Files
oboe/src/game/boe.main.cpp
ALONSO Laurent 2106f45840 Scenario Editor: try to correct a problem when displaying terrain in zoom out mode,
Mac: add hack to avoid crashing when receiving an apple event,
+ various minor modifications
2022-06-30 01:10:46 -04:00

847 lines
22 KiB
C++

#include "boe.global.hpp"
#include "universe.hpp"
#include <boost/filesystem/operations.hpp>
#include <unordered_map>
#include <string>
#include <memory>
#include "boe.graphics.hpp"
#include "boe.minimap.hpp"
#include "boe.newgraph.hpp"
#include "boe.fileio.hpp"
#include "boe.actions.hpp"
#include "boe.text.hpp"
#include "boe.party.hpp"
#include "boe.items.hpp"
#include "boe.locutils.hpp"
#include "boe.town.hpp"
#include "boe.dlgutil.hpp"
#include "boe.infodlg.hpp"
#include "boe.main.hpp"
#include "boe.consts.hpp"
#include "boe.ui.hpp"
#include "winutil.hpp"
#include "sounds.hpp"
#include "render_image.hpp"
#include "tiling.hpp"
#include "mathutil.hpp"
#include "fileio.hpp"
#include "strdlog.hpp"
#include "choicedlog.hpp"
#include "scrollbar.hpp"
#include "boe.menus.hpp"
#include "cursors.hpp"
#include "prefs.hpp"
#include "button.hpp"
#include "enum_map.hpp"
#include "framerate_limiter.hpp"
#include "event_listener.hpp"
#include "drawable_manager.hpp"
bool All_Done = false;
sf::RenderWindow mainPtr;
short had_text_freeze = 0,num_fonts;
bool first_startup_update = true;
bool first_sound_played = false,spell_forced = false;
bool party_in_memory = false;
std::shared_ptr<cScrollbar> text_sbar, item_sbar, shop_sbar;
std::shared_ptr<cButton> done_btn, help_btn;
// TODO: move these 3 to boe.ui.cpp ?
extern const rectangle sbar_rect = {285,560,423,576};
extern const rectangle shop_sbar_rect = {69,272,359,288};
extern const rectangle item_sbar_rect = {148,560,255,576};
bool bgm_on = false,bgm_init = false;
location store_anim_ul;
cUniverse univ;
bool flushingInput = false, ae_loading = false;
long start_time;
short on_spell_menu[2][62];
short on_monst_menu[256];
extern sf::View mainView;
extern rectangle shop_frame;
extern enum_map(eGuiArea, rectangle) win_to_rects;
std::string scenario_temp_dir_name = "scenario";
/* Display globals */
short combat_posing_monster = -1, current_working_monster = -1; // 0-5 PC 100 + x - monster x
short fast_bang = false; // Note: This mostly behaves as a boolean variable, but values other than 1 are assigned to it, so I made it a short
std::vector<int> spec_item_array;
short current_spell_range;
eGameMode overall_mode = MODE_STARTUP;
bool changed_display_mode = false;
eItemWinMode stat_window = ITEM_WIN_PC1;
bool monsters_going = false,boom_anim_active = false;
bool finished_init = false;
short which_item_page[6] = {0,0,0,0,0,0}; // Remembers which of the 2 item pages pc looked at
short current_ground = 0;
eStatMode stat_screen_mode;
short anim_step = -1;
// Spell casting globals
eSpell store_mage = eSpell::LIGHT, store_priest = eSpell::BLESS_MINOR;
short store_mage_lev = 0, store_priest_lev = 0;
short store_spell_target = 6,pc_casting;
short num_targets_left = 0;
location spell_targets[8];
/* Combat globals */
short which_combat_type;
location center;
short combat_active_pc;
effect_pat_type current_pat;
short missile_firer,current_monst_tactic;
short store_current_pc = 0;
// TODO: these should be members of some global entity instead of being here
std::unordered_map <std::string, std::shared_ptr <iEventListener>> event_listeners;
cDrawableManager drawable_mgr;
sf::Clock animTimer;
extern long anim_ticks;
fs::path pending_file_to_load=fs::path();
static void init_boe(int, char*[]);
static void showWelcome();
#ifdef __APPLE__
eMenuChoice menuChoice=eMenuChoice::MENU_CHOICE_NONE;
short menuChoiceId=-1;
bool pending_quit=false;
#endif
int main(int argc, char* argv[]) {
#if 0
void debug_oldstructs();
debug_oldstructs();
#endif
try{
init_boe(argc, argv);
if(!get_bool_pref("GameRunBefore"))
showWelcome();
else if(!ae_loading && pending_file_to_load.empty() && get_bool_pref("GiveIntroHint", true))
tip_of_day();
set_pref("GameRunBefore", true);
finished_init = true;
if(ae_loading) {
finish_load_party();
post_load();
}
menu_activate();
restore_cursor();
handle_events();
close_program();
return 0;
} catch(std::exception& x) {
showFatalError(x.what());
throw;
} catch(std::string& x) {
showFatalError(x);
throw;
} catch(...) {
showFatalError("An unknown error occurred!");
throw;
}
}
static void init_sbar(std::shared_ptr<cScrollbar>& sbar, const std::string& name, rectangle rect, rectangle events_rect, int max, int pgSz, int start = 0) {
sbar.reset(new cScrollbar(mainPtr));
sbar->setBounds(rect);
sbar->setMaximum(max);
sbar->setPosition(start);
sbar->setPageSize(pgSz);
sbar->set_wheel_event_rect(events_rect);
sbar->hide();
drawable_mgr.add_drawable(UI_LAYER_DEFAULT, name, sbar);
event_listeners[name] = std::dynamic_pointer_cast<iEventListener>(sbar);
}
static void init_scrollbars() {
// Cover entire transcript + scrollbar
const rectangle transcript_events_rect {
win_to_rects[WINRECT_TRANSCRIPT].top,
win_to_rects[WINRECT_TRANSCRIPT].left,
sbar_rect.bottom,
sbar_rect.right
};
// Cover entire inventory + scrollbar
const rectangle inventory_events_rect {
win_to_rects[WINRECT_INVEN].top,
win_to_rects[WINRECT_INVEN].left,
item_sbar_rect.bottom,
item_sbar_rect.right
};
// MAGIC NUMBERS: max size, page size, initial position - all in abstract "step" units
init_sbar(text_sbar, "transcript-scrollbar", sbar_rect, transcript_events_rect, 58, 11, 58);
init_sbar(item_sbar, "inventory-scrollbar", item_sbar_rect, inventory_events_rect, 16, 8);
init_sbar(shop_sbar, "shop-scrollbar", shop_sbar_rect, shop_frame, 16, 8);
}
static void init_btn(std::shared_ptr<cButton>& btn, eBtnType type, location loc) {
btn.reset(new cButton(mainPtr));
btn->setBtnType(type);
btn->relocate(loc);
btn->hide();
}
static void init_buttons() {
// MAGIC NUMBERS: move to boe.ui.cpp ?
init_btn(done_btn, BTN_DONE, {231,395});
init_btn(help_btn, BTN_HELP, {273,12});
}
// NOTE: this should possibly be moved to boe.ui.cpp at some point
static void init_ui() {
cDialog::init();
init_scrollbars();
init_buttons();
}
void init_boe(int argc, char* argv[]) {
#ifdef __APPLE__
set_up_apple_events(argc, argv);
#endif
init_directories(argv[0]);
#ifdef __APPLE__
init_menubar(); // Do this first of all because otherwise a default File and Window menu will be seen
#endif
sync_prefs();
init_shaders();
init_tiling();
init_snd_tool();
init_ui();
adjust_window_mode();
// If we don't do this now it'll flash white to start with
mainPtr.clear(sf::Color::Black);
mainPtr.display();
set_cursor(watch_curs);
init_buf();
check_for_intel();
srand(time(nullptr));
init_screen_locs();
init_startup();
flushingInput = true;
// Hidden preference to hide the startup logo - should be kept hidden
if(get_bool_pref("ShowStartupLogo", true))
show_logo();
// The preference to hide the startup splash is exposed however.
if(get_bool_pref("ShowStartupSplash", true))
plop_fancy_startup();
cUniverse::print_result = iLiving::print_result = add_string_to_buf;
cPlayer::give_help = give_help;
init_fileio();
init_spell_menus();
minimap::init();
redraw_screen(REFRESH_NONE);
showMenuBar();
}
void showWelcome() {
cChoiceDlog welcome("welcome");
welcome->attachClickHandlers([](cDialog& self, std::string clicked, eKeyMod) {
launchURL(self[clicked].getText());
return false;
}, {"spidweb", "scen", "forum", "home", "src"});
welcome.show();
}
void handle_events() {
sf::Event currentEvent;
cFramerateLimiter fps_limiter;
while(!All_Done) {
bool need_redraw=false;
#ifdef __APPLE__
if (pending_quit) {
pending_quit=false;
handle_menu_choice(eMenu::QUIT);
if (All_Done) break;
}
if (!pending_file_to_load.empty()) {
// TODO: What if they're already in a scenario? It should ask for confirmation, right?
do_load(pending_file_to_load);
pending_file_to_load.clear();
}
if (menuChoiceId>=0) {
eMenuChoice aMenuChoice=menuChoice;
menuChoice=eMenuChoice::MENU_CHOICE_NONE;
need_redraw=true;
switch(aMenuChoice) {
case eMenuChoice::MENU_CHOICE_GENERIC:
handle_menu_choice(eMenu(menuChoiceId));
break;
case eMenuChoice::MENU_CHOICE_SPELL:
handle_menu_spell(eSpell(menuChoiceId));
break;
case eMenuChoice::MENU_CHOICE_MONSTER_INFO:
handle_monster_info_menu(menuChoiceId);
break;
case eMenuChoice::MENU_CHOICE_NONE:
need_redraw=false;
break;
}
menuChoiceId=-1;
}
#endif
while(!changed_display_mode && mainPtr.pollEvent(currentEvent)) {
need_redraw=true;
handle_one_event(currentEvent);
if(!changed_display_mode && minimap::need_redraw()) minimap::draw(true);
}
// It would be nice to have minimap inside the main game window (we have lots of screen space in fullscreen mode).
// Alternatively, minimap could live on its own thread.
// But for now we just handle events from both windows on this thread.
while(!changed_display_mode && minimap::pollEvent())
; // actually, we only check gain focus and close event
if(changed_display_mode) {
need_redraw = true;
changed_display_mode = false;
adjust_window_mode();
minimap::init();
}
// Still no idea what this does. It's possible that this does not work at all.
flushingInput = false;
// Ideally this call should update all of the things that are happening in the world current tick.
// NOTE that update does not mean draw.
if (update_everything())
need_redraw=true;
// Ideally, this should be the only draw call that is done in a cycle.
if (need_redraw)
redraw_everything();
// Prevent the loop from executing too fast.
fps_limiter.frame_finished();
}
}
void handle_one_event(const sf::Event& event) {
// What does this do and should it be here?
through_sending();
// What does this do and should it be here?
clear_sound_memory();
// Check if any of the event listeners want this event.
for(auto & listener : event_listeners) {
if(listener.second->handle_event(event)) return;
}
switch(event.type) {
case sf::Event::KeyPressed:
if(flushingInput) return;
if(!(event.key.*systemKey)) handle_keystroke(event);
break;
case sf::Event::MouseButtonPressed:
if(flushingInput) return;
Mouse_Pressed(event);
break;
case sf::Event::MouseLeft:
// Make sure we don't have an arrow cursor when it's outside the window
set_cursor(sword_curs);
break;
case sf::Event::GainedFocus:
makeFrontWindow(mainPtr);
change_cursor({event.mouseMove.x, event.mouseMove.y});
return;
case sf::Event::MouseMoved:
change_cursor({event.mouseMove.x, event.mouseMove.y});
return;
// TODO: EVENT TYPE DEPRECATED IN SFML 2.5.1
case sf::Event::MouseWheelMoved:
if(flushingInput) return;
handle_scroll(event);
break;
case sf::Event::Closed:
if(overall_mode == MODE_STARTUP) {
if(party_in_memory) {
std::string choice = cChoiceDlog("quit-confirm-save", {"save","quit","cancel"}).show();
if(choice == "cancel") break;
if(choice == "save") {
fs::path file = nav_put_party();
if(!file.empty()) break;
save_party(file, univ);
}
}
All_Done = true;
break;
}
if(overall_mode == MODE_TOWN || overall_mode == MODE_OUTDOORS){
std::string choice = cChoiceDlog("quit-confirm-save", {"save", "quit", "cancel"}).show();
if(choice == "cancel")
break;
if(choice == "save")
save_party(univ.file, univ);
} else {
std::string choice = cChoiceDlog("quit-confirm-nosave", {"quit", "cancel"}).show();
if(choice == "cancel")
break;
}
All_Done = true;
default:
break; // There's several events we don't need to handle at all
}
}
static bool update_terrain_animation() {
static const long fortyTicks = time_in_ticks(40).asMilliseconds();
if(overall_mode == MODE_STARTUP) return false;
if(!get_bool_pref("DrawTerrainAnimation", true)) return false;
if(animTimer.getElapsedTime().asMilliseconds() < fortyTicks) return false;
anim_ticks++;
animTimer.restart();
return true;
}
static bool update_startup_animation() {
static const long twentyTicks = time_in_ticks(20).asMilliseconds();
if(overall_mode != MODE_STARTUP) return false;
if(animTimer.getElapsedTime().asMilliseconds() < twentyTicks) return false;
draw_startup_anim(true);
animTimer.restart();
return true;
}
bool update_everything() {
return update_terrain_animation() ||
update_startup_animation();
}
void redraw_everything() {
redraw_screen(REFRESH_ALL);
minimap::draw(false);
}
void Mouse_Pressed(const sf::Event& event) {
// What is this stuff? Why is it here?
if(had_text_freeze > 0) {
had_text_freeze--;
return;
}
if(overall_mode == MODE_STARTUP) {
All_Done = handle_startup_press({event.mouseButton.x, event.mouseButton.y});
} else {
All_Done = handle_action(event);
}
// Why does every mouse click activate a menu?
menu_activate();
}
void close_program() {
// TODO: Ultimately we would like to have cleanup happen automatically, negating the need for this function
// On the Mac, prefs are synced automatically. However, doing it manually won't hurt.
// On other platforms, we need to do it manually.
sync_prefs();
}
extern fs::path progDir;
void handle_menu_choice(eMenu item_hit) {
std::string dialogToShow;
sf::Event dummyEvent = {sf::Event::KeyPressed};
short choice;
switch(item_hit) {
case eMenu::NONE: break;
case eMenu::FILE_OPEN:
do_load();
break;
case eMenu::FILE_SAVE:
do_save(0);
break;
case eMenu::FILE_SAVE_AS:
do_save(1);
break;
case eMenu::FILE_NEW:
if(overall_mode != MODE_STARTUP) {
std::string choice = cChoiceDlog("restart-game",{"okay","cancel"}).show();
if(choice == "cancel")
return;
for(short i = 0; i < 6; i++)
univ.party[i].main_status = eMainStatus::ABSENT;
party_in_memory = false;
reload_startup();
overall_mode = MODE_STARTUP;
draw_startup(0);
}
start_new_game();
draw_startup(0);
menu_activate();
break;
case eMenu::FILE_ABORT:
if(overall_mode != MODE_STARTUP) {
std::string choice = cChoiceDlog("abort-game",{"okay","cancel"}).show();
if (choice=="cancel") return;
reload_startup();
overall_mode = MODE_STARTUP;
}
party_in_memory = false;
draw_startup(0);
menu_activate();
break;
case eMenu::PREFS:
pick_preferences();
break;
case eMenu::QUIT:
if(overall_mode == MODE_STARTUP) {
if(party_in_memory) {
std::string choice = cChoiceDlog("quit-confirm-save", {"save","quit","cancel"}).show();
if(choice == "cancel") break;
if(choice == "save") {
fs::path file = nav_put_party();
if(!file.empty()) break;
save_party(file, univ);
}
}
All_Done = true;
break;
}
if(overall_mode == MODE_TOWN || overall_mode == MODE_OUTDOORS) {
std::string choice = cChoiceDlog("quit-confirm-save",{"quit","save","cancel"}).show();
if(choice == "cancel")
break;
if(choice == "save") {
if(univ.file.empty()) {
univ.file = nav_put_party();
if(univ.file.empty()) break;
}
save_party(univ.file, univ);
}
} else {
std::string choice = cChoiceDlog("quit-confirm-nosave",{"quit","cancel"}).show();
if(choice == "cancel")
return;
}
All_Done = true;
break;
case eMenu::OPTIONS_PC_GRAPHIC:
choice = char_select_pc(1,"New graphic for who?");
if(choice < 6)
pick_pc_graphic(choice,1,nullptr);
draw_terrain();
break;
case eMenu::OPTIONS_DELETE_PC:
if(!prime_time()) {
ASB("Finish what you're doing first.");
print_buf();
}
else {
choice = char_select_pc(1,"Delete who?");
if(choice < 6) {
std::string confirm = cChoiceDlog("delete-pc-confirm",{"yes","no"}).show();
if(confirm == "yes")
kill_pc(univ.party[choice],eMainStatus::ABSENT);
}
draw_terrain();
}
break;
case eMenu::OPTIONS_RENAME_PC:
choice = char_select_pc(1,"Rename who?");
if(choice < 6)
pick_pc_name(choice,nullptr);
put_pc_screen();
put_item_screen(stat_window);
break;
case eMenu::OPTIONS_NEW_PC:
if(!(is_town())) {
add_string_to_buf("Add PC: Town mode only.");
print_buf();
break;
}
if(univ.party.free_space() == 6) {
ASB("Add PC: You already have 6 PCs.");
print_buf();
break;
}
if(univ.town->has_tavern) {
give_help(56,0);
create_pc(6,nullptr);
} else {
add_string_to_buf("Add PC: You cannot add new characters in this town. Try in the town you started in.", 2);
}
print_buf();
put_pc_screen();
put_item_screen(stat_window);
break;
case eMenu::OPTIONS_JOURNAL:
journal();
break;
case eMenu::OPTIONS_TALK_NOTES:
if(overall_mode == MODE_TALKING) {
ASB("Talking notes: Can't read while talking.");
print_buf();
return;
}
talk_notes();
break;
case eMenu::OPTIONS_ENCOUNTER_NOTES:
adventure_notes();
break;
case eMenu::OPTIONS_STATS:
if(overall_mode != MODE_STARTUP)
print_party_stats();
break;
case eMenu::HELP_OUT:
dialogToShow = "help-outdoor";
break;
case eMenu::HELP_TOWN:
dialogToShow = "help-town";
break;
case eMenu::HELP_COMBAT:
dialogToShow = "help-combat";
break;
case eMenu::HELP_BARRIER:
dialogToShow = "help-fields";
break;
case eMenu::HELP_HINTS:
dialogToShow = "help-hints";
break;
case eMenu::HELP_SPELLS:
dialogToShow = "help-magic";
break;
case eMenu::ABOUT:
dialogToShow = "about-boe";
break;
case eMenu::LIBRARY_MAGE:
display_spells(eSkill::MAGE_SPELLS,100,0);
break;
case eMenu::LIBRARY_PRIEST:
display_spells(eSkill::PRIEST_SPELLS,100,0);
break;
case eMenu::LIBRARY_SKILLS:
display_skills(eSkill::INVALID,0);
break;
case eMenu::LIBRARY_ALCHEMY:
// TODO: Create a dedicated dialog for alchemy info
display_alchemy();
break;
case eMenu::LIBRARY_TIPS:
tip_of_day();
break;
case eMenu::LIBRARY_INTRO:
showWelcome();
break;
case eMenu::ACTIONS_ALCHEMY:
dummyEvent.key.code = sf::Keyboard::A;
dummyEvent.key.shift = true;
handle_keystroke(dummyEvent);
break;
case eMenu::ACTIONS_WAIT:
dummyEvent.key.code = sf::Keyboard::W;
handle_keystroke(dummyEvent);
break;
case eMenu::ACTIONS_AUTOMAP:
if(!prime_time()) {
ASB("Finish what you're doing first.");
print_buf();
} else
minimap::set_visible(true);
set_cursor(sword_curs);
break;
case eMenu::HELP_TOC:
if(fs::is_directory(progDir/"doc"))
launchURL("file://" + (progDir/"doc/game/Contents.html").string());
else launchURL("http://openboe.com/docs/game/Contents.html");
break;
case eMenu::ABOUT_MAGE:
case eMenu::ABOUT_PRIEST:
give_help(209,0);
break;
case eMenu::ABOUT_MONSTERS:
give_help(212,0);
break;
}
if(!dialogToShow.empty()) {
cChoiceDlog dlog(dialogToShow);
dlog.show();
}
}
// TODO: Let this function take a cMonster* instead of the item_hit
void handle_monster_info_menu(int item_hit) {
display_monst(item_hit - 1, nullptr,1);
}
static cursor_type get_mode_cursor(){
switch(overall_mode){
case MODE_TOWN_TARGET:
case MODE_SPELL_TARGET:
case MODE_FIRING:
case MODE_THROWING:
case MODE_FANCY_TARGET:
return target_curs;
case MODE_TALK_TOWN:
return talk_curs;
case MODE_USE_TOWN:
return key_curs;
case MODE_BASH_TOWN:
return boot_curs;
case MODE_DROP_TOWN:
case MODE_DROP_COMBAT:
return drop_curs;
case MODE_LOOK_OUTDOORS:
case MODE_LOOK_TOWN:
case MODE_LOOK_COMBAT:
return look_curs;
case MODE_RESTING:
return wait_curs;
default:
return sword_curs;
}
return sword_curs; // this should never be reached, though
}
void change_cursor(location where_curs) {
cursor_type cursor_needed;
location cursor_direction;
extern enum_map(eGuiArea, rectangle) win_to_rects;
rectangle world_screen = win_to_rects[WINRECT_TERVIEW];
world_screen.inset(13, 13);
where_curs = mainPtr.mapPixelToCoords(where_curs, mainView);
if(!world_screen.contains(where_curs))
cursor_needed = sword_curs;
else cursor_needed = get_mode_cursor();
if((overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) && world_screen.contains(where_curs)){
cursor_direction = get_cur_direction(where_curs);
cursor_needed = arrow_curs[cursor_direction.y + 1][cursor_direction.x + 1];
}
if(cursor_needed != Cursor::current)
set_cursor(cursor_needed);
}
void move_sound(ter_num_t ter,short step){
static bool on_swamp = false;
eTerSpec spec;
auto const &terrain=univ.get_terrain(ter);
spec = terrain.special;
eStepSnd snd = terrain.step_sound;
// if on swamp don't play squish sound : BoE legacy behavior, can be removed safely
if(snd == eStepSnd::SPLASH && !flying() && univ.party.in_boat < 0){
if(on_swamp && get_ran(1,1,100) >= 10) return;
on_swamp = true;
} else on_swamp = false;
if(!monsters_going && !is_combat() && (univ.party.in_boat >= 0)) {
if(spec == eTerSpec::TOWN_ENTRANCE)
return;
play_sound(48); //play boat sound
} else if(!monsters_going && !is_combat() && (univ.party.in_horse >= 0)) {
play_sound(85); //so play horse sound
} else switch(terrain.step_sound){
case eStepSnd::SQUISH:
play_sound(55);
break;
case eStepSnd::CRUNCH:
play_sound(47);
break;
case eStepSnd::NONE:
break;
case eStepSnd::SPLASH:
play_sound(17);
break;
case eStepSnd::STEP:
if(step % 2 == 0) //footsteps alternate sound
play_sound(49);
else play_sound(50);
}
}
void incidental_noises(bool on_surface){
short sound_to_play;
if(on_surface){
if(get_ran(1,1,100) < 40){
sound_to_play = get_ran(1,1,3);
switch(sound_to_play){
case 1:
play_sound(76);
break;
case 2:
play_sound(77);
break;
case 3:
play_sound(91);
break;
}
}
}else{
if(get_ran(1,1,100) < 40){
sound_to_play = get_ran(1,1,2);
switch(sound_to_play){
case 1:
play_sound(78);
break;
case 2:
play_sound(79);
break;
}
}
}
// Dog: 80
// Cat: 81
// Sheep: 82
// Cow: 83
// Chicken: 92
}
void pause(short length) {
long len;
len = (long) length;
// Before pausing, make sure the screen is updated.
redraw_screen(REFRESH_NONE);
if(get_bool_pref("DrawTerrainFrills", true))
sf::sleep(time_in_ticks(len));
}