if(is_nature(where_draw.x,where_draw.y + 1,ground_t)) // check down trim = 3; } } draw_one_terrain_spot(q,r,trim < 0 ? spec_terrain : ground_ter); if(trim >= 0) draw_trim(q,r,trim + 50,spec_terrain); }else if(trim == eTrimType::ROAD || trim == eTrimType::N || trim == eTrimType::S || trim == eTrimType::W || trim == eTrimType::E) { draw_one_terrain_spot(q,r,spec_terrain); place_road(q,r,where_draw,trim == eTrimType::ROAD); }else if(spec_terrain == 65535) { draw_one_terrain_spot(q,r,-1); }else{ current_ground = get_ground_from_ter(spec_terrain); draw_one_terrain_spot(q,r,spec_terrain); } } else { // Can't see. Place darkness. draw_one_terrain_spot(q,r,-1); } if ((can_draw != 0) && (overall_mode != MODE_RESTING) && frills_on && draw_frills) place_trim((short) q,(short) r,where_draw,spec_terrain); // if((is_town() && univ.town.is_spot(where_draw.x,where_draw.y)) || // (is_out() && univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].special_spot[where_draw.x][where_draw.y])) // Draw_Some_Item(roads_gworld, calc_rect(6, 0), terrain_screen_gworld, loc(q,r), 1, 0); // TODO: Move draw_sfx, draw_items, draw_fields, draw_spec_items, etc to here if (is_town() || is_combat()) { draw_items(where_draw); } draw_fields(where_draw); //draw_monsters(where_draw); //draw_vehicles(where_draw); //if(is_combat) draw_pcs(where_draw); else draw_party(where_draw); } } // if ((overall_mode != MODE_RESTING) && (!is_out())) // draw_sfx(); // // // Now place items // if ((overall_mode > MODE_OUTDOORS) && (overall_mode != MODE_LOOK_OUTDOORS) && (overall_mode != MODE_RESTING)) // draw_items(); // // // Now place fields // if ((overall_mode != MODE_RESTING) && (!is_out())) { // draw_fields(); // draw_spec_items(); // } // // Not camping. Place misc. stuff if (overall_mode != MODE_RESTING) { if (is_out()) draw_outd_boats(univ.party.p_loc); else if ((is_town()) || (which_combat_type == 1)) draw_town_boat(center); draw_monsters(); } if ((overall_mode < MODE_COMBAT) || (overall_mode == MODE_LOOK_OUTDOORS) || ((overall_mode == MODE_LOOK_TOWN) && (point_onscreen(univ.town.p_loc,center) == true)) || (overall_mode == MODE_RESTING)) draw_party_symbol(center); else if (overall_mode != MODE_LOOK_TOWN) draw_pcs(center,0); // Draw top half of forcecages (this list is populated by draw_fields) // TODO: Move into the above loop to eliminate global variable for(location fc_loc : forcecage_locs) Draw_Some_Item(fields_gworld,calc_rect(2,0),terrain_screen_gworld,fc_loc,1,0); // Now do the light mask thing apply_light_mask(false); apply_unseen_mask(); terrain_screen_gworld.display(); if (mode == 0) { redraw_terrain(); draw_text_bar(0); if ((overall_mode >= MODE_COMBAT) && (overall_mode != MODE_LOOK_OUTDOORS) && (overall_mode != MODE_LOOK_TOWN) && (overall_mode != MODE_RESTING)) draw_pcs(center,1); if (overall_mode == MODE_FANCY_TARGET) draw_targets(center); } supressing_some_spaces = false; } static ter_num_t get_ground_for_shore(ter_num_t ter){ if(scenario.ter_types[ter].block_horse) return current_ground; else if(blocksMove(scenario.ter_types[ter].blockage)) return current_ground; else return ter; } void place_trim(short q,short r,location where,ter_num_t ter_type) { bool at_top = false,at_bot = false,at_left = false,at_right = false; location targ; // FIrst quick check ... if a pit or barrier in outdoor combat, no trim if ((is_combat()) && (which_combat_type == 0) && (ter_type == 90)) return; if (PSD[SDF_NO_SHORE_FRILLS] > 0) return; targ.x = q; targ.y = r; if (supressing_some_spaces && (targ != ok_space[0]) && (targ != ok_space[1]) && (targ != ok_space[2]) && (targ != ok_space[3])) return; if (where.x == 0) at_left = true; if (where.y == 0) at_top = true; if ((overall_mode == MODE_OUTDOORS) || (overall_mode == MODE_LOOK_OUTDOORS)) { if (where.x == 95) at_right = true; if (where.y == 95) at_bot = true; } else { if (where.x == univ.town->max_dim()) at_right = true; if (where.y == univ.town->max_dim()) at_bot = true; } // First, trim for fluids if(is_fluid(ter_type)){ short trim = get_fluid_trim(where, ter_type); if (trim != 0) { ter_num_t shore; if (trim & 2){ // upper right shore = coord_to_ter(where.x + 1, where.y - 1); shore = get_ground_for_shore(shore); draw_trim(q,r,5,shore); }if (trim & 8){ // lower right shore = coord_to_ter(where.x + 1, where.y + 1); shore = get_ground_for_shore(shore); draw_trim(q,r,7,shore); }if (trim & 32){ // lower left shore = coord_to_ter(where.x - 1, where.y + 1); shore = get_ground_for_shore(shore); draw_trim(q,r,6,shore); }if (trim & 128){ // upper left shore = coord_to_ter(where.x - 1, where.y - 1); shore = get_ground_for_shore(shore); draw_trim(q,r,4,shore); }if (trim & 1){ // top shore = coord_to_ter(where.x, where.y - 1); shore = get_ground_for_shore(shore); draw_trim(q,r,2,shore); }if (trim & 4){ // right shore = coord_to_ter(where.x + 1, where.y); shore = get_ground_for_shore(shore); draw_trim(q,r,1,shore); }if (trim & 16){ // bottom shore = coord_to_ter(where.x, where.y + 1); shore = get_ground_for_shore(shore); draw_trim(q,r,3,shore); }if (trim & 64){ // left shore = coord_to_ter(where.x - 1, where.y); shore = get_ground_for_shore(shore); draw_trim(q,r,0,shore); } } } if(is_wall(ter_type) && !at_top && !at_bot && !at_left && !at_right){ //if (((ter_type >= 100) && (ter_type <= 137)) && (at_top == false) && // (at_bot == false) && (at_left == false) && (at_right == false)) { ter_num_t to_left = coord_to_ter(where.x - 1,where.y); ter_num_t above = coord_to_ter(where.x,where.y - 1); ter_num_t to_right = coord_to_ter(where.x + 1,where.y); ter_num_t below = coord_to_ter(where.x,where.y + 1); if (is_wall(to_left) && is_wall(above) && is_ground(to_right) && is_ground(below)) draw_trim(q,r,11,to_right); if (is_wall(to_left) && is_wall(below) && is_ground(to_right) && is_ground(above)) draw_trim(q,r,9,to_right); if (is_wall(to_right) && is_wall(above) && is_ground(to_left) && is_ground(below)) draw_trim(q,r,10,to_left); if (is_wall(to_right) && is_wall(below) && is_ground(to_left) && is_ground(above)) draw_trim(q,r,8,to_left); if (is_ground(to_left) && is_ground(above) && is_ground(to_right) && is_wall(below)) { draw_trim(q,r,8,to_right); draw_trim(q,r,9,to_right); } if (is_wall(to_left) && is_ground(below) && is_ground(to_right) && is_ground(above)) { draw_trim(q,r,9,to_right); draw_trim(q,r,11,to_right); } if (is_ground(to_right) && is_wall(above) && is_ground(to_left) && is_ground(below)) { draw_trim(q,r,10,to_left); draw_trim(q,r,11,to_left); } if (is_wall(to_right) && is_ground(below) && is_ground(to_left) && is_ground(above)) { draw_trim(q,r,8,to_left); draw_trim(q,r,10,to_left); } if (is_ground(to_right) && is_ground(below) && is_ground(to_left) && is_ground(above)) { draw_trim(q,r,8,to_left); draw_trim(q,r,9,to_right); draw_trim(q,r,10,to_left); draw_trim(q,r,11,to_right); } // } } } void draw_trim(short q,short r,short which_trim,ter_num_t ground_ter) //which_trim is 3 -> drawing wall trim -> might shift down if ground is grass //short which_mode; // 0 top 1 bottom 2 left 3 right 4 up left 5 up right 6 down right 7 down left { // which_trim // 0 - left, 1 - right, 2 - top, 3 - bottom, 4 - tl, 5 - tr, 6 - bl, 7 - br // 8 - wall tl, 9 - wall tr, 10 - wall bl, 11 - wall br // 50 - walkway bl, 51 - walkway tl, 52 - walkway tr, 53 - walkway br // 54 - walkway top, 55 - walkway right, 56 - walkway bottom, 57 - walkway left // 58 - lone walkway RECT from_rect = {0,0,36,28},to_rect,mask_rect; sf::Texture* from_gworld; // TODO: The duplication of RECT here shouldn't be necessary... static RECT trim_rects[] = { RECT{0,0,36,14}, RECT{0,0,36,14}, RECT{0,0,18,28}, RECT{0,0,18,28}, RECT{0,0,18,14}, RECT{0,0,18,14}, RECT{0,0,18,14}, RECT{0,0,18,14}, RECT{0,0,18,14}, RECT{0,0,18,14}, RECT{0,0,18,14}, RECT{0,0,18,14}, }; static RECT walkway_rects[] = { RECT{0,0,36,28}, RECT{0,0,36,28}, RECT{0,0,36,28}, RECT{0,0,36,28}, RECT{0,0,36,28}, RECT{0,0,36,28}, RECT{0,0,36,28}, RECT{0,0,36,28}, RECT{0,0,36,28}, }; static bool inited = false; if(!inited){ inited = true; trim_rects[1].offset(14,0); trim_rects[2].offset(28,0); trim_rects[3].offset(28,18); trim_rects[4].offset(56,0); trim_rects[5].offset(70,0); trim_rects[6].offset(56,18); trim_rects[7].offset(70,18); trim_rects[8].offset(84,0); trim_rects[9].offset(98,0); trim_rects[10].offset(84,18); trim_rects[11].offset(98,18); int i; for(i = 0; i < 12; i++) trim_rects[i].offset(112,36); for(i = 0; i < 8 ; i++) walkway_rects[i].offset((i%4)*28,(i/4)*36); walkway_rects[8].offset(196,0); } sf::Color test_color = {0,0,0}, store_color; if (frills_on == false) return; // if current ground is grass, forget trim // if ((current_ground == 2) && (which_trim < 3)) // return; terrain_there[q][r] = -1; // from_rect.left = 28 * which_trim + trim_rects[which_mode].left; // from_rect.right = 28 * which_trim + trim_rects[which_mode].right; // from_rect.top = trim_rects[which_mode].top; // from_rect.bottom = trim_rects[which_mode].bottom; // // if ((which_trim == 3) && (current_ground == 2)) // trim corner walls with grass instead of cave floor // OffsetRect(&from_rect,0,36); unsigned short pic = scenario.ter_types[ground_ter].picture; if(pic < 400){ from_gworld = &terrain_gworld[pic / 50]; pic %= 50; from_rect.offset(28 * (pic % 10), 36 * (pic / 10)); }else if(pic < 1000){ from_gworld = &anim_gworld; pic %= 400; from_rect.offset(112 * (pic / 5),36 * (pic % 5)); }else{ pic %= 1000; graf_pos_ref(from_gworld, from_rect) = spec_scen_g.find_graphic(pic); } if(which_trim < 50) mask_rect = trim_rects[which_trim]; else mask_rect = walkway_rects[which_trim - 50]; to_rect = coord_to_rect(q,r); // to_rect.right = to_rect.left + trim_rects[which_mode].right; // to_rect.left = to_rect.left + trim_rects[which_mode].left; // to_rect.bottom = to_rect.top + trim_rects[which_mode].bottom; // to_rect.top = to_rect.top + trim_rects[which_mode].top; // OffsetRect(&to_rect,-61,-37); if(which_trim == 0 || which_trim == 4 || which_trim == 6 || which_trim == 8 || which_trim == 10){ from_rect.right -= 14; to_rect.right -= 14; }else if(which_trim == 1 || which_trim == 5 || which_trim == 7 || which_trim == 9 || which_trim == 11){ from_rect.left += 14; to_rect.left += 14; } if(which_trim == 2 || which_trim == 4 || which_trim == 5 || which_trim == 8 || which_trim == 9){ from_rect.bottom -= 18; to_rect.bottom -= 18; }else if(which_trim == 3 || which_trim == 6 || which_trim == 7 || which_trim == 10 || which_trim == 11){ from_rect.top += 18; to_rect.top += 18; } rect_draw_some_item(*from_gworld, from_rect, roads_gworld, mask_rect, terrain_screen_gworld, to_rect); } bool extend_road_terrain(ter_num_t ter) { eTrimType trim = scenario.ter_types[ter].trim_type; eTerSpec spec = scenario.ter_types[ter].special; ter_num_t flag = scenario.ter_types[ter].flag1.u; if(trim == eTrimType::ROAD || trim == eTrimType::CITY || trim == eTrimType::WALKWAY) return true; if(spec == eTerSpec::BRIDGE) return true; if(spec == eTerSpec::TOWN_ENTRANCE && trim != eTrimType::NONE) return true; // cave entrance, most likely if(spec == eTerSpec::UNLOCKABLE || spec == eTerSpec::CHANGE_WHEN_STEP_ON) return true; // closed door, possibly locked; or closed portcullis if(spec == eTerSpec::CHANGE_WHEN_USED && scenario.ter_types[flag].special == eTerSpec::CHANGE_WHEN_STEP_ON && scenario.ter_types[flag].flag1.u == ter) return true; // open door (I think) TODO: Verify this works if(spec == eTerSpec::LOCKABLE) return true; // open portcullis (most likely) return false; } static bool can_build_roads_on(ter_num_t ter) { if(impassable(ter)) return false; if(scenario.ter_types[ter].special == eTerSpec::BRIDGE) return false; return true; } static bool superextend_road_terrain(int x, int y) { // Connect road to trim? ter_num_t ter = coord_to_ter(x,y); eTrimType trim = scenario.ter_types[ter].trim_type; if(trim == eTrimType::N || trim == eTrimType::S) { ter_num_t up = coord_to_ter(x,y-1); ter_num_t down = coord_to_ter(x,y+1); eTrimType trimUp = scenario.ter_types[up].trim_type; eTrimType trimDn = scenario.ter_types[down].trim_type; if((trimUp == eTrimType::ROAD || trimUp == eTrimType::CITY) && (trimDn == eTrimType::ROAD || trimDn == eTrimType::CITY)) return can_build_roads_on(ter); if((trimUp == eTrimType::ROAD || trimUp == eTrimType::CITY) && trim == eTrimType::N && trimDn == eTrimType::S) return can_build_roads_on(ter); if((trimDn == eTrimType::ROAD || trimDn == eTrimType::CITY) && trim == eTrimType::S && trimUp == eTrimType::N) return can_build_roads_on(ter); } else if(trim == eTrimType::E || trim == eTrimType::W) { ter_num_t left = coord_to_ter(x-1,y); ter_num_t right = coord_to_ter(x+1,y); eTrimType trimLeft = scenario.ter_types[left].trim_type; eTrimType trimRight = scenario.ter_types[right].trim_type; if((trimLeft == eTrimType::ROAD || trimLeft == eTrimType::CITY) && (trimRight == eTrimType::ROAD || trimRight == eTrimType::CITY)) return can_build_roads_on(ter); if((trimLeft == eTrimType::ROAD || trimLeft == eTrimType::CITY) && trim == eTrimType::W && trimRight == eTrimType::E) return can_build_roads_on(ter); if((trimRight == eTrimType::ROAD || trimRight == eTrimType::CITY) && trim == eTrimType::E && trimLeft == eTrimType::W) return can_build_roads_on(ter); } return false; } static bool connect_roads(ter_num_t ter){ eTrimType trim = scenario.ter_types[ter].trim_type; eTerSpec spec = scenario.ter_types[ter].special; if(trim == eTrimType::ROAD || trim == eTrimType::CITY) return true; if(spec == eTerSpec::TOWN_ENTRANCE && trim != eTrimType::NONE) return true; // cave entrance, most likely return false; } void place_road(short q,short r,location where, bool here) { location draw_loc; ter_num_t ter; RECT to_rect; //RECT road_rects[2] = {{76,112,80,125},{72,144,90,148}}; // 0 - rl partial 1 - ud partial // TODO: The duplication of RECT here shouldn't be necessary... static const RECT road_rects[4] = { RECT{4,112,8,125}, // horizontal partial RECT{0,144,18,148}, // vertical partial RECT{0,112,4,140}, // horizontal full RECT{0,140,36,144}, // vertical full }; //RECT road_dest_rects[4] = {{0,12,18,16},{16,15,20,28},{18,12,36,16},{16,0,20,13}}; // top right bottom left static const RECT road_dest_rects[6] = { RECT{0,12,18,16}, // top RECT{16,15,20,28}, // right RECT{18,12,36,16}, // bottom RECT{16,0,20,13}, // left RECT{0,12,36,16}, // top + bottom RECT{16,0,20,28}, // right + left }; draw_loc.x = q; draw_loc.y = r; terrain_there[q][r] = -1; if(here){ if (where.y > 0) ter = coord_to_ter(where.x,where.y - 1); if ((where.y == 0) || extend_road_terrain(ter) || superextend_road_terrain(where.x, where.y - 1)) { to_rect = road_dest_rects[0]; to_rect.offset(13 + q * 28,13 + r * 36); rect_draw_some_item (roads_gworld, road_rects[1], terrain_screen_gworld, to_rect); } if (((is_out()) && (where.x < 96)) || (!(is_out()) && (where.x < univ.town->max_dim() - 1))) ter = coord_to_ter(where.x + 1,where.y); if (((is_out()) && (where.x == 96)) || (!(is_out()) && (where.x == univ.town->max_dim() - 1)) || extend_road_terrain(ter) || superextend_road_terrain(where.x + 1, where.y)) { to_rect = road_dest_rects[1]; to_rect.offset(13 + q * 28,13 + r * 36); rect_draw_some_item (roads_gworld, road_rects[0], terrain_screen_gworld, to_rect); } if (((is_out()) && (where.y < 96)) || (!(is_out()) && (where.y < univ.town->max_dim() - 1))) ter = coord_to_ter(where.x,where.y + 1); if (((is_out()) && (where.y == 96)) || (!(is_out()) && (where.y == univ.town->max_dim() - 1)) || extend_road_terrain(ter) || superextend_road_terrain(where.x, where.y + 1)) { to_rect = road_dest_rects[2]; to_rect.offset(13 + q * 28,13 + r * 36); rect_draw_some_item (roads_gworld, road_rects[1], terrain_screen_gworld, to_rect); } if (where.x > 0) ter = coord_to_ter(where.x - 1,where.y); if ((where.x == 0) || extend_road_terrain(ter) || superextend_road_terrain(where.x - 1, where.y)) { to_rect = road_dest_rects[3]; to_rect.offset(13 + q * 28,13 + r * 36); rect_draw_some_item (roads_gworld, road_rects[0], terrain_screen_gworld, to_rect); } }else{ ter_num_t ref = coord_to_ter(where.x,where.y); bool horz = false, vert = false; eTrimType trim = scenario.ter_types[ref].trim_type; if (where.y > 0) ter = coord_to_ter(where.x,where.y - 1); eTrimType vertTrim = scenario.ter_types[ter].trim_type; if ((where.y == 0) || connect_roads(ter)) vert = can_build_roads_on(ref); else if((vertTrim == eTrimType::S && trim == eTrimType::N) || (vertTrim == eTrimType::N && trim == eTrimType::S)) vert = can_build_roads_on(ref); if (((is_out()) && (where.x < 96)) || (!(is_out()) && (where.x < univ.town->max_dim() - 1))) ter = coord_to_ter(where.x + 1,where.y); eTrimType horzTrim = scenario.ter_types[ter].trim_type; if (((is_out()) && (where.x == 96)) || (!(is_out()) && (where.x == univ.town->max_dim() - 1)) || connect_roads(ter)) horz = can_build_roads_on(ref); else if((horzTrim == eTrimType::W && trim == eTrimType::E) || (horzTrim == eTrimType::E && trim == eTrimType::W)) horz = can_build_roads_on(ref); if(vert){ if (((is_out()) && (where.y < 96)) || (!(is_out()) && (where.y < univ.town->max_dim() - 1))) ter = coord_to_ter(where.x,where.y + 1); eTrimType vertTrim = scenario.ter_types[ter].trim_type; if (((is_out()) && (where.y == 96)) || (!(is_out()) && (where.y == univ.town->max_dim() - 1)) || connect_roads(ter)) vert = can_build_roads_on(ref); else if((vertTrim == eTrimType::S && trim == eTrimType::N) || (vertTrim == eTrimType::N && trim == eTrimType::S)) vert = can_build_roads_on(ref); else vert = false; } if(horz){ if (where.x > 0) ter = coord_to_ter(where.x - 1,where.y); eTrimType horzTrim = scenario.ter_types[ter].trim_type; if ((where.x == 0) || connect_roads(ter)) horz = can_build_roads_on(ref); else if((horzTrim == eTrimType::W && trim == eTrimType::E) || (horzTrim == eTrimType::E && trim == eTrimType::W)) horz = can_build_roads_on(ref); else horz = false; } if(horz){ to_rect = road_dest_rects[5]; to_rect.offset(13 + q * 28,13 + r * 36); rect_draw_some_item (roads_gworld, road_rects[2], terrain_screen_gworld, to_rect); } if(vert){ to_rect = road_dest_rects[4]; to_rect.offset(13 + q * 28,13 + r * 36); rect_draw_some_item (roads_gworld, road_rects[3], terrain_screen_gworld, to_rect); } } } void draw_rest_screen() { eGameMode store_mode; store_mode = overall_mode; overall_mode = MODE_RESTING; draw_terrain(0); overall_mode = store_mode ; } void boom_space(location where,short mode,short type,short damage,short sound) // if mode is 100, force //short type; // 0 - flame 1 - magic 2 - poison 3 - blood 4 - cold // 10s digit indicates sound 0 - normal ouch 1 - small sword 2 - loud sword // 3 - pole 4 - club 5 - fireball hit 6 - squish 7 - cold // 8 - acid 9 - claw 10 - bite 11 - slime 12 - zap 13 - missile hit { location where_draw(4,4); RECT source_rect = {0,0,36,28},text_rect,dest_rect = {13,13,49,41},big_to = {13,13,337,265},store_rect; short del_len; char dam_str[20]; short x_adj = 0,y_adj = 0,which_m; short sound_to_play[20] = { 97,69,70,71,72, 73,55,75,42,86, 87,88,89,98,0, 0,0,0,0,0}; //sound_key = type / 10; //type = type % 10; // if ((cartoon_happening == true) && (anim_step < 140)) // return; if ((mode != 100) && (party_can_see(where) == 6)) return; if ((type < 0) || (type > 4)) return; if ((boom_anim_active == true) && (type != 3)) return; if ((PSD[SDF_NO_FRILLS] > 0) && fast_bang) return; if (is_out()) return; // Redraw terrain in proper position if ((((point_onscreen(center,where) == false) && (overall_mode >= MODE_COMBAT)) || (overall_mode == MODE_OUTDOORS)) ) { play_sound(sound_to_play[sound]); return; } else if (is_combat()) { if (which_combat_type == 1) draw_terrain(0); else draw_terrain(0); } else if (fast_bang < 2) { draw_terrain(0); if (fast_bang == 1) fast_bang = 2; } where_draw.x = where.x - center.x + 4; where_draw.y = where.y - center.y + 4; // source_rect.left += 28 * type; // source_rect.right += 28 * type; // adjust for possible big monster which_m = monst_there(where); if (which_m < 90) { x_adj += 14 * (univ.town.monst[which_m].x_width - 1); y_adj += 18 * (univ.town.monst[which_m].y_width - 1); } dest_rect.offset(where_draw.x * 28,where_draw.y * 36); source_rect = store_rect = dest_rect; dest_rect.offset(x_adj,y_adj); dest_rect |= big_to; dest_rect.offset(win_to_rects[0].left,win_to_rects[0].top); source_rect.offset(-store_rect.left + 28 * type,-store_rect.top); rect_draw_some_item(boom_gworld,source_rect,dest_rect,ul,sf::BlendAlpha); if ((dest_rect.right - dest_rect.left >= 28) && (dest_rect.bottom - dest_rect.top >= 36)) { sprintf(dam_str,"%d",damage); TextStyle style; style.lineHeight = 10; //text_rect = coord_to_rect(where_draw.x,where_draw.y); //OffsetRect(&text_rect,x_adj,y_adj); text_rect = dest_rect; text_rect.top += 10; if ((damage < 10) && (dest_rect.right - dest_rect.left > 19)) text_rect.left += 10; text_rect.offset(-4,-5); win_draw_string(mainPtr,text_rect,dam_str,eTextMode::CENTRE,style,ul); } play_sound((skip_boom_delay?-1:1)*sound_to_play[sound]); mainPtr.display(); if ((sound == 6) && (fast_bang == 0) && (!skip_boom_delay)) sf::sleep(time_in_ticks(12)); if (fast_bang == 0 && !skip_boom_delay) { del_len = PSD[SDF_GAME_SPEED] * 3 + 4; if (play_sounds == false) sf::sleep(time_in_ticks(del_len)); } redraw_terrain(); if ((overall_mode >= MODE_COMBAT/*9*/) && (overall_mode != MODE_LOOK_OUTDOORS) && (overall_mode != MODE_LOOK_TOWN) && (overall_mode != MODE_RESTING)) draw_pcs(center,1); } void draw_pointing_arrows() { // TODO: The duplication of RECT here shouldn't be necessary... RECT sources[4] = { RECT{352,28,360,36}, // up RECT{352,10,360,18}, // left RECT{352,01,360,9}, // down RECT{352,19,360,27} // right }; RECT dests[8] = {RECT{7,100,15,108},RECT{7,170,15,178},RECT{140,7,148,15},RECT{212,7,220,15}, RECT{346,100,354,108},RECT{346,170,354,178},RECT{140,274,148,282},RECT{212,274,220,282}}; short i; if ((monsters_going == true) || /*(overall_mode <= MODE_TOWN) ||*/ (overall_mode <= MODE_COMBAT) || (overall_mode == MODE_LOOK_OUTDOORS)) return; for (i = 0; i < 4; i++) { rect_draw_some_item(terrain_screen_gworld.getTexture(),sources[i],dests[i * 2],ul,sf::BlendAlpha); rect_draw_some_item(terrain_screen_gworld.getTexture(),sources[i],dests[i * 2 + 1],ul,sf::BlendAlpha); } } void redraw_terrain() { RECT to_rect; to_rect = win_to_rects[0]; rect_draw_some_item(terrain_screen_gworld.getTexture(), win_from_rects[0], to_rect,ul); apply_light_mask(true); // Now place arrows draw_pointing_arrows(); } void draw_targets(location center) { RECT source_rect = {74,36,85,47},dest_rect; short i = 0; if (party_toast() == true) return; for (i = 0; i < 8; i++) if ((spell_targets[i].x != 120) && (point_onscreen(center,spell_targets[i]) == true)) { dest_rect = coord_to_rect(spell_targets[i].x - center.x + 4,spell_targets[i].y - center.y + 4); //OffsetRect(&dest_rect,5,5); //InsetRect(&dest_rect,8,12); rect_draw_some_item(roads_gworld,calc_rect(6,0),dest_rect,ul,sf::BlendAlpha); } } void frame_space(location where,short mode,short width,short height) //mode; // 0 - red 1 - green { location where_put; RECT to_frame; if (point_onscreen(center,where) == false) return; where_put.x = 4 + where.x - center.x; where_put.y = 4 + where.y - center.y; to_frame.top = 18 + where_put.y * 36; to_frame.left = 18 + where_put.x * 28; to_frame.bottom = 54 + where_put.y * 36 + 36 * (height - 1); to_frame.right = 46 + where_put.x * 28 + 28 * (width - 1); to_frame.offset(ul); frame_roundrect(mainPtr, to_frame, 8, (mode == 0) ? sf::Color::Red : sf::Color::Green); } void erase_spot(short i,short j) { RECT to_erase; to_erase = coord_to_rect(i,j); fill_rect(mainPtr, to_erase, sf::Color::Black); } void draw_targeting_line(location where_curs) { location which_space,store_loc; short i,j,k,l; RECT redraw_rect,redraw_rect2,terrain_rect = {0,0,351,279},target_rect; location from_loc; RECT on_screen_terrain_area = {23, 23, 346, 274}; if (overall_mode >= MODE_COMBAT) from_loc = pc_pos[current_pc]; else from_loc = univ.town.p_loc; if ((overall_mode == MODE_SPELL_TARGET) || (overall_mode == MODE_FIRING) || (overall_mode == MODE_THROWING) || (overall_mode == MODE_FANCY_TARGET) || ((overall_mode == MODE_TOWN_TARGET) && (current_pat.pattern[4][4] != 0))) { on_screen_terrain_area.offset(ul); if (where_curs.in(on_screen_terrain_area)) { // && (point_onscreen(center,pc_pos[current_pc]) == true)){ i = (where_curs.x - 23 - ul.x) / 28; j = (where_curs.y - 23 - ul.y) / 36; which_space.x = center.x + (short) i - 4; which_space.y = center.y + (short) j - 4; k = (short) (from_loc.x - center.x + 4); l = (short) (from_loc.y - center.y + 4); k = (k * 28) + 32 + ul.x; l = (l * 36) + 36 + ul.y; if ((can_see_light(from_loc,which_space,sight_obscurity) < 5) && (dist(from_loc,which_space) <= current_spell_range)) { terrain_rect.inset(13,13); terrain_rect.offset(5 + ul.x,5 + ul.y); mainPtr.setActive(); clip_rect(mainPtr, terrain_rect); draw_line(mainPtr, where_curs, location(k, l), 2, {128,128,128}, sf::BlendAdd); redraw_rect.left = min(where_curs.x,k) - 4; redraw_rect.right = max(where_curs.x,k) + 4; redraw_rect.top = min(where_curs.y,l) - 4; redraw_rect.bottom = max(where_curs.y,l) + 4; redraw_rect2 = redraw_rect | terrain_rect; // Now place targeting pattern for (i = 0; i < 9; i++) for (j = 0; j < 9; j++) { store_loc.x = center.x + i - 4; store_loc.y = center.y + j - 4; if ((abs(store_loc.x - which_space.x) <= 4) && (abs(store_loc.y - which_space.y) <= 4) && (current_pat.pattern[store_loc.x - which_space.x + 4][store_loc.y - which_space.y + 4] != 0)) { target_rect.left = 13 + BITMAP_WIDTH * i + 5 + ul.x; target_rect.right = target_rect.left + BITMAP_WIDTH; target_rect.top = 13 + BITMAP_HEIGHT * j + 5 + ul.y; target_rect.bottom = target_rect.top + BITMAP_HEIGHT; frame_rect(mainPtr, target_rect, sf::Color::White); target_rect.inset(-5,-5); redraw_rect2 = rectunion(target_rect,redraw_rect2); // Now place number of shots left, if drawing center of target if ((overall_mode == MODE_FANCY_TARGET) && (store_loc.x - which_space.x + 4 == 4) && (store_loc.y - which_space.y + 4 == 4)) { TextStyle style; style.colour = sf::Color::White; style.lineHeight = 12; const char chr[2] = {static_cast(num_targets_left + '0')}; int x = ((target_rect.left + target_rect.right) / 2) - 3; int y = (target_rect.top + target_rect.bottom) / 2; win_draw_string(mainPtr, RECT(y, x, y + 12, x + 12), chr, eTextMode::CENTRE, style); } } } redraw_rect2.inset(-5,-5); undo_clip(mainPtr); } } } } bool party_toast() { short i; for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE) return false; return true; } void redraw_partial_terrain(RECT redraw_rect) { RECT from_rect; from_rect = redraw_rect; from_rect.offset(-ul.x,-ul.y); // as rect_draw_some_item will shift redraw_rect before drawing, we need to compensate redraw_rect.offset(-ul.x + 5,-ul.y + 5); rect_draw_some_item(terrain_screen_gworld.getTexture(),from_rect,redraw_rect,ul); } /* void HideShowMenuBar( ) { GDHandle mainScreen; // store current gray region that displays // menu bar and the current height of the menu bar originalGrayRgn = LMGetGrayRgn(); menuBarHeight = LMGetMBarHeight(); // calculate the rect of the menu bar to test // if mouse down is in if desired mainScreen = GetMainDevice(); menuBarRect = (**mainScreen).gdRect; menuBarRect.bottom = menuBarHeight; HideMenuBar(); while( !Button() ); ShowMenuBar(); // restore the original gray region to // make the menu bar visible LMSetGrayRgn( originalGrayRgn ); } */