#include #include #include "boe.global.hpp" #include "universe.hpp" #include "boe.graphics.hpp" #include "boe.newgraph.hpp" #include "boe.items.hpp" #include #include "boe.monster.hpp" #include "boe.party.hpp" #include "boe.locutils.hpp" #include "boe.text.hpp" #include "soundtool.hpp" #include "boe.infodlg.hpp" #include "boe.fileio.hpp" #include "boe.main.hpp" #include "mathutil.hpp" #include "dlogutil.hpp" #include "fileio.hpp" #include "restypes.hpp" #include #include "prefs.hpp" #include "spell.hpp" short mage_spell_pos = 0,priest_spell_pos = 0,skill_pos = 0; extern std::map skill_cost; extern std::map skill_max; extern std::map skill_g_cost; extern const char* skill_ids[19]; extern short cur_town_talk_loaded; extern bool give_intro_hint; extern sf::RenderWindow mainPtr; extern short on_monst_menu[256]; bool full_roster = false; extern short dest_personalities[40]; extern location dest_locs[40]; extern short dest_personalities[40]; location source_locs[6] = {loc(2,9),loc(0,6),loc(3,6),loc(3,4),loc(6,2),loc(0,0)}; extern location dest_locs[40] ; extern char *alch_names[]; extern cUniverse univ; // Displaying string vars short store_str1a; short store_str1b; short store_str2a; short store_str2b; short store_page_on,store_num_i; // Misc dialog vars short position; long num_entries; unsigned short cur_entry; static void put_spell_info(cDialog& me, eSkill display_mode) { std::ostringstream store_text; short pos,ran,spell_num; std::string res; pos = display_mode == eSkill::MAGE_SPELLS ? mage_spell_pos : priest_spell_pos; res = display_mode == eSkill::MAGE_SPELLS ? "mage-spells" : "priest-spells"; spell_num = display_mode == eSkill::MAGE_SPELLS ? (pos + 1) : (pos + 101); eSpell spell = cSpell::fromNum(display_mode, pos); ran = (*spell).range; me["name"].setText(get_str("magic-names", spell_num)); if((*spell).cost >= 0) store_text << (*spell).level << "/" << (*spell).cost; else store_text << (*spell).level << "/?"; me["cost"].setText(store_text.str()); if(ran == 0) { me["range"].setText(""); } else me["range"].setTextToNum(ran); me["desc"].setText(get_str(res, pos + 1)); me["when"].setText(get_str("spell-times", (*spell).when_cast)); } static bool display_spells_event_filter(cDialog& me, std::string item_hit, eSkill display_mode) { short store; if(item_hit == "done") { me.toast(true); } else { store = display_mode == eSkill::MAGE_SPELLS ? mage_spell_pos : priest_spell_pos; if(item_hit == "left") { store = (store == 0) ? 61 : store - 1; } else { store = (store + 1) % 62; } if(display_mode == eSkill::MAGE_SPELLS) mage_spell_pos = store; else priest_spell_pos = store; put_spell_info(me, display_mode); } return true; } //short force_spell; // if 100, ignore void display_spells(eSkill mode,short force_spell,cDialog* parent) { using namespace std::placeholders; if(force_spell < 100) { if(mode == eSkill::MAGE_SPELLS) mage_spell_pos = force_spell; else priest_spell_pos = force_spell; } make_cursor_sword(); cDialog spellInfo("spell-info", parent); spellInfo.attachClickHandlers(std::bind(display_spells_event_filter,_1,_2,mode), {"done","left","right"}); dynamic_cast(spellInfo["icon"]).setPict(mode == eSkill::MAGE_SPELLS ? 14 : 15); put_spell_info(spellInfo, mode); if(mode == eSkill::MAGE_SPELLS) spellInfo["type"].setText("Mage Spells"); else spellInfo["type"].setText("Priest Spells"); spellInfo.run(); } static void put_skill_info(cDialog& me) { std::string store_text; eSkill pos; pos = eSkill(skill_pos); store_text = get_str("skills",skill_pos * 2 + 1); me["name"].setText(store_text.c_str()); me["skp"].setTextToNum(skill_cost[pos]); me["gold"].setTextToNum(skill_g_cost[pos]); me["max"].setTextToNum(skill_max[pos]); store_text = get_str("skills", skill_pos * 2 + 2); me["desc"].setText(store_text); store_text = get_str("tips", 1 + skill_pos); me["tips"].setText(store_text); } static bool display_skills_event_filter(cDialog& me, std::string item_hit, eKeyMod) { if(item_hit == "done") { me.toast(true); } else { if(item_hit == "left") { skill_pos = (skill_pos == 0) ? 18 : skill_pos - 1; } else { skill_pos = (skill_pos + 1) % 19; } put_skill_info(me); } return true; } void display_skills(eSkill force_skill,cDialog* parent) { if(force_skill != eSkill::INVALID) skill_pos = int(force_skill); if(skill_pos < 0) skill_pos = 0; if(skill_pos > 18) skill_pos = 18; make_cursor_sword(); cDialog skillDlog("skill-info", parent); skillDlog.attachClickHandlers(display_skills_event_filter,{"done", "left", "right"}); put_skill_info(skillDlog); skillDlog.run(); } static void put_item_info(cDialog& me,const cItem& s_i) { std::string desc_str; cPict& pic = dynamic_cast(me["pic"]); pic.setPict(s_i.graphic_num, PIC_ITEM); // id? magic? cLed& id = dynamic_cast(me["id"]); if(s_i.ident) id.setState(led_red); else id.setState(led_off); cLed& magic = dynamic_cast(me["magic"]); if(s_i.magic && s_i.ident) magic.setState(led_red); else magic.setState(led_off); me["type"].setText(get_str("item-types-display", int(s_i.variety) + 1)); // Clear fields me["val"].setText(""); me["dmg"].setText(""); me["bonus"].setText(""); me["def"].setText(""); me["enc"].setText(""); me["use"].setText(""); me["lvl"].setText(""); me["abil"].setText(""); if(!s_i.ident) { me["name"].setText(s_i.name); return; } me["name"].setText(s_i.full_name); me["weight"].setTextToNum(s_i.item_weight()); me["desc"].setText(s_i.desc.substr(0,s_i.desc.find("|||"))); // TODO: This calculation (value for an item with charges) should be in a member function of cItem me["val"].setTextToNum((s_i.charges > 0) ? s_i.value * s_i.charges : s_i.value); if(s_i.ability != eItemAbil::NONE) { if(s_i.concealed) { me["abil"].setText("???"); } else { std::string abil = s_i.getAbilName(); if(s_i.ability == eItemAbil::SUMMONING || s_i.ability == eItemAbil::MASS_SUMMONING) abil.replace(abil.find("%s"), 2, univ.scenario.scen_monsters[s_i.abil_data[1]].m_name); me["abil"].setText(abil); } } if(s_i.charges > 0) me["use"].setTextToNum(s_i.charges); if(s_i.protection > 0) me["def"].setTextToNum(s_i.protection); std::string store_text; switch(s_i.variety) { case eItemType::ONE_HANDED: case eItemType::TWO_HANDED: case eItemType::BOW: case eItemType::CROSSBOW: case eItemType::THROWN_MISSILE: case eItemType::MISSILE_NO_AMMO: if(s_i.ability == eItemAbil::NONE) me["abil"].setText("Key skill: " + get_str("skills", int(s_i.weap_type) * 2 + 1)); case eItemType::ARROW: case eItemType::BOLTS: me["dmg"].setTextToNum(s_i.item_level); me["bonus"].setTextToNum(s_i.bonus); break; case eItemType::POTION: case eItemType::RING: case eItemType::SCROLL: // TODO: Does this make sense for a scroll, though? case eItemType::TOOL: // and what about for a tool? case eItemType::WAND: // and a wand? Maybe showing ability strength would be better... case eItemType::NECKLACE: // TODO: This doesn't seem right for a necklace... me["lvl"].setTextToNum(s_i.item_level); break; case eItemType::SHIELD: case eItemType::ARMOR: case eItemType::HELM: case eItemType::GLOVES: case eItemType::SHIELD_2: case eItemType::BOOTS: // TODO: Should this also check eItemType::PANTS? // TODO: Why is bonus and protection combined into "bonus"? Why not use the "defense" field? me["bonus"].setTextToNum(s_i.bonus + s_i.protection); me["def"].setTextToNum(s_i.item_level); me["enc"].setTextToNum(s_i.awkward); break; case eItemType::WEAPON_POISON: me["lvl"].setTextToNum(s_i.item_level); break; default: // no item, gold, food, non-use, unused 1 and 2: do nothing break; } } static bool display_pc_item_event_filter(cDialog& me, std::string item_hit, cItem& store_i, short& item, const short pc_num) { if(item_hit == "done") { me.toast(true); } else if(item_hit == "left") { do { item = (item == 0) ? 23 : item - 1; } while(univ.party[pc_num].items[item].variety == eItemType::NO_ITEM); store_i = univ.party[pc_num].items[item]; put_item_info(me,store_i); } else if(item_hit == "right") { do { item = (item == 23) ? 0 : item + 1; } while(univ.party[pc_num].items[item].variety == eItemType::NO_ITEM); store_i = univ.party[pc_num].items[item]; put_item_info(me,store_i); } return true; } void display_pc_item(short pc_num,short item,cItem si,cDialog* parent) { using namespace std::placeholders; cItem store_i; if(pc_num == 6) store_i = si; else store_i = univ.party[pc_num].items[item]; make_cursor_sword(); cDialog itemInfo("item-info",parent); // By attaching the click handler to "id" and "magic", we suppress normal LED behaviour itemInfo.attachClickHandlers(std::bind(display_pc_item_event_filter, _1, _2, std::ref(store_i), std::ref(item), pc_num), {"done","left","right","id","magic"}); if(pc_num >= 6) { itemInfo["left"].hide(); itemInfo["right"].hide(); } put_item_info(itemInfo,si); itemInfo.run(); } static void put_monst_info(cDialog& me, const cCreature& store_m) { std::string store_text; std::string str; short i; cPict& pic = dynamic_cast(me["pic"]); if(store_m.invisible) pic.setPict(400,PIC_MONST);// TODO: should probably be PICT_BLANK? else if(store_m.picture_num < 1000) pic.setPict(store_m.picture_num,PIC_MONST); else { ePicType type_g = PIC_CUSTOM_MONST; short size_g = store_m.picture_num / 1000; switch(size_g){ case 2: type_g += PIC_WIDE; break; case 3: type_g += PIC_TALL; break; case 4: type_g += PIC_WIDE; type_g += PIC_TALL; break; } pic.setPict(store_m.picture_num % 1000, type_g); } store_text = get_m_name(store_m.number); me["name"].setText(store_text); i = 1; for(auto& abil : store_m.abil) { if(i > 4) break; // TODO: Support showing more than just the first four abilities if(!abil.second.active) continue; std::string id = "abil" + std::to_string(i); std::string name = abil.second.to_string(abil.first); if(abil.first == eMonstAbil::SUMMON && abil.second.summon.type == eMonstSummon::TYPE) name.replace(name.find("%s"), 2, univ.scenario.scen_monsters[abil.second.summon.what].m_name); me[id].setText(name); i++; } for(i = 0; i < 3; i++) { if(store_m.a[i].dice > 0) { if(store_m.a[i].sides == 0) continue; std::ostringstream sout(std::ios_base::ate); sout << store_m.a[i]; store_text = sout.str(); sout.str("attack"); sout << i + 1; me[sout.str()].setText(store_text); } } me["lvl"].setTextToNum(store_m.level); me["hp"].setTextToNum(store_m.health); me["sp"].setTextToNum(store_m.mp); me["def"].setTextToNum(store_m.armor); me["skill"].setTextToNum(store_m.skill); me["morale"].setTextToNum(store_m.morale); me["ap"].setTextToNum(store_m.speed); me["mage"].setTextToNum(store_m.mu); me["priest"].setTextToNum(store_m.cl); // Immunities me["magic-res"].setText(std::to_string(100 - store_m.resist.at(eDamageType::MAGIC)) + '%'); me["fire-res"].setText(std::to_string(100 - store_m.resist.at(eDamageType::FIRE)) + '%'); me["cold-res"].setText(std::to_string(100 - store_m.resist.at(eDamageType::COLD)) + '%'); me["poison-res"].setText(std::to_string(100 - store_m.resist.at(eDamageType::POISON)) + '%'); dynamic_cast(me["mindless"]).setState(store_m.mindless ? led_red : led_off); dynamic_cast(me["invuln"]).setState(store_m.invuln ? led_red : led_off); dynamic_cast(me["guard"]).setState(store_m.guard ? led_red : led_off); } static bool display_monst_event_filter(cDialog& me, std::string item_hit, cCreature& store_m) { // This is a bit hacky; keep a cPopulation here to handle the full roster; it's treated like a rotating buffer. static cPopulation roster; short i; if(item_hit == "left") { if(position == 0) { for(i = 255; on_monst_menu[i] < 0 && i > 0; i--); position = i; } else position--; if(on_monst_menu[position] < 0) position = 0; } else if(item_hit == "right") { position++; if(on_monst_menu[position] < 0) position = 0; } else if(item_hit != "none") return true; // Means an immunity LED was hit if(roster[position % 60].number != on_monst_menu[position]) { cMonster& monst = univ.scenario.scen_monsters[on_monst_menu[position]]; roster.assign(position % 60, cCreature(on_monst_menu[position]), monst, PSD[SDF_EASY_MODE], univ.difficulty_adjust()); store_m = roster[position % 60]; } put_monst_info(me, store_m); return true; } //creature_data_type *which_m; // if nullptr, show full roster //short mode; // if 1, full roster, else use monster from store_m void display_monst(short array_pos,cCreature *which_m,short mode) { using namespace std::placeholders; position = array_pos; full_roster = false; cCreature store_m; if(mode == 1) full_roster = true; else store_m = *which_m; make_cursor_sword(); cDialog monstInfo("monster-info"); auto event_filter = std::bind(display_monst_event_filter, _1, _2,std::ref(store_m)); monstInfo["done"].attachClickHandler(std::bind(&cDialog::toast, &monstInfo, true)); monstInfo.attachClickHandlers(event_filter, {"left", "right"}); // Also add the click handler to the LEDs to suppress normal LED behaviour monstInfo.attachClickHandlers(event_filter, {"guard", "mindless", "invuln"}); if(full_roster) { // This is a bit hacky - call event handler with dummy ID to ensure the monster details are correctly populated. display_monst_event_filter(monstInfo, "none", store_m); } else { monstInfo["left"].hide(); monstInfo["right"].hide(); } put_monst_info(monstInfo, store_m); monstInfo.run(); } // TODO: Create a dedicated dialog for alchemy info static bool display_alchemy_event_filter(cDialog& me, std::string item_hit, eKeyMod) { std::string get_text; if(item_hit == "done") { me.toast(true); return true; } else if(item_hit == "left") { cur_entry = (cur_entry == 3) ? num_entries + 2 : cur_entry - 1; } else if(item_hit == "right") { cur_entry = (cur_entry == num_entries + 2) ? 3 : cur_entry + 1; } get_text = get_str("alchemy", cur_entry); me["str"].setText(get_text); return true; } void display_alchemy() { std::string get_text; cur_entry = 3; make_cursor_sword(); cDialog alchemy("many-str"); alchemy.attachClickHandlers(display_alchemy_event_filter, {"done", "left", "right"}); get_text = get_str("alchemy", 1); alchemy["title"].setText(get_text); get_text = get_str("alchemy", 2); num_entries = boost::lexical_cast(get_text); get_text = get_str("alchemy", cur_entry); alchemy["str"].setText(get_text); alchemy.run(); } static void display_pc_info(cDialog& me, const short pc) { short i,store; std::ostringstream to_draw; short weap1 = 24,weap2 = 24,hit_adj = 0, dam_adj = 0,skill_item; store = univ.party[pc].cur_weight(); i = univ.party[pc].max_weight(); to_draw << univ.party[pc].name << " is carrying " << store << " stones out of " << i << '.'; me["weight"].setText(to_draw.str()); to_draw.str(""); to_draw << univ.party[pc].cur_health << " out of " << univ.party[pc].max_health << '.'; me["hp"].setText(to_draw.str()); to_draw.str(""); to_draw << univ.party[pc].cur_sp << " out of " << univ.party[pc].max_sp << '.'; me["sp"].setText(to_draw.str()); to_draw.str(""); for(i = 0; i < 19; i++) { eSkill skill = eSkill(i); int bonus = univ.party[pc].get_prot_level(eItemAbil::BOOST_STAT, i); to_draw << univ.party[pc].skills[skill]; if(bonus > 0) to_draw << '+' << bonus; me[skill_ids[i]].setText(to_draw.str()); to_draw.str(""); } store = total_encumberance(pc); me["encumb"].setTextToNum(store); me["name"].setText(univ.party[pc].name); me["lvl"].setTextToNum(univ.party[pc].level); me["xp"].setTextToNum(univ.party[pc].experience); me["skp"].setTextToNum(univ.party[pc].skill_pts); store = univ.party[pc].level * univ.party[pc].get_tnl(); me["progress"].setTextToNum(store); pic_num_t pic = univ.party[pc].which_graphic; if(pic >= 100 && pic < 1000) dynamic_cast(me["pic"]).setPict(pic - 100,PIC_MONST); else dynamic_cast(me["pic"]).setPict(pic,PIC_PC); // Fight bonuses for(i = 0; i < 24; i++) if((univ.party[pc].items[i].variety == eItemType::ONE_HANDED || univ.party[pc].items[i].variety == eItemType::TWO_HANDED) && (univ.party[pc].equip[i])) { if(weap1 == 24) weap1 = i; else weap2 = i; } hit_adj = univ.party[pc].stat_adj(eSkill::DEXTERITY) * 5 - (total_encumberance(pc)) * 5 + 5 * minmax(-8,8,univ.party[pc].status[eStatus::BLESS_CURSE]); if(!univ.party[pc].traits[eTrait::AMBIDEXTROUS] && weap2 < 24) hit_adj -= 25; // TODO: Perhaps dam_adj and hit_adj calculation should be moved into a function somewhere? dam_adj = univ.party[pc].stat_adj(eSkill::STRENGTH) + minmax(-8,8,univ.party[pc].status[eStatus::BLESS_CURSE]); if((skill_item = univ.party[pc].has_abil_equip(eItemAbil::SKILL)) < 24) { hit_adj += 5 * (univ.party[pc].items[skill_item].abil_data[0] / 2 + 1); dam_adj += univ.party[pc].items[skill_item].abil_data[0] / 2; } if((skill_item = univ.party[pc].has_abil_equip(eItemAbil::GIANT_STRENGTH)) < 24) { dam_adj += univ.party[pc].items[skill_item].abil_data[0]; hit_adj += univ.party[pc].items[skill_item].abil_data[0] * 2; } me["weap1a"].setText("No weapon."); me["weap1b"].setText(""); me["weap2a"].setText("No weapon."); me["weap2b"].setText(""); if(weap1 < 24) { if(!univ.party[pc].items[weap1].ident) me["weap1a"].setText("Not identified."); else { // TODO: What's with always putting the percent sign in front? if(hit_adj + 5 * univ.party[pc].items[weap1].bonus < 0) to_draw << "Penalty to hit: %" << hit_adj + 5 * univ.party[pc].items[weap1].bonus; else to_draw << "Bonus to hit: +%" << hit_adj + 5 * univ.party[pc].items[weap1].bonus; me["weap1a"].setText(to_draw.str()); to_draw.str(""); to_draw << "Damage: (1-" << univ.party[pc].items[weap1].item_level << ") + " << dam_adj + univ.party[pc].items[weap1].bonus; me["weap1b"].setText(to_draw.str()); to_draw.str(""); } } if(weap2 < 24) { if(!univ.party[pc].items[weap2].ident) me["weap2a"].setText("Not identified."); else { if(hit_adj + 5 * univ.party[pc].items[weap2].bonus < 0) to_draw << "Penalty to hit: %" << hit_adj + 5 * univ.party[pc].items[weap2].bonus; else to_draw << "Bonus to hit: +%" << hit_adj + 5 * univ.party[pc].items[weap2].bonus; me["weap2a"].setText(to_draw.str()); to_draw.str(""); to_draw << "Damage: (1-" << univ.party[pc].items[weap2].item_level << ") + " << dam_adj + univ.party[pc].items[weap2].bonus; me["weap2b"].setText(to_draw.str()); to_draw.str(""); } } } static bool give_pc_info_event_filter(cDialog& me, std::string item_hit, short& store_pc_num) { if(item_hit == "done") me.toast(true); else if(item_hit == "left") { do { store_pc_num = (store_pc_num == 0) ? 5 : store_pc_num - 1; } while(univ.party[store_pc_num].main_status != eMainStatus::ALIVE); display_pc_info(me, store_pc_num); } else if(item_hit == "right") { do { store_pc_num = (store_pc_num + 1) % 6; } while(univ.party[store_pc_num].main_status != eMainStatus::ALIVE); display_pc_info(me, store_pc_num); } return true; } static bool give_pc_extra_info(cDialog& me, std::string item_hit, const short pc) { if(item_hit == "seemage") display_pc(pc,0,&me); else if(item_hit == "seepriest") display_pc(pc,1,&me); else if(item_hit == "trait") pick_race_abil(&univ.party[pc],1,&me); else if(item_hit == "seealch") display_alchemy(false,&me); return true; } void give_pc_info(short pc_num) { using namespace std::placeholders; short i; std::string str; make_cursor_sword(); cDialog pcInfo("pc-info"); pcInfo.attachClickHandlers(std::bind(give_pc_info_event_filter, _1, _2, std::ref(pc_num)), {"done", "left", "right"}); pcInfo.attachClickHandlers(std::bind(give_pc_extra_info, _1, _2, std::ref(pc_num)), {"seemage", "seepriest", "trait", "seealch"}); for(i = 0; i < 19; i++) { std::string lbl= "lbl" + boost::lexical_cast(i + 1); str = get_str("skills",1 + i * 2); pcInfo[lbl].setText(str); } display_pc_info(pcInfo, pc_num); pcInfo.run(); } static bool adventure_notes_event_filter(cDialog& me, std::string item_hit, eKeyMod) { unsigned short i; if(item_hit == "done") me.toast(true); else if(item_hit == "left") { if(store_page_on == 0) store_page_on = (store_num_i - 1) / 3; else store_page_on--; } else if(item_hit == "right") { if(store_page_on == (store_num_i - 1) / 3) store_page_on = 0; else store_page_on++; } else if(item_hit.substr(0,3) == "del") { int n = item_hit[3] - '1'; short which_to_delete = (store_page_on * 3) + n; cParty::encIter iter = univ.party.special_notes.begin(); iter += which_to_delete; univ.party.special_notes.erase(iter); } for(i = 0; i < 3; i++) { std::string n = boost::lexical_cast(i + 1); if(univ.party.special_notes.size() > i) { me["str" + n].setText(univ.party.special_notes[i].the_str); me["del" + n].show(); } else me["del" + n].hide(); } // TODO: What's this second loop for? for(i = store_page_on * 3; i < (store_page_on * 3) + 3; i++) { std::string n = boost::lexical_cast(i + 1); if(univ.party.special_notes.size() > i) { me["str" + n].setText(univ.party.special_notes[i].the_str); me["del" + n].show(); } else { me["str" + n].setText(""); me["del" + n].hide(); } } return true; } void adventure_notes() { unsigned short i; store_num_i = 0; store_num_i = univ.party.special_notes.size(); store_page_on = 0; if(store_num_i == 0) { ASB("Nothing in your journal."); print_buf(); return; } make_cursor_sword(); cDialog encNotes("adventure-notes"); encNotes.attachClickHandlers(adventure_notes_event_filter, {"done", "left", "rigth", "del1", "del2", "del3"}); for(i = 0; i < 3; i++) { std::string n = boost::lexical_cast(i + 1); if(univ.party.special_notes.size() > i) { encNotes["str" + n].setText(univ.party.special_notes[i].the_str); encNotes["del" + n].show(); } else encNotes["del" + n].hide(); } if(store_num_i <= 3) { encNotes["left"].hide(); encNotes["right"].hide(); } encNotes.run(); } static void put_talk(cDialog& me) { if(univ.party.talk_save[store_page_on].filled) { me["loc"].setText(univ.party.talk_save[store_page_on].in_town); me["who"].setText(univ.party.talk_save[store_page_on].who_said); me["str1"].setText(univ.party.talk_save[store_page_on].the_str1); me["str2"].setText(univ.party.talk_save[store_page_on].the_str2); } } static bool talk_notes_event_filter(cDialog& me, std::string item_hit, eKeyMod) { if(item_hit == "done") me.toast(true); else if(item_hit == "left") { if(store_page_on == 0) store_page_on = store_num_i - 1; else store_page_on--; } else if(item_hit == "right") { if(store_page_on == store_num_i - 1) store_page_on = 0; else store_page_on++; } else if(item_hit == "del") { // TODO: Actually remove it rather than filled to false univ.party.talk_save[store_page_on].filled = false; } put_talk(me); return true; } void talk_notes() { store_num_i = 0; for(size_t i = 0; i < univ.party.talk_save.size(); i++) if(univ.party.talk_save[i].filled) store_num_i = i + 1; store_page_on = 0; if(store_num_i == 0) { ASB("Nothing in your talk journal."); print_buf(); return; } make_cursor_sword(); cDialog talkNotes("talk-notes"); talkNotes.attachClickHandlers(talk_notes_event_filter, {"done", "left", "right", "del"}); put_talk(talkNotes); if(store_num_i == 1) { talkNotes["left"].hide(); talkNotes["right"].hide(); } talkNotes.run(); } static bool journal_event_filter(cDialog& me, std::string item_hit, eKeyMod) { if(item_hit == "done") me.toast(true); else if(item_hit == "left") { if(store_page_on == 0) store_page_on = (store_num_i - 1) / 3; else store_page_on--; } else if(item_hit == "right") { if(store_page_on == (store_num_i - 1) / 3) store_page_on = 0; else store_page_on++; } return true; } static void fill_journal(cDialog& me) { for(int i = 0; i < 3; i++) { std::string n = boost::lexical_cast(i + 1); if((long)univ.party.journal.size() > i + (store_page_on * 3)) { me["str" + n].setText(univ.party.journal[i].the_str); me["day" + n].setText("Day: " + std::to_string(univ.party.journal[i].day)); } else{ me["str" + n].setText(""); me["day" + n].setText(""); } } } void journal() { if(univ.party.journal.empty()) { ASB("Nothing in your events journal."); print_buf(); return; } store_num_i = 0; store_num_i = univ.party.journal.size(); store_page_on = 0; make_cursor_sword(); cDialog journal("event-journal"); journal.attachClickHandlers(journal_event_filter, {"done", "left", "right"}); fill_journal(journal); if(store_num_i <= 3) { journal["left"].hide(); journal["right"].hide(); } journal.run(); } void add_to_journal(short event) { if(univ.party.add_to_journal(univ.scenario.journal_strs[event], univ.party.calc_day())) ASB("Something was added to your journal."); } // Call call this anywhere, but don't forget parent!!! static void give_help(short help1,short help2,cDialog* parent) { bool help_forced = false; std::string str1,str2; if(help1 >= 200) { help_forced = true; help1 -= 200; } if((PSD[SDF_NO_INSTANT_HELP] > 0) && !help_forced) return; if(univ.party.help_received.count(help1) > 0 && !help_forced) return; univ.party.help_received.insert(help1); append_iarray_pref("ReceivedHelp", help1); str1 = get_str("help",help1); if(help2 > 0) str2 = get_str("help",help2); cStrDlog display_strings(str1,str2,"Instant Help",24,PIC_DLOG, parent); display_strings.setSound(57); display_strings.show(); } void give_help(short help1, short help2) { give_help(help1, help2, nullptr); } void give_help(short help1, short help2, cDialog& parent) { give_help(help1, help2, &parent); } void put_quest_info(short which_i) { cQuest& quest = univ.scenario.quests[which_i]; cDialog quest_dlg("quest-info"); quest_dlg["name"].setText(quest.name); quest_dlg["descr"].setText(quest.descr); int start = univ.party.quest_start[which_i]; quest_dlg["start"].setText("Day " + std::to_string(start)); if(quest.deadline > 0) quest_dlg["chop"].setText("Day " + std::to_string(quest.deadline + (quest.flags % 10) * start)); else quest_dlg["chop"].setText("None"); if(quest.gold > 0) quest_dlg["pay"].setText(std::to_string(quest.gold) + " gold"); else quest_dlg["pay"].setText("Unknown"); quest_dlg["done"].attachClickHandler(std::bind(&cDialog::toast, &quest_dlg, false)); quest_dlg.run(); } void put_spec_item_info (short which_i) { cStrDlog display_strings(univ.scenario.special_items[which_i].descr,"", univ.scenario.special_items[which_i].name,univ.scenario.intro_pic,PIC_SCEN); display_strings.setSound(57); display_strings.show(); } // Callback for recording encounter strings void cStringRecorder::operator()(cDialog& me) { play_sound(0); std::string str1, str2; switch(type) { case NOTE_SCEN: str1 = univ.scenario.spec_strs[label1]; str2 = univ.scenario.spec_strs[label2]; break; case NOTE_TOWN: str1 = univ.town->spec_strs[label1]; str2 = univ.town->spec_strs[label2]; break; case NOTE_OUT: str1 = univ.scenario.outdoors[label1b][label2b]->spec_strs[label1]; str2 = univ.scenario.outdoors[label1b][label2b]->spec_strs[label2]; break; } if(univ.party.record(type, str1, location)) give_help(58,0,&me); univ.party.record(type, str2, location); }