#include #include //#include "item.h" #include "boe.global.h" #include "classes.h" #include "boe.graphics.h" #include "boe.graphutil.h" #include "boe.monster.h" #include "boe.newgraph.h" #include "boe.fileio.h" #include "boe.itemdata.h" #include "boe.locutils.h" #include "boe.fields.h" #include "boe.text.h" #include "soundtool.h" #include "mathutil.h" #include "graphtool.h" #include "scrollbar.h" #include #include "location.h" short monsters_faces[190] = { 0,1,2,3,4,5,6,7,8,9, 10,0,12,11,11,12,13,13,2,11, 11,14,15,14,59,59,59,14,17,16, 18,27,20,30,31,32,19,19,25,25, 45,45,45,45,45, 24,24,53,53,53, 53,53,53,53,24, 24,24,24,22,22, // 50 22,22,22,22,22,22,22,22,22,21, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,23,0, 0,0,0,0,0, 47,47,47,47,47, 49,49,49,49,0, 0,0,0,0,0, 0,0,26,0,0, // 100 0,0,0,0,0, 0,0,0,46,46, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,48,48,48,48,48,48,51, 51,51,52,52,52,54,54,54,54,0, // 150 0,0,0,0,26,26,0,0,0,50, 23,0,0,0,0,0,0,0,23,23, 0,0,0,55,23,36,31,0,0,0}; extern location ul; extern RECT windRect; extern long anim_ticks; extern RECT bg[]; extern sf::RenderWindow mainPtr; extern short town_type,which_combat_type; extern eGameMode overall_mode; extern bool play_sounds,boom_anim_active; extern sf::Texture fields_gworld,boom_gworld,missiles_gworld,invenbtn_gworld; extern sf::Texture tiny_obj_gworld, items_gworld, talkfaces_gworld; extern sf::RenderTexture terrain_screen_gworld; //extern party_record_type party; extern sf::Texture bg_gworld; extern RECT sbar_rect,item_sbar_rect,shop_sbar_rect; extern std::shared_ptr text_sbar,item_sbar,shop_sbar; extern location center; extern short pc_marked_damage[6],pc_dir[6]; extern short monst_marked_damage[60]; extern location pc_pos[6]; //extern current_town_type univ.town; //extern big_tr_type t_d; //extern town_item_list t_i; extern ter_num_t combat_terrain[64][64]; //extern unsigned char misc_i[64][64],sfx[64][64]; extern location store_anim_ul; extern char light_area[13][13]; extern short terrain_there[9][9]; extern char unexplored_area[13][13]; extern RECT bw_pats[6]; extern short combat_posing_monster , current_working_monster ; // 0-5 PC 100 + x - monster x extern short store_talk_face_pic; extern cScenario scenario; extern cUniverse univ; //extern talking_record_type talking; // Talk vars extern word_rect_type store_words[50]; extern eGameMode store_pre_talk_mode; extern short store_personality,store_personality_graphic,current_pc; extern sf::RenderTexture talk_gworld; extern bool talk_end_forced; extern std::string old_str1,old_str2,one_back1,one_back2; extern word_rect_type preset_words[9]; extern RECT talk_area_rect, word_place_rect,talk_help_rect; extern std::string title_string; extern m_num_t store_monst_type; //extern hold_responses store_resp[83]; // Shop vars extern short store_shop_items[30],store_shop_costs[30]; extern short store_shop_type,store_shop_min,store_shop_max,store_cost_mult; extern eGameMode store_pre_shop_mode; extern char store_store_name[256]; extern RECT shopping_rects[8][7]; extern RECT bottom_help_rects[4]; extern RECT shop_name_str; extern RECT shop_frame ; extern RECT shop_done_rect; //extern item_record_type food_types[15]; extern char *heal_types[]; extern short heal_costs[8]; extern short terrain_there[9][9]; // Missile anim vars typedef struct { location dest; short missile_type; // -1 no miss short path_type,x_adj,y_adj; } store_missile_type; typedef struct { location dest; short val_to_place,offset; short place_type; // 0 - on spot, 1 - random area near spot short boom_type; // -1 no miss short x_adj,y_adj; } store_boom_type; store_missile_type store_missiles[30]; store_boom_type store_booms[30]; bool have_missile,have_boom; RECT explode_place_rect[30]; // Animation vars //extern town_record_type anim_town; //extern tiny_tr_type anim_t_d; //extern short anim_step; //extern char anim_str[60]; //extern location anim_str_loc; // //// if < 6; target PC, if >= 100, targ monst, if 6, go to anim_pc_loc //short anim_pc_targets[6]; //short anim_monst_targets[60]; // //short anim_pcs[6]; // //location anim_pc_locs[6],anim_monst_locs[60]; //location anim_string_loc; //char anim_string[60]; char last_light_mask[13][13]; void apply_unseen_mask() { // TODO: This is causing major lag and not even working properly return; RECT base_rect = {9,9,53,45},to_rect,big_to = {13,13,337,265}; short i,j,k,l; bool need_bother = false; if (PSD[SDF_NO_FRILLS] > 0) return; if ((is_combat()) && (which_combat_type == 0)) return; if (!(is_out()) && (univ.town->lighting_type > 0)) return; for (i = 0; i < 11; i++) for (j = 0; j < 11; j++) if (unexplored_area[i + 1][j + 1] == 1) need_bother = true; if (need_bother == false) return; for (i = 0; i < 11; i++) for (j = 0; j < 11; j++) if (unexplored_area[i + 1][j + 1] == 1) { to_rect = base_rect; to_rect.offset(-28 + i * 28,-36 + 36 * j); to_rect |= big_to; tileImage(mainPtr, to_rect, bg_gworld, bw_pats[3], sf::BlendAlpha); //PaintRoundRect(&to_rect,4,4); for (k = i - 2; k < i + 1; k++) for (l = j - 2; l < j + 1; l++) if ((k >= 0) && (l >= 0) && (k < 9) && (l < 9) && ((k != i - 1) || (l != j - 1))) terrain_there[k][l] = -1; } } void apply_light_mask(bool onWindow) { static Region dark_mask_region; RECT temp = {0,0,108,84},paint_rect,base_rect = {0,0,36,28}; RECT big_to = {13,13,337,265}; short i,j; bool is_dark = false,same_mask = true; if (PSD[SDF_NO_FRILLS] > 0) return; if (is_out()) return; if (univ.town->lighting_type == 0) return; if(onWindow) { mainPtr.setActive(); fill_region(mainPtr, dark_mask_region, sf::Color::Black); return; } // Process the light array for (i = 2; i < 11; i++) for (j = 2; j < 11; j++) if (light_area[i][j] == 0) is_dark = true; if (is_dark == false) { for (i = 2; i < 11; i++) for (j = 2; j < 11; j++) last_light_mask[i][j] = 0; return; } for (i = 1; i < 12; i++) for (j = 1; j < 12; j++) if ((light_area[i - 1][j - 1] >= 1) && (light_area[i + 1][j - 1] >= 1) && (light_area[i - 1][j] >= 1) && (light_area[i + 1][j] >= 1) && (light_area[i - 1][j + 1] >= 1) && (light_area[i + 1][j + 1] >= 1) && (light_area[i][j - 1] >= 1) && (light_area[i][j + 1] >= 1)) { light_area[i][j] = 2; } for (i = 1; i < 12; i++) for (j = 1; j < 12; j++) if ((light_area[i - 1][j - 1] >= 2) && (light_area[i + 1][j - 1] >= 2) && (light_area[i - 1][j] >= 2) && (light_area[i + 1][j] >= 2) && (light_area[i - 1][j + 1] >= 2) && (light_area[i + 1][j + 1] >= 2) && (light_area[i][j - 1] >= 2) && (light_area[i][j + 1] >= 2)) { light_area[i][j] = 3; } for (i = 2; i < 11; i++) for (j = 2; j < 11; j++) { if (light_area[i][j] == 1) terrain_there[i - 2][j - 2] = -1; } for (i = 0; i < 13; i++) for (j = 0; j < 13; j++) if (last_light_mask[i][j] != light_area[i][j]) same_mask = false; if (same_mask == true) { return; } dark_mask_region.clear(); dark_mask_region.addRect(big_to); for (i = 0; i < 13; i++) for (j = 0; j < 13; j++) last_light_mask[i][j] = light_area[i][j]; for (i = 1; i < 12; i++) for (j = 1; j < 12; j++) { if (light_area[i][j] == 2) { int xOffset = 13 + 28 * (i - 3), yOffset = 13 + 36 * (j - 3); Region oval_region; oval_region.addEllipse(temp); oval_region.offset(xOffset, yOffset); dark_mask_region -= oval_region; } if (light_area[i][j] == 3) { paint_rect = base_rect; paint_rect.offset(13 + 28 * (i - 2),13 + 36 * (j - 2)); Region temp_rect_rgn; temp_rect_rgn.addRect(paint_rect); dark_mask_region -= temp_rect_rgn; if (light_area[i + 1][j] == 3) light_area[i + 1][j] = 0; if (light_area[i + 1][j + 1] == 3) light_area[i + 1][j + 1] = 0; if (light_area[i][j + 1] == 3) light_area[i][j + 1] = 0; } } dark_mask_region.offset(5,5); dark_mask_region.offset(ul); } void start_missile_anim() { short i; if (boom_anim_active == true) return; boom_anim_active = true; for (i = 0; i < 30; i++) { store_missiles[i].missile_type = -1; store_booms[i].boom_type = -1; } for (i = 0; i < 6; i++) pc_marked_damage[i] = 0; for (i = 0; i < univ.town->max_monst(); i++) monst_marked_damage[i] = 0; have_missile = false; have_boom = false; } void end_missile_anim() { boom_anim_active = false; } void add_missile(location dest,short missile_type,short path_type,short x_adj,short y_adj) { short i; if (boom_anim_active == false) return; if (PSD[SDF_NO_FRILLS] > 0) return; // lose redundant missiles for (i = 0; i < 30; i++) if ((store_missiles[i].missile_type >= 0) && (dest == store_missiles[i].dest)) return; for (i = 0; i < 30; i++) if (store_missiles[i].missile_type < 0) { have_missile = true; store_missiles[i].dest = dest; store_missiles[i].missile_type =missile_type; store_missiles[i].path_type =path_type; store_missiles[i].x_adj =x_adj; store_missiles[i].y_adj =y_adj; return; } } void run_a_missile(location from,location fire_to,short miss_type,short path,short sound_num,short x_adj,short y_adj,short len) { // if ((cartoon_happening == true) && (anim_step < 140)) // return; start_missile_anim(); add_missile(fire_to,miss_type,path, x_adj, y_adj); do_missile_anim(len,from, sound_num); end_missile_anim(); } void run_a_boom(location boom_where,short type,short x_adj,short y_adj)//// { // if ((cartoon_happening == true) && (anim_step < 140)) // return; if ((type < 0) || (type > 2)) return; start_missile_anim(); add_explosion(boom_where,-1,0,type, x_adj, y_adj); do_explosion_anim(5,0); end_missile_anim(); } void mondo_boom(location l,short type) { short i; start_missile_anim(); for (i = 0; i < 12; i++) add_explosion(l,-1,1,type,0,0); do_explosion_anim(5,0); end_missile_anim(); } void add_explosion(location dest,short val_to_place,short place_type,short boom_type,short x_adj,short y_adj) { short i; if (PSD[SDF_NO_FRILLS] > 0) return; if (boom_anim_active == false) return; // lose redundant explosions for (i = 0; i < 30; i++) if ((store_booms[i].boom_type >= 0) && (dest == store_booms[i].dest) && (place_type == 0)) { if (val_to_place > 0) store_booms[i].val_to_place = val_to_place; return; } for (i = 0; i < 30; i++) if (store_booms[i].boom_type < 0) { have_boom = true; store_booms[i].offset = (i == 0) ? 0 : -1 * get_ran(1,0,2); store_booms[i].dest = dest; store_booms[i].val_to_place = val_to_place; store_booms[i].place_type = place_type; store_booms[i].boom_type = boom_type; store_booms[i].x_adj =x_adj; store_booms[i].y_adj =y_adj; return; } } void do_missile_anim(short num_steps,location missile_origin,short sound_num) { // TODO: Get rid of temp_rect, at least RECT temp_rect,missile_origin_base = {1,1,17,17},active_area_rect,to_rect,from_rect; short i,store_missile_dir; location start_point,finish_point[30]; location screen_ul; short x1[30],x2[30],y1[30],y2[30],t; // for path paramaterization RECT missile_place_rect[30],missile_origin_rect[30],store_erase_rect[30]; location current_terrain_ul; sf::RenderTexture temp_gworld; if ((have_missile == false) || (boom_anim_active == false)) { boom_anim_active = false; return; } for (i = 0; i < 30; i++) if (store_missiles[i].missile_type >= 0) i = 50; if (i == 30) return; // initialize general data // TODO: This is probably yet another relic of the Exile III demo if(overall_mode == MODE_STARTUP) { current_terrain_ul.x = 306; current_terrain_ul.y = 5; } else current_terrain_ul.x = current_terrain_ul.y = 5; // make terrain_template contain current terrain all nicely draw_terrain(1); to_rect = RECT(terrain_screen_gworld); RECT oldBounds = to_rect; to_rect.offset(current_terrain_ul); rect_draw_some_item(terrain_screen_gworld.getTexture(),oldBounds,to_rect,ul); // create and clip temporary anim template temp_rect = RECT(terrain_screen_gworld); active_area_rect = temp_rect; active_area_rect.inset(13,13); temp_gworld.create(temp_rect.width(), temp_rect.height()); temp_gworld.setActive(); clip_rect(temp_gworld, active_area_rect); mainPtr.setActive(); // init missile paths for (i = 0; i < 30; i++) { store_erase_rect[i] = RECT(); if ((store_missiles[i].missile_type >= 0) && (missile_origin == store_missiles[i].dest)) store_missiles[i].missile_type = -1; } screen_ul.x = center.x - 4; screen_ul.y = center.y - 4; start_point.x = 13 + 14 + 28 * (short) (missile_origin.x - screen_ul.x); start_point.y = 13 + 18 + 36 * (short) (missile_origin.y - screen_ul.y); for (i = 0; i < 30; i++) if (store_missiles[i].missile_type >= 0) { finish_point[i].x = 1 + 13 + 14 + store_missiles[i].x_adj + 28 * (short) (store_missiles[i].dest.x - screen_ul.x); finish_point[i].y = 1 + 13 + 18 + store_missiles[i].y_adj + 36 * (short) (store_missiles[i].dest.y - screen_ul.y); // note ... +1 at beginning is put in to prevent infinite slope if (store_missiles[i].missile_type < 7) { store_missile_dir = get_missile_direction(start_point,finish_point[i]); missile_origin_rect[i] = missile_origin_base; missile_origin_rect[i].offset(18 * store_missile_dir,18 * store_missiles[i].missile_type); } else { missile_origin_rect[i] = missile_origin_base; missile_origin_rect[i].offset(0,18 * store_missiles[i].missile_type); } // x1 slope x2 start pt x1[i] = finish_point[i].x - start_point.x; x2[i] = start_point.x; y1[i] = finish_point[i].y - start_point.y; y2[i] = start_point.y; } else missile_place_rect[i] = RECT(); play_sound(-1 * sound_num); // Now, at last, launch missile for (t = 0; t < num_steps; t++) { for (i = 0; i < 30; i++) if (store_missiles[i].missile_type >= 0) { // Where place? temp_rect = missile_origin_base; temp_rect.offset(-8 + x2[i] + (x1[i] * t) / num_steps, -8 + y2[i] + (y1[i] * t) / num_steps); // now adjust for different paths if (store_missiles[i].path_type == 1) temp_rect.offset(0, -1 * (t * (num_steps - t)) / 100); missile_place_rect[i] = temp_rect | active_area_rect; // Now put terrain in temporary; rect_draw_some_item(terrain_screen_gworld.getTexture(),missile_place_rect[i], temp_gworld,missile_place_rect[i]); // Now put in missile from_rect = missile_origin_rect[i]; if (store_missiles[i].missile_type >= 7) from_rect.offset(18 * (t % 8),0); rect_draw_some_item(missiles_gworld,from_rect, temp_gworld,temp_rect,sf::BlendAlpha); } // Now draw all missiles to screen for (i = 0; i < 30; i++) if (store_missiles[i].missile_type >= 0) { to_rect = store_erase_rect[i]; to_rect.offset(current_terrain_ul); rect_draw_some_item(terrain_screen_gworld.getTexture(),store_erase_rect[i],to_rect,ul); to_rect = missile_place_rect[i]; store_erase_rect[i] = to_rect; to_rect.offset(current_terrain_ul); rect_draw_some_item(temp_gworld.getTexture(),missile_place_rect[i],to_rect,ul); } mainPtr.display(); if ((PSD[SDF_GAME_SPEED] == 3) || ((PSD[SDF_GAME_SPEED] == 1) && (t % 4 == 0)) || ((PSD[SDF_GAME_SPEED] == 2) && (t % 3 == 0))) sf::sleep(time_in_ticks(1)); } // Exit gracefully, and clean up screen for (i = 0; i < 30; i++) store_missiles[i].missile_type = -1; to_rect = RECT(terrain_screen_gworld); RECT oldRect = to_rect; to_rect.offset(current_terrain_ul); rect_draw_some_item(terrain_screen_gworld.getTexture(),oldRect,to_rect,ul); } short get_missile_direction(location origin_point,location the_point) { location store_dir; short dir = 0; // To reuse legacy code, will renormalize the_point, which is missile destination, // so that origin_point is moved to (149,185) and the_point is moved in proportion the_point.x += 149 - origin_point.x; the_point.y += 185 - origin_point.y; if ((the_point.x < 135) & (the_point.y >= ((the_point.x * 34) / 10) - 293) & (the_point.y <= (-1 * ((the_point.x * 34) / 10) + 663))) store_dir.x--; if ((the_point.x > 163) & (the_point.y <= ((the_point.x * 34) / 10) - 350) & (the_point.y >= (-1 * ((the_point.x * 34) / 10) + 721))) store_dir.x++; if ((the_point.y < 167) & (the_point.y <= (the_point.x / 2) + 102) & (the_point.y <= (-1 * (the_point.x / 2) + 249))) store_dir.y--; if ((the_point.y > 203) & (the_point.y >= (the_point.x / 2) + 123) & (the_point.y >= (-1 * (the_point.x / 2) + 268))) store_dir.y++; switch (store_dir.y) { case 0: dir = 4 - 2 * (store_dir.x); break; case -1: dir = (store_dir.x == -1) ? 7 : store_dir.x; break; case 1: dir = 4 - store_dir.x; break; } return dir; } void do_explosion_anim(short sound_num,short special_draw) // sound_num currently ignored // special_draw - 0 normal 1 - first half 2 - second half { RECT temp_rect,active_area_rect,to_rect,from_rect; RECT base_rect = {0,0,36,28},text_rect; char str[60]; short i,temp_val,temp_val2; location screen_ul; short t,cur_boom_type = 0; location current_terrain_ul; sf::RenderTexture temp_gworld; short boom_type_sound[3] = {5,10,53}; if ((have_boom == false) || (boom_anim_active == false)) { boom_anim_active = false; return; } for (i = 0; i < 30; i++) if (store_booms[i].boom_type >= 0) i = 50; if (i == 30) return; // initialize general data if(overall_mode == MODE_STARTUP) { // TODO: I think this is a relic of the "demo" on the main screen of Exile III current_terrain_ul.x = 306; current_terrain_ul.y = 5; } else current_terrain_ul.x = current_terrain_ul.y = 5; // make terrain_template contain current terrain all nicely draw_terrain(1); if (special_draw != 2) { to_rect = RECT(terrain_screen_gworld); RECT oldRect = to_rect; to_rect.offset(current_terrain_ul); rect_draw_some_item(terrain_screen_gworld.getTexture(),oldRect,to_rect,ul); } // create and clip temporary anim template temp_rect = RECT(terrain_screen_gworld); active_area_rect = temp_rect; active_area_rect.inset(13,13); TextStyle style; style.font = FONT_BOLD; style.pointSize = 10; temp_gworld.create(temp_rect.width(), temp_rect.height()); temp_gworld.setActive(); clip_rect(temp_gworld, active_area_rect); mainPtr.setActive(); // init missile paths screen_ul.x = center.x - 4; screen_ul.y = center.y - 4; for (i = 0; i < 30; i++) if ((store_booms[i].boom_type >= 0) && (special_draw < 2)) { cur_boom_type = store_booms[i].boom_type; explode_place_rect[i] = base_rect; explode_place_rect[i].offset(13 + 28 * (store_booms[i].dest.x - screen_ul.x) + store_booms[i].x_adj, 13 + 36 * (store_booms[i].dest.y - screen_ul.y) + store_booms[i].y_adj); if ((store_booms[i].place_type == 1) && (special_draw < 2)) { temp_val = get_ran(1,0,50) - 25; temp_val2 = get_ran(1,0,50) - 25; explode_place_rect[i].offset(temp_val,temp_val2); } // eliminate stuff that's too gone. RECT tempRect2; tempRect2 = RECT(terrain_screen_gworld); temp_rect = explode_place_rect[i] | tempRect2; if (temp_rect == explode_place_rect[i]) { store_booms[i].boom_type = -1; } } else if (special_draw < 2) explode_place_rect[i] = RECT(); //play_sound(-1 * sound_num); if (special_draw < 2) play_sound(-1 * boom_type_sound[cur_boom_type]); // Now, at last, do explosion for (t = (special_draw == 2) ? 6 : 0; t < ((special_draw == 1) ? 6 : 11); t++) { // t goes up to 10 to make sure screen gets cleaned up // First, lay terrain in temporary graphic area; for (i = 0; i < 30; i++) if (store_booms[i].boom_type >= 0) rect_draw_some_item(terrain_screen_gworld.getTexture(),explode_place_rect[i], temp_gworld,explode_place_rect[i]); // Now put in explosions for (i = 0; i < 30; i++) if (store_booms[i].boom_type >= 0) { if ((t + store_booms[i].offset >= 0) && (t + store_booms[i].offset <= 7)) { from_rect = base_rect; from_rect.offset(28 * (t + store_booms[i].offset),36 * (1 + store_booms[i].boom_type)); rect_draw_some_item(boom_gworld,from_rect, temp_gworld,explode_place_rect[i],sf::BlendAlpha); if (store_booms[i].val_to_place > 0) { text_rect = explode_place_rect[i]; text_rect.top += 4; text_rect.left -= 10; if (store_booms[i].val_to_place < 10) text_rect.left += 8; sprintf(str,"%d",store_booms[i].val_to_place); style.colour = sf::Color::White; style.lineHeight = 12; win_draw_string(temp_gworld,text_rect,str,1,style); style.colour = sf::Color::Black; mainPtr.setActive(); } } } // Now draw all missiles to screen for (i = 0; i < 30; i++) if (store_booms[i].boom_type >= 0) { to_rect = explode_place_rect[i]; to_rect.offset(current_terrain_ul); rect_draw_some_item(temp_gworld.getTexture(),explode_place_rect[i],to_rect,ul); } //if (((PSD[SDF_GAME_SPEED] == 1) && (t % 3 == 0)) || ((PSD[SDF_GAME_SPEED] == 2) && (t % 2 == 0))) mainPtr.display(); sf::sleep(time_in_ticks(2 * (1 + PSD[SDF_GAME_SPEED]))); } // Exit gracefully, and clean up screen for (i = 0; i < 30; i++) if (special_draw != 1) store_booms[i].boom_type = -1; //to_rect = terrain_screen_gworld->portRect; //OffsetRect(&to_rect,current_terrain_ul.h,current_terrain_ul.v); //rect_draw_some_item(terrain_screen_gworld,terrain_screen_gworld->portRect, // terrain_screen_gworld,to_rect,0,1); } /* shop_type: 0 - weapon shop 1 - armor shop 2 - misc shop 3 - healer 4 - food 5-9 - magic shop 10 - mage spells 11 - priest spells 12 alchemy */ void click_shop_rect(RECT area_rect) { draw_shop_graphics(1,area_rect); mainPtr.display(); if (play_sounds == true) play_sound(37); else sf::sleep(time_in_ticks(5)); draw_shop_graphics(0,area_rect); } static graf_pos calc_item_rect(int num,RECT& to_rect) { RECT from_rect = {0,0,18,18}; sf::Texture *from_gw = &tiny_obj_gworld; if (num < 45) { from_gw = &items_gworld; from_rect = calc_rect(num % 5, num / 5); }else{ to_rect.inset(5,9); from_rect.offset(18 * (num % 10), 18 * (num / 10)); } return std::make_pair(from_gw, from_rect); } void draw_shop_graphics(bool pressed,RECT clip_area_rect) // mode 1 - drawing dark for button press { RECT area_rect,item_info_from = {11,42,24,56}; RECT face_rect = {6,6,38,38}; RECT title_rect = {15,48,42,260}; RECT dest_rect,help_from = {85,36,101,54}; short faces[13] = {1,1,1,42,43, 1,1,1,1,1, 44,44,44}; short i,what_chosen; // In the 0..65535 range, these blue components were: 0, 32767, 14535, 26623, 59391 // The green components on the second line were 40959 and 24575 // TODO: The duplication of sf::Color here shouldn't be necessary... sf::Color c[7] = {sf::Color{0,0,0},sf::Color{0,0,128},sf::Color{0,0,57},sf::Color{0,0,104},sf::Color{0,0,232}, sf::Color{0,160,0},sf::Color{0,96,0}}; RECT shopper_name = {44,6,56,260}; short current_pos; short cur_cost,what_magic_shop,what_magic_shop_item; char cur_name[60]; char cur_info_str[60]; static const char*const cost_strs[] = { "Extremely Cheap","Very Reasonable","Pretty Average","Somewhat Pricey", "Expensive","Exorbitant","Utterly Ridiculous"}; cItemRec base_item; if (overall_mode != 21) { return; } talk_gworld.setActive(); TextStyle style; style.font = FONT_DUNGEON; style.pointSize = 18; talk_gworld.setActive(); if (pressed) { clip_rect(talk_gworld, clip_area_rect); } area_rect = RECT(talk_gworld); frame_rect(talk_gworld, area_rect, sf::Color::Black); area_rect.inset(1,1); tileImage(talk_gworld, area_rect,bg_gworld,bg[12]); frame_rect(talk_gworld, shop_frame, sf::Color::Black); // Place store icon if (!pressed) { i = faces[store_shop_type]; RECT from_rect = {0,0,32,32}; from_rect.offset(32 * (i % 10),32 * (i / 10)); rect_draw_some_item(talkfaces_gworld, from_rect, talk_gworld, face_rect); } // Place name of store and shopper name style.colour = c[3]; style.lineHeight = 18; dest_rect = title_rect; dest_rect.offset(1,1); win_draw_string(talk_gworld,dest_rect,store_store_name,2,style); dest_rect.offset(-1,-1); style.colour = c[4]; win_draw_string(talk_gworld,dest_rect,store_store_name,2,style); style.font = FONT_BOLD; style.pointSize = 12; style.colour = c[3]; switch (store_shop_type) { case 3: sprintf(cur_name,"Healing for %s.",univ.party[current_pc].name.c_str()); break; case 10: sprintf(cur_name,"Mage Spells for %s.",univ.party[current_pc].name.c_str());break; case 11: sprintf(cur_name,"Priest Spells for %s.",univ.party[current_pc].name.c_str()); break; case 12: sprintf(cur_name,"Buying Alchemy.");break; case 4: sprintf(cur_name,"Buying Food.");break; default:sprintf(cur_name,"Shopping for %s.",univ.party[current_pc].name.c_str()); break; } win_draw_string(talk_gworld,shopper_name,cur_name,2,style); // Place help and done buttons // TODO: Reimplement these with a cButton #if 0 help_from = RECT(dlg_buttons_gworld[3][0]); // help talk_help_rect.right = talk_help_rect.left + help_from.right - help_from.left; talk_help_rect.bottom = talk_help_rect.top + help_from.bottom - help_from.top; rect_draw_some_item(dlg_buttons_gworld[3][pressed],help_from,talk_gworld,talk_help_rect); help_from = RECT(dlg_buttons_gworld[11][0]); // done //talk_help_rect.right = talk_help_rect.left + help_from.right - help_from.left; //talk_help_rect.bottom = talk_help_rect.top + help_from.bottom - help_from.top; rect_draw_some_item(dlg_buttons_gworld[11][pressed],help_from,talk_gworld,shop_done_rect); #endif if (pressed) style.colour = c[4]; else style.colour = sf::Color::Black; // Place all the items for (i = 0; i < 8; i++) { current_pos = i + shop_sbar->getPosition(); if (store_shop_items[current_pos] < 0) break; // theoretically, this shouldn't happen cur_cost = store_shop_costs[current_pos]; what_chosen = store_shop_items[current_pos]; RECT from_rect, to_rect = shopping_rects[i][2]; sf::Texture* from_gw; switch (what_chosen / 100) { case 0: case 1: case 2: case 3: case 4: base_item = get_stored_item(what_chosen); base_item.ident = true; graf_pos_ref(from_gw, from_rect) = calc_item_rect(base_item.graphic_num,to_rect); rect_draw_some_item(*from_gw, from_rect, talk_gworld, to_rect, sf::BlendAlpha); strcpy(cur_name,base_item.full_name.c_str()); get_item_interesting_string(base_item,cur_info_str); break; case 5: base_item = store_alchemy(what_chosen - 500); graf_pos_ref(from_gw, from_rect) = calc_item_rect(53,to_rect); rect_draw_some_item(*from_gw, from_rect, talk_gworld, to_rect, sf::BlendAlpha); strcpy(cur_name,base_item.full_name.c_str()); strcpy(cur_info_str,""); break; case 6: //base_item = food_types[what_chosen - 600]; //draw_dialog_graphic( talk_gworld, shopping_rects[i][2],633, false,1); //strcpy(cur_name,base_item.full_name); //get_item_interesting_string(base_item,cur_info_str); break; case 7: what_chosen -= 700; graf_pos_ref(from_gw, from_rect) = calc_item_rect(99,to_rect); rect_draw_some_item(*from_gw, from_rect, talk_gworld, to_rect, sf::BlendAlpha); strcpy(cur_name,heal_types[what_chosen]); strcpy(cur_info_str,""); break; case 8: base_item = store_mage_spells(what_chosen - 800 - 30); graf_pos_ref(from_gw, from_rect) = calc_item_rect(base_item.graphic_num,to_rect); rect_draw_some_item(*from_gw, from_rect, talk_gworld, to_rect, sf::BlendAlpha); strcpy(cur_name,base_item.full_name.c_str()); strcpy(cur_info_str,""); break; case 9: base_item = store_priest_spells(what_chosen - 900 - 30); graf_pos_ref(from_gw, from_rect) = calc_item_rect(base_item.graphic_num,to_rect); rect_draw_some_item(*from_gw, from_rect, talk_gworld, to_rect, sf::BlendAlpha); strcpy(cur_name,base_item.full_name.c_str()); strcpy(cur_info_str,""); break; default: what_magic_shop = (what_chosen / 1000) - 1; what_magic_shop_item = what_chosen % 1000; base_item = univ.party.magic_store_items[what_magic_shop][what_magic_shop_item]; base_item.ident = true; graf_pos_ref(from_gw, from_rect) = calc_item_rect(base_item.graphic_num,to_rect); rect_draw_some_item(*from_gw, from_rect, talk_gworld, to_rect, sf::BlendAlpha); strcpy(cur_name,base_item.full_name.c_str()); get_item_interesting_string(base_item,cur_info_str); break; } // Now draw item shopping_rects[i][7] // 0 - whole area, 1 - active area 2 - graphic 3 - item name // 4 - item cost 5 - item extra str 6 - item help button style.pointSize = 12; style.lineHeight = 12; win_draw_string(talk_gworld,shopping_rects[i][3],cur_name,0,style); sprintf(cur_name,"Cost: %d",cur_cost); win_draw_string(talk_gworld,shopping_rects[i][4],cur_name,0,style); style.pointSize = 10; win_draw_string(talk_gworld,shopping_rects[i][5],cur_info_str,0,style); if ((store_shop_type != 3) && (store_shop_type != 4)) rect_draw_some_item(invenbtn_gworld,item_info_from,talk_gworld,shopping_rects[i][6],pressed ? sf::BlendNone : sf::BlendAlpha); } // Finally, cost info and help strs sprintf(cur_name,"Prices here are %s.",cost_strs[store_cost_mult]); style.pointSize = 10; style.lineHeight = 12; win_draw_string(talk_gworld,bottom_help_rects[0],cur_name,0,style); win_draw_string(talk_gworld,bottom_help_rects[1],"Click on item name (or type 'a'-'h') to buy.",0,style); win_draw_string(talk_gworld,bottom_help_rects[2],"Hit done button (or Esc.) to quit.",0,style); if ((store_shop_type != 3) && (store_shop_type != 4)) win_draw_string(talk_gworld,bottom_help_rects[3],"'I' button brings up description.",0,style); undo_clip(talk_gworld); talk_gworld.display(); refresh_shopping(); shop_sbar->show(); shop_sbar->draw(); } void refresh_shopping() { // TODO: The duplication of RECT here shouldn't be necessary... RECT from_rects[4] = {RECT{0,0,62,279},RECT{62,0,352,253},RECT{62,269,352,279},RECT{352,0,415,279}}; RECT to_rect; short i; for (i = 0; i < 4; i++) { to_rect = from_rects[i]; to_rect.offset(5,5); rect_draw_some_item(talk_gworld.getTexture(),from_rects[i],to_rect,ul); } } void click_talk_rect(std::string str_to_place,std::string str_to_place2,RECT c_rect) { place_talk_str(str_to_place,str_to_place2,1,c_rect); mainPtr.display(); if (play_sounds == true) play_sound(37); else sf::sleep(time_in_ticks(5)); place_talk_str(str_to_place,str_to_place2,0,c_rect); } //// // which_s = 0 means that it returns first 4th level spell cItemRec store_mage_spells(short which_s) { cItemRec spell('spel');// = {21,0, 0,0,0,0,0,0, 53,0,0,0,0, 0, 0,0, {0,0},"", "",0,0,0,0}; static const short cost[32] = { 150,200,150,1000,1200,400,300,200, 200,250,500,1500,300, 250,125,150, 400,450, 800,600,700,600,7500, 500, 5000,3000,3500,4000,4000,4500,7000,5000 }; std::string str; if (which_s != minmax(0,31,which_s)) which_s = 0; spell.item_level = which_s + 30; spell.value = cost[which_s]; str = get_str("magic-names",which_s + 1); spell.full_name = str.c_str(); return spell; } // which_s = 0 means that it returns first 4th level spell cItemRec store_priest_spells(short which_s) { cItemRec spell('spel');// = {21,0, 0,0,0,0,0,0, 53,0,0,0,0, 0, 0,0, {0,0},"", "",0,0,0,0}; static const short cost[32] = { 100,150,75,400,200, 100,80,250, 400,400,1200,600,300, 600,350,250, 500,500,600,800, 1000,900,400,600, 2500,2000,4500,4500,3000,3000,2000,2000 }; std::string str; if (which_s != minmax(0,31,which_s)) which_s = 0; spell.item_level = which_s + 30; spell.value = cost[which_s]; str = get_str("magic-names",which_s + 50); spell.full_name = str.c_str(); return spell; } cItemRec store_alchemy(short which_s) { cItemRec spell('spel');// = {21,0, 0,0,0,0,0,0, 53,0,0,0,0, 0, 0,0, {0,0},"", "",0,0,0,0}; static const short val[20] = { 50,75,30,130,100, 150, 200,200,300,250, 300, 500,600,750,700, 1000,10000,5000,7000,12000 }; std::string str; if (which_s != minmax(0,19,which_s)) which_s = 0; spell.item_level = which_s; spell.value = val[which_s]; str = get_str("magic-names",which_s + 100); spell.full_name = str.c_str(); return spell; } void get_item_interesting_string(cItemRec item,char *message) { if (item.property == true) { strcpy(message,"Not yours."); return; } if (item.ident == false) { strcpy(message,""); return; } if (item.cursed == true) { strcpy(message,"Cursed item."); return; } switch (item.variety) { case 1: case 2: case 5: case 6: case 24: case 25: //// if (item.bonus != 0) sprintf(message,"Damage: 1-%d + %d.",item.item_level,item.bonus); else sprintf(message,"Damage: 1-%d.",item.item_level); break; case 12: case 13: case 14: case 15: case 16: case 17: sprintf(message,"Blocks %d-%d damage.",item.item_level + (item.protection > 0) ? 1 : 0, item.item_level + item.protection); break; case 4: case 23: sprintf(message,"Bonus : +%d to hit.",item.bonus); break; case 3: sprintf(message,"%d gold pieces.",item.item_level); break; case 11: sprintf(message,"%d food.",item.item_level); break; case 20: sprintf(message,"Poison: Does %d-%d damage.",item.item_level,item.item_level * 6); break; default: strcpy(message,""); if (item.charges > 0) sprintf(message,"Uses: %d",item.charges); break; } if (item.charges > 0) sprintf(message,"Uses: %d",item.charges); } void place_talk_str(std::string str_to_place,std::string str_to_place2,short color,RECT c_rect) // color 0 - regular 1 - darker { RECT area_rect; RECT face_rect = {6,6,38,38}; RECT title_rect = {19,48,42,260}; RECT dest_rect,help_from = {85,36,101,54}; std::string str; sf::Text str_to_draw; short i,j,str_len,line_height = 17; short current_rect,store_last_word_break = 0,start_of_last_kept_word = -1; short last_line_break = 0,last_word_break = 0,on_what_line = 0,last_stored_word_break = 0; short face_to_draw; // In the 0..65535 range, these blue components were: 0, 32767, 14535, 26623, 59391 // The green components on the second line were 40959 and 24575 // TODO: The duplication of sf::Color here shouldn't be necessary... sf::Color c[7] = {sf::Color{0,0,0},sf::Color{0,0,128},sf::Color{0,0,57},sf::Color{0,0,104},sf::Color{0,0,232}, sf::Color{0,160,0},sf::Color{0,96,0}}; talk_gworld.setActive(); TextStyle style; style.font = FONT_DUNGEON; style.pointSize = 18; if (c_rect.right > 0) { mainPtr.setActive(); c_rect.offset(talk_area_rect.topLeft()); c_rect.offset(ul); clip_rect(mainPtr, c_rect); } area_rect = RECT(talk_gworld); frame_rect(talk_gworld, area_rect, sf::Color::Black); area_rect.inset(1,1); tileImage(talk_gworld, area_rect,bg_gworld,bg[12]); // Put help button // TODO: Reimplement this with a cButton #if 0 help_from = RECT(dlg_buttons_gworld[3][0]); // help talk_help_rect.right = talk_help_rect.left + help_from.right - help_from.left; talk_help_rect.bottom = talk_help_rect.top + help_from.bottom - help_from.top; rect_draw_some_item(dlg_buttons_gworld[3][0],help_from,talk_gworld,talk_help_rect); #endif // Place face of talkee if ((color == 0) && (c_rect.right == 0)) { //// mainPtr.setActive(); face_to_draw = scenario.scen_monsters[store_monst_type].default_facial_pic; if (store_talk_face_pic >= 0) face_to_draw = store_talk_face_pic; #if 0 // Note: The "false" parameter means "no frame" if (store_talk_face_pic >= 1000) { // TODO: Draw custom talk face graphic draw_dialog_graphic( talk_gworld, face_rect, store_talk_face_pic, PIC_CUSTOM_TALK, false); } else { i = get_monst_picnum(store_monst_type); if (face_to_draw <= 0) // TODO: draw monster graphic for talk face draw_dialog_graphic(talk_gworld, face_rect, i, get_monst_pictype(store_monst_type), false); ; // TODO: Draw preset talk face graphic else draw_dialog_graphic(talk_gworld, face_rect, face_to_draw, PIC_MONST, false); } #endif talk_gworld.setActive(); } // Place name oftalkee style.colour = c[3]; style.lineHeight = 18; dest_rect = title_rect; dest_rect.offset(1,1); win_draw_string(talk_gworld,dest_rect,title_string,2,style); dest_rect.offset(-1,-1); style.colour = c[4]; win_draw_string(talk_gworld,dest_rect,title_string,2,style); // Place buttons at bottom. if (color == 0) style.colour = c[5]; else style.colour = c[6]; for (i = 0; i < 9; i++) if ((talk_end_forced == false) || (i == 6) || (i == 5)) { preset_words[i].word_rect.offset(0,8); win_draw_string(talk_gworld,preset_words[i].word_rect,preset_words[i].word,2,style); preset_words[i].word_rect.offset(0,-8); } // Place bulk of what said. Save words. //TextSize(14); if (color == 0) for (i = 0; i < 50; i++) store_words[i].word_rect.left = store_words[i].word_rect.right = 0; auto text_len = [&str_to_draw](size_t i) -> int { return str_to_draw.findCharacterPos(i).x; }; str_len = str_to_place.length(); if (str_len == 0) { str_to_place = "."; } str = str_to_place; str_to_draw.setString(str); dest_rect = word_place_rect; current_rect = 0; if (color == 0) style.colour = c[2]; else style.colour = c[1]; style.lineHeight = line_height; style.applyTo(str_to_draw); // TODO: The entire text flashes when clicking anything win_draw_string(talk_gworld, dest_rect, str, 0, style); for (i = 0;i < str_len;i++) { if (((str[i] != 39) && ((str[i] < 65) || (str[i] > 122)) && ((str[i] < 48) || (str[i] > 57))) && (color == 0)) { // New word, so set up a rect if (((i - store_last_word_break >= 4) || (i >= str_len - 1)) && (i - last_stored_word_break >= 4) && (talk_end_forced == false)) { store_words[current_rect].word_rect.left = dest_rect.left + (text_len(store_last_word_break) - text_len(last_line_break)) - 2; store_words[current_rect].word_rect.right = dest_rect.left + (text_len(i + 1) - text_len(last_line_break)) - 1; store_words[current_rect].word_rect.top = dest_rect.top + 1 + line_height * on_what_line - 5; store_words[current_rect].word_rect.bottom = dest_rect.top + 1 + line_height * on_what_line + 13; if ((str[store_last_word_break] < 48) || (str[store_last_word_break] == 96) || (str[store_last_word_break] > 122) || ((str[store_last_word_break] >= 58) && (str[store_last_word_break] <= 64))) store_last_word_break++; // adjust for if this word will be scrolled down //if (((text_len[i] - text_len[last_line_break] > (dest_rect.right - dest_rect.left - 6)) // && (last_word_break > last_line_break)) || (str[i] == '|')) { // OffsetRect(&store_words[current_rect].word_rect,5 + -1 * store_words[current_rect].word_rect.left,line_height); //} store_words[current_rect].word[0] = str[store_last_word_break]; store_words[current_rect].word[1] = str[store_last_word_break + 1]; store_words[current_rect].word[2] = str[store_last_word_break + 2]; store_words[current_rect].word[3] = str[store_last_word_break + 3]; store_words[current_rect].word[4] = 0; for (j = 0; j < 4; j++) if ((store_words[current_rect].word[j] >= 65) && (store_words[current_rect].word[j] <= 90)) store_words[current_rect].word[j] += 32; if (scan_for_response(store_words[current_rect].word) < 0) { store_words[current_rect].word_rect.left = store_words[current_rect].word_rect.right = 0; } else { start_of_last_kept_word = store_last_word_break; if (current_rect < 49) current_rect++; // TODO: Debug line, remove frame_rect(talk_gworld, store_words[current_rect].word_rect, sf::Color::Red); } last_stored_word_break = i + 1; } } if (((text_len(i) - text_len(last_line_break) > (dest_rect.right - dest_rect.left - 6)) && (last_word_break > last_line_break)) || (str[i] == '|') || (i == str_len - 1)) { if (str[i] == '|') { str[i] = ' '; last_word_break = i + 1; } store_last_word_break = last_word_break; last_line_break = last_word_break; if ((start_of_last_kept_word >= last_line_break) && (current_rect > 0)) { // TODO: Should we play an error sound here? store_words[current_rect - 1].word_rect.offset(5 - store_words[current_rect - 1].word_rect.left,line_height); } } if (str[i] == ' ') { // New word store_last_word_break = last_word_break = i + 1; } } // Now for string 2 str_len = str_to_place2.length(); start_of_last_kept_word = -1; if (str_len > 0) { str = str_to_place2; str_to_draw.setString(str); last_line_break = store_last_word_break = last_word_break = last_stored_word_break = 0; win_draw_string(talk_gworld, dest_rect, str, 0, style); for (i = 0;i < str_len;i++) { if (((str[i] != 39) && ((str[i] < 65) || (str[i] > 122)) && ((str[i] < 48) || (str[i] > 57))) && (color == 0)) { // New word, so set up a rect if (((i - store_last_word_break >= 4) || (i >= str_len - 1)) && (i - last_stored_word_break >= 4) && (talk_end_forced == false)) { store_words[current_rect].word_rect.left = dest_rect.left + (text_len(store_last_word_break) - text_len(last_line_break)) - 2; store_words[current_rect].word_rect.right = dest_rect.left + (text_len(i + 1) - text_len(last_line_break)) - 1; store_words[current_rect].word_rect.top = dest_rect.top + 1 + line_height * on_what_line - 5; store_words[current_rect].word_rect.bottom = dest_rect.top + 1 + line_height * on_what_line + 13; if ((str[store_last_word_break] < 48) || (str[store_last_word_break] == 96) || (str[store_last_word_break] > 122) || ((str[store_last_word_break] >= 58) && (str[store_last_word_break] <= 64))) store_last_word_break++; // adjust for if this word will be scrolled down //if (((text_len[i] - text_len[last_line_break] > (dest_rect.right - dest_rect.left - 6)) // && (last_word_break > last_line_break)) || (str[i] == '|')) { // OffsetRect(&store_words[current_rect].word_rect,5 + -1 * store_words[current_rect].word_rect.left,line_height); //} store_words[current_rect].word[0] = str[store_last_word_break]; store_words[current_rect].word[1] = str[store_last_word_break + 1]; store_words[current_rect].word[2] = str[store_last_word_break + 2]; store_words[current_rect].word[3] = str[store_last_word_break + 3]; store_words[current_rect].word[4] = 0; for (j = 0; j < 4; j++) if ((store_words[current_rect].word[j] >= 65) && (store_words[current_rect].word[j] <= 90)) store_words[current_rect].word[j] += 32; if (scan_for_response(store_words[current_rect].word) < 0) store_words[current_rect].word_rect.left = store_words[current_rect].word_rect.right = 0; else { start_of_last_kept_word = store_last_word_break; if (current_rect < 49) current_rect++; //FrameRect(&store_words[current_rect].word_rect); } last_stored_word_break = i + 1; } } if (((text_len(i) - text_len(last_line_break) > (dest_rect.right - dest_rect.left - 6)) && (last_word_break > last_line_break)) || (str[i] == '|') || (i == str_len - 1)) { if (str[i] == '|') { str[i] = ' '; last_word_break = i + 1; } store_last_word_break = last_word_break; last_line_break = last_word_break; if ((start_of_last_kept_word >= last_line_break) && (current_rect > 0)) { store_words[current_rect - 1].word_rect.offset(5 + -1 * store_words[current_rect - 1].word_rect.left,line_height); } } if (str[i] == ' ') { // New word store_last_word_break = last_word_break = i + 1; } } } RECT oldRect(talk_gworld); undo_clip(talk_gworld); talk_gworld.display(); // Finally place processed graphics mainPtr.setActive(); rect_draw_some_item(talk_gworld.getTexture(),oldRect,talk_area_rect,ul); // Clean up strings for (i = 0; i < 50; i++) for (j = 0; j < 4; j++) if ((store_words[current_rect].word[j] >= 65) && (store_words[current_rect].word[j] <= 90)) store_words[current_rect].word[j] += 32; } void refresh_talking() { RECT tempRect(talk_gworld); rect_draw_some_item(talk_gworld.getTexture(),tempRect,talk_area_rect,ul); } short scan_for_response(char *str) // returns -1 if no go { short i; for (i = 0; i < 60; i++) { // 60 response in each bunch if((univ.town.cur_talk().talk_nodes[i].personality != -1) && ((univ.town.cur_talk().talk_nodes[i].personality == store_personality) || (univ.town.cur_talk().talk_nodes[i].personality == -2)) && (((str[0] == univ.town.cur_talk().talk_nodes[i].link1[0]) && (str[1] == univ.town.cur_talk().talk_nodes[i].link1[1]) && (str[2] == univ.town.cur_talk().talk_nodes[i].link1[2]) && (str[3] == univ.town.cur_talk().talk_nodes[i].link1[3])) || ((str[0] == univ.town.cur_talk().talk_nodes[i].link2[0]) && (str[1] == univ.town.cur_talk().talk_nodes[i].link2[1]) && (str[2] == univ.town.cur_talk().talk_nodes[i].link2[2]) && (str[3] == univ.town.cur_talk().talk_nodes[i].link2[3])))) return i; } return -1; }