Files
oboe/Win32/Blades of Exile/boe.graphics.cpp
Celtic Minstrel b02902770c Well, at present the Windows code for the actual game almost compiles. The current goal is to undo all the things that Ormus did to make this job difficult.
Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders.
(With the exception that files in the classes folder may depend on files in the tools folder.)

In this commit, several changes were made.
- Project file modified, may need further modification.
- Many files renamed to match the Mac version.
- #include statements for system headers changed to use <> instead of "" (some already did, but many didn't).
- xxx.h headers replaced with cxxx headers where appropriate.
- Most sound-related variables moved from globvars.cpp to soundvars.cpp.
- The files originally named graphutil and gutils have been merged.
- Changed TRUE/FALSE to true/false.
- Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped)
  and print_nums (which should probably be incorporated into the MessageBox string).
- Possibly other things that were forgotten.

For some reason this commit also includes changes recently committed into the branch for osx.

git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-08-03 19:00:23 +00:00

1854 lines
58 KiB
C++

#include <Windows.h>
#include <cstring>
#include <cstdio>
#include "global.h"
#include "boe.graphics.h"
#include "boe.newgraph.h"
#include "boe.monster.h"
#include "tools/dlogtool.h"
#include "boe.locutils.h"
#include "boe.fields.h"
#include "boe.text.h"
#include "tools/exlsound.h"
#include "boe.graphutil.h"
#include "boe.infodlg.h"
#include "globvar.h"
BOOL play_startup = FALSE;
void adjust_window_mode()
{
create_clip_region();
undo_clip();
if (overall_mode != 45) {
if (in_startup_mode == TRUE)
draw_startup(0);
if (in_startup_mode == FALSE)
refresh_screen(0);
}
MoveWindow(text_sbar,ulx + 547,uly + 283,15,138,TRUE);
MoveWindow(item_sbar,ulx + 547,uly + 147,15,107,TRUE);
MoveWindow(shop_sbar,ulx + 258,uly + 67,16,290,TRUE);
}
void plop_fancy_startup()
{
HBITMAP pict_to_draw = NULL;
short i,j;
RECT from_rect = {0,0,350,350},to_rect,whole_window;
POINT graphic_ul;
HBRUSH old_brush;
long cur_time;
GetClientRect(mainPtr,&whole_window);
if (done_fancy_startup_once == FALSE)
{
// initialize buffers and rects
for (i = 0; i < 9; i++)
for (j = 0; j < 9; j++)
terrain_there[i][j] = -1;
OffsetRect(&win_to_rects[5],TEXT_WIN_UL_X,TEXT_WIN_UL_Y);
OffsetRect(&win_to_rects[2],PC_WIN_UL_X,PC_WIN_UL_Y);
OffsetRect(&win_to_rects[3],ITEM_WIN_UL_X,ITEM_WIN_UL_Y);
main_dc = GetDC(mainPtr);
SelectObject(main_dc,font);
SetBkMode(main_dc,TRANSPARENT);
main_dc2 = CreateCompatibleDC(main_dc);
SetMapMode(main_dc2,GetMapMode((HDC)mainPtr));
main_dc3 = CreateCompatibleDC(main_dc);
SetMapMode(main_dc3,GetMapMode((HDC) mainPtr));
SetStretchBltMode(main_dc,STRETCH_DELETESCANS);
SetStretchBltMode(main_dc2,STRETCH_DELETESCANS);
SetStretchBltMode(main_dc3,STRETCH_DELETESCANS);
}
old_brush = (HBRUSH) SelectObject(main_dc,GetStockObject(BLACK_BRUSH));
Rectangle(main_dc, whole_window.left,whole_window.top,
whole_window.right,whole_window.bottom);
//pict_to_draw = ReadBMP("blscened/SPIDLOGO.BMP");
pict_to_draw = load_pict(3001, (HDC) 0);
graphic_ul.x = (whole_window.right - 350) / 2 - ulx;
graphic_ul.y = (whole_window.bottom - 350) / 2 - uly - 10;
to_rect = from_rect;
OffsetRect(&to_rect,graphic_ul.x,graphic_ul.y);
rect_draw_some_item(pict_to_draw,from_rect,pict_to_draw,to_rect,0,1);
if(play_startup == TRUE)
play_sound(95);
DeleteObject(pict_to_draw);
cur_time = GetCurrentTime();
while (GetCurrentTime() - cur_time < 1500);
if(play_startup == TRUE){
pict_to_draw = load_pict(3000, (HDC) 0);
RECT big_pic_from = {2,48,641,434};
from_rect = big_pic_from;
to_rect = from_rect;
graphic_ul.x = (whole_window.right - 639) / 2 - ulx;
graphic_ul.y = (whole_window.bottom - 486) / 2 - uly + 46;
OffsetRect(&to_rect,-1 * to_rect.left + graphic_ul.x,-1 * to_rect.top + graphic_ul.y);
rect_draw_some_item(pict_to_draw,from_rect,pict_to_draw,to_rect,0,1);
play_sound(22);
DeleteObject(pict_to_draw);
cur_time = GetCurrentTime();
while (GetCurrentTime() - cur_time < 5000);
}
if (done_fancy_startup_once == FALSE)
{
done_fancy_startup_once = TRUE;
Set_up_win();
init_startup();
}
Rectangle(main_dc, whole_window.left,whole_window.top, whole_window.right,whole_window.bottom);
SelectObject(main_dc,old_brush);
}
void init_startup()
{
startup_loaded = TRUE;
gbrush = CreateSolidBrush(RGB(204,204,204));
gpen = CreatePen(PS_SOLID,1,RGB(204,204,204));
startup_gworld = load_pict(830,main_dc);
startup_button_orig = load_pict(832,main_dc);
startup_button_g = load_pict(832,main_dc);
anim_mess = load_pict(831,main_dc);
}
void draw_startup(short but_type)
{
RECT to_rect, rect;
short i;
if (startup_loaded == FALSE)
return;
GetClientRect(mainPtr,&rect);
paint_pattern(NULL,1,rect,0);
to_rect = startup_from[0];
OffsetRect(&to_rect,5,5);
rect_draw_some_item(startup_gworld,startup_from[0],startup_gworld,to_rect,0,1);
for (i = 0; i < 5; i++) {
rect_draw_some_item(startup_gworld,startup_from[1],startup_gworld,startup_button[i],0,1);
draw_start_button(i,but_type);
}
draw_startup_anim();
draw_startup_stats();
}
void draw_startup_stats()
{
RECT from_rect,to_rect,party_from = {0,0,28,36},pc_rect,frame_rect;
short i;
char str[256];
COLORREF colors[5] = {RGB(0,0,0),RGB(255,255,255),RGB(0,204,255),RGB(0,160,0),RGB(0,0,255)};
HBRUSH hbrush;
to_rect = startup_top;
OffsetRect(&to_rect, 20, 35);
hbrush = CreateSolidBrush(colors[2]);
SetTextColor(main_dc,colors[1]);
if (party_in_memory == FALSE)
{
SelectObject(main_dc,fantasy_font);
OffsetRect(&to_rect,175,40);
char_win_draw_string(main_dc,to_rect,"No Party in Memory",0,18);
}
if (party_in_memory == TRUE)
{
frame_rect = startup_top;
InflateRect(&frame_rect,-50,-50);
frame_rect.top += 30;
OffsetRect(&frame_rect,ulx ,uly + 10);
FrameRect(main_dc,&frame_rect,hbrush);
SelectObject(main_dc,fantasy_font);
OffsetRect(&to_rect,213,25);
char_win_draw_string(main_dc,to_rect, "Your party:",0,18);
SelectObject(main_dc,small_bold_font);
/* at this point everything is ok */
for (i = 0; i < 6; i++)
{
pc_rect = startup_top;
pc_rect.right = pc_rect.left + 300; // width = 300
pc_rect.bottom = pc_rect.top + 79; // height = 79
// 1) move 85 to right and 95 down
// 2) move 85 to right and 140 down
// 3) move 85 to right and 185 down
// 4) move 292 to right and 95 down
// 5) move 292 to right and 140 down
// 6) move 292 to right and 185 down
OffsetRect(&pc_rect, 85 + 232 * (i / 3), 95 + 45 * (i % 3));
if (adven[i].main_status > MAIN_STATUS_ABSENT)
{
from_rect = get_party_template_rect(i,0);
// 1) 0 right, 36 down
// 2) 0 r, 72 down
// 3) 0 r, 108 down
// 4) 56 right, 36 down
// 5) 56 r, 72 down
// 6) 56 r, 108 down
to_rect = party_from; // width = 28, height = 36
OffsetRect(&to_rect,pc_rect.left,pc_rect.top + 2);
rect_draw_some_item(pcs_gworld,from_rect,NULL,to_rect,0,1);
InflateRect(&to_rect,1,1);
OffsetRect(&to_rect,ulx,uly);
FrameRect(main_dc,&to_rect,hbrush);
SelectObject(main_dc, bold_font);
OffsetRect(&pc_rect,35,0);
char_win_draw_string(main_dc, pc_rect, adven[i].name, 0, 18);
OffsetRect(&to_rect,pc_rect.left + 8,pc_rect.top + 8);
}
OffsetRect(&pc_rect,12,16);
SelectObject(main_dc,small_bold_font);
switch (adven[i].main_status)
{
case MAIN_STATUS_ALIVE:
switch (adven[i].race)
{
case 0: sprintf((char *) str,"Level %d Human",adven[i].level); break;
case 1: sprintf((char *) str,"Level %d Nephilim",adven[i].level); break;
case 2: sprintf((char *) str,"Level %d Slithzerikai",adven[i].level); break;
}
char_win_draw_string(main_dc,pc_rect,(char *) str,0,18);
OffsetRect(&pc_rect,0,13);
sprintf((char *) str,"Health %d, Spell pts. %d", adven[i].max_health,adven[i].max_sp);
char_win_draw_string(main_dc,pc_rect,(char *) str,0,18);
break;
case MAIN_STATUS_DEAD: char_win_draw_string(main_dc,pc_rect,"Dead",0,18); break;
case MAIN_STATUS_DUST: char_win_draw_string(main_dc,pc_rect,"Dust",0,18); break;
case MAIN_STATUS_STONE: char_win_draw_string(main_dc,pc_rect,"Stone",0,18); break;
}
}
}
SelectObject(main_dc,small_bold_font);
pc_rect = startup_from[0];
OffsetRect(&pc_rect,5,5);
pc_rect.top = pc_rect.bottom - 28;
pc_rect.left = pc_rect.right - 255;
char_win_draw_string(main_dc,pc_rect,"That is not dead which can eternally lie...",0,18);
SetTextColor(main_dc,colors[0]);
DeleteObject(hbrush);
}
void draw_startup_anim()
{
RECT anim_to = {1,4,276,44},anim_from;
RECT anim_size = {0,0,301,48};
anim_from = anim_to;
OffsetRect(&anim_from,-1,-4 + startup_anim_pos);
startup_anim_pos = (startup_anim_pos + 1) % 542;
rect_draw_some_item(startup_button_orig,anim_size,startup_button_g,anim_size,0,0);
rect_draw_some_item(anim_mess,anim_from,startup_button_g,anim_to,1,0);
rect_draw_some_item(startup_button_g,anim_size,startup_button_g,startup_button[5],0,1);
}
void draw_start_button(short which_position,short which_button)
{
RECT from_rect,to_rect;
char *button_labels[] =
{
"Load Game",
"Make New Party",
" < Unused > ",
"Start Scenario",
"Custom Scenario",
"Quit"
};
COLORREF colors[5] = {RGB(0,0,0),RGB(255,0,0),RGB(255,255,255),RGB(0,255,255),RGB(0,0,255)};
from_rect = startup_from[3];
OffsetRect(&from_rect, (which_button > 0) ? 40 : 0,0);
to_rect = startup_button[which_position];
to_rect.left += 4; to_rect.top += 4;
to_rect.right = to_rect.left + 40;
to_rect.bottom = to_rect.top + 40;
from_rect.top += 4; to_rect.top += 4;
rect_draw_some_item(startup_gworld,from_rect,startup_gworld,to_rect,0,1);
to_rect = startup_button[which_position];
OffsetRect(&to_rect, 10, 0);
if (which_button == 5)
which_button = 4;
SetTextColor(main_dc,colors[2]);
SelectObject(main_dc,fantasy_font);
if (which_position == 3)
OffsetRect(&to_rect,-7,0);
SetTextColor(main_dc,colors[0]);
OffsetRect(&to_rect,0,1);
char_win_draw_string(main_dc,to_rect,
(char *) button_labels[which_position],1,18);
OffsetRect(&to_rect,0,-2);
char_win_draw_string(main_dc,to_rect,
(char *) button_labels[which_position],1,18);
OffsetRect(&to_rect,1,1);
char_win_draw_string(main_dc,to_rect,
(char *) button_labels[which_position],1,18);
OffsetRect(&to_rect,-2,0);
char_win_draw_string(main_dc,to_rect,
(char *) button_labels[which_position],1,18);
OffsetRect(&to_rect,1,0);
SetTextColor(main_dc,colors[2]);
char_win_draw_string(main_dc,to_rect,
(char *) button_labels[which_position],1,18);
SelectObject(main_dc,font);
SetTextColor(main_dc,colors[0]);
}
void main_button_click(short, RECT button_rect)
{
long dummy;
ClipRect(&button_rect);
draw_buttons(1);
if (play_sounds == TRUE)
play_sound(37);
else Delay(5,&dummy);
draw_buttons(0);
undo_clip();
}
void arrow_button_click(RECT button_rect)
{
long dummy;
ClipRect(&button_rect);
refresh_stat_areas(1);
if (play_sounds == TRUE)
play_sound(37);
else Delay(5,&dummy);
refresh_stat_areas(0);
undo_clip();
}
void reload_startup()////
{
if (startup_loaded == TRUE)
return;
DestroyWindow(modeless_dialogs[5]);
modeless_exists[5] = FALSE;
if (text_sbar != NULL) {
ShowScrollBar(text_sbar,SB_CTL,FALSE);
ShowScrollBar(item_sbar,SB_CTL,FALSE);
}
if(talk_edit_box != NULL){ //exited while talking so delete the talk edit box
DestroyWindow(talk_edit_box);
talk_edit_box = NULL;
}
init_startup();
startup_loaded = TRUE;
}
void end_startup()
{
if (startup_loaded == FALSE)
return;
DeleteObject(startup_gworld);
DeleteObject(startup_button_orig);
DeleteObject(startup_button_g);
DeleteObject(anim_mess);
startup_loaded = FALSE;
load_main_screen();
}
// This loads the graphics at the top of the game.
void Set_up_win ()
{
RECT map_rect = {0,0,384,384};
short i,j;
RECT bg_from[9] = {{0,168,8,176},{23,206,31,214},{32,168,40,176},{102,174,110,182},
{173,191,181,199},{203,190,211,198},{273,183,281,191},{373,0,381,8},
{380,17,388,25}};
RECT map_from_orig = {372,0,380,8},map_from,brush_to = {0,0,8,8};
WORD patbits[] = {0xAA, 0x55, 0xAA, 0x55, 0xAA, 0x55, 0xAA, 0x55};
RECT pat_from = {96,168,160,232}, pat_to_orig = {0,0,64,64},pat_to;
checker_bitmap = CreateBitmap(8,8,1,1,(LPSTR) patbits);
checker_brush = CreatePatternBrush(checker_bitmap);
bw_bitmap = CreateBitmap(72,72,1,1,NULL);
terrain_screen_gworld = load_pict(705,main_dc);
small_temp_gworld = CreateCompatibleBitmap(main_dc,28,36);
items_gworld = load_pict(901,main_dc);
tiny_obj_gworld = load_pict(900,main_dc);
fields_gworld = load_pict(821,main_dc);
missiles_gworld = load_pict(880,main_dc);
dlogpics_gworld = load_pict(850,main_dc);
mixed_gworld = load_pict(903,main_dc);
//let's load the remaining sheets in memory
pcs_gworld = load_pict(902,main_dc);
ter_anim_gworld = load_pict(820, main_dc);
frills_gworld = load_pict(4000, main_dc);
talking_portraits_gworld = load_pict(860,main_dc);
for(i=0;i<10;i++)
monsters_gworld[i] = load_pict(1100+i, main_dc);
for(i=0;i<6;i++)
terrains_gworld[i] = load_pict(800+i, main_dc);
//end
dialog_pattern_gworld = CreateCompatibleBitmap(main_dc,192,256);
pattern_gworld = CreateCompatibleBitmap(main_dc,192,256);
status_pattern_gworld = CreateCompatibleBitmap(main_dc,256,128);
for (i = 0; i < 4; i++)
for (j = 0; j < 2; j++) {
pat_to = pat_to_orig;
OffsetRect(&pat_to,64 * i, 64 * j);
rect_draw_some_item(mixed_gworld,pat_from,status_pattern_gworld,
pat_to,0,0);
}
dlg_buttons_gworld = load_pict(2000,main_dc);
map_gworld = CreateCompatibleBitmap(main_dc,map_rect.right,map_rect.bottom);
// Create and initialize map gworld
for (i = 0; i < 9; i++) {
bg_bitmap[i] = CreateCompatibleBitmap(main_dc,8,8);
rect_draw_some_item(mixed_gworld,bg_from[i],bg_bitmap[i],brush_to,0,0);
bg[i] = CreatePatternBrush(bg_bitmap[i]);
}
for (i = 0; i < 25; i++) {
map_from = map_from_orig;
OffsetRect(&map_from,8 * (i / 10),8 * (i % 10));
map_bitmap[i] = CreateCompatibleBitmap(main_dc,8,8);
rect_draw_some_item(mixed_gworld,map_from,map_bitmap[i],brush_to,0,0);
map_brush[i] = CreatePatternBrush(map_bitmap[i]);
}
}
void lose_graphics()
{
short i,j;
if (startup_loaded == TRUE)
{
DeleteObject(startup_gworld);
}
else
{
DeleteObject(pc_stats_gworld);
DeleteObject(item_stats_gworld);
DeleteObject(text_area_gworld);
DeleteObject(text_bar_gworld);
DeleteObject(orig_text_bar_gworld);
DeleteObject(buttons_gworld);
}
DeleteObject(bw_bitmap);
DeleteObject(dialog_pattern_gworld);
DeleteObject(pattern_gworld);
DeleteObject(status_pattern_gworld);
DeleteObject(checker_bitmap);
DeleteObject(checker_brush);
DeleteObject(terrain_screen_gworld);
DeleteObject(items_gworld);
DeleteObject(tiny_obj_gworld);
DeleteObject(fields_gworld);
DeleteObject(missiles_gworld);
DeleteObject(dlogpics_gworld);
DeleteObject(mixed_gworld);
DeleteObject(dlg_buttons_gworld);
DeleteObject(map_gworld);
DeleteObject(small_temp_gworld);
DeleteObject(pcs_gworld);
DeleteObject(ter_anim_gworld);
DeleteObject(frills_gworld);
DeleteObject(talking_portraits_gworld);
for(i=0;i<10;i++)
DeleteObject(monsters_gworld[i]);
for(i=0;i<6;i++)
DeleteObject(terrains_gworld[i]);
DeleteDC(main_dc3);
DeleteDC(main_dc2);
DeleteObject(font);
DeleteObject(fantasy_font);
DeleteObject(underline_font);
DeleteObject(italic_font);
DeleteObject(bold_font);
RemoveFontResource("maidword.ttf"); // remove the font from the system font table
for (i = 0; i < 9; i++)
{
DeleteObject(bg_bitmap[i]);
DeleteObject(bg[i]);
}
for (i = 0; i < 25; i++)
{
DeleteObject(map_bitmap[i]);
DeleteObject(map_brush[i]);
}
for (i = 0; i < 3; i++)
for (j = 0; j < 3; j++)
DeleteObject(arrow_curs[i][j]);
DeleteObject(talk_curs);
DeleteObject(sword_curs);
DeleteObject(key_curs);
DeleteObject(target_curs);
DeleteObject(look_curs);
DeleteObject(gbrush);
DeleteObject(gpen);
kill_sound();
}
void load_main_screen()
{
HBITMAP temp_gworld;
RECT from_rect = {0,0,271,116},to_rect = {0,0,0,0};
// load in graphic with 3 right side status areas, and copy each of them into
// its own private HBITMAP
temp_gworld = load_pict(700,main_dc);
pc_stats_gworld = CreateCompatibleBitmap(main_dc,271,116);
to_rect.right = 271; to_rect.bottom = 116;
rect_draw_some_item(temp_gworld,from_rect,pc_stats_gworld,to_rect,0,0);
item_stats_gworld = CreateCompatibleBitmap(main_dc,271,144);
to_rect.bottom = 144;
from_rect.top = 116; from_rect.bottom = 260;
rect_draw_some_item(temp_gworld,from_rect,item_stats_gworld,to_rect,0,0);
text_area_gworld = CreateCompatibleBitmap(main_dc,256,138);
to_rect.right = 256; to_rect.bottom = 138;
from_rect.top = 260; from_rect.bottom = 398; from_rect.right = 256;
rect_draw_some_item(temp_gworld,from_rect,text_area_gworld,to_rect,0,0);
DeleteObject(temp_gworld);
text_bar_gworld = load_pict(703,main_dc);
orig_text_bar_gworld = load_pict(703,main_dc);
buttons_gworld = load_pict(704,main_dc);
}
void create_clip_region()
{
short i;
RECT store_rect = {0,0,2000,2000};
RECT scrollbar_rect;
HRGN temp_rgn;
DeleteObject(clip_region);
GetWindowRect(GetDesktopWindow(),&store_rect);
clip_region = CreateRectRgn(0,0,store_rect.right * 2,store_rect.bottom * 2);
for (i = 0; i < 6; i++) {
store_rect = win_to_rects[i];
OffsetRect(&store_rect,ulx,uly);
if ((is_out()) || (is_town()) || (is_combat()) ||
(i == 2) || (i == 3) || (i == 5)) {
temp_rgn = CreateRectRgn(store_rect.left,store_rect.top,store_rect.right,store_rect.bottom);
CombineRgn(clip_region,clip_region,temp_rgn,RGN_DIFF);
DeleteObject(temp_rgn);
}
}
if ((overall_mode == 20) || (overall_mode == 21) ){
scrollbar_rect = talk_area_rect;
OffsetRect(&scrollbar_rect,ulx,uly);
temp_rgn = CreateRectRgn(scrollbar_rect.left,scrollbar_rect.top,scrollbar_rect.right,scrollbar_rect.bottom);
CombineRgn(clip_region,clip_region,temp_rgn,RGN_DIFF);
DeleteObject(temp_rgn);
}
scrollbar_rect = sbar_rect;
OffsetRect(&scrollbar_rect,ulx,uly);
temp_rgn = CreateRectRgn(scrollbar_rect.left,scrollbar_rect.top,scrollbar_rect.right,scrollbar_rect.bottom);
CombineRgn(clip_region,clip_region,temp_rgn,RGN_DIFF);
DeleteObject(temp_rgn);
scrollbar_rect = item_sbar_rect;
OffsetRect(&scrollbar_rect,ulx,uly);
temp_rgn = CreateRectRgn(scrollbar_rect.left,scrollbar_rect.top,scrollbar_rect.right,scrollbar_rect.bottom);
CombineRgn(clip_region,clip_region,temp_rgn,RGN_DIFF);
DeleteObject(temp_rgn);
}
// redraw_screen does the very first redraw, and any full redraw
void redraw_screen(short)
{
if (text_sbar == NULL) {
text_sbar = CreateWindow("scrollbar",NULL,
WS_CHILD | WS_TABSTOP | SBS_VERT | WS_VISIBLE, sbar_rect.left,sbar_rect.top,sbar_rect.right,sbar_rect.bottom,
mainPtr,(HMENU) 1,store_hInstance,NULL);
lpsi.fMask = SIF_RANGE;
lpsi.nMax =58;
SetScrollInfo(text_sbar,SB_CTL,&lpsi,FALSE);
// SetScrollRange(text_sbar,SB_CTL,0,58,FALSE);
item_sbar = CreateWindow("scrollbar",NULL,
WS_CHILD | WS_TABSTOP | SBS_VERT | WS_VISIBLE, item_sbar_rect.left,item_sbar_rect.top,item_sbar_rect.right,item_sbar_rect.bottom,
mainPtr,(HMENU) 2,store_hInstance,NULL);
lpsi.nMax = 16;
SetScrollInfo(item_sbar,SB_CTL,&lpsi,FALSE);
// SetScrollRange(item_sbar,SB_CTL,0,16,FALSE);
ShowScrollBar(text_sbar,SB_CTL,TRUE);
ShowScrollBar(item_sbar,SB_CTL,TRUE);
MoveWindow(text_sbar,ulx + 547,uly + 283,15,138,TRUE);
MoveWindow(item_sbar,ulx + 547,uly + 147,15,107,TRUE);
}
else {
ShowScrollBar(text_sbar,SB_CTL,TRUE);
ShowScrollBar(item_sbar,SB_CTL,TRUE);
}
switch (overall_mode) {
case 20: case 21:
put_background();
break;
default:
draw_terrain(0);
draw_buttons(0);
draw_text_bar(1);
if ((overall_mode == 10) && (current_pc < 6))
draw_pcs(pc_pos[current_pc],1);
if (overall_mode == 14)
draw_targets(center);
break;
}
put_pc_screen();
if (current_pc < 6) put_item_screen(current_pc,0);
print_buf();
}
void refresh_screen(short)
{
if (overall_mode == MODE_TALKING) {
put_background();
refresh_talking();
}
else if (overall_mode == MODE_SHOPPING) {
put_background();
refresh_shopping();
}
else {
draw_buttons(0);
redraw_terrain();
if ((current_pc < 6) && (overall_mode == MODE_COMBAT))
draw_pcs(pc_pos[current_pc],1);
if (overall_mode == 14)
draw_targets(center);
draw_text_bar(1);
}
refresh_stat_areas(0);
draw_text_bar(0);
}
void put_background()
{
short wp;
RECT r;
if (is_out()) {
if (party.outdoor_corner.x >= 7)
wp = 0;
else wp = 7;
}
else if (is_combat()) {
if (party.outdoor_corner.x >= 7)
wp = 9;
else wp = 6;
}
else {
if (party.outdoor_corner.x >= 7)
wp = 5;
else wp = 8;
}
SelectClipRgn(main_dc,clip_region);
GetClientRect(mainPtr,&r);
paint_pattern((HBITMAP)mainPtr, 1,r,wp);
undo_clip();
}
void draw_buttons(short mode)
//mode; // 0 - regular 1 - button action
{
RECT source_rect = {0,0,258,37}, dest_rec; /**/
HBITMAP buttons_to_draw;
Boolean spec_draw = FALSE;
if (mode == 1) {
spec_draw = TRUE;
mode -= 100;
}
buttons_to_draw = buttons_gworld;
source_rect = win_to_rects[1];
OffsetRect(&source_rect,-1 * source_rect.left, -1 * source_rect.top);
if (is_combat()) {
source_rect.top += 37;
source_rect.bottom += 37;
}
if (is_town()) {
source_rect.top += 74;
source_rect.bottom += 74;
}
dest_rec = win_to_rects[1];
rect_draw_some_item(buttons_gworld,source_rect,buttons_gworld,dest_rec,(spec_draw == TRUE) ? 2 : 0,1);
put_background();
}
void reset_text_bar()
{
remember_tiny_text = 300;
}
void draw_text_bar(short mode)
//short mode; // 0 - no redraw 1 - forced
{
short i;//num_rect[3] = {12,10,4};
location loc;
loc = (is_out()) ? party.p_loc.toLocal() : c_town.p_loc;
if (mode == 1)
remember_tiny_text = 500;
if ((PSD[305][0] > 0) || (PSD[305][1] > 0) ||(PSD[305][2] > 0) ||(PSD[305][3] > 0) )
remember_tiny_text = 500;
if (is_out()) {
for (i = 0; i < 8; i++)
if (pt_in_rect(loc,outdoors[party.i_w_c.x][party.i_w_c.y].info_rect[i]))
if ((remember_tiny_text == i) && (mode == 0))
return;
else {
put_text_bar(data_store4->outdoor_text[party.i_w_c.x][party.i_w_c.y].out_strs[i + 1]);
remember_tiny_text = i;
return;
}
if (remember_tiny_text != 50 + party.i_w_c.x + party.i_w_c.y) {
put_text_bar((char *) data_store4->outdoor_text[party.i_w_c.x][party.i_w_c.y].out_strs[0]);
remember_tiny_text = 50 + party.i_w_c.x + party.i_w_c.y;
}
}
if (is_town()) {
for (i = 0; i < 16; i++)
if (pt_in_rect(loc,t_d.room_rect[i]))
if ((remember_tiny_text == 200 + i) && (mode == 0))
return;
else {
put_text_bar(data_store->town_strs[i + 1]);
remember_tiny_text = 200 + i;
return;
}
if (remember_tiny_text != 250) {
put_text_bar((char *) data_store->town_strs[0]); ////
remember_tiny_text = 250;
}
}
if ((is_combat()) && (current_pc < 6) && (monsters_going == FALSE)) {
sprintf((char *) combat_string,"%s (ap: %d)",
adven[current_pc].name,pc_moves[current_pc]);
put_text_bar((char *) combat_string);
remember_tiny_text = 500;
}
if ((is_combat()) && (monsters_going == TRUE)) // Print bar for 1st monster with >0 ap -
// that is monster that is going
for (i = 0; i < T_M; i++)
if ((c_town.monst.dudes[i].active > 0) && (c_town.monst.dudes[i].m_d.ap > 0)) {
print_monster_going((char *) combat_string,c_town.monst.dudes[i].number,c_town.monst.dudes[i].m_d.ap);
put_text_bar((char *) combat_string);
remember_tiny_text = 500;
i = 400;
}
}
void put_text_bar(char *str)
{
char status_str[256];
short xpos = 205;
HDC hdc;
HBITMAP store_bmp;
RECT text_rect = {5,3,279,21};
COLORREF x = RGB(0,0,0),y = RGB(255,255,255);
rect_draw_some_item (orig_text_bar_gworld, win_from_rects[4], text_bar_gworld, win_from_rects[4], 0, 0);
hdc = CreateCompatibleDC(main_dc);
SetBkMode(hdc,TRANSPARENT);
SelectObject(hdc,small_bold_font);
store_bmp = (HBITMAP) SelectObject(hdc,text_bar_gworld);
sprintf(status_str,"%s",str);
SetTextColor(hdc,y);
win_draw_string(hdc,text_rect,status_str,2,9);
SetTextColor(hdc,x);
if (monsters_going == FALSE) {
if (PSD[305][0] > 0) {
text_rect.left = xpos;
SetTextColor(hdc,RGB(255,255,255));
sprintf((char *) status_str,"Stealth");
win_draw_string(hdc,text_rect,status_str,2,9);
xpos -= 60;
}
if (PSD[305][1] > 0) {
text_rect.left = xpos;
SetTextColor(hdc,RGB(255,255,255));
sprintf((char *) status_str,"Flying");
win_draw_string(hdc,text_rect,status_str,2,9);
xpos -= 60;
}
if (PSD[305][2] > 0) {
text_rect.left = xpos;
SetTextColor(hdc,RGB(255,255,255));
sprintf((char *) status_str,"Detect Life");
win_draw_string(hdc,text_rect,status_str,2,9);
xpos -= 60;
}
if (PSD[305][3] > 0) {
text_rect.left = xpos;
SetTextColor(hdc,RGB(145+PSD[305][3]*10,40+PSD[305][3]*10,40));
sprintf((char *) status_str,"Firewalk");
win_draw_string(hdc,text_rect,status_str,2,9);
xpos -= 60;
}
}
SelectObject(hdc,store_bmp);
if (!DeleteDC(hdc)) DebugQuit("Cannot release DC 23");
rect_draw_some_item (text_bar_gworld, win_from_rects[4], text_bar_gworld, win_to_rects[4], 0, 1);
}
// this is used for determining whether to round off walkway corners
// right now, trying a restrictive rule (just cave floor and grass, mainly)
Boolean is_nature(char x, char y)
{
short pic;
unsigned char ter_type;
ter_type = coord_to_ter((short) x,(short) y);
pic = scenario.ter_types[ter_type].picture;
if ((pic >= 0) && (pic <= 45))
return TRUE;
if ((pic >= 67) && (pic <= 73))
return TRUE;
if ((pic >= 75) && (pic <= 87))
return TRUE;
if ((pic >= 121) && (pic <= 122))
return TRUE;
if ((pic >= 179) && (pic <= 207))
return TRUE;
if ((pic >= 211) && (pic <= 212))
return TRUE;
if ((pic >= 217) && (pic <= 245))
return TRUE;
return FALSE;
}
void swap_platform_graphics(){
int i,j;
RECT map_from_orig = {372,0,380,8},map_from,brush_to = {0,0,8,8};
DeleteObject(frills_gworld);
frills_gworld = load_pict(4000, main_dc);
DeleteObject(ter_anim_gworld);
ter_anim_gworld = load_pict(820, main_dc);
DeleteObject(fields_gworld);
fields_gworld = load_pict(821, main_dc);
DeleteObject(mixed_gworld);
mixed_gworld = load_pict(903, main_dc);
for(i=0;i<6;i++){
DeleteObject(terrains_gworld[i]);
terrains_gworld[i] = load_pict(800+i, main_dc);
}
for(i=0;i<9;i++)//told to redraw all visibles terrains
for(j=0;j<9;j++)
terrain_there[i][j] = -1;
/* for (i = 0; i < 9; i++) {
DeleteObject(bg_bitmap[i]);
DeleteObject(bg[i]);
bg_bitmap[i] = CreateCompatibleBitmap(main_dc,8,8);
rect_draw_some_item(mixed_gworld,bg_from[i],bg_bitmap[i],brush_to,0,0);
bg[i] = CreatePatternBrush(bg_bitmap[i]);
}*/
for (i = 0; i < 25; i++) {//need to remake the map brushes
DeleteObject(map_bitmap[i]);
DeleteObject(map_brush[i]);
map_from = map_from_orig;
OffsetRect(&map_from,8 * (i / 10),8 * (i % 10));
map_bitmap[i] = CreateCompatibleBitmap(main_dc,8,8);
rect_draw_some_item(mixed_gworld,map_from,map_bitmap[i],brush_to,0,0);
map_brush[i] = CreatePatternBrush(map_bitmap[i]);
}
}
void draw_terrain(short mode)
//mode ... if 1, don't place on screen after redoing
// if 2, only redraw over active monst
{
short q,r;
location where_draw;
location sector_p_in,view_loc;
char can_draw;
unsigned char spec_terrain;
Boolean off_terrain = FALSE,draw_trim = TRUE;
short i,j,short_spec_terrain;
if (mode == 2) {
if (current_working_monster < 0) return;
supressing_some_spaces = TRUE;
for (i = 0; i < 4; i++) ok_space[i].x = -1;
if (current_working_monster >= 100) {
for (i = 0; i < c_town.monst.dudes[current_working_monster - 100].m_d.x_width; i++)
for (j = 0; j < c_town.monst.dudes[current_working_monster - 100].m_d.y_width; j++) {
ok_space[i + 2 * j].x = c_town.monst.dudes[current_working_monster - 100].m_loc.x + i;
ok_space[i + 2 * j].y = c_town.monst.dudes[current_working_monster - 100].m_loc.y + j;
ok_space[i + 2 * j].x = ok_space[i + 2 * j].x - center.x + 4;
ok_space[i + 2 * j].y = ok_space[i + 2 * j].y - center.y + 4;
}
}
if (current_working_monster < 6) {
ok_space[0] = pc_pos[current_working_monster];
ok_space[0].x = ok_space[0].x - center.x + 4;
ok_space[0].y = ok_space[0].y - center.y + 4;
}
mode = 0;
}
for (i = 0; i < 13; i++)
for (j = 0; j < 13; j++) {
light_area[i][j] = 0;
unexplored_area[i][j] = 0;
}
sector_p_in.x = party.outdoor_corner.x + party.i_w_c.x;
sector_p_in.y = party.outdoor_corner.y + party.i_w_c.y;
anim_onscreen = FALSE;
if (is_town())
view_loc = c_town.p_loc;
if (is_combat())
view_loc = pc_pos[(current_pc < 6) ? current_pc : first_active_pc()];
for (i = 0; i < 13; i++)
for (j = 0; j < 13; j++) {
where_draw = (is_out()) ? party.p_loc : center;
where_draw.x += i - 6;
where_draw.y += j - 6;
if (is_out() == FALSE)
light_area[i][j] = (is_town()) ? pt_in_light(view_loc,where_draw) : combat_pt_in_light(where_draw);
if ((is_out() == FALSE) && ((where_draw.x < 0) || (where_draw.x > town_size[town_type] - 1)
|| (where_draw.y < 0) || (where_draw.y > town_size[town_type] - 1)))
unexplored_area[i][j] = 0;
else unexplored_area[i][j] = 1 - is_explored(where_draw.x,where_draw.y);
}
for (q = 0; q < 9; q++) {
for (r = 0; r < 9; r++)
{
where_draw = (is_out()) ? party.p_loc : center;
where_draw.x += q - 4;
where_draw.y += r - 4;
off_terrain = FALSE;
draw_trim = TRUE;
if ((is_out() == FALSE) && ((where_draw.x < 0) || (where_draw.x > town_size[town_type] - 1)
|| (where_draw.y < 0) || (where_draw.y > town_size[town_type] - 1))) {
draw_trim = FALSE;
// Warning - this section changes where_draw
if (where_draw.x < 0)
where_draw.x = -1;
if (where_draw.x > town_size[town_type] - 1)
where_draw.x = town_size[town_type];
if (where_draw.y < 0)
where_draw.y = -1;
if (where_draw.y > town_size[town_type] - 1)
where_draw.y = town_size[town_type];
if (can_see(view_loc,where_draw,0) < 5)
can_draw = 1;
else can_draw = 0;
spec_terrain = 0;
}
else if (is_out()) {
if ((where_draw.x < 0) || (where_draw.x > 95)
|| (where_draw.y < 0) || (where_draw.y > 95))
can_draw = 0;
else {
spec_terrain = out[where_draw.x][where_draw.y];
can_draw = out_e[where_draw.x][where_draw.y];
}
}
else if (is_combat()) {
spec_terrain = combat_terrain[where_draw.x][where_draw.y];
can_draw = (((is_explored(where_draw.x,where_draw.y)) ||
(which_combat_type == 0) || (monsters_going == TRUE) || (overall_mode != 10))
&& (party_can_see(where_draw) < 6)) ? 1 : 0;
}
else {
spec_terrain = t_d.terrain[where_draw.x][where_draw.y];
can_draw = is_explored(where_draw.x,where_draw.y);
if (can_draw > 0) {
if (pt_in_light(c_town.p_loc,where_draw) == FALSE)
can_draw = 0;
}
if ((overall_mode == 36) && (can_draw == 0))
can_draw = (party_can_see(where_draw) < 6) ? 1 : 0;
}
spot_seen[q][r] = can_draw;
if ((can_draw != 0) && (overall_mode != 50)) { // if can see, not a pit, and not resting
if (is_combat()) {
anim_ticks = 0;
}
short_spec_terrain = spec_terrain;
// Finally, draw this terrain spot
switch (short_spec_terrain) {
case 82: // cave wway
if (loc_off_act_area(where_draw) == FALSE) {
if ((is_nature(where_draw.x - 1,where_draw.y)) &&
(is_nature(where_draw.x,where_draw.y - 1) ))
short_spec_terrain = 10219;
if ((is_nature(where_draw.x + 1,where_draw.y) ) &&
(is_nature(where_draw.x,where_draw.y - 1) ))
short_spec_terrain = 10220;
if ((is_nature(where_draw.x + 1,where_draw.y) ) &&
(is_nature(where_draw.x,where_draw.y + 1) ))
short_spec_terrain = 10221;
if ((is_nature(where_draw.x - 1,where_draw.y) ) &&
(is_nature(where_draw.x,where_draw.y + 1) ))
short_spec_terrain = 10218;
}
draw_one_terrain_spot(q,r,short_spec_terrain,0);
break;
case 83: // ground wway
if (loc_off_act_area(where_draw) == FALSE) {
if ((is_nature(where_draw.x - 1,where_draw.y)) &&
(is_nature(where_draw.x,where_draw.y - 1)) )
short_spec_terrain = 10223;
if ((is_nature(where_draw.x + 1,where_draw.y) ) &&
(is_nature(where_draw.x,where_draw.y - 1) ))
short_spec_terrain = 10224;
if ((is_nature(where_draw.x + 1,where_draw.y) ) &&
(is_nature(where_draw.x,where_draw.y + 1) ))
short_spec_terrain = 10225;
if ((is_nature(where_draw.x - 1,where_draw.y) ) &&
(is_nature(where_draw.x,where_draw.y + 1) ))
short_spec_terrain = 10222;
}
draw_one_terrain_spot(q,r,short_spec_terrain,0);
break;
case 79: case 80: case 81: //roads (cave, grass, mountain)
if ((short_spec_terrain == 81)
&& ((out[where_draw.x][where_draw.y - 1] == 80) || (out[where_draw.x][where_draw.y - 1] == 79)))
short_spec_terrain = 42;
if ((short_spec_terrain == 81)
&& ((out[where_draw.x][where_draw.y + 1] == 80) || (out[where_draw.x][where_draw.y + 1] == 79)))
short_spec_terrain = 38;
if ((short_spec_terrain == 81)
&& ((out[where_draw.x - 1][where_draw.y] == 80) || (out[where_draw.x - 1][where_draw.y] == 79)))
short_spec_terrain = 44;
if ((short_spec_terrain == 81)
&& ((out[where_draw.x + 1][where_draw.y ] == 80) || (out[where_draw.x + 1][where_draw.y] == 79)))
short_spec_terrain = 40;
draw_one_terrain_spot(q,r,short_spec_terrain,0);
place_road(q,r,where_draw);
break;
case 90: //pits
draw_one_terrain_spot(q,r,-1,0);
break;
default:
draw_one_terrain_spot(q,r,short_spec_terrain,0);
break;
}
}
else { // Can't see. Place darkness.
draw_one_terrain_spot(q,r,-1,0);
}
if ((can_draw != 0) && (overall_mode != 50) && (frills_on == TRUE)
&& (draw_trim == TRUE)) { // Place the trim
place_trim((short) q,(short) r,where_draw,spec_terrain);
}
}
}
if ((overall_mode != 50) && (!is_out()))
draw_sfx();
// Now place items
if ((overall_mode > 0) && (overall_mode != 35) && (overall_mode != 50))
draw_items();
// Now place fields
if ((overall_mode != 50) && (!is_out()))
{
if (crate == TRUE) draw_one_field(8,6,0);
if (barrel == TRUE) draw_one_field(16,7,0);
if (web == TRUE) draw_one_field(4,5,0);
if (quickfire == TRUE) draw_one_field(128,7,1);
if (fire_barrier == TRUE) draw_one_field(32,anim_ticks % 4,2);
if (force_barrier == TRUE) draw_one_field(64,anim_ticks % 4,2);
if (force_wall == TRUE) draw_one_spec_item(2,0,1);
if (fire_wall == TRUE) draw_one_spec_item(4,1,1);
if (antimagic == TRUE) draw_one_spec_item(8,2,1);
if (scloud == TRUE) draw_one_spec_item(16,3,1);
if (ice_wall == TRUE) draw_one_spec_item(32,4,1);
if (blade_wall == TRUE) draw_one_spec_item(64,5,1);
if (sleep_field == TRUE) draw_one_spec_item(128,6,1);
}
// Not camping. Place misc. shit.
if (overall_mode != 50) {
if (is_out())
draw_outd_boats(party.p_loc);
else if ((is_town()) || (which_combat_type == 1))
draw_town_boat(center);
draw_monsters();
}
if ((overall_mode < MODE_COMBAT) || (overall_mode == 35) || ((overall_mode == 36) && (point_onscreen(c_town.p_loc,center) == TRUE))
|| (overall_mode == 50))
draw_party_symbol(center);
else if (overall_mode != 36)
draw_pcs(center,0);
apply_light_mask();
apply_unseen_mask();
// }
if (mode == 0) {
redraw_terrain();
draw_text_bar(0);
if ((overall_mode > 9) && (overall_mode != 35) && (overall_mode != 36) && (overall_mode != 50))
draw_pcs(center,1);
if (overall_mode == 14)
draw_targets(center);
}
supressing_some_spaces = FALSE;
}
void place_trim(short q,short r,location where,unsigned char ter_type)
{
Boolean at_top = FALSE,at_bot = FALSE,at_left = FALSE,at_right = FALSE;
unsigned char store,store2,store3,store1;
location targ;
char ground_type[260]=
{0,0,2,2,2,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,36,36,36,36,36,36,36,36,
36,36,36,36,36,36,36,36,2,2,
2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,// 50
2,2,2,2,2,2,2,2,2,2,
2,0,0,0,0, 0,0 ,0,0,0,
2,36,0,2,0,0,0,2,2,2,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,// 100
2,2,2,2,2,2,2,2,2,2,
2,2,0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,// 150
1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,
1,0,1,1,1,1,1,1,1,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,1,1,1,// 200
1,0,2,1,1,1,0,1,1,1,
1,1,0,0,0,0,1,0,1,1,
1,1,0,0,2,2,2,2,2,2,
2,2,2,2,2,2,0,2,2,2,
2,2,2,2,2,1,1,1,1,1};// 250
// First quick check ... if a pit or barrier in outdoor combat, no trim
if ((is_combat()) && (which_combat_type == 0) && (ter_type == 90))
return;
if (PSD[306][5] > 0)
return;
targ.x = q;
targ.y = r;
if ((supressing_some_spaces == TRUE) &&
(same_point(targ,ok_space[0]) == FALSE) &&
(same_point(targ,ok_space[1]) == FALSE) &&
(same_point(targ,ok_space[2]) == FALSE) &&
(same_point(targ,ok_space[3]) == FALSE))
return;
if (where.x == 0)
at_left = TRUE;
if (where.y == 0)
at_top = TRUE;
if ((overall_mode == MODE_OUTDOORS) || (overall_mode == 35)) {
if (where.x == 95)
at_right = TRUE;
if (where.y == 95)
at_bot = TRUE;
}
else {
if (where.x == town_size[town_type])
at_right = TRUE;
if (where.y == town_size[town_type])
at_bot = TRUE;
}
// First, trim for fluids
if (((is_town()) || (is_combat())) && (town_trim[where.x][where.y] != 0)) {
if (town_trim[where.x][where.y] & 1){
current_ground = ground_type[t_d.terrain[where.x][where.y - 1]];
draw_trim(q,r,1,0);
}
if (town_trim[where.x][where.y] & 2){
current_ground = ground_type[t_d.terrain[where.x + 1][where.y - 1]];
draw_trim(q,r,2,5);
}
if (town_trim[where.x][where.y] & 4){
current_ground = ground_type[t_d.terrain[where.x + 1][where.y]];
draw_trim(q,r,0,3);
}
if (town_trim[where.x][where.y] & 8){
current_ground = ground_type[t_d.terrain[where.x + 1][where.y + 1]];
draw_trim(q,r,2,6);
}
if (town_trim[where.x][where.y] & 16){
current_ground = ground_type[t_d.terrain[where.x][where.y + 1]];
draw_trim(q,r,1,1);
}
if (town_trim[where.x][where.y] & 32){
current_ground = ground_type[t_d.terrain[where.x - 1][where.y + 1]];
draw_trim(q,r,2,7);
}
if (town_trim[where.x][where.y] & 64){
current_ground = ground_type[t_d.terrain[where.x - 1][where.y]];
draw_trim(q,r,0,2);
}
if (town_trim[where.x][where.y] & 128){
current_ground = ground_type[t_d.terrain[where.x - 1][where.y - 1]];
draw_trim(q,r,2,4);
}
}
if ((is_out()) && (out_trim[where.x][where.y] != 0)) {
targ = where.toLocal();
if (out_trim[where.x][where.y] & 1){
// current_ground = ground_type[out[where.x][where.y - 1]];
current_ground = ground_type[outdoors[party.i_w_c.x][party.i_w_c.y].terrain[targ.x][targ.y - 1]];
draw_trim(q,r,1,0);
}
if (out_trim[where.x][where.y] & 2){
// current_ground = ground_type[out[where.x - 1][where.y - 1]];
current_ground = ground_type[outdoors[party.i_w_c.x][party.i_w_c.y].terrain[targ.x + 1][targ.y - 1]];
draw_trim(q,r,2,5);
}
if (out_trim[where.x][where.y] & 4){
// current_ground = ground_type[out[where.x - 1][where.y - 1]];
current_ground = ground_type[outdoors[party.i_w_c.x][party.i_w_c.y].terrain[targ.x + 1][targ.y ]];
draw_trim(q,r,0,3);
}
if (out_trim[where.x][where.y] & 8){
// current_ground = ground_type[out[where.x - 1][where.y - 1]];
current_ground = ground_type[outdoors[party.i_w_c.x][party.i_w_c.y].terrain[targ.x + 1][targ.y + 1]];
draw_trim(q,r,2,6);
}
if (out_trim[where.x][where.y] & 16){
// current_ground = ground_type[out[where.x - 1][where.y - 1]];
current_ground = ground_type[outdoors[party.i_w_c.x][party.i_w_c.y].terrain[targ.x][targ.y + 1]];
draw_trim(q,r,1,1);
}
if (out_trim[where.x][where.y] & 32){
// current_ground = ground_type[out[where.x - 1][where.y - 1]];
current_ground = ground_type[outdoors[party.i_w_c.x][party.i_w_c.y].terrain[targ.x - 1][targ.y + 1]];
draw_trim(q,r,2,7);
}
if (out_trim[where.x][where.y] & 64){
// current_ground = ground_type[out[where.x - 1][where.y ]];
current_ground = ground_type[outdoors[party.i_w_c.x][party.i_w_c.y].terrain[targ.x - 1][targ.y ]];
draw_trim(q,r,0,2);
}
if (out_trim[where.x][where.y] & 128){
// current_ground = ground_type[out[where.x - 1][where.y - 1]];
current_ground = ground_type[outdoors[party.i_w_c.x][party.i_w_c.y].terrain[targ.x - 1][targ.y - 1]];
draw_trim(q,r,2,4);
}
}
// if (((ter_type >= 100) && (ter_type <= 137)) && (at_top == FALSE) &&
if (((ter_type >= 122) && (ter_type <= 169)) && (at_top == FALSE) &&
(at_bot == FALSE) && (at_left == FALSE) && (at_right == FALSE)) {
store = get_t_t(where.x - 1,where.y);
store1 = get_t_t(where.x,where.y - 1);
store2 = get_t_t(where.x + 1,where.y);
store3 = get_t_t(where.x,where.y + 1);
if ((is_wall(store) == TRUE)
&& (is_wall(store1) == TRUE) &&
(is_ground(store2) == TRUE)
&& (is_ground(store3) == TRUE)){
current_ground = ground_type[t_d.terrain[where.x + 1][where.y + 1]];
draw_trim(q,r,3,6);
}
if ((is_wall(store) == TRUE)
&& (is_wall(store3) == TRUE) &&
(is_ground(store2) == TRUE)
&& (is_ground(store1) == TRUE)){
current_ground = ground_type[t_d.terrain[where.x + 1][where.y - 1]];
draw_trim(q,r,3,5);
}
if ((is_wall(store2) == TRUE)
&& (is_wall(store1) == TRUE) &&
(is_ground(store) == TRUE)
&& (is_ground(store3) == TRUE)){
current_ground = ground_type[t_d.terrain[where.x - 1][where.y + 1]];
draw_trim(q,r,3,7);
}
if ((is_wall(store2) == TRUE)
&& (is_wall(store3) == TRUE) &&
(is_ground(store) == TRUE)
&& (is_ground(store1) == TRUE)){
current_ground = ground_type[t_d.terrain[where.x - 1][where.y - 1]];
draw_trim(q,r,3,4);
}
if ((is_ground(store) == TRUE)
&& (is_ground(store1) == TRUE) &&
(is_ground(store2) == TRUE)
&& (is_wall(store3) == TRUE)) {
current_ground = ground_type[t_d.terrain[where.x - 1][where.y - 1]];
draw_trim(q,r,3,4);
current_ground = ground_type[t_d.terrain[where.x + 1][where.y - 1]];
draw_trim(q,r,3,5);
}
if ((is_wall(store) == TRUE)
&& (is_ground(store3) == TRUE) &&
(is_ground(store2) == TRUE)
&& (is_ground(store1) == TRUE)) {
current_ground = ground_type[t_d.terrain[where.x + 1][where.y - 1]];
draw_trim(q,r,3,5);
current_ground = ground_type[t_d.terrain[where.x + 1][where.y + 1]];
draw_trim(q,r,3,6);
}
if ((is_ground(store2) == TRUE)
&& (is_wall(store1) == TRUE) &&
(is_ground(store) == TRUE)
&& (is_ground(store3) == TRUE)) {
current_ground = ground_type[t_d.terrain[where.x + 1][where.y + 1]];
draw_trim(q,r,3,6);
current_ground = ground_type[t_d.terrain[where.x - 1][where.y + 1]];
draw_trim(q,r,3,7);
}
if ((is_wall(store2) == TRUE)
&& (is_ground(store3) == TRUE) &&
(is_ground(store) == TRUE)
&& (is_ground(store1) == TRUE)) {
current_ground = ground_type[t_d.terrain[where.x - 1][where.y - 1]];
draw_trim(q,r,3,4);
current_ground = ground_type[t_d.terrain[where.x - 1][where.y + 1]];
draw_trim(q,r,3,7);
}
}
}
void draw_trim(short q,short r,short which_trim,short which_mode)
//which_trim is 3 -> drawing wall trim -> might shift down if ground is grass
//short which_mode; // 0 top 1 bottom 2 left 3 right 4 up left 5 up right 6 down right 7 down left
{
RECT from_rect = {0,0,28,36},to_rect;
if ((frills_on == FALSE) || (((current_ground == 2) || (current_ground == 36)) && (PSD[309][3] == 0)))
return;
terrain_there[q][r] = -1;
from_rect.left = 28 * which_trim + trim_rects[which_mode].left;
from_rect.right = 28 * which_trim + trim_rects[which_mode].right;
from_rect.top = trim_rects[which_mode].top;
from_rect.bottom = trim_rects[which_mode].bottom;
if (current_ground == 2) // trim with grass instead of cave floor
OffsetRect(&from_rect,0,36);
if(current_ground == 36) // trim with mountains instead of cave floor
OffsetRect(&from_rect,0,72);
to_rect = coord_to_rect(q,r);
to_rect.right = to_rect.left + trim_rects[which_mode].right;
to_rect.left = to_rect.left + trim_rects[which_mode].left;
to_rect.bottom = to_rect.top + trim_rects[which_mode].bottom;
to_rect.top = to_rect.top + trim_rects[which_mode].top;
rect_draw_some_item(frills_gworld,from_rect,terrain_screen_gworld,to_rect,1,0);
}
Boolean extend_road_terrain(unsigned char ter)
{
short i;
short extend_pics[39] = {61,62,63,64,65, 66,401,402,406,202,
203,204,215,216,90, 91,92,93,102,103,
104,105,112,113,114, 115,187,188,189,190,
192,193,194,195,196, 197,191,200,201};
for (i = 0; i < 39; i++)
if (scenario.ter_types[ter].picture == extend_pics[i])
return TRUE;
return FALSE;
}
void place_road(short q,short r,location where)
{
location draw_loc;
unsigned char ter;
RECT to_rect;
RECT road_rects[2] = {{112,76,125,80},{144,72,148,90}}; // 0 - rl partial 1 - ud partial
RECT road_dest_rects[4] = {{12,0,16,18},{15,16,28,20},{12,18,16,36},{0,16,13,20}}; // top right bottom left
/**/
draw_loc.x = q; draw_loc.y = r;
terrain_there[q][r] = -1;
if (where.y > 0)
ter = coord_to_ter(where.x,where.y - 1);
if ((where.y == 0) || (extend_road_terrain(ter) == TRUE)) {
to_rect = road_dest_rects[0];
OffsetRect(&to_rect,13 + q * 28,13 + r * 36);
rect_draw_some_item (fields_gworld, road_rects[1], terrain_screen_gworld, to_rect, 0, 0);
}
if (((is_out()) && (where.x < 96)) || (!(is_out()) && (where.x < town_size[town_type] - 1)))
ter = coord_to_ter(where.x + 1,where.y);
if (((is_out()) && (where.x == 96)) || (!(is_out()) && (where.x == town_size[town_type] - 1))
|| (extend_road_terrain(ter) == TRUE)) {
to_rect = road_dest_rects[1];
OffsetRect(&to_rect,13 + q * 28,13 + r * 36);
rect_draw_some_item (fields_gworld, road_rects[0], terrain_screen_gworld, to_rect, 0, 0);
}
if (((is_out()) && (where.y < 96)) || (!(is_out()) && (where.y < town_size[town_type] - 1)))
ter = coord_to_ter(where.x,where.y + 1);
if (((is_out()) && (where.y == 96)) || (!(is_out()) && (where.y == town_size[town_type] - 1))
|| (extend_road_terrain(ter) == TRUE)) {
to_rect = road_dest_rects[2];
OffsetRect(&to_rect,13 + q * 28,13 + r * 36);
rect_draw_some_item (fields_gworld, road_rects[1], terrain_screen_gworld, to_rect, 0, 0);
}
if (where.x > 0)
ter = coord_to_ter(where.x - 1,where.y);
if ((where.x == 0) || (extend_road_terrain(ter) == TRUE)) {
to_rect = road_dest_rects[3];
OffsetRect(&to_rect,13 + q * 28,13 + r * 36);
rect_draw_some_item (fields_gworld, road_rects[0], terrain_screen_gworld, to_rect, 0, 0);
}
}
void draw_rest_screen()
{
short store_mode;
store_mode = overall_mode;
overall_mode = 50;
draw_terrain(0);
overall_mode = store_mode ;
}
void pre_boom_space(location where,short mode,short type,short damage,short sound)
// if mode is 100, force
//short type; // 0 - flame 1 - magic 2 - poison 3 - blood 4 - cold
// 10s digit indicates sound 0 - normal ouch 1 - small sword 2 - loud sword
// 3 - pole 4 - club 5 - fireball hit 6 - squish 7 - cold
// 8 - acid 9 - claw 10 - bite 11 - slime 12 - zap 13 - missile hit
{
short sound_key;
short sound_to_play[20] = {97,69,70,71,72, 73,55,75,42,86,
87,88,89,98,0, 0,0,0,0,0};
sound_key = type / 10;
type = type % 10;
if ((mode != 100) && (party_can_see(where) == 6))
return;
if ((type < 0) || (type > 4)) return;
if ((boom_anim_active == TRUE) && (type != 3)) return;
if ((PSD[306][2] > 0) && (fast_bang == TRUE)) return;
if (is_out()) return;
// Redraw terrain in proper position
if ((((point_onscreen(center,where) == FALSE) && (overall_mode >= MODE_COMBAT)) || (overall_mode == MODE_OUTDOORS))
) {
play_sound(sound_to_play[sound]);
return;
}
else if (is_combat()) {
if (which_combat_type == 1)
draw_terrain(0);
else draw_terrain(0);
}
else if (fast_bang < 2) {
draw_terrain(0);
if (fast_bang == 1)
fast_bang = 2;
}
boom_space(where,mode,type,damage,sound);
}
void boom_space(location where, short, short type,short damage,short sound)
// if mode is 100, force
//short type; // 0 - flame 1 - magic 2 - poison 3 - blood 4 - cold
// 10s digit indicates sound 0 - normal ouch 1 - small sword 2 - loud sword
// 3 - pole 4 - club 5 - fireball hit 6 - squish 7 - cold
// 8 - acid 9 - claw 10 - bite 11 - slime 12 - zap 13 - missile hit
{
location where_draw = location(4,4);
RECT source_rect = {0,0,28,36},text_rect,dest_rect = {13,13,41,49},big_to = {13,13,265,337},store_rect;
/**/
RECT terrain_from;
long dummy;
short del_len,sound_key;
char dam_str[20];
short x_adj = 0,y_adj = 0,which_m;
// RECT mixed_square = {353,169,381,205};
// RECT mixed_square = {353,193,381,230};
short sound_to_play[20] = {97,69,70,71,72, 73,55,75,42,86,
87,88,89,98,0, 0,0,0,0,0};
sound_key = type / 10;
type = type % 10;
where_draw.x = where.x - center.x + 4;
where_draw.y = where.y - center.y + 4;
// adjust for possible big monster
which_m = monst_there(where);
if (which_m < 90) {
x_adj += 14 * (c_town.monst.dudes[which_m].m_d.x_width - 1);
y_adj += 18 * (c_town.monst.dudes[which_m].m_d.y_width - 1);
}
OffsetRect(&dest_rect,where_draw.x * 28,where_draw.y * 36);
terrain_from = dest_rect;
source_rect = store_rect = dest_rect;
OffsetRect(&dest_rect,x_adj,y_adj);
//SectRect(&dest_rect,&big_to,&dest_rect);
IntersectRect(&dest_rect,&dest_rect,&big_to);
OffsetRect(&dest_rect,win_to_rects[0].left,win_to_rects[0].top);
OffsetRect(&source_rect,-1 * store_rect.left + 28 * type,-1 * store_rect.top);
OffsetRect(&terrain_from,x_adj,y_adj);
// rect_draw_some_item(terrain_screen_gworld,terrain_from,mixed_gworld,mixed_square,0,0);
// rect_draw_some_item(fields_gworld,source_rect,mixed_gworld,mixed_square,1,0);
rect_draw_some_item(fields_gworld,source_rect,mixed_gworld,dest_rect,1,1);
if ((dest_rect.right - dest_rect.left >= 28)
&& (dest_rect.bottom - dest_rect.top >= 36)) {
sprintf((char *) dam_str,"%d",damage);
text_rect = dest_rect;
text_rect.top += 10;
if ((damage < 10) && (dest_rect.right - dest_rect.left > 19))
text_rect.left += 2;
OffsetRect(&text_rect,-4,-5);
if ((type == 1) || (type == 4))
WinBlackDrawString(dam_str,text_rect.left + 12,text_rect.top + 6);
else WinDrawString(dam_str,text_rect.left + 12,text_rect.top + 6);
}
if(party.stuff_done[305][7] > 0) //{del_len = PSD[306][6] * 3 + 4;Delay(del_len,&dummy);}
play_sound(-sound_to_play[sound]);
else{
play_sound(sound_to_play[sound]);
if ((sound == 6) && (fast_bang == 0))
Delay(12, &dummy);
Delay(10,&dummy);
if (fast_bang == 0) {
del_len = PSD[306][6] * 3 + 4;
if (play_sounds == FALSE)
Delay(del_len, &dummy);
}
}
redraw_terrain();
if ((overall_mode > 9) && (overall_mode != 35) && (overall_mode != 36) && (overall_mode != 50))
draw_pcs(center,1);
}
void draw_pointing_arrows()
{
RECT sources[4] = {{65,46,73,54},{56,46,64,54},{56,37,64,45},{65,37,73,45}};
RECT dests[8] = {{7,100,15,108},{7,170,15,178},{140,7,148,15},{212,7,220,15},
{346,100,354,108},{346,170,354,178},{140,274,148,282},{212,274,220,282}};
// rects modified below
short i;
for (i = 0; i < 4; i++) alter_rect(&sources[i]);
for (i = 0; i < 8; i++) alter_rect(&dests[i]);
if ((monsters_going == TRUE) || (overall_mode <= MODE_TOWN) || (overall_mode <= MODE_COMBAT)
|| (overall_mode == 35))
return;
for (i = 0; i < 4; i++) {
rect_draw_some_item (mixed_gworld,sources[i],mixed_gworld,dests[i * 2],1,1);
rect_draw_some_item (mixed_gworld,sources[i],mixed_gworld,dests[i * 2 + 1],1,1);
}
}
void redraw_terrain()
{
rect_draw_some_item (terrain_screen_gworld, win_from_rects[0], terrain_screen_gworld, win_to_rects[0], 0, 1);
// Now place arrows
draw_pointing_arrows();
}
void draw_targets(location center)
{
RECT source_rect = {36,74,47,85},dest_rect; /**/
short i = 0;
if (party_toast() == TRUE)
return;
for (i = 0; i < 8; i++)
if ((spell_targets[i].x != 120) && (point_onscreen(center,spell_targets[i]) == TRUE)) {
dest_rect = coord_to_rect(spell_targets[i].x - center.x + 4,spell_targets[i].y - center.y + 4);
OffsetRect(&dest_rect,5,5);
InflateRect(&dest_rect,-8,-12);
rect_draw_some_item (mixed_gworld,source_rect,mixed_gworld,dest_rect,1,1);
}
}
void draw_targeting_line(POINT where_curs)
{
location which_space,store_loc;
short i,j,k,l;
long dummy;
RECT redraw_rect,redraw_rect2,terrain_rect = {0,0,279,351},target_rect;
location from_loc;
RECT on_screen_terrain_area = {18, 18, 269,341};
char dam_str[20];
HPEN white_pen,store_pen;
static LOGPEN white_pen_data = {PS_SOLID,2,2,RGB(255,255,255)};
COLORREF colors[2] = {RGB(0,0,0),RGB(255,255,255)},storec;
if (party.stuff_done[305][6] > 0)
return;
if (overall_mode >= MODE_COMBAT)
from_loc = pc_pos[current_pc];
else from_loc = c_town.p_loc;
if ((overall_mode == 11) || (overall_mode == 12) || (overall_mode == 13) || (overall_mode == 14)
|| ((overall_mode == 3) && (current_pat.pattern[4][4] != 0))) {
OffsetRect(&on_screen_terrain_area,ulx,uly);
OffsetRect(&terrain_rect,18,18);
if (PtInRect (&on_screen_terrain_area,where_curs) == TRUE) {
i = (where_curs.x - 18 - ulx) / 28;
j = (where_curs.y - 18 - uly) / 36;
which_space.x = center.x + (short) i - 4;
which_space.y = center.y + (short) j - 4;
k = (short) (from_loc.x - center.x + 4);
l = (short) (from_loc.y - center.y + 4);
k = (k * 28) + 32 ;//+ ulx;
l = (l * 36) + 36 ;
if ((loc_off_act_area(which_space) == FALSE) &&
(can_see(from_loc,which_space,0) < 5)
&& (dist(from_loc,which_space) <= current_spell_range)) {
SetViewportOrgEx(main_dc,ulx,uly,NULL);
white_pen = CreatePenIndirect(&white_pen_data);
store_pen = (HPEN) SelectObject(main_dc,white_pen);
OffsetRect(&on_screen_terrain_area,-1 * ulx,-1 * uly);
ClipRect(&on_screen_terrain_area);
MoveToEx(main_dc,where_curs.x - ulx,where_curs.y - uly, NULL);
LineTo(main_dc,k,l);
redraw_rect.left = min(where_curs.x,k) - 4;
redraw_rect.right = max(where_curs.x,k) + 4;
redraw_rect.top = min(where_curs.y,l) - 4;
redraw_rect.bottom = max(where_curs.y,l) + 4;
IntersectRect(&redraw_rect2,&redraw_rect,&on_screen_terrain_area);
// Now place targeting pattern
for (i = 0; i < 9; i++)
for (j = 0; j < 9; j++) {
store_loc.x = center.x + i - 4;
store_loc.y = center.y + j - 4;
if ((ex_abs(store_loc.x - which_space.x) <= 4) &&
(ex_abs(store_loc.y - which_space.y) <= 4) &&
(current_pat.pattern[store_loc.x - which_space.x + 4][store_loc.y - which_space.y + 4] != 0)) {
target_rect.left = 13 + BITMAP_WIDTH * i + 5;// + ulx;
target_rect.right = target_rect.left + BITMAP_WIDTH;
target_rect.top = 13 + BITMAP_HEIGHT * j + 5;// + uly;
target_rect.bottom = target_rect.top + BITMAP_HEIGHT;
MoveToEx(main_dc,target_rect.left,target_rect.top, NULL);
LineTo(main_dc,target_rect.right,target_rect.top);
LineTo(main_dc,target_rect.right,target_rect.bottom);
LineTo(main_dc,target_rect.left,target_rect.bottom);
LineTo(main_dc,target_rect.left,target_rect.top);
InflateRect(&target_rect,5,5);
UnionRect(&redraw_rect2,&target_rect,&redraw_rect2);
// Now place number of shots left, if drawing center of target
if ((overall_mode == 14) && (store_loc.x - which_space.x + 4 == 4)
&& (store_loc.y - which_space.y + 4 == 4)) {
storec = GetTextColor(main_dc);
SetTextColor(main_dc,colors[1]);
sprintf((char *) dam_str,"%d ",num_targets_left);
DrawText(main_dc,dam_str,-1,&target_rect,DT_SINGLELINE | DT_VCENTER | DT_CENTER);
SetTextColor(main_dc,storec);
}
}
}
SelectObject(main_dc,store_pen);
DeleteObject(white_pen);
Delay(4,&dummy);
InflateRect(&redraw_rect2,5,5);
redraw_partial_terrain(redraw_rect2);
undo_clip();
if (is_combat())
draw_pcs(center,1);
else draw_party_symbol(center);
if (overall_mode == 14)
draw_targets(center);
}
}
}
}
Boolean party_toast()
{
for (int i = 0; i < 6; i++)
if (adven[i].isAlive()) return FALSE;
return TRUE;
}
void redraw_partial_terrain(RECT redraw_rect)
{
RECT from_rect = redraw_rect;
OffsetRect(&redraw_rect,5, 5);
rect_draw_some_item(terrain_screen_gworld,from_rect,terrain_screen_gworld,redraw_rect,0,1);
}
// This tells the dialog engine to kill the dialog, and refreshes the screen
// will probably need to be modified for windows
void final_process_dialog(short which_dlog)
{
cd_kill_dialog(which_dlog,0);
if (in_startup_mode == FALSE)
refresh_screen(0);
else draw_startup(0);
}