
Mac: add hack to avoid crashing when receiving an apple event, + various minor modifications
847 lines
22 KiB
C++
847 lines
22 KiB
C++
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#include "boe.global.hpp"
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#include "universe.hpp"
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#include <boost/filesystem/operations.hpp>
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#include <unordered_map>
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#include <string>
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#include <memory>
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#include "boe.graphics.hpp"
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#include "boe.minimap.hpp"
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#include "boe.newgraph.hpp"
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#include "boe.fileio.hpp"
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#include "boe.actions.hpp"
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#include "boe.text.hpp"
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#include "boe.party.hpp"
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#include "boe.items.hpp"
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#include "boe.locutils.hpp"
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#include "boe.town.hpp"
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#include "boe.dlgutil.hpp"
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#include "boe.infodlg.hpp"
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#include "boe.main.hpp"
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#include "boe.consts.hpp"
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#include "boe.ui.hpp"
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#include "winutil.hpp"
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#include "sounds.hpp"
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#include "render_image.hpp"
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#include "tiling.hpp"
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#include "mathutil.hpp"
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#include "fileio.hpp"
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#include "strdlog.hpp"
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#include "choicedlog.hpp"
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#include "scrollbar.hpp"
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#include "boe.menus.hpp"
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#include "cursors.hpp"
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#include "prefs.hpp"
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#include "button.hpp"
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#include "enum_map.hpp"
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#include "framerate_limiter.hpp"
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#include "event_listener.hpp"
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#include "drawable_manager.hpp"
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bool All_Done = false;
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sf::RenderWindow mainPtr;
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short had_text_freeze = 0,num_fonts;
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bool first_startup_update = true;
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bool first_sound_played = false,spell_forced = false;
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bool party_in_memory = false;
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std::shared_ptr<cScrollbar> text_sbar, item_sbar, shop_sbar;
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std::shared_ptr<cButton> done_btn, help_btn;
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// TODO: move these 3 to boe.ui.cpp ?
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extern const rectangle sbar_rect = {285,560,423,576};
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extern const rectangle shop_sbar_rect = {69,272,359,288};
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extern const rectangle item_sbar_rect = {148,560,255,576};
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bool bgm_on = false,bgm_init = false;
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location store_anim_ul;
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cUniverse univ;
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bool flushingInput = false, ae_loading = false;
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long start_time;
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short on_spell_menu[2][62];
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short on_monst_menu[256];
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extern sf::View mainView;
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extern rectangle shop_frame;
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extern enum_map(eGuiArea, rectangle) win_to_rects;
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std::string scenario_temp_dir_name = "scenario";
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/* Display globals */
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short combat_posing_monster = -1, current_working_monster = -1; // 0-5 PC 100 + x - monster x
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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
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std::vector<int> spec_item_array;
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short current_spell_range;
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eGameMode overall_mode = MODE_STARTUP;
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bool changed_display_mode = false;
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eItemWinMode stat_window = ITEM_WIN_PC1;
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bool monsters_going = false,boom_anim_active = false;
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bool finished_init = false;
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short which_item_page[6] = {0,0,0,0,0,0}; // Remembers which of the 2 item pages pc looked at
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short current_ground = 0;
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eStatMode stat_screen_mode;
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short anim_step = -1;
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// Spell casting globals
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eSpell store_mage = eSpell::LIGHT, store_priest = eSpell::BLESS_MINOR;
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short store_mage_lev = 0, store_priest_lev = 0;
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short store_spell_target = 6,pc_casting;
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short num_targets_left = 0;
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location spell_targets[8];
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/* Combat globals */
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short which_combat_type;
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location center;
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short combat_active_pc;
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effect_pat_type current_pat;
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short missile_firer,current_monst_tactic;
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short store_current_pc = 0;
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// TODO: these should be members of some global entity instead of being here
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std::unordered_map <std::string, std::shared_ptr <iEventListener>> event_listeners;
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cDrawableManager drawable_mgr;
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sf::Clock animTimer;
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extern long anim_ticks;
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fs::path pending_file_to_load=fs::path();
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static void init_boe(int, char*[]);
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static void showWelcome();
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#ifdef __APPLE__
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eMenuChoice menuChoice=eMenuChoice::MENU_CHOICE_NONE;
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short menuChoiceId=-1;
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bool pending_quit=false;
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#endif
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int main(int argc, char* argv[]) {
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#if 0
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void debug_oldstructs();
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debug_oldstructs();
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#endif
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try{
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init_boe(argc, argv);
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if(!get_bool_pref("GameRunBefore"))
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showWelcome();
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else if(!ae_loading && pending_file_to_load.empty() && get_bool_pref("GiveIntroHint", true))
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tip_of_day();
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set_pref("GameRunBefore", true);
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finished_init = true;
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if(ae_loading) {
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finish_load_party();
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post_load();
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}
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menu_activate();
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restore_cursor();
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handle_events();
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close_program();
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return 0;
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} catch(std::exception& x) {
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showFatalError(x.what());
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throw;
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} catch(std::string& x) {
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showFatalError(x);
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throw;
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} catch(...) {
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showFatalError("An unknown error occurred!");
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throw;
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}
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}
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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) {
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sbar.reset(new cScrollbar(mainPtr));
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sbar->setBounds(rect);
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sbar->setMaximum(max);
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sbar->setPosition(start);
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sbar->setPageSize(pgSz);
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sbar->set_wheel_event_rect(events_rect);
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sbar->hide();
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drawable_mgr.add_drawable(UI_LAYER_DEFAULT, name, sbar);
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event_listeners[name] = std::dynamic_pointer_cast<iEventListener>(sbar);
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}
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static void init_scrollbars() {
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// Cover entire transcript + scrollbar
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const rectangle transcript_events_rect {
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win_to_rects[WINRECT_TRANSCRIPT].top,
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win_to_rects[WINRECT_TRANSCRIPT].left,
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sbar_rect.bottom,
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sbar_rect.right
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};
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// Cover entire inventory + scrollbar
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const rectangle inventory_events_rect {
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win_to_rects[WINRECT_INVEN].top,
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win_to_rects[WINRECT_INVEN].left,
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item_sbar_rect.bottom,
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item_sbar_rect.right
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};
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// MAGIC NUMBERS: max size, page size, initial position - all in abstract "step" units
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init_sbar(text_sbar, "transcript-scrollbar", sbar_rect, transcript_events_rect, 58, 11, 58);
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init_sbar(item_sbar, "inventory-scrollbar", item_sbar_rect, inventory_events_rect, 16, 8);
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init_sbar(shop_sbar, "shop-scrollbar", shop_sbar_rect, shop_frame, 16, 8);
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}
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static void init_btn(std::shared_ptr<cButton>& btn, eBtnType type, location loc) {
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btn.reset(new cButton(mainPtr));
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btn->setBtnType(type);
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btn->relocate(loc);
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btn->hide();
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}
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static void init_buttons() {
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// MAGIC NUMBERS: move to boe.ui.cpp ?
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init_btn(done_btn, BTN_DONE, {231,395});
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init_btn(help_btn, BTN_HELP, {273,12});
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}
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// NOTE: this should possibly be moved to boe.ui.cpp at some point
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static void init_ui() {
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cDialog::init();
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init_scrollbars();
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init_buttons();
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}
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void init_boe(int argc, char* argv[]) {
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#ifdef __APPLE__
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set_up_apple_events(argc, argv);
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#endif
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init_directories(argv[0]);
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#ifdef __APPLE__
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init_menubar(); // Do this first of all because otherwise a default File and Window menu will be seen
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#endif
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sync_prefs();
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init_shaders();
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init_tiling();
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init_snd_tool();
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init_ui();
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adjust_window_mode();
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// If we don't do this now it'll flash white to start with
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mainPtr.clear(sf::Color::Black);
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mainPtr.display();
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set_cursor(watch_curs);
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init_buf();
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check_for_intel();
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srand(time(nullptr));
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init_screen_locs();
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init_startup();
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flushingInput = true;
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// Hidden preference to hide the startup logo - should be kept hidden
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if(get_bool_pref("ShowStartupLogo", true))
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show_logo();
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// The preference to hide the startup splash is exposed however.
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if(get_bool_pref("ShowStartupSplash", true))
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plop_fancy_startup();
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cUniverse::print_result = iLiving::print_result = add_string_to_buf;
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cPlayer::give_help = give_help;
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init_fileio();
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init_spell_menus();
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minimap::init();
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redraw_screen(REFRESH_NONE);
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showMenuBar();
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}
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void showWelcome() {
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cChoiceDlog welcome("welcome");
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welcome->attachClickHandlers([](cDialog& self, std::string clicked, eKeyMod) {
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launchURL(self[clicked].getText());
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return false;
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}, {"spidweb", "scen", "forum", "home", "src"});
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welcome.show();
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}
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void handle_events() {
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sf::Event currentEvent;
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cFramerateLimiter fps_limiter;
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while(!All_Done) {
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bool need_redraw=false;
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#ifdef __APPLE__
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if (pending_quit) {
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pending_quit=false;
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handle_menu_choice(eMenu::QUIT);
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if (All_Done) break;
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}
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if (!pending_file_to_load.empty()) {
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// TODO: What if they're already in a scenario? It should ask for confirmation, right?
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do_load(pending_file_to_load);
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pending_file_to_load.clear();
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}
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if (menuChoiceId>=0) {
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eMenuChoice aMenuChoice=menuChoice;
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menuChoice=eMenuChoice::MENU_CHOICE_NONE;
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need_redraw=true;
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switch(aMenuChoice) {
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case eMenuChoice::MENU_CHOICE_GENERIC:
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handle_menu_choice(eMenu(menuChoiceId));
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break;
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case eMenuChoice::MENU_CHOICE_SPELL:
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handle_menu_spell(eSpell(menuChoiceId));
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break;
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case eMenuChoice::MENU_CHOICE_MONSTER_INFO:
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handle_monster_info_menu(menuChoiceId);
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break;
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case eMenuChoice::MENU_CHOICE_NONE:
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need_redraw=false;
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break;
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}
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menuChoiceId=-1;
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}
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#endif
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while(!changed_display_mode && mainPtr.pollEvent(currentEvent)) {
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need_redraw=true;
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handle_one_event(currentEvent);
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if(!changed_display_mode && minimap::need_redraw()) minimap::draw(true);
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}
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// It would be nice to have minimap inside the main game window (we have lots of screen space in fullscreen mode).
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// Alternatively, minimap could live on its own thread.
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// But for now we just handle events from both windows on this thread.
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while(!changed_display_mode && minimap::pollEvent())
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; // actually, we only check gain focus and close event
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if(changed_display_mode) {
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need_redraw = true;
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changed_display_mode = false;
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adjust_window_mode();
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minimap::init();
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}
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// Still no idea what this does. It's possible that this does not work at all.
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flushingInput = false;
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// Ideally this call should update all of the things that are happening in the world current tick.
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// NOTE that update does not mean draw.
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if (update_everything())
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need_redraw=true;
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// Ideally, this should be the only draw call that is done in a cycle.
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if (need_redraw)
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redraw_everything();
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// Prevent the loop from executing too fast.
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fps_limiter.frame_finished();
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}
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}
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void handle_one_event(const sf::Event& event) {
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// What does this do and should it be here?
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through_sending();
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// What does this do and should it be here?
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clear_sound_memory();
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// Check if any of the event listeners want this event.
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for(auto & listener : event_listeners) {
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if(listener.second->handle_event(event)) return;
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}
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switch(event.type) {
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case sf::Event::KeyPressed:
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if(flushingInput) return;
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if(!(event.key.*systemKey)) handle_keystroke(event);
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break;
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case sf::Event::MouseButtonPressed:
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if(flushingInput) return;
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Mouse_Pressed(event);
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break;
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case sf::Event::MouseLeft:
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// Make sure we don't have an arrow cursor when it's outside the window
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set_cursor(sword_curs);
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break;
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case sf::Event::GainedFocus:
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makeFrontWindow(mainPtr);
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change_cursor({event.mouseMove.x, event.mouseMove.y});
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return;
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case sf::Event::MouseMoved:
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change_cursor({event.mouseMove.x, event.mouseMove.y});
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return;
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// TODO: EVENT TYPE DEPRECATED IN SFML 2.5.1
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case sf::Event::MouseWheelMoved:
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if(flushingInput) return;
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handle_scroll(event);
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break;
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case sf::Event::Closed:
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if(overall_mode == MODE_STARTUP) {
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if(party_in_memory) {
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std::string choice = cChoiceDlog("quit-confirm-save", {"save","quit","cancel"}).show();
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if(choice == "cancel") break;
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if(choice == "save") {
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fs::path file = nav_put_party();
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if(!file.empty()) break;
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save_party(file, univ);
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}
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}
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All_Done = true;
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break;
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}
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if(overall_mode == MODE_TOWN || overall_mode == MODE_OUTDOORS){
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std::string choice = cChoiceDlog("quit-confirm-save", {"save", "quit", "cancel"}).show();
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if(choice == "cancel")
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break;
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if(choice == "save")
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save_party(univ.file, univ);
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} else {
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std::string choice = cChoiceDlog("quit-confirm-nosave", {"quit", "cancel"}).show();
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if(choice == "cancel")
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break;
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}
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All_Done = true;
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default:
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break; // There's several events we don't need to handle at all
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}
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}
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static bool update_terrain_animation() {
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static const long fortyTicks = time_in_ticks(40).asMilliseconds();
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if(overall_mode == MODE_STARTUP) return false;
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if(!get_bool_pref("DrawTerrainAnimation", true)) return false;
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if(animTimer.getElapsedTime().asMilliseconds() < fortyTicks) return false;
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anim_ticks++;
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animTimer.restart();
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return true;
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}
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static bool update_startup_animation() {
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static const long twentyTicks = time_in_ticks(20).asMilliseconds();
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if(overall_mode != MODE_STARTUP) return false;
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if(animTimer.getElapsedTime().asMilliseconds() < twentyTicks) return false;
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draw_startup_anim(true);
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animTimer.restart();
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return true;
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}
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bool update_everything() {
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return update_terrain_animation() ||
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update_startup_animation();
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}
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void redraw_everything() {
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redraw_screen(REFRESH_ALL);
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minimap::draw(false);
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}
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void Mouse_Pressed(const sf::Event& event) {
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// What is this stuff? Why is it here?
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if(had_text_freeze > 0) {
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had_text_freeze--;
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return;
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}
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if(overall_mode == MODE_STARTUP) {
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All_Done = handle_startup_press({event.mouseButton.x, event.mouseButton.y});
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} else {
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All_Done = handle_action(event);
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}
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// Why does every mouse click activate a menu?
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menu_activate();
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}
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void close_program() {
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// TODO: Ultimately we would like to have cleanup happen automatically, negating the need for this function
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// On the Mac, prefs are synced automatically. However, doing it manually won't hurt.
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// On other platforms, we need to do it manually.
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sync_prefs();
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}
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extern fs::path progDir;
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void handle_menu_choice(eMenu item_hit) {
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std::string dialogToShow;
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sf::Event dummyEvent = {sf::Event::KeyPressed};
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short choice;
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switch(item_hit) {
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case eMenu::NONE: break;
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case eMenu::FILE_OPEN:
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do_load();
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break;
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case eMenu::FILE_SAVE:
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do_save(0);
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break;
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case eMenu::FILE_SAVE_AS:
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do_save(1);
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break;
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case eMenu::FILE_NEW:
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if(overall_mode != MODE_STARTUP) {
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std::string choice = cChoiceDlog("restart-game",{"okay","cancel"}).show();
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if(choice == "cancel")
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return;
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for(short i = 0; i < 6; i++)
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univ.party[i].main_status = eMainStatus::ABSENT;
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party_in_memory = false;
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reload_startup();
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overall_mode = MODE_STARTUP;
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draw_startup(0);
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}
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start_new_game();
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draw_startup(0);
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menu_activate();
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break;
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case eMenu::FILE_ABORT:
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if(overall_mode != MODE_STARTUP) {
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std::string choice = cChoiceDlog("abort-game",{"okay","cancel"}).show();
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if (choice=="cancel") return;
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reload_startup();
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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));
|
|
}
|