(Scenario Editor is unaffected by this commit.) - Menubar converted to a .xib file - Don't include the Info.plist in "Copy Files" stage - Several more dialogs converted; as before, the source resources have had their resource name changed to the new filename - One more converted STR# has been included There were several functions in the PC Editor code that also existed in the BoE game code. I've moved these into the pc.editors.cpp file, so that there's only one copy of each. - display_alchemy() functions changed signatures - moved keyToChar() function into a common file (winutil) - Several constants and globals moved to pc.editors.cpp Supporting changes to dialog framework: - New formatting option to set the frame style; this because the PC editor uses a different frame style in some contexts - Added global default dialog background setting --> This was necessary to correctly set the default text colour --> Will also be needed for the scenario editor, which uses a different default background Other changes: - Add option to load_scenario to skip loading the strings - Fix for crash in soundtool in the event of initialization before playing the first sound
1629 lines
47 KiB
C++
1629 lines
47 KiB
C++
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#include <CoreFoundation/CoreFoundation.h>
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#include <iostream>
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#include <fstream>
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//#include "item.h"
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#include "boe.global.h"
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#include "classes.h"
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#include "boe.fileio.h"
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#include "boe.text.h"
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#include "boe.town.h"
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#include "boe.items.h"
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#include "boe.graphics.h"
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#include "boe.locutils.h"
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#include "boe.fields.h"
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#include "boe.newgraph.h"
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#include "boe.dlgutil.h"
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#include "boe.infodlg.h"
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#include "boe.graphutil.h"
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#include "graphtool.h"
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#include "soundtool.h"
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#include "mathutil.h"
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#include "dlogutil.h"
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#include "fileio.h"
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#include "porting.h" // only needed for one little flip_short call, though...
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#include <boost/filesystem.hpp>
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#include "restypes.hpp"
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#define DONE_BUTTON_ITEM 1
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//extern party_record_type party;
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//extern pc_record_type adven[6];
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//extern cOutdoors outdoors[2][2];
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//extern unsigned char out[96][96],out_e[96][96];
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extern short give_delays,stat_screen_mode;
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extern eGameMode overall_mode;
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extern bool play_sounds,sys_7_avail,save_maps,party_in_memory,in_scen_debug;
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//extern current_town_type c_town;
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//extern town_item_list t_i;
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extern location center;
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extern long register_flag;
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extern sf::RenderWindow mainPtr;
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//extern stored_items_list_type stored_items[3];
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//extern stored_town_maps_type maps;
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//extern stored_outdoor_maps_type o_maps;
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//extern big_tr_type t_d;
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//extern short town_size[3];
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extern short town_type,current_pc;
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extern bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
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extern bool sleep_field;
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//extern setup_save_type setup_save;
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//extern unsigned char misc_i[64][64],sfx[64][64];
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//extern unsigned char template_terrain[64][64];
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//extern tiny_tr_type anim_t_d;
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extern bool map_visible;
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//extern location monster_targs[60];
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extern sf::RenderWindow mini_map;
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extern short which_combat_type;
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extern short cur_town_talk_loaded;
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extern cScenario scenario;
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extern cUniverse univ;
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//extern piles_of_stuff_dumping_type *data_store;
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//std::vector<std::string> scen_names;
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//stored_town_maps_type town_maps;
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//extern talking_record_type talking;
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//extern outdoor_strs_type outdoor_text[2][2];
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cScenarioList scen_headers;
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extern ter_num_t combat_terrain[64][64];
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extern bool belt_present;
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extern bool mac_is_intel;
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bool loaded_yet = false, got_nagged = false,ae_loading = false;
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char last_load_file[63] = "Blades of Exile Save";
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fs::path file_to_load;
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fs::path store_file_reply;
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short jl;
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bool cur_scen_is_mac = true;
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void print_write_position ();
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void save_outdoor_maps();
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void add_outdoor_maps();
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short specials_res_id,data_dump_file_id;
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char start_name[256];
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short start_volume,data_volume;
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fs::path progDir;
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//outdoor_record_type dummy_out;////
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//town_record_type dummy_town;
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// Trying this to fix bug. Hope it works.
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// tiny_tr_type tiny_t;
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// ave_tr_type ave_t;
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//template_town_type town_template;
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cCustomGraphics spec_scen_g;
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std::ofstream flog("bladeslog.txt");
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// TODO: Move this to the common fileio.cpp
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void init_directories()
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{
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char cPath[768];
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CFBundleRef mainBundle=CFBundleGetMainBundle();
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CFStringRef progURL = CFURLCopyFileSystemPath(CFBundleCopyBundleURL(mainBundle), kCFURLPOSIXPathStyle);
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const char* tmp = CFStringGetCStringPtr(progURL, kCFStringEncodingASCII);//kCFStringEncodingUTF8);
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if(tmp == NULL){
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bool success = CFStringGetCString(progURL, cPath, sizeof(cPath), kCFStringEncodingUTF8);
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if(success) {
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progDir = cPath;
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std::cout << cPath << "\n\n" << progDir << "\n\n";
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} else {
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std::cout << "Couldn't retrieve application path.\n";
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exit(1);
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}
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}else progDir = tmp;
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progDir = progDir.parent_path();
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std::cout<<progDir<<'\n';
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// Initialize the resource manager paths
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ResMgr::pushPath<ImageRsrc>(progDir/"Scenario Editor"/"graphics.exd"/"mac");
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ResMgr::pushPath<CursorRsrc>(progDir/"Scenario Editor"/"graphics.exd"/"mac"/"cursors");
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ResMgr::pushPath<FontRsrc>(progDir/"data"/"fonts");
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ResMgr::pushPath<StringRsrc>(progDir/"data"/"strings");
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ResMgr::pushPath<SoundRsrc>(progDir/"Scenario Editor"/"sounds.exa");
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// now I generate the directory ID of the folder which contains the scenarios
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// code copied from Mac Prog FAQ book
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// myCPB.dirInfo.ioNamePtr = folder_name;
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// myCPB.dirInfo.ioVRefNum = start_volume;
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// myCPB.dirInfo.ioFDirIndex = 0;
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// myCPB.dirInfo.ioDrDirID = start_dir;
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// error = PBGetCatalogInfoSync(&myCPB); // false means not async
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//
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// scen_dir = myCPB.dirInfo.ioDrDirID;
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}
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void finish_load_party(){
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bool town_restore = (univ.town.num < 200) ? true : false;
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bool in_scen = (univ.party.scen_name[0] = '.') ? false : true;
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party_in_memory = true;
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// now if not in scen, this is it.
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if (!in_scen) {
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if(overall_mode != MODE_STARTUP) {
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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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return;
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}
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// if at this point, startup must be over, so make this call to make sure we're ready,
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// graphics wise
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end_startup();
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load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
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load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
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load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
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load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y),univ.out.outdoors[0][0]);
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//end_anim();
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overall_mode = town_restore ? MODE_TOWN : MODE_OUTDOORS;
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stat_screen_mode = 0;
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build_outdoors();
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erase_out_specials();
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if (!town_restore) {
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center = univ.party.p_loc;
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}
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else {
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load_town_str(univ.town.num,univ.town.record);
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load_town(univ.town.num,univ.town.record);
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univ.town.cur_talk_loaded = -1;
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for (int i = 0; i < univ.town->max_monst(); i++){
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univ.town.monst[i].targ_loc.x = 0;
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univ.town.monst[i].targ_loc.y = 0;
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}
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town_type = scenario.town_size[univ.town.num];
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// Set up field booleans
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for (int j = 0; j < univ.town->max_dim(); j++)
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for (int k = 0; k < univ.town->max_dim(); k++) {
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if (univ.town.is_web(j,k) == true)
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web = true;
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if (univ.town.is_crate(j,k) == true)
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crate = true;
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if (univ.town.is_barrel(j,k) == true)
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barrel = true;
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if (univ.town.is_fire_barr(j,k) == true)
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fire_barrier = true;
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if (univ.town.is_force_barr(j,k) == true)
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force_barrier = true;
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if (univ.town.is_quickfire(j,k) == true)
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quickfire = true;
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if ((scenario.ter_types[univ.town->terrain(j,k)].special == TER_SPEC_CONVEYOR))
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belt_present = true;
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}
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force_wall = true;
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fire_wall = true;
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antimagic = true;
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scloud = true;
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ice_wall = true;
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blade_wall = true;
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sleep_field = true;
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center = univ.town.p_loc;
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}
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redraw_screen(REFRESH_ALL);
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current_pc = first_active_pc();
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loaded_yet = true;
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strcpy ((char *) last_load_file, file_to_load.filename().c_str());
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store_file_reply = file_to_load;
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add_string_to_buf("Load: Game loaded. ");
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// Set sounds, map saving, and speed
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if (((play_sounds == true) && (PSD[SDF_NO_SOUNDS] == 1)) ||
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((play_sounds == false) && (PSD[SDF_NO_SOUNDS] == 0))) {
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flip_sound();
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}
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give_delays = PSD[SDF_NO_FRILLS];
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if (PSD[SDF_NO_MAPS] == 0)
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save_maps = true;
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else save_maps = false;
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in_scen_debug = false;
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}
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//void port_save_file(party_record_type* party){
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// if(!mac_is_intel) return;
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// short i,j;
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// flip_long(&univ.party->age);
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// flip_short(&univ.party->gold);
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// flip_short(&univ.party->food);
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// flip_short(&univ.party->light_level);
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// for(i = 0; i < 30; i++)
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// flip_short(&univ.party->boats[i].which_town);
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// for(i = 0; i < 30; i++)
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// flip_short(&univ.party->horses[i].which_town);
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// flip_short
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// creature_list_type creature_save[4];
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// short in_boat,in_horse;
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// outdoor_creature_type out_c[10];
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// cItemRec magic_store_items[5][10];
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// short imprisoned_monst[4];
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// char m_seen[256];
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// char journal_str[50];
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// short journal_day[50];
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// short special_notes_str[140][2];
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// talk_save_type talk_save[120];
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// short direction,at_which_save_slot;
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// char alchemy[20];
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// bool can_find_town[200];
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// short key_times[100];
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// short party_event_timers[30];
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// short global_or_town[30];
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// short node_to_call[30];
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// char spec_items[50],help_received[120];
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// short m_killed[200];
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// long total_m_killed,total_dam_done,total_xp_gained,total_dam_taken;
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// char scen_name[256];
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//}
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void set_terrain(location l, ter_num_t terrain_type)
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{
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univ.town->terrain(l.x,l.y) = terrain_type;
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combat_terrain[l.x][l.y] = terrain_type;
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}
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void swap_val(unsigned char *val,short a,short b)
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{
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if (*val == a)
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*val = b;
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else if (*val == b)
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*val = a;
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}
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void change_val_4 (unsigned char *val,short a,short b,short c,short d)
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{
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if (*val == a)
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*val = b;
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else if (*val == b)
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*val = c;
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else if (*val == c)
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*val = d;
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else if (*val == d)
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*val = a;
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}
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void change_val (unsigned char *val,short a,short b)
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{
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if (*val == a)
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*val = b;
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}
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//void build_scen_file_name (Str255 file_n)
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//{
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// sprintf((char *) file_n,"::::Blades of Exile Scenarios:%s",univ.party.scen_name);
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// c2pstr((char*)file_n);
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//}
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// mode 0 want town and talking, 1 talking only, 2 want a string only, and extra is string num
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// Hey's let's be kludgy and overload these value again! If extra is -1, and mode 2, that
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// means we want to load all the strings and only the strings
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//void load_town(short town_num,short mode,short extra,char *str)
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//{
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// short file_id;
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// short i,j;
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// long store = 0;
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// short which_town;
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// long len,len_to_jump = 0;
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// OSErr error;
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// char file_name[256];
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//
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// if (town_num != minmax(0,scenario.num_towns - 1,town_num)) {
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// give_error("The scenario tried to place you into a non-existant town.","",0);
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// return;
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// }
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//
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// which_town = town_num;
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//
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// //HGetVol((StringPtr) start_name,&start_volume,&start_dir);
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// build_scen_file_name(file_name);
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//
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// error = HOpen(start_volume,start_dir,file_name,3,&file_id);
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// if (error != 0) {
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// //FCD(949,0);
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// SysBeep(50);
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// return;
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// }
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// len_to_jump = sizeof(scenario_data_type);
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// len_to_jump += sizeof(scen_item_data_type);
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// for (i = 0; i < 300; i++)
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// len_to_jump += (long) scenario.scen_str_len[i];
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// store = 0;
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// for (i = 0; i < 100; i++)
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// for (j = 0; j < 2; j++)
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// store += (long) (scenario.out_data_size[i][j]);
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// for (i = 0; i < which_town; i++)
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// for (j = 0; j < 5; j++)
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// store += (long) (scenario.town_data_size[i][j]);
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// len_to_jump += store;
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//
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// error = SetFPos (file_id, 1, len_to_jump);
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// if (error != 0) {FSClose(file_id);oops_error(35);}
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//
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// len = sizeof(town_record_type);
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//
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// if (mode == 0) {
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// error = FSRead(file_id, &len , (char *) &univ.town.town);
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// port_town();
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// }
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// else error = FSRead(file_id, &len , (char *) &dummy_town);
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// if (error != 0) {FSClose(file_id);oops_error(36);}
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//
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// switch (scenario.town_size[which_town]) {
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// case 0:
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// len = sizeof(big_tr_type);
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// if (mode == 0) {
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// FSRead(file_id, &len, (char *) &t_d);
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// port_t_d();
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// }
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// else error = SetFPos (file_id, 3, len);
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//
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// break;
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//
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// case 1:
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// len = sizeof(ave_tr_type);
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// if (mode == 0) {
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// FSRead(file_id, &len, (char *) &ave_t);
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// for (i = 0; i < 48; i++)
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// for (j = 0; j < 48; j++) {
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// t_d.terrain[i][j] = ave_t.terrain[i][j];
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// t_d.lighting[i / 8][j] = ave_t.lighting[i / 8][j];
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// }
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// //print_nums(5555,5555,5555);
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// //for (i = 0; i < 8; i++)
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// // for (j = 0; j < 48; j++)
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// // if (t_d.lighting[i][j] != 0) {
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// // print_nums(i,j,t_d.lighting[i][j]);
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// // }
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//
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// for (i = 0; i < 16; i++) {
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// t_d.room_rect[i] = ave_t.room_rect[i];
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// }
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// for (i = 0; i < 40; i++) {
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// t_d.creatures[i] = ave_t.creatures[i];
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// }
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// for (i = 40; i < 60; i++) {
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// t_d.creatures[i].number = 0;
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// }
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// port_t_d();
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// }
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// else error = SetFPos (file_id, 3, len);
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//
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// break;
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//
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// case 2:
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// len = sizeof(tiny_tr_type);
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// if (mode == 0) {
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// FSRead(file_id,&len , (char *) &tiny_t);
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// for (i = 0; i < 32; i++)
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// for (j = 0; j < 32; j++) {
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// t_d.terrain[i][j] = tiny_t.terrain[i][j];
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// t_d.lighting[i / 8][j] = tiny_t.lighting[i / 8][j];
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// }
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// for (i = 0; i < 16; i++) {
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// t_d.room_rect[i] = tiny_t.room_rect[i];
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// }
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// for (i = 0; i < 30; i++) {
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// t_d.creatures[i] = tiny_t.creatures[i];
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// }
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// for (i = 30; i < 60; i++) {
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// t_d.creatures[i].number = 0;
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// }
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// port_t_d();
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// }
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// else error = SetFPos (file_id, 3, len);
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// break;
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// }
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//
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// for (i = 0; i < 140; i++) {
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// len = (mode == 0) ? (long) (univ.town.town.strlens[i]) : (long) (dummy_town.strlens[i]);
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// switch (mode) {
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// case 0:
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// FSRead(file_id, &len, (char *) &(town_strs[i]));
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// data_store->town_strs[i][len] = 0;
|
|
// break;
|
|
// case 1:
|
|
// SetFPos (file_id, 3, len);
|
|
// break;
|
|
// case 2:
|
|
// if (extra < 0) {
|
|
// FSRead(file_id, &len, (char *) &(data_store->town_strs[i]));
|
|
// data_store->town_strs[i][len] = 0;
|
|
// }
|
|
// else if (i == extra) {
|
|
// FSRead(file_id, &len, (char *) str);
|
|
// str[len] = 0;
|
|
// }
|
|
// else SetFPos (file_id, 3, len);
|
|
// break;
|
|
// }
|
|
// }
|
|
//
|
|
// if (mode < 2) {
|
|
// len = sizeof(talking_record_type);
|
|
// error = FSRead(file_id, &len , (char *) &talking);
|
|
// port_talk_nodes();
|
|
// if (error != 0) {FSClose(file_id);oops_error(37);}
|
|
//
|
|
// for (i = 0; i < 170; i++) {
|
|
// len = (long) (talking.strlens[i]);
|
|
// FSRead(file_id, &len, (char *) &(talk_strs[i]));
|
|
// data_store->talk_strs[i][len] = 0;
|
|
// }
|
|
// cur_town_talk_loaded = town_num;
|
|
// }
|
|
// if (mode == 0)
|
|
// town_type = scenario.town_size[which_town];
|
|
// error = FSClose(file_id);
|
|
// if (error != 0) {FSClose(file_id);oops_error(38);}
|
|
//
|
|
// // Now more initialization is needed. First need to properly create the misc_i array.
|
|
//
|
|
void init_town(){ // formerly part of load_town
|
|
// Initialize barriers, etc. Note non-sfx gets forgotten if this is a town recently visited.
|
|
// if (mode == 0) {
|
|
unsigned int i,j;
|
|
for (i = 0; i < 64; i++)
|
|
for (j = 0; j < 64; j++) {
|
|
univ.town.fields[i][j] = 0;
|
|
//univ.out.sfx[i][j] = 0;
|
|
}
|
|
for (i = 0; i < 50; i++)
|
|
if (univ.town->special_locs[i].x < 100){
|
|
univ.town.set_special(univ.town->special_locs[i].x,univ.town->special_locs[i].y,true);
|
|
}
|
|
for (i = 0; i < univ.town->preset_fields.size(); i++) {
|
|
switch(univ.town->preset_fields[i].type){
|
|
case 1: // currently unused
|
|
univ.town.set_block(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 2:
|
|
univ.town.set_spot(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 3:
|
|
univ.town.set_web(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 4:
|
|
univ.town.set_crate(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 5:
|
|
univ.town.set_barrel(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 6:
|
|
univ.town.set_fire_barr(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 7:
|
|
univ.town.set_force_barr(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 8:
|
|
univ.town.set_quickfire(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 14:
|
|
univ.town.set_sm_blood(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 15:
|
|
univ.town.set_med_blood(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 16:
|
|
univ.town.set_lg_blood(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 17:
|
|
univ.town.set_sm_slime(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 18:
|
|
univ.town.set_lg_slime(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 19:
|
|
univ.town.set_ash(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 20:
|
|
univ.town.set_bones(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
case 21:
|
|
univ.town.set_rubble(univ.town->preset_fields[i].loc.x,univ.town->preset_fields[i].loc.y,true);
|
|
break;
|
|
}
|
|
|
|
}
|
|
univ.town.cur_talk_loaded = -1;
|
|
// }
|
|
}
|
|
|
|
|
|
void shift_universe_left()
|
|
{
|
|
short i,j;
|
|
|
|
make_cursor_watch();
|
|
|
|
save_outdoor_maps();
|
|
univ.party.outdoor_corner.x--;
|
|
univ.party.i_w_c.x++;
|
|
univ.party.p_loc.x += 48;
|
|
univ.out.outdoors[1][0] = univ.out.outdoors[0][0];
|
|
univ.out.outdoors[1][1] = univ.out.outdoors[0][1];
|
|
// outdoor_text[1][0] = outdoor_text[0][0];
|
|
// outdoor_text[1][1] = outdoor_text[0][1];
|
|
|
|
for (i = 48; i < 96; i++)
|
|
for (j = 0; j < 96; j++)
|
|
univ.out.out_e[i][j] = univ.out.out_e[i - 48][j];
|
|
|
|
for (i = 0; i < 48; i++)
|
|
for (j = 0; j < 96; j++)
|
|
univ.out.out_e[i][j] = 0;
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
if (univ.party.out_c[i].m_loc.x > 48)
|
|
univ.party.out_c[i].exists = false;
|
|
if (univ.party.out_c[i].exists == true)
|
|
univ.party.out_c[i].m_loc.x += 48;
|
|
}
|
|
|
|
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y),univ.out.outdoors[0][0]);
|
|
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
|
|
build_outdoors();
|
|
make_cursor_sword();
|
|
|
|
}
|
|
|
|
void shift_universe_right()
|
|
{
|
|
short i,j;
|
|
|
|
make_cursor_watch();
|
|
save_outdoor_maps();
|
|
univ.party.outdoor_corner.x++;
|
|
univ.party.i_w_c.x--;
|
|
univ.party.p_loc.x -= 48;
|
|
univ.out.outdoors[0][0] = univ.out.outdoors[1][0];
|
|
univ.out.outdoors[0][1] = univ.out.outdoors[1][1];
|
|
// outdoor_text[0][0] = outdoor_text[1][0];
|
|
// outdoor_text[0][1] = outdoor_text[1][1];
|
|
for (i = 0; i < 48; i++)
|
|
for (j = 0; j < 96; j++)
|
|
univ.out.out_e[i][j] = univ.out.out_e[i + 48][j];
|
|
for (i = 48; i < 96; i++)
|
|
for (j = 0; j < 96; j++)
|
|
univ.out.out_e[i][j] = 0;
|
|
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
if (univ.party.out_c[i].m_loc.x < 48)
|
|
univ.party.out_c[i].exists = false;
|
|
if (univ.party.out_c[i].exists == true)
|
|
univ.party.out_c[i].m_loc.x -= 48;
|
|
}
|
|
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
|
|
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
|
|
build_outdoors();
|
|
make_cursor_sword();
|
|
|
|
}
|
|
|
|
void shift_universe_up()
|
|
{
|
|
short i,j;
|
|
|
|
make_cursor_watch();
|
|
save_outdoor_maps();
|
|
univ.party.outdoor_corner.y--;
|
|
univ.party.i_w_c.y++;
|
|
univ.party.p_loc.y += 48;
|
|
univ.out.outdoors[0][1] = univ.out.outdoors[0][0];
|
|
univ.out.outdoors[1][1] = univ.out.outdoors[1][0];
|
|
|
|
// outdoor_text[0][1] = outdoor_text[0][0];
|
|
// outdoor_text[1][1] = outdoor_text[1][0];
|
|
for (i = 0; i < 96; i++)
|
|
for (j = 48; j < 96; j++)
|
|
univ.out.out_e[i][j] = univ.out.out_e[i][j - 48];
|
|
for (i = 0; i < 96; i++)
|
|
for (j = 0; j < 48; j++)
|
|
univ.out.out_e[i][j] = 0;
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
if (univ.party.out_c[i].m_loc.y > 48)
|
|
univ.party.out_c[i].exists = false;
|
|
if (univ.party.out_c[i].exists == true)
|
|
univ.party.out_c[i].m_loc.y += 48;
|
|
}
|
|
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y),univ.out.outdoors[0][0]);
|
|
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
|
|
|
|
build_outdoors();
|
|
make_cursor_sword();
|
|
|
|
}
|
|
|
|
void shift_universe_down()
|
|
{
|
|
short i,j;
|
|
|
|
make_cursor_watch();
|
|
|
|
save_outdoor_maps();
|
|
univ.party.outdoor_corner.y++;
|
|
univ.party.i_w_c.y--;
|
|
univ.party.p_loc.y = univ.party.p_loc.y - 48;
|
|
univ.out.outdoors[0][0] = univ.out.outdoors[0][1];
|
|
univ.out.outdoors[1][0] = univ.out.outdoors[1][1];
|
|
|
|
// outdoor_text[0][0] = outdoor_text[0][1];
|
|
// outdoor_text[1][0] = outdoor_text[1][1];
|
|
for (i = 0; i < 96; i++)
|
|
for (j = 0; j < 48; j++)
|
|
univ.out.out_e[i][j] = univ.out.out_e[i][j + 48];
|
|
for (i = 0; i < 96; i++)
|
|
for (j = 48; j < 96; j++)
|
|
univ.out.out_e[i][j] = 0;
|
|
|
|
for (i = 0; i < 10; i++) {
|
|
if (univ.party.out_c[i].m_loc.y < 48)
|
|
univ.party.out_c[i].exists = false;
|
|
if (univ.party.out_c[i].exists == true)
|
|
univ.party.out_c[i].m_loc.y = univ.party.out_c[i].m_loc.y - 48;
|
|
}
|
|
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
|
|
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
|
|
|
|
build_outdoors();
|
|
make_cursor_sword();
|
|
|
|
}
|
|
|
|
|
|
void position_party(short out_x,short out_y,short pc_pos_x,short pc_pos_y) ////
|
|
{
|
|
short i,j;
|
|
|
|
if ((pc_pos_x != minmax(0,47,pc_pos_x)) || (pc_pos_y != minmax(0,47,pc_pos_y)) ||
|
|
(out_x != minmax(0,scenario.out_width - 1,out_x)) || (out_y != minmax(0,scenario.out_height - 1,out_y))) {
|
|
giveError("The scenario has tried to place you in an out of bounds outdoor location.");
|
|
return;
|
|
}
|
|
|
|
save_outdoor_maps();
|
|
univ.party.p_loc.x = pc_pos_x;
|
|
univ.party.p_loc.y = pc_pos_y;
|
|
univ.party.loc_in_sec = global_to_local(univ.party.p_loc);
|
|
|
|
if ((univ.party.outdoor_corner.x != out_x) || (univ.party.outdoor_corner.y != out_y)) {
|
|
univ.party.outdoor_corner.x = out_x;
|
|
univ.party.outdoor_corner.y = out_y;
|
|
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1),univ.out.outdoors[1][1]);
|
|
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1),univ.out.outdoors[0][1]);
|
|
load_outdoors(loc(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y),univ.out.outdoors[1][0]);
|
|
load_outdoors(loc(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y),univ.out.outdoors[0][0]);
|
|
}
|
|
univ.party.i_w_c.x = (univ.party.p_loc.x > 47) ? 1 : 0;
|
|
univ.party.i_w_c.y = (univ.party.p_loc.y > 47) ? 1 : 0;
|
|
for (i = 0; i < 10; i++)
|
|
univ.party.out_c[i].exists = false;
|
|
for (i = 0; i < 96; i++)
|
|
for (j = 0; j < 96; j++)
|
|
univ.out.out_e[i][j] = 0;
|
|
build_outdoors();
|
|
}
|
|
|
|
|
|
void build_outdoors()
|
|
{
|
|
short i,j;
|
|
for (i = 0; i < 48; i++)
|
|
for (j = 0; j < 48; j++) {
|
|
univ.out[i][j] = univ.out.outdoors[0][0].terrain[i][j];
|
|
univ.out[48 + i][j] = univ.out.outdoors[1][0].terrain[i][j];
|
|
univ.out[i][48 + j] = univ.out.outdoors[0][1].terrain[i][j];
|
|
univ.out[48 + i][48 + j] = univ.out.outdoors[1][1].terrain[i][j];
|
|
}
|
|
|
|
fix_boats();
|
|
add_outdoor_maps();
|
|
// make_out_trim();
|
|
// TODO: This might be another relic of the "demo" mode
|
|
if(overall_mode != MODE_STARTUP)
|
|
erase_out_specials();
|
|
|
|
for (i = 0; i < 10; i++)
|
|
if (univ.party.out_c[i].exists == true)
|
|
if ((univ.party.out_c[i].m_loc.x < 0) || (univ.party.out_c[i].m_loc.y < 0) ||
|
|
(univ.party.out_c[i].m_loc.x > 95) || (univ.party.out_c[i].m_loc.y > 95))
|
|
univ.party.out_c[i].exists = false;
|
|
|
|
}
|
|
|
|
short onm(char x_sector,char y_sector)
|
|
{
|
|
short i;
|
|
|
|
i = y_sector * scenario.out_width + x_sector;
|
|
return i;
|
|
}
|
|
|
|
|
|
|
|
// This adds the current outdoor map info to the saved outdoor map info
|
|
void save_outdoor_maps()
|
|
{
|
|
short i,j;
|
|
|
|
for (i = 0; i < 48; i++)
|
|
for (j = 0; j < 48; j++) {
|
|
if (univ.out.out_e[i][j] > 0)
|
|
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] =
|
|
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] |
|
|
(char) (s_pow(2,i % 8));
|
|
if (univ.party.outdoor_corner.x + 1 < scenario.out_width) {
|
|
if (univ.out.out_e[i + 48][j] > 0)
|
|
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] =
|
|
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] |
|
|
(char) (s_pow(2,i % 8));
|
|
}
|
|
if (univ.party.outdoor_corner.y + 1 < scenario.out_height) {
|
|
if (univ.out.out_e[i][j + 48] > 0)
|
|
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] =
|
|
univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] |
|
|
(char) (s_pow(2,i % 8));
|
|
}
|
|
if ((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
|
|
(univ.party.outdoor_corner.x + 1 < scenario.out_width)) {
|
|
if (univ.out.out_e[i + 48][j + 48] > 0)
|
|
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] =
|
|
univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] |
|
|
(char) (s_pow(2,i % 8));
|
|
}
|
|
}
|
|
}
|
|
|
|
void add_outdoor_maps() // This takes the existing outdoor map info and supplements it
|
|
// with the saved map info
|
|
{
|
|
short i,j;
|
|
|
|
for (i = 0; i < 48; i++)
|
|
for (j = 0; j < 48; j++) {
|
|
if ((univ.out.out_e[i][j] == 0) &&
|
|
((univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y)][i / 8][j] &
|
|
(char) (s_pow(2,i % 8))) != 0))
|
|
univ.out.out_e[i][j] = 1;
|
|
if (univ.party.outdoor_corner.x + 1 < scenario.out_width) {
|
|
if ((univ.out.out_e[i + 48][j] == 0) &&
|
|
((univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y)][i / 8][j] &
|
|
(char) (s_pow(2,i % 8))) != 0))
|
|
univ.out.out_e[i + 48][j] = 1;
|
|
}
|
|
if (univ.party.outdoor_corner.y + 1 < scenario.out_height) {
|
|
if ((univ.out.out_e[i][j + 48] == 0) &&
|
|
((univ.out_maps[onm(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y + 1)][i / 8][j] &
|
|
(char) (s_pow(2,i % 8))) != 0))
|
|
univ.out.out_e[i][j + 48] = 1;
|
|
}
|
|
if ((univ.party.outdoor_corner.y + 1 < scenario.out_height) &&
|
|
(univ.party.outdoor_corner.x + 1 < scenario.out_width)) {
|
|
if ((univ.out.out_e[i + 48][j + 48] == 0) &&
|
|
((univ.out_maps[onm(univ.party.outdoor_corner.x + 1,univ.party.outdoor_corner.y + 1)][i / 8][j] &
|
|
(char) (s_pow(2,i % 8))) != 0))
|
|
univ.out.out_e[i + 48][j + 48] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void fix_boats()
|
|
{
|
|
short i;
|
|
|
|
for (i = 0; i < 30; i++)
|
|
if ((univ.party.boats[i].exists == true) && (univ.party.boats[i].which_town == 200)) {
|
|
if (univ.party.boats[i].sector.x == univ.party.outdoor_corner.x)
|
|
univ.party.boats[i].loc.x = univ.party.boats[i].loc_in_sec.x;
|
|
else if (univ.party.boats[i].sector.x == univ.party.outdoor_corner.x + 1)
|
|
univ.party.boats[i].loc.x = univ.party.boats[i].loc_in_sec.x + 48;
|
|
else univ.party.boats[i].loc.x = 500;
|
|
if (univ.party.boats[i].sector.y == univ.party.outdoor_corner.y)
|
|
univ.party.boats[i].loc.y = univ.party.boats[i].loc_in_sec.y;
|
|
else if (univ.party.boats[i].sector.y == univ.party.outdoor_corner.y + 1)
|
|
univ.party.boats[i].loc.y = univ.party.boats[i].loc_in_sec.y + 48;
|
|
else univ.party.boats[i].loc.y = 500;
|
|
}
|
|
for (i = 0; i < 30; i++)
|
|
if ((univ.party.horses[i].exists == true) && (univ.party.horses[i].which_town == 200)) {
|
|
if (univ.party.horses[i].sector.x == univ.party.outdoor_corner.x)
|
|
univ.party.horses[i].loc.x = univ.party.horses[i].loc_in_sec.x;
|
|
else if (univ.party.horses[i].sector.x == univ.party.outdoor_corner.x + 1)
|
|
univ.party.horses[i].loc.x = univ.party.horses[i].loc_in_sec.x + 48;
|
|
else univ.party.horses[i].loc.x = 500;
|
|
if (univ.party.horses[i].sector.y == univ.party.outdoor_corner.y)
|
|
univ.party.horses[i].loc.y = univ.party.horses[i].loc_in_sec.y;
|
|
else if (univ.party.horses[i].sector.y == univ.party.outdoor_corner.y + 1)
|
|
univ.party.horses[i].loc.y = univ.party.horses[i].loc_in_sec.y + 48;
|
|
else univ.party.horses[i].loc.y = 500;
|
|
}
|
|
}
|
|
|
|
|
|
//void load_outdoors(short to_create_x, short to_create_y, short targ_x, short targ_y,
|
|
// short mode,short extra,char *str)
|
|
////short to_create_x, to_create_y; // actual sector being loaded
|
|
////short targ_x, targ_y; // 0 or 1
|
|
//// mode 0 - whole out, 1 - just string number extra
|
|
//{
|
|
// short file_id;
|
|
// short i,j;
|
|
// long len;
|
|
// char file_name[256];
|
|
// short out_sec_num;
|
|
// long len_to_jump = 0,store = 0;
|
|
// OSErr error;
|
|
//
|
|
// if ((to_create_x != minmax(0,scenario.out_width - 1,to_create_x)) ||
|
|
// (to_create_y != minmax(0,scenario.out_height - 1,to_create_y))) { // not exist
|
|
// for (i = 0; i < 48; i++)
|
|
// for (j = 0; j < 48; j++)
|
|
// univ.out.outdoors[targ_x][targ_y].terrain[i][j] = 5;
|
|
// for (i = 0; i < 18; i++) {
|
|
// univ.out.outdoors[targ_x][targ_y].special_id[i] = -1;
|
|
// univ.out.outdoors[targ_x][targ_y].special_locs[i].x = 100;
|
|
// }
|
|
// return;
|
|
// }
|
|
//
|
|
// build_scen_file_name(file_name);
|
|
//
|
|
// error = HOpen(start_volume,start_dir,file_name,3,&file_id);
|
|
//
|
|
// out_sec_num = scenario.out_width * to_create_y + to_create_x;
|
|
//
|
|
// len_to_jump = sizeof(scenario_data_type);
|
|
// len_to_jump += sizeof(scen_item_data_type);
|
|
// for (i = 0; i < 300; i++)
|
|
// len_to_jump += (long) scenario.scen_str_len[i];
|
|
// store = 0;
|
|
// for (i = 0; i < out_sec_num; i++)
|
|
// for (j = 0; j < 2; j++)
|
|
// store += (long) (scenario.out_data_size[i][j]);
|
|
// len_to_jump += store;
|
|
//
|
|
// error = SetFPos (file_id, 1, len_to_jump);
|
|
// if (error != 0) {FSClose(file_id);oops_error(32);}
|
|
//
|
|
// len = sizeof(outdoor_record_type);
|
|
// if (mode == 0) {
|
|
// error = FSRead(file_id, &len, (char *) &univ.out.outdoors[targ_x][targ_y]);
|
|
// port_out(&univ.out.outdoors[targ_x][targ_y]);
|
|
// if (error != 0) {FSClose(file_id);oops_error(33);}
|
|
// }
|
|
// else error = FSRead(file_id, &len, (char *) &dummy_out);
|
|
//
|
|
// if (mode == 0) {
|
|
// for (i = 0; i < 9; i++) {
|
|
// len = (long) (univ.out.outdoors[targ_x][targ_y].strlens[i]);
|
|
// FSRead(file_id, &len, (char *) &(outdoor_text[targ_x][targ_y].out_strs[i]));
|
|
// outdoor_text[targ_x][targ_y].out_strs[i][len] = 0;
|
|
// }
|
|
// }
|
|
// if (mode == 1) {
|
|
// for (i = 0; i < 120; i++) {
|
|
// len = (long) (dummy_out.strlens[i]);
|
|
// if (i == extra) {
|
|
// FSRead(file_id, &len, (char *) str);
|
|
// str[len] = 0;
|
|
// }
|
|
// else SetFPos (file_id, 3, len);
|
|
// }
|
|
//
|
|
// }
|
|
//
|
|
// error = FSClose(file_id);
|
|
// if (error != 0) {FSClose(file_id);oops_error(33);}
|
|
//}
|
|
|
|
|
|
|
|
|
|
|
|
void start_data_dump() {
|
|
fs::path path = progDir/"Data Dump.txt";
|
|
std::ofstream fout(path.c_str());
|
|
|
|
fout << "Begin data dump:\n";
|
|
fout << " Overall mode " << overall_mode << "\n";
|
|
fout << " Outdoor loc " << univ.party.outdoor_corner.x << " " << univ.party.outdoor_corner.y;
|
|
fout << " Ploc " << univ.party.p_loc.x << " " << univ.party.p_loc.y << "\n";
|
|
if ((is_town()) || (is_combat())) {
|
|
fout << " Town num " << univ.town.num << " Town loc " << univ.town.p_loc.x << " " << univ.town.p_loc.y << " \n";
|
|
if (is_combat()) {
|
|
fout << " Combat type " << which_combat_type << " \n";
|
|
}
|
|
|
|
for (long i = 0; i < univ.town->max_monst(); i++) {
|
|
fout << " Monster " << i << " Status " << univ.town.monst[i].active;
|
|
fout << " Loc " << univ.town.monst[i].cur_loc.x << " " << univ.town.monst[i].cur_loc.y;
|
|
fout << " Number " << univ.town.monst[i].number << " Att " << univ.town.monst[i].attitude;
|
|
fout << " Tf " << univ.town.monst[i].time_flag << "\n";
|
|
}
|
|
}
|
|
}
|
|
|
|
// expecting party record to contain name of proper scenario to load
|
|
//bool load_scenario()
|
|
//{
|
|
//
|
|
// short i,file_id;
|
|
// bool file_ok = false;
|
|
// OSErr error;
|
|
// long len;
|
|
// char file_name[256];
|
|
//
|
|
// build_scen_file_name(file_name);
|
|
//
|
|
// error = HOpen(start_volume,start_dir,file_name,3,&file_id);
|
|
// if (error != 0) {
|
|
// oops_error(10000 + error);
|
|
// SysBeep(2); return false;
|
|
// }
|
|
//
|
|
// len = (long) sizeof(scenario_data_type);
|
|
// if ((error = FSRead(file_id, &len, (char *) &scenario)) != 0){
|
|
// FSClose(file_id); oops_error(29); return false;
|
|
// }
|
|
// if ((scenario.flag1 == 10) && (scenario.flag2 == 20)
|
|
// && (scenario.flag3 == 30)
|
|
// && (scenario.flag4 == 40)) {
|
|
// file_ok = true;
|
|
// cur_scen_is_mac = true;
|
|
// }
|
|
// if ((scenario.flag1 == 20) && (scenario.flag2 == 40)
|
|
// && (scenario.flag3 == 60)
|
|
// && (scenario.flag4 == 80)) {
|
|
// file_ok = true;
|
|
// cur_scen_is_mac = false;
|
|
// }
|
|
// if (file_ok == false) {
|
|
// FSClose(file_id);
|
|
// give_error("This is not a legitimate Blades of Exile scenario.","",0);
|
|
// return false;
|
|
// }
|
|
// port_scenario();
|
|
// len = sizeof(scen_item_data_type); // item data
|
|
// if ((error = FSRead(file_id, &len, (char *) &(scen_item_list))) != 0){
|
|
// FSClose(file_id); oops_error(30); return false;
|
|
// }
|
|
// port_item_list();
|
|
// for (i = 0; i < 270; i++) {
|
|
// len = (long) (scenario.scen_str_len[i]);
|
|
// FSRead(file_id, &len, (char *) &(scen_strs[i]));
|
|
// scen_strs[i][len] = 0;
|
|
// }
|
|
//
|
|
// FSClose(file_id);
|
|
// load_spec_graphics();
|
|
// set_up_ter_pics();
|
|
// return true;
|
|
//}
|
|
|
|
//void set_up_ter_pics()
|
|
//{
|
|
// short i;
|
|
//
|
|
// set_terrain_blocked();
|
|
// for (i = 0; i < 256; i++)
|
|
// terrain_pic[i] = scenario.ter_types[i].picture;
|
|
//}
|
|
//void oops_error(short error)
|
|
//{
|
|
// char error_str[256];
|
|
//
|
|
// SysBeep(50);
|
|
// SysBeep(50);
|
|
// SysBeep(50);
|
|
// sprintf((char *) error_str,"Giving the scenario editor more memory might also help. Be sure to back your scenario up often. Error number: %d.",error);
|
|
// give_error("The program encountered an error while loading/saving/creating the scenario. To prevent future problems, the program will now terminate. Trying again may solve the problem.",(char *) error_str,0);
|
|
// //ExitToShell();
|
|
//}
|
|
|
|
/*
|
|
|
|
typedef struct {
|
|
unsigned char flag1, flag2, flag3, flag4;
|
|
unsigned char ver[3],min_run_ver,prog_make_ver[3],num_towns;
|
|
unsigned char out_width,out_height,difficulty,intro_pic,default_ground;
|
|
} scen_header_type;
|
|
*/
|
|
void build_scen_headers()
|
|
{
|
|
unsigned short cur_entry = 0;
|
|
fs::path scenDir = progDir;
|
|
// scenDir.erase(scenDir.find_last_of("/"));
|
|
scenDir /= "Blades of Exile Scenarios";
|
|
printf("%s\n%s\n",progDir.c_str(),scenDir.c_str());
|
|
scen_headers.clear();
|
|
// for (i = 0; i < 25; i++)
|
|
// scen_headers[i].flag1 = 0;
|
|
// FSOpenIterator(&folderRef,0,&files);
|
|
fs::path folderRef(scenDir); // TODO: This variable is unnecessary
|
|
fs::directory_iterator iter(folderRef);
|
|
/**TESTING**/
|
|
// UniChar x[] = {0x0024, 0x0041, 0x0020, 0x0075, 0x0073, 0x0065, 0x006c, 0x0065, 0x0073, 0x0073, 0x0020, 0x0066, 0x0069, 0x006c, 0x0065};
|
|
// err = FSCreateFileUnicode (&ref, 15, x, NULL, NULL, NULL, NULL);
|
|
// if(err != noErr)printf("Error creating file.");
|
|
/**END TESTING**/
|
|
// TODO: Double-check that kFSIterateFlat is identical to the behaviour of Boost's directory_iterator
|
|
#if 0
|
|
err = FSOpenIterator(&folderRef, kFSIterateFlat, &iter);
|
|
if(err != noErr){
|
|
printf("Error opening iterator!\n");
|
|
return;
|
|
}
|
|
#endif
|
|
//myCPB.dirInfo.ioCompletion = NULL;
|
|
//myCPB.dirInfo.ioNamePtr = scen_name;
|
|
//myCPB.dirInfo.ioVRefNum = start_volume;
|
|
|
|
// HFSUniStr255 names[MAXSHEETS];
|
|
// FSSpec locations[MAXSHEETS];
|
|
// int numFound=0;
|
|
// FSGetCatalogInfoBulk (files,(ItemCount)MAXSHEETS,(ItemCount*)&numFound,NULL,kFSCatInfoNone,NULL,NULL,locations, names)
|
|
while(iter != fs::directory_iterator()) {
|
|
fs::file_status stat = iter->status();
|
|
if(stat.type() == fs::regular_file) {
|
|
load_scenario_header(iter->path());
|
|
cur_entry++;
|
|
}
|
|
}
|
|
if (scen_headers.size() == 0) { // no scens present
|
|
// TODO: Should something be done here?
|
|
}
|
|
}
|
|
|
|
// This is only called at startup, when bringing headers of active scenarios.
|
|
// This wipes out the scenario record, so be sure not to call it while in an active scenario.
|
|
bool load_scenario_header(fs::path file/*,short header_entry*/){
|
|
bool file_ok = false;
|
|
long len;
|
|
bool mac_header = true;
|
|
|
|
// TODO: Rewrite using ifstream, or maybe ifstream_buf
|
|
FILE* file_id = fopen(file.c_str(), "rb");
|
|
if (file_id == NULL) {
|
|
return false;
|
|
}
|
|
scen_header_type curScen;
|
|
len = (long) sizeof(scen_header_type);
|
|
if (fread(&curScen, len, 1, file_id) < 1){
|
|
fclose(file_id); return false;
|
|
}
|
|
if ((curScen.flag1 == 10) && (curScen.flag2 == 20)
|
|
&& (curScen.flag3 == 30)
|
|
&& (curScen.flag4 == 40)) {
|
|
file_ok = true;
|
|
mac_header = true;
|
|
} else
|
|
if ((curScen.flag1 == 20) && (curScen.flag2 == 40)
|
|
&& (curScen.flag3 == 60)
|
|
&& (curScen.flag4 == 80)) {
|
|
file_ok = true;
|
|
mac_header = false;
|
|
}
|
|
if (file_ok == false) {
|
|
//scen_headers[header_entry].flag1 = 0;
|
|
//scen_headers.pop_back();
|
|
fclose(file_id);
|
|
return false;
|
|
}
|
|
|
|
// So file is OK, so load in string data and close it.
|
|
// SetFPos(file_id,1,0);
|
|
// len = 41942;//(long) sizeof(scenario_data_type);
|
|
// error = FSRead(file_id, &len, (char *) &scenario);
|
|
// if (error != 0){
|
|
// FSClose(file_id);
|
|
// oops_error(29);
|
|
// return false;
|
|
// }
|
|
// store = scenario.rating;
|
|
// if (mac_header == false)
|
|
// flip_short(&store);
|
|
// curScen.default_ground = store;
|
|
//
|
|
// len = 39200;//sizeof(scen_item_data_type);
|
|
// if (SetFPos(file_id,3,len) != 0){
|
|
// FSClose(file_id);
|
|
// return false;
|
|
// }
|
|
|
|
fclose(file_id);
|
|
load_scenario(file);
|
|
|
|
scen_header_str_type scen_strs;
|
|
scen_strs.name = scenario.scen_name;
|
|
scen_strs.who1 = scenario.who_wrote[0];
|
|
scen_strs.who2 = scenario.who_wrote[1];
|
|
std::string curScenarioName(file.filename().string());
|
|
scen_strs.file = curScenarioName;
|
|
|
|
if(scen_strs.file == "valleydy.exs" ||
|
|
scen_strs.file == "stealth.exs" ||
|
|
scen_strs.file == "zakhazi.exs"/* ||
|
|
scen_strs.file == "busywork.exs" */)
|
|
return false;
|
|
|
|
scen_headers.push_back(curScen,scen_strs);
|
|
// for (i = 0; i < 3; i++) {
|
|
// store = (short) scenario.scen_str_len[i];
|
|
// len = (long) (store);
|
|
// FSRead(file_id, &len, (char *) load_str);
|
|
// load_str[len] = 0;
|
|
// if (i == 0)
|
|
// load_str[29] = 0;
|
|
// else load_str[59] = 0;
|
|
// scen_strs[i] = (char*)load_str;
|
|
// }
|
|
|
|
//FSClose(file_id);
|
|
|
|
return true;
|
|
}
|
|
|
|
//extern GWorldPtr spec_scen_g;
|
|
//void load_spec_graphics()
|
|
//{
|
|
// short i,file_num;
|
|
// char file_name[256];
|
|
//
|
|
// if (spec_scen_g != NULL) {
|
|
// DisposeGWorld(spec_scen_g);
|
|
// spec_scen_g = NULL;
|
|
// }
|
|
// build_scen_file_name(file_name);
|
|
// for (i = 0; i < 250; i++) {
|
|
// if (file_name[i] == '.') {
|
|
// file_name[i + 1] = 'm';
|
|
// file_name[i + 2] = 'e';
|
|
// file_name[i + 3] = 'g';
|
|
// i = 250;
|
|
// }
|
|
// }
|
|
// file_num = HOpenResFile(start_volume,start_dir,file_name,1);
|
|
// if (file_num < 0)
|
|
// {
|
|
// for (i = 0; i < 250; i++) {
|
|
// if (file_name[i] == '.') {
|
|
// file_name[i + 1] = 'b';
|
|
// file_name[i + 2] = 'm';
|
|
// file_name[i + 3] = 'p';
|
|
// i = 250;
|
|
// }
|
|
// }
|
|
// spec_scen_g = load_bmp_from_file(file_name);
|
|
// return;
|
|
// }
|
|
// spec_scen_g = load_pict(1);
|
|
// CloseResFile(file_num);
|
|
//}
|
|
|
|
|
|
//short init_data(short flag)
|
|
//{
|
|
// long k = 0;
|
|
//
|
|
// k = (long) flag;
|
|
// k = k * k;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k + 51;
|
|
// jl = jl * 2 + 1234 + k;
|
|
//k = k % 3000;
|
|
// jl = jl * 54;
|
|
// jl = jl * 2 + 1234 + k;
|
|
// k = k * 82;
|
|
// k = k % 10000;
|
|
// k = k + 10000;
|
|
//
|
|
// return (short) k;
|
|
//}
|
|
//
|
|
//short town_s(short flag)
|
|
//{
|
|
// long k = 0;
|
|
//
|
|
// k = (long) flag;
|
|
// k = k * k * k;
|
|
// jl = jl * 54;
|
|
// jl = jl * 2 + 1234 + k;
|
|
// k = k + 51;
|
|
// k = k % 3000;
|
|
// jl = jl * 2 + 1234 + k;
|
|
// k = k * scenario.num_towns;
|
|
// k = k % 10000;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k + 10000;
|
|
//
|
|
// return (short) k;
|
|
//}
|
|
//
|
|
//short out_s(short flag)
|
|
//{
|
|
// long k = 0;
|
|
//
|
|
// k = (long) flag;
|
|
// k = k * k * k;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k + scenario.out_data_size[0][1];
|
|
// k = k % 3000;
|
|
// k = k * 4;
|
|
// jl = jl * 2 + 1234 + k;
|
|
// jl = jl * 54;
|
|
// jl = jl * 2 + 1234 + k;
|
|
// k = k % 10000;
|
|
// k = k + 4;
|
|
//
|
|
// return (short) k;
|
|
//}
|
|
//
|
|
//short str_size_1(short flag)
|
|
//{
|
|
// long k = 0;
|
|
//
|
|
// k = (long) flag;
|
|
// k = k * k;
|
|
// jl = jl * 2 + 1234 + k;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k + scenario.scen_str_len[0] + scenario.scen_str_len[1] + scenario.scen_str_len[2];
|
|
// jl = jl * 2 + 1234 + k;
|
|
// k = k % 3000;
|
|
// jl = jl * 54;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k * 4;
|
|
// k = k % 5000;
|
|
// k = k - 9099;
|
|
//
|
|
// return (short) k;
|
|
//}
|
|
//
|
|
//short str_size_2(short flag)
|
|
//{
|
|
// long k = 0;
|
|
//
|
|
// k = (long) flag;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k * k * k * k;
|
|
// jl = jl * 54;
|
|
// k = k + 80;
|
|
// k = k % 3000;
|
|
// jl = jl * 2 + 1234 + k;
|
|
// k = k * scenario.out_width * scenario.out_height;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k % 3124;
|
|
// k = k - 5426;
|
|
//
|
|
// return (short) k;
|
|
//}
|
|
//
|
|
//short str_size_3(short flag)
|
|
//{
|
|
// long k = 0;
|
|
//
|
|
// k = (long) flag;
|
|
// k = k * (scenario.town_data_size[0][0] + scenario.town_data_size[0][1] + scenario.town_data_size[0][2] + scenario.town_data_size[0][3]);
|
|
// k = k + 80;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k % 3000;
|
|
// jl = jl * 2 + 1234 + k;
|
|
// k = k * 45;
|
|
// jl = jl * 54;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k % 887;
|
|
// k = k + 9452;
|
|
//
|
|
// return (short) k;
|
|
//}
|
|
//
|
|
//short get_buf_ptr(short flag)
|
|
//{
|
|
// long k = 0;
|
|
//
|
|
// k = (long) flag;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k * (scenario.out_width + scenario.out_width + scenario.out_height + scenario.town_data_size[0][3]);
|
|
// k = k + 80;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k % 2443;
|
|
// jl = jl * 54;
|
|
// k = k * 322;
|
|
// jl = jl * 2 + 1234 + k;
|
|
// k = k % 2542;
|
|
// jl = jl * jl + 84 + k;
|
|
// k = k + 234;
|
|
//
|
|
// return (short) k;
|
|
//}
|
|
//
|
|
//bool check_p (short pword)
|
|
//{
|
|
// if (scenario.flag_b != town_s(pword))
|
|
// return false;
|
|
// if (scenario.flag_c != out_s(pword))
|
|
// return false;
|
|
// if (scenario.flag_e != str_size_1(pword))
|
|
// return false;
|
|
// if (scenario.flag_f != str_size_2(pword))
|
|
// return false;
|
|
// if (scenario.flag_h != str_size_3(pword))
|
|
// return false;
|
|
// if (scenario.flag_d != init_data(pword))
|
|
// return false;
|
|
//
|
|
// return true;
|
|
//}
|
|
|
|
//void port_talk_nodes()
|
|
//{
|
|
// short i;
|
|
//
|
|
// if (cur_scen_is_mac != mac_is_intel)
|
|
// return;
|
|
// for (i = 0; i < 60; i++) {
|
|
// flip_short(&talking.talk_nodes[i].personality);
|
|
// flip_short(&talking.talk_nodes[i].type);
|
|
// flip_short(&talking.talk_nodes[i].extras[0]);
|
|
// flip_short(&talking.talk_nodes[i].extras[1]);
|
|
// flip_short(&talking.talk_nodes[i].extras[2]);
|
|
// flip_short(&talking.talk_nodes[i].extras[3]);
|
|
// }
|
|
//}
|
|
//
|
|
//void port_town()
|
|
//{
|
|
// short i;
|
|
//
|
|
// if (cur_scen_is_mac != mac_is_intel)
|
|
// return;
|
|
// flip_short(&univ.town.town.town_chop_time);
|
|
// flip_short(&univ.town.town.town_chop_key);
|
|
// flip_short(&univ.town.town.lighting);
|
|
// for (i =0 ; i < 4; i++)
|
|
// flip_short(&univ.town.town.exit_specs[i]);
|
|
// flip_rect(&univ.town.town.in_town_rect);
|
|
// for (i =0 ; i < 64; i++) {
|
|
// flip_short(&univ.town.town.preset_items[i].item_code);
|
|
// flip_short(&univ.town.town.preset_items[i].ability);
|
|
// }
|
|
// for (i =0 ; i < 50; i++) {
|
|
// flip_short(&univ.town.town.preset_fields[i].field_type);
|
|
// }
|
|
// flip_short(&univ.town.town.max_num_monst);
|
|
// flip_short(&univ.town.town.spec_on_entry);
|
|
// flip_short(&univ.town.town.spec_on_entry_if_dead);
|
|
// for (i =0 ; i < 8; i++)
|
|
// flip_short(&univ.town.town.timer_spec_times[i]);
|
|
// for (i =0 ; i < 8; i++)
|
|
// flip_short(&univ.town.town.timer_specs[i]);
|
|
// flip_short(&univ.town.town.difficulty);
|
|
// for (i =0 ; i < 100; i++)
|
|
// flip_spec_node(&univ.town.town.specials[i]);
|
|
//
|
|
//}
|
|
//
|
|
//void port_t_d()
|
|
//{
|
|
// short i;
|
|
// if (cur_scen_is_mac != mac_is_intel)
|
|
// return;
|
|
//
|
|
// for (i =0 ; i < 16; i++)
|
|
// flip_rect(&t_d.room_rect[i]);
|
|
// for (i =0 ; i < 60; i++) {
|
|
// flip_short(&t_d.creatures[i].spec1);
|
|
// flip_short(&t_d.creatures[i].spec2);
|
|
// flip_short(&t_d.creatures[i].monster_time);
|
|
// flip_short(&t_d.creatures[i].personality);
|
|
// flip_short(&t_d.creatures[i].special_on_kill);
|
|
// flip_short(&t_d.creatures[i].facial_pic);
|
|
//
|
|
// }
|
|
//}
|
|
//
|
|
//void port_scenario()
|
|
//{
|
|
// short i,j;
|
|
//
|
|
// if (cur_scen_is_mac != mac_is_intel)
|
|
// return;
|
|
// flip_short(&scenario.flag_a);
|
|
// flip_short(&scenario.flag_b);
|
|
// flip_short(&scenario.flag_c);
|
|
// flip_short(&scenario.flag_d);
|
|
// flip_short(&scenario.flag_e);
|
|
// flip_short(&scenario.flag_f);
|
|
// flip_short(&scenario.flag_g);
|
|
// flip_short(&scenario.flag_h);
|
|
// flip_short(&scenario.flag_i);
|
|
// flip_short(&scenario.intro_mess_pic);
|
|
// flip_short(&scenario.intro_mess_len);
|
|
// flip_short(&scenario.which_town_start);
|
|
// for (i = 0; i < 200; i++)
|
|
// for (j = 0; j < 5; j++)
|
|
// flip_short(&scenario.town_data_size[i][j]);
|
|
// for (i = 0; i < 10; i++)
|
|
// flip_short(&scenario.town_to_add_to[i]);
|
|
// for (i = 0; i < 10; i++)
|
|
// for (j = 0; j < 2; j++)
|
|
// flip_short(&scenario.flag_to_add_to_town[i][j]);
|
|
// for (i = 0; i < 100; i++)
|
|
// for (j = 0; j < 2; j++)
|
|
// flip_short(&scenario.out_data_size[i][j]);
|
|
// for (i = 0; i < 3; i++)
|
|
// flip_rect(&scenario.store_item_rects[i]);
|
|
// for (i = 0; i < 3; i++)
|
|
// flip_short(&scenario.store_item_towns[i]);
|
|
// for (i = 0; i < 50; i++)
|
|
// flip_short(&scenario.special_items[i]);
|
|
// for (i = 0; i < 50; i++)
|
|
// flip_short(&scenario.special_item_special[i]);
|
|
// flip_short(&scenario.rating);
|
|
// flip_short(&scenario.uses_custom_graphics);
|
|
// for (i = 0; i < 256; i++) {
|
|
// flip_short(&scenario.scen_monsters[i].health);
|
|
// flip_short(&scenario.scen_monsters[i].m_health);
|
|
// flip_short(&scenario.scen_monsters[i].max_mp);
|
|
// flip_short(&scenario.scen_monsters[i].mp);
|
|
// flip_short(&scenario.scen_monsters[i].a[1]);
|
|
// flip_short(&scenario.scen_monsters[i].a[0]);
|
|
// flip_short(&scenario.scen_monsters[i].a[2]);
|
|
// flip_short(&scenario.scen_monsters[i].morale);
|
|
// flip_short(&scenario.scen_monsters[i].m_morale);
|
|
// flip_short(&scenario.scen_monsters[i].corpse_item);
|
|
// flip_short(&scenario.scen_monsters[i].corpse_item_chance);
|
|
// flip_short(&scenario.scen_monsters[i].picture_num);
|
|
// }
|
|
//
|
|
// for (i = 0; i < 256; i++) {
|
|
// flip_short(&scenario.ter_types[i].picture);
|
|
// }
|
|
// for (i = 0; i < 30; i++) {
|
|
// flip_short(&scenario.boats[i].which_town);
|
|
// }
|
|
// for (i = 0; i < 30; i++) {
|
|
// flip_short(&scenario.horses[i].which_town);
|
|
// }
|
|
// for (i = 0; i < 20; i++)
|
|
// flip_short(&scenario.scenario_timer_times[i]);
|
|
// for (i = 0; i < 20; i++)
|
|
// flip_short(&scenario.scenario_timer_specs[i]);
|
|
// for (i = 0; i < 256; i++) {
|
|
// flip_spec_node(&scenario.scen_specials[i]);
|
|
// }
|
|
// for (i = 0; i < 10; i++) {
|
|
// flip_short(&scenario.storage_shortcuts[i].ter_type);
|
|
// flip_short(&scenario.storage_shortcuts[i].property);
|
|
// for (j = 0; j < 10; j++) {
|
|
// flip_short(&scenario.storage_shortcuts[i].item_num[j]);
|
|
// flip_short(&scenario.storage_shortcuts[i].item_odds[j]);
|
|
// }
|
|
// }
|
|
// flip_short(&scenario.last_town_edited);
|
|
//}
|
|
//
|
|
//
|
|
//void port_item_list()
|
|
//{
|
|
// short i;
|
|
//
|
|
// if (cur_scen_is_mac != mac_is_intel)
|
|
// return;
|
|
//
|
|
// for (i = 0; i < 400; i++) {
|
|
// flip_short(&(scenario.scen_items[i].variety));
|
|
// flip_short(&(scenario.scen_items[i].item_level));
|
|
// flip_short(&(scenario.scen_items[i].value));
|
|
// }
|
|
//}
|
|
//
|
|
//void port_out(outdoor_record_type *out)
|
|
//{
|
|
// short i;
|
|
//
|
|
// if (cur_scen_is_mac != mac_is_intel)
|
|
// return;
|
|
//
|
|
// for (i = 0; i < 4; i++) {
|
|
// flip_short(&(out->wandering[i].spec_on_meet));
|
|
// flip_short(&(out->wandering[i].spec_on_win));
|
|
// flip_short(&(out->wandering[i].spec_on_flee));
|
|
// flip_short(&(out->wandering[i].cant_flee));
|
|
// flip_short(&(out->wandering[i].end_spec1));
|
|
// flip_short(&(out->wandering[i].end_spec2));
|
|
// flip_short(&(out->special_enc[i].spec_on_meet));
|
|
// flip_short(&(out->special_enc[i].spec_on_win));
|
|
// flip_short(&(out->special_enc[i].spec_on_flee));
|
|
// flip_short(&(out->special_enc[i].cant_flee));
|
|
// flip_short(&(out->special_enc[i].end_spec1));
|
|
// flip_short(&(out->special_enc[i].end_spec2));
|
|
// }
|
|
// for (i = 0; i < 8; i++)
|
|
// flip_rect(&(out->info_rect[i]));
|
|
// for (i = 0; i < 60; i++)
|
|
// flip_spec_node(&(out->specials[i]));
|
|
//}
|
|
//
|
|
//void flip_spec_node(cSpecial *spec)
|
|
//{
|
|
// flip_short(&(spec->type));
|
|
// flip_short(&(spec->sd1));
|
|
// flip_short(&(spec->sd2));
|
|
// flip_short(&(spec->pic));
|
|
// flip_short(&(spec->m1));
|
|
// flip_short(&(spec->m2));
|
|
// flip_short(&(spec->ex1a));
|
|
// flip_short(&(spec->ex1b));
|
|
// flip_short(&(spec->ex2a));
|
|
// flip_short(&(spec->ex2b));
|
|
// flip_short(&(spec->jumpto));
|
|
//}
|
|
//
|
|
//void flip_short(short *s)
|
|
//{
|
|
// char store,*s1, *s2;
|
|
//
|
|
// s1 = (char *) s;
|
|
// s2 = s1 + 1;
|
|
// store = *s1;
|
|
// *s1 = *s2;
|
|
// *s2 = store;
|
|
//
|
|
//}
|
|
//
|
|
//void flip_long(long *s)
|
|
//{
|
|
// char store,*s1, *s2, *s3, *s4;
|
|
//
|
|
// s1 = (char *) s;
|
|
// s2 = s1 + 1;
|
|
// s3 = s1 + 2;
|
|
// s4 = s1 + 3;
|
|
// store = *s1;
|
|
// *s1 = *s4;
|
|
// *s4 = store;
|
|
// store = *s2;
|
|
// *s2 = *s3;
|
|
// *s3 = store;
|
|
//
|
|
//}
|
|
//void alter_rect(RECT *r)
|
|
//{
|
|
// short a;
|
|
//
|
|
// a = r->top;
|
|
// r->top = r->left;
|
|
// r->left = a;
|
|
// a = r->bottom;
|
|
// r->bottom = r->right;
|
|
// r->right = a;
|
|
//}
|
|
//
|
|
//void flip_rect(RECT *s)
|
|
//{
|
|
// flip_short(&(s->top));
|
|
// flip_short(&(s->bottom));
|
|
// flip_short(&(s->left));
|
|
// flip_short(&(s->right));
|
|
// alter_rect(s);
|
|
//}
|