//#include "item.h" #define DIR_ARRAY_DEF #include "boe.global.h" #include "classes.h" #include "boe.graphics.h" #include "boe.newgraph.h" #include "boe.fileio.h" #include "boe.actions.h" #include "boe.text.h" #include "boe.party.h" #include "boe.items.h" #include "boe.fields.h" #include "boe.town.h" #include "boe.startup.h" #include "boe.dlgutil.h" #include "boe.infodlg.h" #include "boe.main.h" #include "winutil.h" #include "soundtool.h" #include "graphtool.h" #include "mathutil.h" #include "fileio.h" #include "dlogutil.h" #include "scrollbar.h" #include "boe.menus.h" #include //extern short arrow_curs[3][3]; //extern short sword_curs, boot_curs, drop_curs, target_curs; //extern short talk_curs, key_curs, look_curs, current_cursor; /* Mac stuff globals */ RECT windRect, Drag_Rect; bool All_Done = false; sf::Event event; sf::RenderWindow mainPtr; short had_text_freeze = 0,num_fonts; bool in_startup_mode = true,app_started_normally = false, skip_boom_delay = false; bool first_startup_update = true; bool diff_depth_ok = false,first_sound_played = false,spell_forced = false,startup_loaded = false; bool save_maps = true,party_in_memory = false; std::shared_ptr text_sbar, item_sbar, shop_sbar; RECT sbar_rect = {283,546,421,562}; RECT shop_sbar_rect = {67,258,357,274}; RECT item_sbar_rect = {146,546,253,562}; bool bgm_on = false,bgm_init = false; //short dialog_answer; location store_anim_ul; cScenario scenario; cUniverse univ; //piles_of_stuff_dumping_type *data_store; //talking_record_type talking; bool gInBackground = false; bool flushingInput = false; long start_time; short on_spell_menu[2][62]; short on_monst_menu[256]; signed char dir_x_dif[9] = {0,1,1,1,0,-1,-1,-1,0}; signed char dir_y_dif[9] = {-1,-1,0,1,1,1,0,-1,0}; bool game_run_before = false; bool give_intro_hint = true; bool in_scen_debug = false; bool show_startup_splash = true; bool belt_present = false; /* Adventure globals */ //party_record_type party; //pc_record_type adven[6]; //outdoor_record_type outdoors[2][2]; //current_town_type c_town; //big_tr_type t_d; //town_item_list t_i; //unsigned char out[96][96],out_e[96][96]; //setup_save_type setup_save; //unsigned char misc_i[64][64],sfx[64][64]; ////unsigned char template_terrain[64][64]; //location monster_targs[60]; // TODO: Integrate this into the town cCreature type //outdoor_strs_type outdoor_text[2][2]; /* Display globals */ short combat_posing_monster = -1, current_working_monster = -1; // 0-5 PC 100 + x - monster x bool fast_bang = false; short spec_item_array[60]; short current_spell_range; eGameMode overall_mode = MODE_STARTUP; bool first_update = true,anim_onscreen = false,frills_on = true,sys_7_avail,suppress_stat_screen = false; short stat_window = 0,store_modifier; bool monsters_going = false,boom_anim_active = false; short give_delays = 0; bool modeless_exists[18] = {false,false,false,false,false,false, false,false,false,false,false,false, false,false,false,false,false,false}; sf::RenderWindow mini_map; //RECT d_rects[80]; ////short d_rect_index[80]; //short town_size[3] = {64,48,32}; short which_item_page[6] = {0,0,0,0,0,0}; // Remembers which of the 2 item pages pc looked at location ul = {28,10}; short display_mode = 0; // 0 - center 1- ul 2 - ur 3 - dl 4 - dr 5 - small win long stored_key; short pixel_depth,old_depth = 8; short current_ground = 0,stat_screen_mode = 0; short anim_step = -1; // Spell casting globals short store_mage = 0, store_priest = 0; short store_mage_lev = 0, store_priest_lev = 0; short store_spell_target = 6,pc_casting; short pc_last_cast[2][6] = {{1,1,1,1,1,1},{1,1,1,1,1,1}}; short num_targets_left = 0; location spell_targets[8]; /* Combat globals */ short which_combat_type,town_type; location center; ter_num_t combat_terrain[64][64]; location pc_pos[6]; short current_pc; short combat_active_pc; effect_pat_type current_pat; //short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x // TODO: Integrate this ^ into the town cCreature type short spell_caster, missile_firer,current_monst_tactic; short store_current_pc = 0; ////town_record_type anim_town; //tiny_tr_type anim_t_d; //stored_items_list_type stored_items[3]; //stored_outdoor_maps_type o_maps; // System key #ifdef __APPLE__ bool sf::Event::KeyEvent::*const systemKey = &sf::Event::KeyEvent::system; #else bool sf::Event::KeyEvent::*const systemKey = &sf::Event::KeyEvent::control; #endif sf::Clock animTimer; // Special stuff booleans bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall; bool sleep_field; // // Main body of program Exile // void check_for_intel(); bool mac_is_intel; int main(void) { //data_store = (piles_of_stuff_dumping_type *) NewPtr(sizeof(piles_of_stuff_dumping_type)); init_menubar(); // Do this first of all because otherwise a default File and Window menu will be seen Initialize(); init_fileio(); init_graph_tool(redraw_screen); Set_Window_Drag_Bdry(); init_buf(); set_up_apple_events(); //import_template_terrain(); //import_anim_terrain(0); plop_fancy_startup(); //PSD[SDF_NO_FRILLS] = 0; //PSD[SDF_NO_SOUNDS] = 0; init_screen_locs(); init_snd_tool(); cDialog::init(); //init_party(0); //PSD[SDF_GAME_SPEED] = 1; //init_anim(0); fancy_startup_delay(); init_spell_menus(); // if (overall_mode == MODE_STARTUP) // overall_mode = MODE_OUTDOORS; mainPtr.display(); if (!game_run_before) cChoiceDlog("welcome.xml").show(); else if (give_intro_hint) tip_of_day(); game_run_before = true; check_for_intel(); init_mini_map(); menu_activate(); while (All_Done == false) Handle_One_Event(); close_program(); return 0; } void check_for_intel(){ int response = CFByteOrderGetCurrent(); if(response == CFByteOrderUnknown){ printf("Gestalt error\n"); exit(1); } if(response == CFByteOrderLittleEndian) mac_is_intel = true; else mac_is_intel = false; } // // Initialize everything for the program, make sure we can run // //MW specified argument and return type. void Initialize(void) { /* Initialize all the needed managers. */ //InitCursor(); //GetKeys(key_state); // // To make the Random sequences truly random, we need to make the seed start // at a different number. An easy way to do this is to put the current time // and date into the seed. Since it is always incrementing the starting seed // will always be different. Don't for each call of Random, or the sequence // will no longer be random. Only needed once, here in the init. // //unsigned long time; //GetDateTime(&time); //SetQDGlobalsRandomSeed(time); srand(time(NULL)); // // Make a new window for drawing in, and it must be a color window. // The window is full screen size, made smaller to make it more visible. // sf::VideoMode screen = sf::VideoMode::getDesktopMode(); windRect.left = windRect.top = 0; windRect.width() = screen.width; windRect.height() = screen.height; init_directories(); // stored_key = open_pref_file(); // if (stored_key == -100) { // stored_key = open_pref_file(); // if (stored_key == -100) { // Alert(983,NULL); // ExitToShell(); // } // } load_prefs(); text_sbar.reset(new cScrollbar(mainPtr)); text_sbar->setBounds(sbar_rect); text_sbar->setMaximum(58); text_sbar->setPosition(58); item_sbar.reset(new cScrollbar(mainPtr)); item_sbar->setBounds(item_sbar_rect); item_sbar->setMaximum(16); shop_sbar.reset(new cScrollbar(mainPtr)); shop_sbar->setBounds(shop_sbar_rect); shop_sbar->setMaximum(16); adjust_window_mode(); } // TODO: This may be unneeded? void Set_Window_Drag_Bdry() { sf::VideoMode screen = sf::VideoMode::getDesktopMode(); Drag_Rect.left = Drag_Rect.top = 0; Drag_Rect.width() = screen.width; Drag_Rect.height() = screen.height; // Drag_Rect = (**(GrayRgn)).rgnBBox; Drag_Rect.left += DRAG_EDGE; Drag_Rect.right -= DRAG_EDGE; Drag_Rect.bottom -= DRAG_EDGE; } void Handle_One_Event() { static const long fiveTicks = time_in_ticks(5).asMilliseconds(); static const long twentyTicks = time_in_ticks(20).asMilliseconds(); static const long fortyTicks = time_in_ticks(40).asMilliseconds(); long menu_choice; bool event_in_dialog = false; through_sending(); Handle_Update(); //(cur_time - last_anim_time > 42) if((animTimer.getElapsedTime().asMilliseconds() >= fortyTicks) && (in_startup_mode == false) && (anim_onscreen == true) && (PSD[SDF_NO_TER_ANIM] == 0) && (isFrontWindow(mainPtr) || isFrontWindow(mini_map)) && (!gInBackground)) { animTimer.restart(); draw_terrain(); } if((animTimer.getElapsedTime().asMilliseconds() > twentyTicks) && (in_startup_mode == true) && app_started_normally && isFrontWindow(mainPtr)) { animTimer.restart(); draw_startup_anim(true); } clear_sound_memory(); event_in_dialog = handle_dialog_event(); if (event_in_dialog == false) if(!mainPtr.waitEvent(event)) { // TODO: Actually, this is probably an error, so maybe it should be handled as such. flushingInput = false; mainPtr.display(); return; } switch (event.type) { case sf::Event::KeyPressed: if(flushingInput) return; if (!(event.key.*systemKey)) handle_keystroke(event); break; case sf::Event::MouseButtonPressed: if(flushingInput) return; Mouse_Pressed(); break; case sf::Event::MouseLeft: // Make sure we don't have an invisible or arrow cursor when it's outside the window // TODO: Would probably be better to reset the cursor to normal rather than making it a sword mainPtr.setMouseCursorVisible(true); make_cursor_sword(); break; case sf::Event::MouseMoved: // The original game called ObscureCursor in the handle_keystroke function, // which hides the mouse cursor until it's moved. // SFML's hide cursor function is always permanent, so this is here to balance that out. mainPtr.setMouseCursorVisible(true); if(!gInBackground && (isFrontWindow(mainPtr) || isFrontWindow(mini_map))) { location where(event.mouseMove.x, event.mouseMove.y); change_cursor(where); // TODO: Probably don't actually need the conditional here? if(animTimer.getElapsedTime().asMilliseconds() % fiveTicks <= 60) draw_targeting_line(where); } break; case sf::Event::GainedFocus: Handle_Activate(); Handle_Update(); break; case sf::Event::Closed: if (in_startup_mode == true) { All_Done = true; break; } if (overall_mode > MODE_TOWN){ std::string choice = cChoiceDlog("quit-confirm-nosave.xml", {"quit", "cancel"}).show(); if (choice == "cancel") break; } else { std::string choice = cChoiceDlog("quit-confirm-save.xml", {"save", "quit", "cancel"}).show(); if (choice == "cancel") break; if (choice == "save") save_party(univ.file); } All_Done = true; // TODO: Handle closing of mini-map #if 0 else { for (i = 0; i < 18; i++) if ((the_window == GetDialogWindow(modeless_dialogs[i])) && (modeless_exists[i] == true)) { //CloseDialog(modeless_dialogs[i]); HideWindow(GetDialogWindow(modeless_dialogs[i])); modeless_exists[i] = false; SelectWindow(mainPtr); SetPortWindowPort(mainPtr); } } #endif } flushingInput = false; // TODO: Could there be a case when the key and mouse input that needs to be flushed has other events interspersed? mainPtr.display(); // TODO: I'm assuming this needs to be SOMEWHERE, at least. } void Handle_Activate() { if (isFrontWindow(mainPtr)) mainPtr.setActive(); } // TODO: Not sure what to do here bool handle_dialog_event() { bool event_was_dlog = false; #if 0 short i,item_hit; cDialog* event_d; if (FrontWindow() != NULL) { if (IsDialogEvent(&event)) { if (DialogSelect(&event, &event_d, &item_hit)) for (i = 0; i < 18; i++) if (event_d == modeless_dialogs[i]) { /*CloseDialog(modeless_dialogs[i]); modeless_exists[i] = false; event_was_dlog = true; SetPort(mainPtr); SelectWindow(mainPtr); SetPort(mainPtr); */ } } } // if ((event.what == keyDown) && (FrontWindow() != mainPtr)) // } #endif return event_was_dlog; } void Handle_Update() { // TODO: What about updating other windows? Particularly the minimap sf::RenderWindow& the_window = mainPtr; if (&the_window == &mainPtr) { if (in_startup_mode == true) { /*if (first_startup_update == true) first_startup_update = false; else*/ draw_startup(0); /* if (first_sound_played == false) { play_sound(22); first_sound_played = true; } */ } else { if (first_update == true) { first_update = false; if (overall_mode == MODE_OUTDOORS) redraw_screen(); if ((overall_mode > MODE_OUTDOORS) & (overall_mode < MODE_COMBAT)) redraw_screen(); // 1st update never combat } else //refresh_screen(0); redraw_screen(); } } } // TODO: These three functions should probably be inside the cScrollbar class (the three are almost identical) void sbar_action(cScrollbar& bar, short part) { short old_setting,new_setting,max; if (part == 0) return; old_setting = bar.getPosition(); new_setting = old_setting; max = bar.getMaximum(); switch (part) { case 0/*kControlUpButtonPart*/: new_setting--; break; case 1/*kControlDownButtonPart*/: new_setting++; break; case 2/*kControlPageUpPart*/: new_setting -= 11; break; case 3/*kControlPageDownPart*/: new_setting += 11; break; } new_setting = minmax(0,max,new_setting); bar.setPosition(new_setting); if (new_setting != old_setting) print_buf(); } void item_sbar_action(cScrollbar& bar, short part) { short old_setting,new_setting; short max; if (part == 0) return; old_setting = bar.getPosition(); new_setting = old_setting; max = bar.getMaximum(); switch (part) { case 0/*kControlUpButtonPart*/: new_setting--; break; case 1/*kControlDownButtonPart*/: new_setting++; break; case 2/*kControlPageUpPart*/: new_setting -= (stat_window == 7) ? 2 : 8; break; case 3/*kControlPageDownPart*/: new_setting += (stat_window == 7) ? 2 : 8; break; } new_setting = minmax(0,max,new_setting); bar.setPosition(new_setting); if (new_setting != old_setting) put_item_screen(stat_window,1); } void shop_sbar_action(cScrollbar bar, short part) { short old_setting,new_setting; short max; if (part == 0) return; old_setting = bar.getPosition(); new_setting = old_setting; max = bar.getMaximum(); switch (part) { case 0/*kControlUpButtonPart*/: new_setting--; break; case 1/*kControlDownButtonPart*/: new_setting++; break; case 2/*kControlPageUpPart*/: new_setting -= 8; break; case 3/*kControlPageDownPart*/: new_setting += 8; break; } new_setting = minmax(0,max,new_setting); bar.setPosition(new_setting); if (new_setting != old_setting) draw_shop_graphics(0,shop_sbar_rect); } // TODO: Pass the event object around instead of keeping a global one void Mouse_Pressed() { // TODO: What about other windows? // sf::Window& the_window = mainPtr; short the_part,choice,i,content_part; long menu_choice; if (had_text_freeze > 0) { had_text_freeze--; return; } //ding(); // TODO: Most of this should be handled automatically by Cocoa, but make sure nothing important was missed (like the code under inGoAway, that looks important) #if 0 // TODO: Honestly, I'm not quite sure how to track the scrollbars right now // if (the_window == mainPtr) { SetPortWindowPort(mainPtr); GlobalToLocal(&event.where); content_part = FindControl(event.where,the_window,&control_hit); // hit sbar? if (content_part != 0) { switch (content_part) { case kControlIndicatorPart: content_part = TrackControl(control_hit,event.where,NULL); if (control_hit == text_sbar) if (content_part == kControlIndicatorPart) print_buf(); if (control_hit == item_sbar) if (content_part == kControlIndicatorPart) put_item_screen(stat_window,0); if (control_hit == shop_sbar) if (content_part == kControlIndicatorPart) draw_shop_graphics(0,shop_sbar_rect); break; case kControlUpButtonPart: case kControlPageUpPart: case kControlDownButtonPart: case kControlPageDownPart: #ifndef EXILE_BIG_GUNS if (control_hit == text_sbar) content_part = TrackControl(control_hit,event.where,(ControlActionUPP)sbar_action); if (control_hit == item_sbar) content_part = TrackControl(control_hit,event.where,(ControlActionUPP)item_sbar_action); if (control_hit == shop_sbar) content_part = TrackControl(control_hit,event.where,(ControlActionUPP)shop_sbar_action); #endif #ifdef EXILE_BIG_GUNS if (control_hit == text_sbar) content_part = TrackControl(control_hit,event.where,(ControlActionUPP)text_sbar_UPP); if (control_hit == item_sbar) content_part = TrackControl(control_hit,event.where,(ControlActionUPP)item_sbar_UPP); if (control_hit == shop_sbar) content_part = TrackControl(control_hit,event.where,(ControlActionUPP)shop_sbar_UPP); #endif break; } } // a control hit // else { // ordinary click #endif // end commented-out code section if (in_startup_mode == false) All_Done = handle_action(event); else All_Done = handle_startup_press({event.mouseButton.x, event.mouseButton.y}); menu_activate(); } void close_program() { // TODO: Ultimately we would like to have cleanup happen automatically, negating the need for this function //end_music(); if(univ.town.loaded()) univ.town.unload(); if(univ.town.cur_talk_loaded != univ.town.num) delete univ.town.cur_talk; clean_up_graphtool(); } void handle_apple_menu(int item_hit) { switch (item_hit) { case 1: cChoiceDlog("about-boe.xml").show(); break; default: // GetItem (apple_menu,item_hit,desk_acc_name); // desk_acc_num = OpenDeskAcc(desk_acc_name); break; } } void handle_file_menu(int item_hit) { std::string choice; short i; switch (item_hit) { case 1: if (in_startup_mode == true) startup_load(); else do_load(); break; case 2: do_save(0); break; case 3: // if (in_startup_mode == true){ // try{ // FSSpec file = nav_put_party(); // save_party(file); // } catch(no_file_chosen){} // } // else do_save(1); break; case 4: if (in_startup_mode == false) { choice = cChoiceDlog("restart-game.xml",{"okay","cancel"}).show(); if (choice == "cancel") return; for (i = 0; i < 6; i++) univ.party[i].main_status = MAIN_STATUS_ABSENT; party_in_memory = false; reload_startup(); in_startup_mode = true; draw_startup(0); } start_new_game(); draw_startup(0); menu_activate(); break; case 6: pick_preferences(); break; case 8: if (in_startup_mode == true) { All_Done = true; break; } if (overall_mode > MODE_TOWN) { choice = cChoiceDlog("quit-confirm-nosave.xml",{"quit","cancel"}).show(); if (choice == "cancel") return; } else { choice = cChoiceDlog("quit-confirm-save.xml",{"quit","save","cancel"}).show(); if (choice == "cancel") break; if (choice == "save") save_party(univ.file); } All_Done = true; break; } } void handle_options_menu(int item_hit) { short choice,i; switch (item_hit) { case 1: choice = char_select_pc(0,0,"New graphic for who?"); if (choice < 6) pick_pc_graphic(choice,1,NULL); draw_terrain(); break; case 4: if (prime_time() == false) { ASB("Finish what you're doing first."); print_buf(); } else { choice = char_select_pc(0,0,"Delete who?"); if (choice < 6) { std::string confirm = cChoiceDlog("delete-pc-confirm.xml",{"yes","no"}).show(); if (confirm == "yes") kill_pc(choice,MAIN_STATUS_ABSENT); } draw_terrain(); } break; case 2: choice = select_pc(0,0); if (choice < 6) pick_pc_name(choice,NULL); put_pc_screen(); put_item_screen(stat_window,0); break; case 3: if (!(is_town())) { add_string_to_buf("Add PC: Town mode only."); print_buf(); break; } for (i = 0; i < 6; i++) if (univ.party[i].main_status == 0) i = 20; if (i == 6) { ASB("Add PC: You already have 6 PCs."); print_buf(); } if (univ.town.num == scenario.which_town_start) { give_help(56,0); create_pc(6,NULL); } else { add_string_to_buf("Add PC: You can only make new"); add_string_to_buf(" characters in the town you "); add_string_to_buf(" started in."); } print_buf(); put_pc_screen(); put_item_screen(stat_window,0); break; //case 6: // journal(); // break;//// case 6: if (overall_mode == MODE_TALKING) { ASB("Talking notes: Can't read while talking."); print_buf(); return; } talk_notes(); break; case 7: adventure_notes(); break; case 8: if (in_startup_mode == false) print_party_stats(); break; } } void handle_help_menu(int item_hit) { std::string dialogToShow; switch (item_hit) { case 1: dialogToShow = "help-outdoor.xml"; break; case 2: dialogToShow = "help-town.xml"; break; case 3: dialogToShow = "help-combat.xml"; break; case 4: dialogToShow = "help-fields.xml"; break; case 6: dialogToShow = "help-hints.xml"; break; case 7: dialogToShow = "help-magic.xml"; break; } if(!dialogToShow.empty()) cChoiceDlog(dialogToShow).show(); } void handle_library_menu(int item_hit) { switch (item_hit) { case 1: display_spells(0,100,0); break; case 2: display_spells(1,100,0); break; case 3: display_skills(100,0); break; case 4: // TODO: Create a dedicated dialog for alchemy info display_alchemy(NULL); break; case 5: tip_of_day(); break; case 7: cChoiceDlog("welcome.xml").show(); break; } } void handle_actions_menu(int item_hit) { sf::Event dummyEvent = {sf::Event::KeyPressed}; switch (item_hit) { case 1: dummyEvent.key.code = sf::Keyboard::A; dummyEvent.key.shift = true; handle_keystroke(dummyEvent); break; case 2: dummyEvent.key.code = sf::Keyboard::W; handle_keystroke(dummyEvent); break; case 3: if (prime_time() == false) { ASB("Finish what you're doing first."); print_buf(); } else { give_help(62,0); display_map(); } make_cursor_sword(); break; } } // TODO: Maybe just use handle_menu_spell instead void handle_mage_spells_menu(int item_hit) { switch (item_hit) { case 1: give_help(209,0); break; default: if (prime_time() == false) { ASB("Finish what you're doing first."); print_buf(); } else handle_menu_spell(on_spell_menu[0][item_hit - 3],0); break; } } void handle_priest_spells_menu(int item_hit) { switch (item_hit) { case 1: give_help(209,0); break; default: if (prime_time() == false) { ASB("Finish what you're doing first."); print_buf(); } else handle_menu_spell(on_spell_menu[1][item_hit - 3],1); break; } } // TODO: Let this function take a cMonster* instead of the item_hit void handle_monster_info_menu(int item_hit) { display_monst(item_hit - 1, NULL,1); } //void load_cursors() //{ // short i,j; // for (i = 0; i < 3; i++) // for (j = 0; j < 3; j++) // arrow_curs[i][j] = GetCursor(100 + (i - 1) + 10 * (j - 1)); // sword_curs = GetCursor(120); // //// HLock ((Handle) sword_curs); //// SetCursor (*sword_curs); //// HUnlock((Handle) sword_curs); // // boot_curs = GetCursor(121); // key_curs = GetCursor(122); // target_curs = GetCursor(124); // talk_curs = GetCursor(126); // look_curs = GetCursor(129); // // set_cursor(sword_curs); // current_cursor = 124; // //} //void set_cursor(CursHandle which_curs) //{ // HLock ((Handle) which_curs); // SetCursor (*which_curs); // HUnlock((Handle) which_curs); //} cursor_type get_mode_cursor(){ switch(overall_mode){ case MODE_TOWN_TARGET: case MODE_SPELL_TARGET: case MODE_FIRING: case MODE_THROWING: case MODE_FANCY_TARGET: return target_curs; case MODE_TALK_TOWN: return talk_curs; case MODE_USE_TOWN: return key_curs; case MODE_BASH_TOWN: return boot_curs; case MODE_DROP_TOWN: case MODE_DROP_COMBAT: return drop_curs; case MODE_LOOK_OUTDOORS: case MODE_LOOK_TOWN: case MODE_LOOK_COMBAT: return look_curs; case MODE_RESTING: return wait_curs; default: return sword_curs; } return sword_curs; // this should never be reached, though } void change_cursor(location where_curs) { cursor_type cursor_needed; location cursor_direction; RECT world_screen = {23, 23, 346, 274}; where_curs.x -= ul.x; where_curs.y -= ul.y; if(!world_screen.contains(where_curs)) cursor_needed = sword_curs; else cursor_needed = get_mode_cursor(); if ((overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) && world_screen.contains(where_curs)){ cursor_direction = get_cur_direction(where_curs); cursor_needed = arrow_curs[cursor_direction.x + 1][cursor_direction.y + 1];// 100 + (cursor_direction.x) + 10 * ( cursor_direction.y); } if (cursor_needed != current_cursor) set_cursor(cursor_needed); } void move_sound(ter_num_t ter,short step){ static bool on_swamp = false; short pic,spec,snd; pic = scenario.ter_types[ter].picture; spec = scenario.ter_types[ter].special; snd = scenario.ter_types[ter].step_sound; //if on swamp don't play squish sound : BoE legacy behavior, can be removed safely if(snd == 4 && !flying() && univ.party.in_boat == 0){ if(on_swamp && get_ran(1,1,100) >= 10)return; on_swamp = true; }else on_swamp = false; if ((monsters_going == false) && (overall_mode < MODE_COMBAT) && (univ.party.in_boat >= 0)) {// is on boat ? if (spec == TER_SPEC_TOWN_ENTRANCE) //town entrance ? return; play_sound(48); //play boat sound } else if ((monsters_going == false) && (overall_mode < MODE_COMBAT) && (univ.party.in_horse >= 0)) {//// is on horse ? play_sound(85); //so play horse sound } else switch(scenario.ter_types[ter].step_sound){ case 1: play_sound(55); //squish break; case 2: play_sound(47); //crunch break; case 3: break; //silence : do nothing case 4: play_sound(17); // big splash break; default: //safety footsteps valve if (step % 2 == 0) //footsteps alternate sound play_sound(49); else play_sound(50); } } void incidental_noises(bool on_surface){ short sound_to_play; if(on_surface){ if(get_ran(1,1,100) < 40){ sound_to_play = get_ran(1,1,3); switch(sound_to_play){ case 1: play_sound(76); break; case 2: play_sound(77); break; case 3: play_sound(91); break; } } }else{ if(get_ran(1,1,100) < 40){ sound_to_play = get_ran(1,1,2); switch(sound_to_play){ case 1: play_sound(78); break; case 2: play_sound(79); break; } } } // Dog: 80 // Cat: 81 // Sheep: 82 // Cow: 83 // Chicken: 92 } void pause(short length) { long len; unsigned long dummy; len = (long) length; if (give_delays == 0) sf::sleep(time_in_ticks(len)); } // stuff done legit, i.e. flags are within proper ranges for stuff done flag bool sd_legit(short a, short b) { if ((minmax(0,299,a) == a) && (minmax(0,9,b) == b)) return true; return false; }