Files
oboe/osx/boe.town.cpp

1669 lines
52 KiB
C++

#include <cstdio>
//#include "item.h"
#include "boe.global.h"
#include "classes.h"
#include "boe.graphutil.h"
#include "boe.graphics.h"
#include "boe.newgraph.h"
#include "boe.fileio.h"
#include "boe.items.h"
#include "boe.itemdata.h"
#include "boe.monster.h"
#include "boe.town.h"
#include "boe.combat.h"
#include "boe.party.h"
#include "boe.text.h"
#include "soundtool.h"
#include "boe.fields.h"
#include "boe.locutils.h"
#include "boe.specials.h"
#include "boe.infodlg.h"
#include "mathutil.h"
#include "boe.main.h"
#include "graphtool.h"
#include "dlogutil.h"
#include "fileio.h"
#include "winutil.h"
//extern current_town_type univ.town;
//extern party_record_type party;
//extern town_item_list univ.town;
extern short stat_window,store_spell_target,which_combat_type,current_pc,combat_active_pc;
extern eGameMode overall_mode;
extern location center;
extern sf::RenderWindow mainPtr;
//extern short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x
extern ter_num_t combat_terrain[64][64];
//extern cOutdoors univ.out.outdoors[2][2];
//extern unsigned char univ.out.misc_i[64][64];
extern short store_current_pc,current_ground;
//extern pascal bool cd_event_filter();
extern eGameMode store_pre_shop_mode,store_pre_talk_mode;
//extern location monster_targs[60];
extern pending_special_type special_queue[20];
extern bool map_visible,diff_depth_ok,belt_present;
extern sf::RenderWindow mini_map;
//extern unsigned char univ.out[96][96],univ.out.out_e[96][96],univ.out.sfx[64][64];
//extern stored_items_list_type stored_items[3];
//extern stored_town_maps_type maps;
//extern stored_outdoor_maps_type o_maps;
//extern big_tr_type t_d;
//extern short town_size[3];
extern short town_type;
//extern setup_save_type setup_save;
extern bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
extern location pc_pos[6];
extern short last_attacked[6],pc_dir[6],pc_parry[6];//,pc_moves[6];
//extern stored_town_maps_type town_maps;
extern location hor_vert_place[14];
extern location diag_place[14];
extern location golem_m_locs[16];
extern cScenario scenario;
extern cUniverse univ;
//extern piles_of_stuff_dumping_type *data_store;
extern sf::Texture bg_gworld;
extern cCustomGraphics spec_scen_g;
bool need_map_full_refresh = true,forcing_map_button_redraw = false;
extern sf::RenderTexture map_gworld;
extern sf::Texture small_ter_gworld;
// In the 0..65535 range, this colour was {65535,65535,52428}
sf::Color parchment = {255,255,205};
extern RECT map_pat[];
// TODO: Add blue cave graphics to these arrays?
unsigned char map_pats[256] = {
1,1,2,2,2,7,7,7,7,7, ////
7,7,7,7,7,7,7,7,3,3,
3,3,3,3,3,3,3,3,3,3,
3,3,5,5,5,5,5,5,5,5,
5,5,5,5,5,5,4,4,4,4,
4,4,4,4,4,4,4,4,4,0, // 50
0,0,0,0,0,0,0,24,24,24,
16,16,25,25,0,0,0,0,18,8,
8,9,2,15,15,10,10,10,6,0,
0,0,0,0,0,0,0,0,0,0,
19,0,0,0,0,0,0,0,0,0, // 100
23,0,0,0,0,0,0,0,0,0,
0,0,0,11,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,12,0,0, // 150
0,0,0,13,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,18,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, // 200
0,0,0,0,0,17,17,0,17,17,
17,17,17,17,17,17,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0};// 250
unsigned char anim_map_pats[18] = {14,0,0,0,22, 0,0,21,20,21, 20,0,0,0,0, 0,0,0};
long pause_dummy;
location town_map_adj;
short town_force = 200,store_which_shop,store_min,store_max,store_shop,store_selling_pc;
short sell_offset = 0;
location town_force_loc;
bool shop_button_active[12];
RECT map_title_rect = {3,50,15,300};
RECT map_bar_rect = {15,50,27,300};
unsigned char map_graphic_placed[8][64]; // keeps track of what's been filled on map
void force_town_enter(short which_town,location where_start)
{
town_force = which_town;
town_force_loc = where_start;
}
////
void start_town_mode(short which_town, short entry_dir)
//short entry_dir; // if 9, go to forced
{
short i,m,n;
char message[60];
short j,k,town_number;
short at_which_save_slot,former_town;
bool monsters_loaded = false,town_toast = false;
location loc;
unsigned short temp;
//bool play_town_sound = false;
if (town_force < 200)
which_town = town_force;
// else if (PSD[304][9] == 0) {
// play_town_sound = true;
// }
former_town = town_number = which_town;
if ((town_number < 0) || (town_number >= scenario.num_towns)) {
giveError("The scenario tried to put you into a town that doesn't exist.");
return;
}
// Now adjust town number as necessary.
for (i = 0; i < 10; i++)
if ((scenario.town_to_add_to[i] >= 0) && (scenario.town_to_add_to[i] < 200) &&
(town_number == scenario.town_to_add_to[i]) &&
(sd_legit(scenario.flag_to_add_to_town[i][0],scenario.flag_to_add_to_town[i][1]) == true)) {
former_town = town_number;
town_number += PSD[scenario.flag_to_add_to_town[i][0]][scenario.flag_to_add_to_town[i][1]];
// Now update horses & boats
for (i = 0; i < 30; i++)
if ((univ.party.horses[i].exists == true) && (univ.party.horses[i].which_town == former_town))
univ.party.horses[i].which_town = town_number;
for (i = 0; i < 30; i++)
if ((univ.party.boats[i].exists == true) && (univ.party.boats[i].which_town == former_town))
univ.party.boats[i].which_town = town_number;
}
if ((town_number < 0) || (town_number >= scenario.num_towns)) {
giveError("The scenario tried to put you into a town that doesn't exist.");
return;
}
overall_mode = MODE_TOWN;
load_town(town_number,univ.town.record);
univ.town.num = town_number;
load_town_talk(town_number);
init_town();
// if (play_town_sound == true) {
if (univ.town->lighting_type > 0)
play_sound(95);
else play_sound(16);
// }
belt_present = false;
// Set up map, using stored map
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++) {
//univ.town.fields[i][j] = 0;
//univ.out.sfx[i][j] = 0;
if (univ.town_maps[univ.town.num][i / 8][j] & (char)(s_pow(2,i % 8)))
make_explored(i,j);
if (univ.town->terrain(i,j) == 0)
current_ground = 0;
else if (univ.town->terrain(i,j) == 2)
current_ground = 2;
if (scenario.ter_types[univ.town->terrain(i,j)].special == TER_SPEC_CONVEYOR)
belt_present = true;
}
univ.town.hostile = 0;
univ.town.monst.which_town = town_number;
univ.town.monst.friendly = 0;
at_which_save_slot = univ.party.at_which_save_slot;
for (i = 0; i < 4; i++)
if (town_number == univ.party.creature_save[i].which_town) {
univ.town.monst = univ.party.creature_save[i];
monsters_loaded = true;
for (j = 0; j < univ.town->max_monst(); j++) {
if (loc_off_act_area(univ.town.monst[j].cur_loc) == true)
univ.town.monst[j].active = 0;
if (univ.town.monst[j].active == 2)
univ.town.monst[j].active = 1;
univ.town.monst[j].cur_loc = univ.town->creatures(j).start_loc;
univ.town.monst[j].health = univ.town.monst[j].m_health;
univ.town.monst[j].mp = univ.town.monst[j].max_mp;
univ.town.monst[j].morale = univ.town.monst[j].m_morale;
for (k = 0; k < 15; k++)
univ.town.monst[j].status[k] = 0;
if (univ.town.monst[j].summoned > 0)
univ.town.monst[j].active = 0;
univ.town.monst[j].target = 6;
}
// Now, travelling NPCs might have arrived. Go through and put them in.
// These should have protected status (i.e. spec1 >= 200, spec1 <= 204)
for (j = 0; j < univ.town->max_monst(); j++) {
switch (univ.town.monst[j].time_flag){
case 4: case 5 : //case 6:
if ((((short) (univ.party.age / 1000) % 3) + 4) != univ.town.monst[j].time_flag)
univ.town.monst[j].active = 0;
else {
univ.town.monst[j].active = 1;
univ.town.monst[j].spec_enc_code = 0;
// Now remove time flag so it doesn't get reappearing
univ.town.monst[j].time_flag = 0;
univ.town.monst[j].cur_loc = univ.town->creatures(j).start_loc;
univ.town.monst[j].health = univ.town.monst[j].m_health;
}
break ;
// Now, appearing/disappearing monsters might have arrived/disappeared.
case 1:
if (day_reached(univ.town.monst[j].monster_time, univ.town.monst[j].time_code) == true)
{
univ.town.monst[j].active = 1;
univ.town.monst[j].time_flag=0; // Now remove time flag so it doesn't get reappearing
}
break;
case 2:
if (day_reached(univ.town.monst[j].monster_time, univ.town.monst[j].time_code) == true)
{
univ.town.monst[j].active = 0;
univ.town.monst[j].time_flag=0; // Now remove time flag so it doesn't get disappearing again
}
break;
case 7:
if (calc_day() >= univ.party.key_times[univ.town.monst[j].time_code]){ //calc_day is used because of the "definition" of univ.party.key_times
univ.town.monst[j].active = 1;
univ.town.monst[j].time_flag=0; // Now remove time flag so it doesn't get reappearing
}
break;
case 8:
if (calc_day() >= univ.party.key_times[univ.town.monst[j].time_code]){
univ.town.monst[j].active = 0;
univ.town.monst[j].time_flag=0; // Now remove time flag so it doesn't get disappearing again
}
break;
}
}
for (j = 0; j < univ.town->max_dim(); j++)
for (k = 0; k < univ.town->max_dim(); k++) { // now load in saved setup,
// except that barrels and crates restore to orig locs
temp = univ.party.setup[i][j][k] & 231;
temp <<= 8;
univ.town.fields[j][k] = (univ.town.fields[j][k] & 24) | temp;//setup_save.setup[i][j][k];
}
}
if (!monsters_loaded) {
for (i = 0; i < univ.town->max_monst(); i++){
if (univ.town->creatures(i).number == 0) {
univ.town.monst[i].active = 0;
univ.town.monst[i].number = 0;
univ.town.monst[i].time_flag = 0;
univ.town.monst[i].cur_loc.x = 80;
}
else {
// First set up the values.
univ.town.monst[i] = univ.town->creatures(i);
univ.town.monst[i].target = 6;
univ.town.monst[i].active = 1; // TODO: Can those two \/ be commented out?
//univ.town.monst[i].attitude = univ.town->creatures(i).start_attitude;
//univ.town.monst[i].cur_loc = univ.town->creatures(i).start_loc;
//univ.town.monst[i].mobility = univ.town->creatures(i).mobility;
univ.town.monst[i].summoned = 0;
if (univ.town.monst[i].spec_enc_code > 0)
univ.town.monst[i].active = 0;
// Now, if necessary, fry the monster.
switch (univ.town.monst[i].time_flag) {
case 1:
if (!day_reached(univ.town.monst[i].monster_time,
univ.town.monst[i].time_code))
univ.town.monst[i].active = 0;
break;
case 2:
if (day_reached(univ.town.monst[i].monster_time,
univ.town.monst[i].time_code))
univ.town.monst[i].active = 0;
break;
case 3:
// unused
break;
case 4: case 5: case 6:
if ((((short) (univ.party.age / 1000) % 3) + 4) != univ.town.monst[i].time_flag) {
univ.town.monst[i].active = 0;
univ.town.monst[i].spec_enc_code = 50;
}
else {
univ.town.monst[i].active = 1;
// Now remove time flag so it doesn't keep reappearing
univ.town.monst[i].time_flag = 0;
}
break;
case 7:
if (calc_day() < univ.party.key_times[univ.town.monst[i].time_code])
univ.town.monst[i].active = 0;
break;
case 8:
if (calc_day() >= univ.party.key_times[univ.town.monst[i].time_code])
univ.town.monst[i].active = 0;
break;
case 9:
if (univ.town->town_chop_time > 0)
if (day_reached(univ.town->town_chop_time,univ.town->town_chop_key)) {
univ.town.monst[i].active += 10;
break;
}
univ.town.monst[i].active = 0;
break;
case 0:
break;
default:
ASB("ERROR! Odd character data.");
print_nums(0,i,univ.town.monst[i].time_flag);
break;
}
}
}
}
// Now munch all large monsters that are misplaced
// only large monsters, as some smaller monsters are intentionally placed
// where they cannot be
for (i = 0; i < univ.town->max_monst(); i++) {
if (univ.town.monst[i].active > 0)
if (((univ.town.monst[i].x_width > 1) || (univ.town.monst[i].y_width > 1)) &&
(monst_can_be_there(univ.town.monst[i].cur_loc,i) == false))
univ.town.monst[i].active = 0;
}
// Thrash town?
if (univ.party.m_killed[univ.town.num] > univ.town->max_num_monst)
{
town_toast = true;
add_string_to_buf("Area has been cleaned out.");
}
if (univ.town->town_chop_time > 0) {
if (day_reached(univ.town->town_chop_time,univ.town->town_chop_key) == true)
{
add_string_to_buf("Area has been abandoned.");
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].active < 10) &&
(univ.town.monst[i].attitude % 2 == 1))
univ.town.monst[i].active += 10;
town_toast = true;
}
}
if (town_toast == true) {
for (i = 0; i < univ.town->max_monst(); i++)
if (univ.town.monst[i].active >= 10)
univ.town.monst[i].active -= 10;
else univ.town.monst[i].active = 0;
}
handle_town_specials(town_number, (short) town_toast,(entry_dir < 9) ? univ.town->start_locs[entry_dir] : town_force_loc);
// Flush excess doomguards and viscous goos
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].spec_skill == 12) &&
(univ.town.monst[i].number != univ.town->creatures(i).number))
univ.town.monst[i].active = 0;
quickfire = false;
crate = false;
barrel = false;
web = false;
fire_barrier = false;
force_barrier = false;
// Set up field booleans, correct for doors
for (j = 0; j < univ.town->max_dim(); j++)
for (k = 0; k < univ.town->max_dim(); k++) {
loc.x = j; loc.y = k;
if (is_door(loc) == true) {
univ.town.set_web(j,k,false);
univ.town.set_crate(j,k,false);
univ.town.set_barrel(j,k,false);
univ.town.set_fire_barr(j,k,false);
univ.town.set_force_barr(j,k,false);
univ.town.set_quickfire(j,k,false);
//univ.out.misc_i[j][k] = univ.out.misc_i[j][k] & 3;
}
if (univ.town.is_web(j,k) == true)
web = true;
if (univ.town.is_crate(j,k) == true)
crate = true;
if (univ.town.is_barrel(j,k) == true)
barrel = true;
if (univ.town.is_fire_barr(j,k) == true)
fire_barrier = true;
if (univ.town.is_force_barr(j,k) == true)
force_barrier = true;
if (univ.town.is_quickfire(j,k) == true)
quickfire = true;
}
// Set up items, maybe place items already there
for (i = 0; i < NUM_TOWN_ITEMS; i++)
univ.town.items[i] = cItemRec();
for (j = 0; j < 3; j++)
if (scenario.store_item_towns[j] == town_number) {
for (i = 0; i < NUM_TOWN_ITEMS; i++)
univ.town.items[i] = univ.party.stored_items[j][i];
}
for (i = 0; i < 64; i++)
if ((univ.town->preset_items[i].code >= 0)
&& (((univ.party.item_taken[univ.town.num][i / 8] & s_pow(2,i % 8)) == 0) ||
(univ.town->preset_items[i].always_there == true))) {
for (j = 0; j < NUM_TOWN_ITEMS; j++)
// place the preset item, if party hasn't gotten it already
if (univ.town.items[j].variety == 0) {
univ.town.items[j] = get_stored_item(univ.town->preset_items[i].code);
univ.town.items[j].item_loc = univ.town->preset_items[i].loc;
// Not use the items data flags, starting with forcing an ability
if (univ.town->preset_items[i].ability >= 0) {
switch (univ.town.items[j].variety) {
case 3: case 11: // If gold or food, this value is amount
if (univ.town->preset_items[i].ability > 0)
univ.town.items[j].item_level = univ.town->preset_items[i].ability;
break;
default: //leave other type alone
break;
}
}
if (town_toast)
univ.town.items[j].property = false;
else
univ.town.items[j].property = univ.town->preset_items[i].property;
univ.town.items[j].contained = univ.town->preset_items[i].contained;
univ.town.items[j].is_special = i + 1;
j = NUM_TOWN_ITEMS;
}
}
for (i = 0; i < univ.town->max_monst(); i++)
if (loc_off_act_area(univ.town.monst[i].cur_loc) == true)
univ.town.monst[i].active = 0;
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (loc_off_act_area(univ.town.items[i].item_loc) == true)
univ.town.items[i].variety = ITEM_TYPE_NO_ITEM;
// Clean out unwanted monsters
for (i = 0; i < univ.town->max_monst(); i++)
if (sd_legit(univ.town.monst[i].spec1,univ.town.monst[i].spec2) == true) {
if (PSD[univ.town.monst[i].spec1][univ.town.monst[i].spec2] > 0)
univ.town.monst[i].active = 0;
}
erase_specials();
// make_town_trim(0);
univ.town.p_loc = (entry_dir < 9) ? univ.town->start_locs[entry_dir] : town_force_loc;
center = univ.town.p_loc;
if (univ.party.in_boat >= 0) {
univ.party.boats[univ.party.in_boat].which_town = which_town;
univ.party.boats[univ.party.in_boat].loc = univ.town.p_loc;
}
if (univ.party.in_horse >= 0) {
univ.party.horses[univ.party.in_horse].which_town = which_town;
univ.party.horses[univ.party.in_horse].loc = univ.town.p_loc;
}
// End flying
if (PSD[SDF_PARTY_FLIGHT] > 0) {
PSD[SDF_PARTY_FLIGHT] = 0;
add_string_to_buf("You land, and enter. ");
}
// No hostile monsters present.
PSD[SDF_HOSTILES_PRESENT] = 0;
add_string_to_buf("Now entering:");
sprintf ((char *) message, " %-30.30s ",univ.town->town_name);
add_string_to_buf(message);
// clear entry space, and check exploration
univ.town.set_web(univ.town.p_loc.x,univ.town.p_loc.y,false);
univ.town.set_crate(univ.town.p_loc.x,univ.town.p_loc.y,false);
univ.town.set_barrel(univ.town.p_loc.x,univ.town.p_loc.y,false);
univ.town.set_fire_barr(univ.town.p_loc.x,univ.town.p_loc.y,false);
univ.town.set_force_barr(univ.town.p_loc.x,univ.town.p_loc.y,false);
univ.town.set_quickfire(univ.town.p_loc.x,univ.town.p_loc.y,false);
//univ.out.misc_i[univ.town.p_loc.x][univ.town.p_loc.y] = univ.out.misc_i[univ.town.p_loc.x][univ.town.p_loc.y] & 3;
update_explored(univ.town.p_loc);
// If a PC dead, drop his items
for (m = 0; m < 6; m++)
for (n = 0; n < 24; n++)
if ((univ.party[m].main_status != 1) && (univ.party[m].items[n].variety != 0)) {
place_item(univ.party[m].items[n],univ.town.p_loc,true);
univ.party[m].items[n].variety = ITEM_TYPE_NO_ITEM;
}
for (i = 0; i < univ.town->max_monst(); i++)
{univ.town.monst[i].targ_loc.x = 0; univ.town.monst[i].targ_loc.y = 0;}
//// check horses
for (i = 0; i < 30; i++) {
if ((scenario.boats[i].which_town >= 0) && (scenario.boats[i].loc.x >= 0)) {
if (univ.party.boats[i].exists == false) {
univ.party.boats[i] = scenario.boats[i];
univ.party.boats[i].exists = true;
}
}
if ((scenario.horses[i].which_town >= 0) && (scenario.horses[i].loc.x >= 0)) {
if (univ.party.horses[i].exists == false) {
univ.party.horses[i] = scenario.horses[i];
univ.party.horses[i].exists = true;
}
}
}
clear_map();
reset_item_max();
town_force = 200;
// TODO: One problem with this - it paints the terrain after the town entry dialog is dismissed
draw_terrain(1);
}
location end_town_mode(short switching_level,location destination) // returns new party location
{
location to_return;
bool data_saved = false,combat_end = false;
short i,j,k;
if (is_combat())
combat_end = true;
if (overall_mode == MODE_TOWN) {
for (i = 0; i < 4; i++)
if (univ.party.creature_save[i].which_town == univ.town.num) {
univ.party.creature_save[i] = univ.town.monst;
for (j = 0; j < univ.town->max_dim(); j++)
for (k = 0; k < univ.town->max_dim(); k++)
univ.party.setup[i][j][k] = univ.town.misc_i(j,k);
data_saved = true;
}
if (data_saved == false) {
univ.party.creature_save[univ.party.at_which_save_slot] = univ.town.monst;
for (j = 0; j < univ.town->max_dim(); j++)
for (k = 0; k < univ.town->max_dim(); k++)
univ.party.setup[univ.party.at_which_save_slot][j][k] = univ.town.misc_i(j,k);
univ.party.at_which_save_slot = (univ.party.at_which_save_slot == 3) ? 0 : univ.party.at_which_save_slot + 1;
}
// Store items, if necessary
for (j = 0; j < 3; j++)
if (scenario.store_item_towns[j] == univ.town.num) {
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((univ.town.items[i].variety != 0) && (univ.town.items[i].is_special == 0) &&
((univ.town.items[i].item_loc.x >= scenario.store_item_rects[j].left) &&
(univ.town.items[i].item_loc.x <= scenario.store_item_rects[j].right) &&
(univ.town.items[i].item_loc.y >= scenario.store_item_rects[j].top) &&
(univ.town.items[i].item_loc.y <= scenario.store_item_rects[j].bottom)) ) {
univ.party.stored_items[j][i] = univ.town.items[i];
}
else univ.party.stored_items[j][i].variety = ITEM_TYPE_NO_ITEM;
}
// Clean up special data, just in case
for (i = 0; i < univ.town->max_monst(); i++) {
univ.town.monst[i].spec1 = 0;
univ.town.monst[i].spec2 = 0;
}
// Now store map
//if (univ.town.town_num < 120) {
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
if (is_explored(i,j) > 0) {
univ.town_maps[univ.town.num][i / 8][j] = univ.town_maps[univ.town.num][i / 8][j] |
(char) (s_pow(2,i % 8));
}
//}
to_return = univ.party.p_loc;
for (i = univ.party.party_event_timers.size() - 1; i >= 0; i++)
if (univ.party.party_event_timers[i].global_or_town == 1) {
cParty::timerIter iter = univ.party.party_event_timers.begin();
iter += i;
univ.party.party_event_timers.erase(iter);
}
}
// Check for exit specials, if leaving town
if (switching_level == 0) {
to_return = univ.party.p_loc;
if (is_town()) {
if (destination.x <= univ.town->in_town_rect.left) {
if (univ.town->exit_locs[1].x > 0)
to_return = local_to_global(univ.town->exit_locs[1]);
else to_return.x--;
univ.party.p_loc = to_return; univ.party.p_loc.x++;
handle_leave_town_specials(univ.town.num, univ.town->exit_specs[1],destination) ;
}
else if (destination.x >= univ.town->in_town_rect.right) {
if (univ.town->exit_locs[3].x > 0)
to_return = local_to_global(univ.town->exit_locs[3]);
else to_return.x++;
univ.party.p_loc = to_return; univ.party.p_loc.x--;
handle_leave_town_specials(univ.town.num, univ.town->exit_specs[3],destination) ;
}
else if (destination.y <= univ.town->in_town_rect.top) {
if (univ.town->exit_locs[0].x > 0)
to_return = local_to_global(univ.town->exit_locs[0]);
else to_return.y--;
univ.party.p_loc = to_return; univ.party.p_loc.y++;
handle_leave_town_specials(univ.town.num, univ.town->exit_specs[0],destination) ;
}
else if (destination.y >= univ.town->in_town_rect.bottom) {
if (univ.town->exit_locs[2].x > 0)
to_return = local_to_global(univ.town->exit_locs[2]);
else to_return.y++;
univ.party.p_loc = to_return; univ.party.p_loc.y--;
handle_leave_town_specials(univ.town.num, univ.town->exit_specs[2],destination) ;
}
}
}
if (switching_level == 0) {
fix_boats();
overall_mode = MODE_OUTDOORS;
erase_out_specials();
PSD[SDF_PARTY_STEALTHY] = 0;
//PSD[SDF_PARTY_DETECT_LIFE] = 0; //Yes? No? Maybe?
for (i = 0; i < 6; i++)
for (j = 0; j < 15; j++)
if ((j != 2) && (j != 7) && (j != 9))
univ.party[i].status[j] = 0;
update_explored(to_return);
redraw_screen(REFRESH_TERRAIN | REFRESH_TEXT);
}
if (combat_end == false)
clear_map();
univ.town.num = 200; // should be harmless...
return to_return;
}
// actually, entry_dir is non zero is town is dead - kludge!
void handle_town_specials(short town_number, short entry_dir,location start_loc)
{
//if (entry_dir > 0)
// run_special(5,2,univ.town.town.spec_on_entry_if_dead,start_loc,&s1,&s2,&s3);
//else run_special(5,2,univ.town.town.spec_on_entry,start_loc,&s1,&s2,&s3);
if (entry_dir > 0)
special_queue[0].spec = univ.town->spec_on_entry_if_dead;
else special_queue[0].spec = univ.town->spec_on_entry;
special_queue[0].where = univ.town.p_loc;
special_queue[0].type = 2;
special_queue[0].mode = SPEC_ENTER_TOWN;
special_queue[0].trigger_time = univ.party.age; // TODO: Simply pushing into slot 0 seems like a bad idea
}
void handle_leave_town_specials(short town_number, short which_spec,location start_loc)
{
//run_special(6,2,which_spec,start_loc,&s1,&s2,&s3);
special_queue[1].spec = which_spec;
special_queue[1].where = univ.party.p_loc;
special_queue[1].type = 2;
special_queue[1].mode = SPEC_LEAVE_TOWN;
special_queue[1].trigger_time = univ.party.age; // TODO: Simply pushing into slot 1 seems like a bad idea
}
bool abil_exists(short abil) // use when univ.out.outdoors
{
short i,j;
for (i = 0; i < 6; i++)
for (j = 0; j < 24; j++)
if ((univ.party[i].items[j].variety != 0) && (univ.party[i].items[j].ability == abil))
return true;
for (i = 0; i < 3; i++)
for (j = 0; j < NUM_TOWN_ITEMS; j++)
if ((univ.party.stored_items[i][j].variety != 0) && (univ.party.stored_items[i][j].ability == abil))
return true;
return false;
}
void start_town_combat(short direction)
{
short i;
create_town_combat_terrain();
place_party(direction);
center = pc_pos[current_pc];
which_combat_type = 1;
overall_mode = MODE_COMBAT;
combat_active_pc = 6;
for (i = 0; i < univ.town->max_monst(); i++)
univ.town.monst[i].target = 6;
for (i = 0; i < 6; i++) {
last_attacked[i] = univ.town->max_monst() + 10;
pc_parry[i] = 0;
pc_dir[i] = direction;
univ.party[current_pc].direction = direction;
if (univ.party[i].main_status == 1)
update_explored(pc_pos[i]);
}
store_current_pc = current_pc;
current_pc = 0;
set_pc_moves();
pick_next_pc();
center = pc_pos[current_pc];
draw_buttons(0);
put_pc_screen();
set_stat_window(current_pc);
give_help(48,49);
}
short end_town_combat()
{
short num_tries = 0,r1,i;
r1 = get_ran(1,0,5);
while ((univ.party[r1].main_status != 1) && (num_tries++ < 1000))
r1 = get_ran(1,0,5);
univ.town.p_loc = pc_pos[r1];
overall_mode = MODE_TOWN;
current_pc = store_current_pc;
if (univ.party[current_pc].main_status != 1)
current_pc = first_active_pc();
for (i = 0; i < 6; i++) {
pc_parry[i] = 0;
}
return pc_dir[r1];
}
void place_party(short direction)
{
bool spot_ok[14] = {true,true,true,true,true,true,true,
true,true,true,true,true,true,true};
location pos_locs[14];
location check_loc;
short x_adj,y_adj,how_many_ok = 1,where_in_a = 0,i;
for (i = 0; i < 14; i++) {
check_loc = univ.town.p_loc;
if (direction % 4 < 2)
x_adj = ((direction % 2 == 0) ? hor_vert_place[i].x : diag_place[i].x);
else x_adj = ((direction % 2 == 0) ? hor_vert_place[i].y : diag_place[i].y);
if (direction % 2 == 0)
x_adj = (direction < 4) ? x_adj : -1 * x_adj;
else x_adj = ((direction == 1) || (direction == 7)) ? -1 * x_adj : x_adj;
check_loc.x -= x_adj;
if (direction % 4 < 2)
y_adj = ((direction % 2 == 0) ? hor_vert_place[i].y : diag_place[i].y);
else y_adj = ((direction % 2 == 0) ? hor_vert_place[i].x : diag_place[i].x);
if (direction % 2 == 0)
y_adj = ((direction > 1) && (direction < 6)) ? y_adj : -1 * y_adj;
else y_adj = ((direction == 3) || (direction == 1)) ? -1 * y_adj : y_adj;
check_loc.y -= y_adj;
pos_locs[i] = check_loc;
if ((is_blocked(check_loc) == false) && (is_special(check_loc) == false) && (get_obscurity(check_loc.x,check_loc.y) == 0)
&& (can_see(univ.town.p_loc,check_loc,1) < 1) && (loc_off_act_area(check_loc) == false)) {
spot_ok[i] = true;
how_many_ok += (i > 1) ? 1 : 0;
}
else spot_ok[i] = false;
if (i == 0)
spot_ok[i] = true;
}
i = 0;
while (i < 6) {
if (univ.party[i].main_status == 1) {
if (how_many_ok == 1)
pc_pos[i] = pos_locs[where_in_a];
else {
pc_pos[i] = pos_locs[where_in_a];
if (how_many_ok > 1)
where_in_a++;
how_many_ok--;
// if (how_many_ok > 1) {
while (spot_ok[where_in_a] == false)
where_in_a++;
// }
}
}
i++;
}
}
void create_town_combat_terrain()
{
location where;
for (where.x = 0; where.x < univ.town->max_dim(); where.x++)
for (where.y = 0; where.y < univ.town->max_dim(); where.y++)
combat_terrain[where.x][where.y] = univ.town->terrain(where.x,where.y);
}
void create_out_combat_terrain(short type,short num_walls,short spec_code)
// spec_code is encounter's spec_code
{
short i,j,k,r1,ter_type;
static const short ter_base[16] = {
2,0,36,50,71,0,0,0,
0,2,2, 2, 2, 0,0,36
};
static const short ground_type[16] = {
2,0,36,50,71,0,0,0,
0,2,2, 2, 2, 0,0,36
};
static const location special_ter_locs[15] = {
loc(11,10),loc(11,14),loc(10,20),loc(11,26),loc(9,30),
loc(15,19),loc(23,19),loc(19,29),loc(20,11),loc(28,16),
loc(28,24),loc(27,19),loc(27,29),loc(15,28),loc(19,19)
};
static const ter_num_t cave_pillar[4][4] = {
{0 ,14,11,1 },
{14,19,20,11},
{17,18,21,8 },
{1 ,17,8 ,0 }
};
static const ter_num_t mntn_pillar[4][4] = {
{37,29,27,36},
{29,33,34,27},
{31,32,35,25},
{36,31,25,37}
};
static const ter_num_t surf_lake[4][4] = {
{56,55,54,3 },
{57,50,61,54},
{58,51,59,53},
{3 ,4 ,58,52}
};
static const ter_num_t cave_lake[4][4] = {
{93,96,71,71},
{96,71,71,71},
{71,71,71,96},
{71,71,71,96}
};
static const ter_num_t surf_fume[4][4] = {
{75,75,75,36},
{75,75,75,75},
{75,75,75,75},
{36,37,75,75}
};
static const ter_num_t cave_fume[4][4] = {
{98,0 ,75,75},
{0 ,75,75,75},
{75,75,75,0 },
{75,75,75,0 }
};
static const short terrain_odds[16][10] = {
{3,80,4,40,115,20,114,10,112,1},
{1,50,93,25,94,5,98,10,95,1},
{37,20,0,0,0,0,0,0,0,0},
{64,3,63,1,0,0,0,0,0,0},
{74,1,0,0,0,0,0,0,0,0},
{84,700,97,30,98,20,92,4,95,1},
{93,280,91,300,92,270,95,7,98,10},
{1,800,93,600,94,10,92,10,95,4},
{1,700,96,200,95,100,92,10,112,5},
{3,600,87,90,110,20,114,6,113,2},
{3,200,4,400,111,250,0,0,0,0},
{3,200,4,300,112,50,113,60,114,100},
{3,100,4,250,115,120,114,30,112,2},
{1,25,76,15,98,300,97,280,75,5},
{37,20,76,20,75,5,0,0,0,0}
}; // ter then odds then ter then odds ...
location stuff_ul;
// ter_type = scenario.ter_types[type].picture;
// if (ter_type > 260)
// ter_type = 1;
// else ter_type = general_types[ter_type];
ter_type = scenario.ter_types[type].combat_arena;
if(ter_type >= 1000) ter_type = 1; // TODO: load town ter_type - 1000 as the combat arena
// TODO: Also implement the roads and crops arenas
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
univ.town.fields[i][j] = 0;
//univ.out.misc_i[i][j] = 0;
//univ.out.sfx[i][j] = 0;
if ((j <= 8) || (j >= 35) || (i <= 8) || (i >= 35))
univ.town->terrain(i,j) = 90;
else univ.town->terrain(i,j) = ter_base[ter_type];
}
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++)
for (k = 0; k < 5; k++)
if ((univ.town->terrain(i,j) != 90) && (get_ran(1,1,1000) < terrain_odds[ter_type][k * 2 + 1]))
univ.town->terrain(i,j) = terrain_odds[ter_type][k * 2];
univ.town->terrain(0,0) = ter_base[ter_type];
if ((ter_type == 3) || (ter_type == 4) ) {
univ.town->terrain(0,0) = 83;
for (i = 15; i < 26; i++)
for (j = 9; j < 35; j++)
univ.town->terrain(i,j) = 83;
}
if ((type >= 79) && (type <= 81)) {
univ.town->terrain(0,0) = 82;
for (i = 19; i < 23; i++)
for (j = 9; j < 35; j++)
univ.town->terrain(i,j) = 82;
}
// Now place special lakes, etc.
if (ter_type == 2)
for (i = 0; i < 15; i++)
if (get_ran(1,0,5) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = mntn_pillar[k][j];
}
if (univ.town->terrain(0,0) == 0)
for (i = 0; i < 15; i++)
if (get_ran(1,0,25) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = cave_pillar[k][j];
}
if (univ.town->terrain(0,0) == 0)
for (i = 0; i < 15; i++)
if (get_ran(1,0,40) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = cave_lake[k][j];
}
if (univ.town->terrain(0,0) == 2)
for (i = 0; i < 15; i++)
if (get_ran(1,0,40) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = surf_lake[k][j];
}
if (ter_type == 14)
for (i = 0; i < 15; i++)
if (get_ran(1,0,5) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = cave_fume[k][j];
}
if (ter_type == 15)
for (i = 0; i < 15; i++)
if (get_ran(1,0,5) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = surf_fume[k][j];
}
if (ground_type[ter_type] == 0) {
for (i = 0; i < num_walls; i++) {
r1 = get_ran(1,0,3);
for (j = 9; j < 35; j++)
switch (r1) {
case 0:
univ.town->terrain(j,8) = 6;
break;
case 1:
univ.town->terrain(8,j) = 9;
break;
case 2:
univ.town->terrain(j,35) = 12;
break;
case 3:
univ.town->terrain(32,j) = 15;
break;
}
}
if ((univ.town->terrain(17,8) == 6) && (univ.town->terrain(8,20) == 9))
univ.town->terrain(8,8) = 21;
if ((univ.town->terrain(32,20) == 15) && (univ.town->terrain(17,35) == 12))
univ.town->terrain(32,35) = 19;
if ((univ.town->terrain(17,8) == 6) && (univ.town->terrain(32,20) == 15))
univ.town->terrain(32,8) = 32;
if ((univ.town->terrain(8,20) == 9) && (univ.town->terrain(17,35) == 12))
univ.town->terrain(8,35) = 20;
}
if (ground_type[ter_type] == 36) {
for (i = 0; i < num_walls; i++) {
r1 = get_ran(1,0,3);
for (j = 9; j < 35; j++)
switch (r1) {
case 0:
univ.town->terrain(j,8) = 24;
break;
case 1:
univ.town->terrain(8,j) = 26;
break;
case 2:
univ.town->terrain(j,35) = 28;
break;
case 3:
univ.town->terrain(32,j) = 30;
break;
}
}
if ((univ.town->terrain(17,8) == 6) && (univ.town->terrain(8,20) == 9))
univ.town->terrain(8,8) = 35;
if ((univ.town->terrain(32,20) == 15) && (univ.town->terrain(17,35) == 12))
univ.town->terrain(32,35) = 33;
if ((univ.town->terrain(17,8) == 6) && (univ.town->terrain(32,20) == 15))
univ.town->terrain(32,8) = 32;
if ((univ.town->terrain(8,20) == 9) && (univ.town->terrain(17,35) == 12))
univ.town->terrain(8,35) = 34;
}
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++)
combat_terrain[i][j] = univ.town->terrain(i,j);
// make_town_trim(1);
}
void elim_monst(unsigned short which,short spec_a,short spec_b)
{
short i;
if (sd_legit(spec_a,spec_b) == false)
return;
if (PSD[spec_a][spec_b] > 0) {
for (i = 0; i < univ.town->max_monst(); i++)
if (univ.town.monst[i].number == which) {
univ.town.monst[i].active = 0;
}
}
}
void dump_gold(short print_mes)
//short print_mes; // 0 - no 1 - yes
{
// Mildly kludgy gold check
if (univ.party.gold > 30000) {
univ.party.gold = 30000;
if (print_mes == 1) {
put_pc_screen();
add_string_to_buf("Excess gold dropped. ");
print_buf();
}
}
if (univ.party.food > 25000) {
univ.party.food = 25000;
if (print_mes == 1) {
put_pc_screen();
add_string_to_buf("Excess food dropped. ");
print_buf();
}
}
}
void pick_lock(location where,short pc_num)
{
ter_num_t terrain;
short r1,which_item;
bool will_break = false;
short unlock_adjust;
terrain = univ.town->terrain(where.x,where.y);
which_item = pc_has_abil_equip(pc_num,161);
if (which_item == 24) {
add_string_to_buf(" Need lockpick equipped. ");
return;
}
r1 = get_ran(1,1,100) + univ.party[pc_num].items[which_item].ability_strength * 7;
if (r1 < 75)
will_break = true;
r1 = get_ran(1,1,100) - 5 * stat_adj(pc_num,1) + univ.town.difficulty * 7
- 5 * univ.party[pc_num].skills[15] - univ.party[pc_num].items[which_item].ability_strength * 7;
// Nimble?
if (univ.party[pc_num].traits[TRAIT_NIMBLE])
r1 -= 8;
if (pc_has_abil_equip(pc_num,42) < 24)
r1 = r1 - 12;
if (scenario.ter_types[terrain].special != TER_SPEC_UNLOCKABLE) {
add_string_to_buf(" Wrong terrain type. ");
return;
}
unlock_adjust = scenario.ter_types[terrain].flag2.u;
if ((unlock_adjust >= 5) || (r1 > (unlock_adjust * 15 + 30))) {
add_string_to_buf(" Didn't work. ");
if (will_break == true) {
add_string_to_buf(" Pick breaks. ");
remove_charge(pc_num,which_item);
}
play_sound(41);
}
else {
add_string_to_buf(" Door unlocked. ");
play_sound(9);
univ.town->terrain(where.x,where.y) = scenario.ter_types[terrain].flag1.u;
}
}
void bash_door(location where,short pc_num) ////
{
ter_num_t terrain;
short r1,unlock_adjust;
terrain = univ.town->terrain(where.x,where.y);
r1 = get_ran(1,1,100) - 15 * stat_adj(pc_num,0) + univ.town.difficulty * 4;
if (scenario.ter_types[terrain].special != TER_SPEC_UNLOCKABLE) {
add_string_to_buf(" Wrong terrain type. ");
return;
}
unlock_adjust = scenario.ter_types[terrain].flag2.u;
if ((unlock_adjust >= 5) || (r1 > (unlock_adjust * 15 + 40)) || (scenario.ter_types[terrain].flag3.u != 1)) {
add_string_to_buf(" Didn't work. ");
damage_pc(pc_num,get_ran(1,1,4),DAMAGE_UNBLOCKABLE,MONSTER_TYPE_UNKNOWN,0);
}
else {
add_string_to_buf(" Lock breaks. ");
play_sound(9);
univ.town->terrain(where.x,where.y) = scenario.ter_types[terrain].flag1.u;
}
}
void erase_specials()////
{
location where;
short k,sd1,sd2;
cSpecial sn;
if ((is_combat()) && (which_combat_type == 0))
return;
if ((is_town() == false) && (is_combat() == false))
return;
for (k = 0; k < 50; k++) {
//if (univ.town->spec_id[k] >= 0) {
sn = univ.town->specials[univ.town->spec_id[k]];
sd1 = sn.sd1; sd2 = sn.sd2;
if ((sd_legit(sd1,sd2) == true) && (PSD[sd1][sd2] == 250)) {
where = univ.town->special_locs[k];
if ((where.x != 100) && ((where.x > univ.town->max_dim()) || (where.y > univ.town->max_dim())
|| (where.x < 0) || (where.y < 0))) {
// TODO: Play an error sound here
add_string_to_buf("Town corrupt. Problem fixed.");
print_nums(where.x,where.y,k);
univ.town->special_locs[k].x = 0;
}
if (where.x != 100) {
// switch (scenario.ter_types[univ.town->terrain(where.x,where.y)].picture) {
// case 207: univ.town->terrain(where.x,where.y) = 0; break;
// case 208: univ.town->terrain(where.x,where.y) = 170; break;
// case 209: univ.town->terrain(where.x,where.y) = 210; break;
// case 210: univ.town->terrain(where.x,where.y) = 217; break;
// case 211: univ.town->terrain(where.x,where.y) = 2; break;
// case 212: univ.town->terrain(where.x,where.y) = 36; break;
// }
univ.town.set_spot(where.x,where.y,false);
univ.town.set_special(where.x,where.y,false);
}
}
//}
}
}
void erase_out_specials()
{
short i,j,k,l,m,out_num;
cSpecial sn;
short sd1,sd2;
location where;
for (k = 0; k < 2; k++)
for (l = 0; l < 2; l++)
if (quadrant_legal(k,l) == true) {
for (m = 0; m < 8; m++)
if ((univ.out.outdoors[k][l].exit_dests[m] >= 0) &&
(univ.out.outdoors[k][l].exit_locs[m].x == minmax(0,47,univ.out.outdoors[k][l].exit_locs[m].x)) &&
(univ.out.outdoors[k][l].exit_locs[m].y == minmax(0,47,univ.out.outdoors[k][l].exit_locs[m].y))) {
if (univ.party.can_find_town[univ.out.outdoors[k][l].exit_dests[m]] == 0) {
univ.out[48 * k + univ.out.outdoors[k][l].exit_locs[m].x][48 * l + univ.out.outdoors[k][l].exit_locs[m].y] =
scenario.ter_types[univ.out.outdoors[k][l].terrain[univ.out.outdoors[k][l].exit_locs[m].x][univ.out.outdoors[k][l].exit_locs[m].y]].flag1.u;
//exit_g_type[univ.out[48 * k + univ.out.outdoors[k][l].exit_locs[m].x][48 * l + univ.out.outdoors[k][l].exit_locs[m].y] - 217];
}
else if (univ.party.can_find_town[univ.out.outdoors[k][l].exit_dests[m]] > 0) {
univ.out[48 * k + univ.out.outdoors[k][l].exit_locs[m].x][48 * l + univ.out.outdoors[k][l].exit_locs[m].y] =
univ.out.outdoors[k][l].terrain[univ.out.outdoors[k][l].exit_locs[m].x][univ.out.outdoors[k][l].exit_locs[m].y];
}
}
// TODO: Next four lines aren't needed, but first would need to change loop variables
}
for (i = 0; i < 2; i++)
for (j = 0; j < 2; j++)
if (quadrant_legal(i,j) == true) {
for (k = 0; k < 18; k++) {
//if (univ.out.outdoors[i][j].special_id[k] >= 0) {
out_num = scenario.out_width * (univ.party.outdoor_corner.y + j) + univ.party.outdoor_corner.x + i;
sn = univ.out.outdoors[i][j].specials[univ.out.outdoors[i][j].special_id[k]];
sd1 = sn.sd1; sd2 = sn.sd2;
if ((sd_legit(sd1,sd2) == true) && (PSD[sd1][sd2] == 250)) {
where = univ.out.outdoors[i][j].special_locs[k];
if (where.x != 100) {
if ((where.x > 48) || (where.y > 48)
|| (where.x < 0) || (where.y < 0)) {
// TODO: Play an error sound here
add_string_to_buf("Outdoor section corrupt. Problem fixed.");
//univ.out.outdoors[i][j].special_id[k] = -1;
univ.out.outdoors[i][j].special_locs[k].x = 100;
}
// TODO: I'm not quite sure if this should be within this block
univ.out.outdoors[i][j].special_spot[where.x][where.y] = false;
}
}
}
}
}
// returns id # of special at where, or 50 if there is none.
short get_town_spec_id(location where)
{
short i = 0;
while ((univ.town->special_locs[i] != where) && (i < 50))
i++;
return i;
}
// TODO: I don't think we need this
void clear_map()
{
RECT map_world_rect(map_gworld);
// if (map_visible == false) {
// return;
// }
// draw_map(mini_map,11);
fill_rect(map_gworld, map_world_rect, sf::Color::Black);
}
void draw_map(bool need_refresh) {
if(!map_visible) return;
short i,j,pic,pic2;
RECT the_rect,map_world_rect = {0,0,384,384};
location where;
location kludge;
RECT draw_rect,orig_draw_rect = {0,0,6,6},ter_temp_from;
RECT dlogpicrect = {6,6,42,42};
bool draw_pcs = true,out_mode;
RECT view_rect= {0,0,48,48},tiny_rect = {0,0,32,32},
redraw_rect = {0,0,48,48},big_rect = {0,0,64,64}; // Rectangle visible in view screen
RECT area_to_draw_from,area_to_draw_on = {29,47,269,287};
short small_adj = 0;
ter_num_t what_ter,what_ter2;
bool draw_surroundings = false,expl,expl2;
short total_size = 48; // if full redraw, use this to figure out everything
RECT area_to_put_on_map_rect;
RECT custom_from;
draw_surroundings = true;
if(need_refresh) {
for (i = 0; i < 8; i++)
for (j = 0; j < 64; j++)
map_graphic_placed[i][j] = 0;
// TODO: I suspect we don't need to save this info
}
town_map_adj.x = 0;
town_map_adj.y = 0;
// view rect is rect that is visible, redraw rect is area to redraw now
// area_to_draw_from is final draw from rect
// area_to_draw_on is final draw to rect
// extern short store_pre_shop_mode,store_pre_talk_mode;
if ((is_out()) || ((is_combat()) && (which_combat_type == 0)) ||
((overall_mode == MODE_TALKING) && (store_pre_talk_mode == 0)) ||
((overall_mode == MODE_SHOPPING) && (store_pre_shop_mode == 0))) {
view_rect.left = minmax(0,8,univ.party.loc_in_sec.x - 20);
view_rect.right = view_rect.left + 40;
view_rect.top = minmax(0,8,univ.party.loc_in_sec.y - 20);
view_rect.bottom = view_rect.top + 40;
redraw_rect = view_rect;
}
else {
switch (town_type) {
case 0:
view_rect.left = minmax(0,24,univ.town.p_loc.x - 20);
view_rect.right = view_rect.left + 40;
view_rect.top = minmax(0,24,univ.town.p_loc.y - 20);
view_rect.bottom = view_rect.top + 40;
redraw_rect = big_rect;
total_size = 64;
break;
case 1:
view_rect.left = minmax(0,8,univ.town.p_loc.x - 20);
view_rect.right = view_rect.left + 40;
view_rect.top = minmax(0,8,univ.town.p_loc.y - 20);
view_rect.bottom = view_rect.top + 40;
redraw_rect = view_rect;
break;
case 2:
view_rect = tiny_rect;
redraw_rect = view_rect;
//InsetRect(&area_to_draw_to,48,48);
total_size = 32;
break;
}
}
if ((is_out()) || ((is_combat()) && (which_combat_type == 0)) ||
((overall_mode == MODE_TALKING) && (store_pre_talk_mode == 0)) ||
((overall_mode == MODE_SHOPPING) && (store_pre_shop_mode == 0)) ||
(((is_town()) || (is_combat())) && (town_type != 2))) {
area_to_draw_from = view_rect;
area_to_draw_from.left *= 6;
area_to_draw_from.right *= 6;
area_to_draw_from.top *= 6;
area_to_draw_from.bottom *= 6;
}
else {
area_to_draw_from = area_to_draw_on;
area_to_draw_from.offset(-area_to_draw_from.left,-area_to_draw_from.top);
small_adj = 0;
}
if (is_combat())
draw_pcs = false;
const char* title_string = "Your map:";
bool canMap = true;
if ((is_combat()) && (which_combat_type == 0)) {
title_string = "No map in combat.";
canMap = false;
}
else if ((is_town()) && ((univ.town.num == -1) || (univ.town.num == -1)))
{
title_string = "No map here.";
canMap = false;
}else if((is_town() && univ.town->defy_mapping)) {
title_string = "This place defies mapping.";
canMap = false;
}
else if(need_refresh) {
map_gworld.setActive();
fill_rect(map_gworld, map_world_rect, sf::Color::Black);
// Now, if shopping or talking, just don't touch anything.
if ((overall_mode == MODE_SHOPPING) || (overall_mode == MODE_TALKING))
redraw_rect.right = -1;
if ((is_out()) ||
((is_combat()) && (which_combat_type == 0)) ||
((overall_mode == MODE_TALKING) && (store_pre_talk_mode == 0)) ||
((overall_mode == MODE_SHOPPING) && (store_pre_shop_mode == 0)))
out_mode = true;
else out_mode = false;
area_to_put_on_map_rect = redraw_rect;
area_to_put_on_map_rect.top = area_to_put_on_map_rect.left = 0;
area_to_put_on_map_rect.right = area_to_put_on_map_rect.bottom = total_size;
for (where.x= area_to_put_on_map_rect.left; where.x < area_to_put_on_map_rect.right; where.x++)
for (where.y= area_to_put_on_map_rect.top; where.y < area_to_put_on_map_rect.bottom; where.y++)
if ((map_graphic_placed[where.x / 8][where.y] & (unsigned char)(s_pow(2,where.x % 8))) == 0)
{
draw_rect = orig_draw_rect;
draw_rect.offset(6 * where.x + small_adj, 6 * where.y + small_adj);
if (out_mode == true)
what_ter = univ.out[where.x + 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else what_ter = univ.town->terrain(where.x,where.y);
ter_temp_from = orig_draw_rect;
if (out_mode == true)
expl = univ.out.out_e[where.x + 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else expl = is_explored(where.x,where.y);
if (expl != 0) {
map_graphic_placed[where.x / 8][where.y] =
map_graphic_placed[where.x / 8][where.y] | (unsigned char)(s_pow(2,where.x % 8));
pic = scenario.ter_types[what_ter].picture;
if (pic >= 1000) {
if (spec_scen_g) {
//print_nums(0,99,pic);
pic = pic % 1000;
sf::Texture* src_gw;
graf_pos_ref(src_gw, custom_from) = spec_scen_g.find_graphic(pic);
custom_from.offset(-13,-13);
rect_draw_some_item(*src_gw,custom_from,map_gworld,draw_rect);
}
}
else switch ((pic >= 400) ? anim_map_pats[pic - 400] : map_pats[pic]) {
case 0: case 10: case 11:
if (scenario.ter_types[what_ter].picture < 400)
ter_temp_from.offset(6 * (scenario.ter_types[what_ter].picture % 10),
6 * (scenario.ter_types[what_ter].picture / 10));
else ter_temp_from.offset(24 * ((scenario.ter_types[what_ter].picture - 400) / 5),
6 * ((scenario.ter_types[what_ter].picture - 400) % 5) + 156);
rect_draw_some_item(small_ter_gworld,ter_temp_from,map_gworld,draw_rect);
break;
default:
if (((pic >= 400) ? anim_map_pats[pic - 400] : map_pats[pic]) < 30) {
// Try a little optimization
if ((pic < 400) && (where.x < area_to_put_on_map_rect.right - 1)) {
if (out_mode == true)
what_ter2 = univ.out[(where.x + 1)+ 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else what_ter2 = univ.town->terrain(where.x + 1,where.y);
if (out_mode == true)
expl2 = univ.out.out_e[(where.x + 1) + 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else expl2 = is_explored(where.x + 1,where.y);
pic2 = scenario.ter_types[what_ter2].picture;
if ((map_pats[pic2] == map_pats[pic]) && (expl2 != 0)) {
draw_rect.right += 6;
kludge = where; kludge.x++; // I don't know why I need to
// do this, but it seems I do
map_graphic_placed[kludge.x / 8][kludge.y] =
map_graphic_placed[kludge.x / 8][kludge.y] | (unsigned char)(s_pow(2,kludge.x % 8));
}
}
tileImage(mini_map, draw_rect,bg_gworld,map_pat[((pic >= 400) ? anim_map_pats[pic - 400] : map_pats[pic]) - 1]);
break;
}
//OffsetRect(&ter_temp_from,
// 24 * ((map_pats[pic] - 30) / 5),
// 138 + 6 * ((map_pats[pic] - 30) % 5));
//rect_draw_some_item(small_ter_gworld,ter_temp_from,
// map_gworld,draw_rect,0,0);
break;
}
}
}
map_gworld.display();
}
mini_map.setActive();
// Now place terrain map gworld
TextStyle style;
style.font = FONT_BOLD;
style.pointSize = 10;;
the_rect = RECT(mini_map);
tileImage(mini_map, the_rect,bg_gworld,bg[4]);
cPict theGraphic(mini_map);
theGraphic.setBounds(dlogpicrect);
theGraphic.setPict(21, PIC_DLOG);
theGraphic.setFormat(TXT_FRAME, false);
theGraphic.draw();
style.colour = sf::Color::White;
style.lineHeight = 12;
win_draw_string(mini_map, map_title_rect,title_string,0,style);
win_draw_string(mini_map, map_bar_rect,"(Hit Escape to close.)",0,style);
/*SetPort( mini_map);
GetDialogItem(mini_map, 1, &the_type, &the_handle, &the_rect);
PenSize(3,3);
InsetRect(&the_rect, -4, -4);
FrameRoundRect(&the_rect, 16, 16);
PenSize(1,1); */
if(canMap) {
rect_draw_some_item(map_gworld.getTexture(),area_to_draw_from,mini_map,area_to_draw_on);
// Now place PCs and monsters
if(draw_pcs) {
if ((is_town()) && (PSD[SDF_PARTY_DETECT_LIFE] > 0))
for (i = 0; i < univ.town->max_monst(); i++)
if (univ.town.monst[i].active > 0) {
where = univ.town.monst[i].cur_loc;
if ((is_explored(where.x,where.y)) &&
((where.x >= view_rect.left) && (where.x < view_rect.right)
&& (where.y >= view_rect.top) && (where.x < view_rect.bottom))){
draw_rect.left = area_to_draw_on.left + 6 * (where.x - view_rect.left);
draw_rect.top = area_to_draw_on.top + 6 * (where.y - view_rect.top);
//if ((!is_out()) && (town_type == 2)) {
// draw_rect.left += 48;
// draw_rect.top += 48;
//}
draw_rect.right = draw_rect.left + 6;
draw_rect.bottom = draw_rect.top + 6;
map_graphic_placed[where.x / 8][where.y] =
map_graphic_placed[where.x / 8][where.y] & ~((unsigned char)(s_pow(2,where.x % 8)));
fill_rect(mini_map, draw_rect, sf::Color::Green);
frame_circle(mini_map, draw_rect, sf::Color::Blue);
}
}
if ((overall_mode != MODE_SHOPPING) && (overall_mode != MODE_TALKING)) {
where = (is_town()) ? univ.town.p_loc : global_to_local(univ.party.p_loc);
draw_rect.left = area_to_draw_on.left + 6 * (where.x - view_rect.left);
draw_rect.top = area_to_draw_on.top + 6 * (where.y - view_rect.top);
//if ((!is_out()) && (town_type == 2)) {
// draw_rect.left += 48;
// draw_rect.top += 48;
//}
draw_rect.right = draw_rect.left + 6;
draw_rect.bottom = draw_rect.top + 6;
map_graphic_placed[where.x / 8][where.y] =
map_graphic_placed[where.x / 8][where.y] & ~((unsigned char)(s_pow(2,where.x % 8)));
fill_rect(mini_map, draw_rect, sf::Color::Red);
frame_circle(mini_map, draw_rect, sf::Color::Black);
}
}
}
mini_map.display();
// Now exit gracefully
mainPtr.setActive();
}
bool is_door(location destination)
{
if ((scenario.ter_types[univ.town->terrain(destination.x,destination.y)].special == TER_SPEC_UNLOCKABLE) ||
(scenario.ter_types[univ.town->terrain(destination.x,destination.y)].special == TER_SPEC_CHANGE_WHEN_STEP_ON))
return true;
return false;
}
void display_map()
{
// Show the automap if it's not already visible
if(map_visible) return;
RECT the_rect;
RECT dlogpicrect = {6,6,42,42};
mini_map.setVisible(true);
map_visible = true;
draw_map(true);
makeFrontWindow(mainPtr);
}
void check_done() {
}
bool quadrant_legal(short i, short j)
{
if (univ.party.outdoor_corner.x + i >= scenario.out_width)
return false;
if (univ.party.outdoor_corner.y + j >= scenario.out_height)
return false;
if (univ.party.outdoor_corner.x + i < 0)
return false;
if (univ.party.outdoor_corner.y + j < 0)
return false;
return true;
}