Files
oboe/osx/classes/party.h
Celtic Minstrel c413d292a9 Tear out most of the legacy code in the game - see below for details
(PC Editor and Scenario Editor are unaffected by this commit.)

Things removed:
- All references to Carbon and QuickDraw are gone.
- No more Resource Manager; the game no longer relies on old resource files at all
- The old dialog framework (from dlogtool.c, functions usually prefixed with cd_) is no longer used.
- Files that weren't being compiled
- Boost libraries that are now in the C++ library (function, shared_ptr)
- Obsolete build settings

Replacement dependencies:
- Boost Filesystem replaces references to things like FSSpec
- SFML replaces all the QuickDraw code and most window management
- Cocoa replaces AppleEvent management, menu management, and some window management
- I wrote a resource manager interface to mimick the important aspects of the behaviour of the Mac Resource Manager
- I had to rewrite some functions that QuickDraw provided natively, such as clipping regions; not all of these are tested

Things added:
- Every referenced dialog has been converted from a DITL resource into the new XML-based dialog format.
- All referenced STR# resources have been extracted into simple text files
- Now compiles against Mac OSX 10.7 SDK and libc++
- The first item in the Help menu opens the docs on Sylae's website
- It seems all the constants for soundtool vanished somewhere, so I added them back from the original Mac source

Other changes:
- Updated to XCode 4(?) project format
- Added the xcschemes created by XCode 4; I'm not sure how important these are, but they seem like they might be important
- Added document on converting dialogs to the XML format.
- Make string formatting mismatches into errors instead of warnings
- Disable error limit
- Graphics sheets that previously used masking now have alpha transparency
- Converted all graphics sheets to 8-bit PNG
- Trimmed white border from intro image
- Converted dialogs in the resource file have their resource name set to the name of the XML file of the converted version
- Referenced string resources in the resource file have their resource name set to the name of the text file of the extracted version
- Add the black-and-white patterns from the PAT resources to the pixpats.png; at least one of them is used somewhere in the game
- Recreated the menu.xib as a Cocoa xib file instead of a Carbon xib file
- Disable GNU C++ extensions; maybe this'll make it easier to compile with cl.exe later
- Add marks to the enormous handle_action function to make it easier to navigate\
- A build step to validate the XML dialogs using xmllint (doesn't quite work properly yet but does at least catch dialogs that are not well-formed)- Fix a lot of warnings about assigning string constants to non-const char pointers
- Fixed the file and application icons (which had somehow become corrupted at some point)
- Lots of additional functions in the custom location and rectangle classes, including implicit conversion to and from SFML rects and vectors; also they now store coordinates as int instead of char
- A new enum for encounter note types
- Much tweaking of the encounter note recording mechanisms
- To ease porting, I added a simple function that converts from classic Mac ticks (about 1/60 of a second) to the SFML time type
- Python script to convert STR# resources to txt files, replacing newlines with vertical bars
- Extracted the Mac font (Dungeon Bold) from the resource file and also added the Windows font (MaidenWord)

XML Dialog Framework changes:
- Remove the static initialization object in favour of manually calling cDialog::init()
- {set,get}Format() no longer used for colour; there's a dedicated {set,get}Colour() instead
- draw() methods unprotected in the control classes so that controls can be drawn in the main window
- There's no longer a friend relationship between the dialogs and the controls
- Fixed buttons duplicating the "depressed" boolean
- Buttons now properly offset the label for tiny and push buttons, and for LEDs
- Buttons no longer assume that either none or both of "width" and "height" are given in the XML
- Add {get,set}BtnType() to cButton
- cLedGroup now overrides handleClick(), which has also been made virtual; this was necessary for LEDs within a group to properly hilite while being clicked
- Add addChoice() to cLedGroup to insert additional LED choices
- Moved the key enums and cKey to a separate file
- Add a method to get a control's attached key
- Add methods to get and set a control's rect and position
- Controls can now directly take a window as a parent rather than a dialog
- Add addLabelFor() method to cDialog which adds a static text control as a label for another control
- Remove hack for storing a dialog result of arbitrary type in favour of boost::any
- Add method to get default text colour for a dialog
- Add method to get a dialog's rect
- Add method to add the same event handler to multiple controls in a dialog
- Add concept of default button to dialogs
- Add enum for text field type (currently either number or text)
- Implement the text field without use of native controls, including somewhat decent text input and a flashing insertion point
- cPict no longer stores references to every sheet; it fetches them as needed from the resource manager
- The many draw functions in cPict are no longer static, since they need to access the window containing the pict (before they could only be static due to QuickDraw's global state)
- Add setPict() without a type argument to change the graphic without changing the type, which is a common operation
- Add a scrollbar control; the specifics aren't implemented yet
- Change signature of the record callback for cStrDlog; it will no longer be passed the strings
- Publicize the no-button constructor of cChoiceDlog; it'll assume "okay" is the only button
- Add operator-> to cPictChoice for accessing the underlying dialog
- Add constructor to cPictChoice that takes a starting and ending pic num
- Remove err parameter from giveError
- Many more keys handled, plus support for catching copy, paste, cut, and select all keyboard shortcuts
- Text input fields take priority, overriding any other keyboard shortcuts in the dialog, but they never catch help (F1), escape, or enter
- Some changes to the format itself:
-> keys go in the "def-key" attribute, but modifiers go in "key-mod"
-> "clickable" is no longer a recognized attribute
-> "title" is now a recognized text size (18pt, even larger than "large" at 12pt)
-> "defbtn" attribute on the root element
2014-04-14 13:52:01 -04:00

153 lines
5.0 KiB
C++

/*
* party.h
* BoE
*
* Created by Celtic Minstrel on 24/04/09.
*
*/
#ifndef PARTY_H
#define PARTY_H
#include <string>
#include <vector>
#include <map>
#include <set>
#include "vehicle.h"
#include "creatlist.h"
#include "item.h"
#include "pc.h"
#include "outdoors.h"
#include "monster.h"
namespace legacy {
struct party_record_type;
struct big_tr_type;
struct stored_items_list_type;
struct talk_save_type;
struct creature_list_type;
struct pc_record_type;
struct setup_save_type;
};
class cParty {
public:
class cConvers { // conversation; formerly talk_save_type
public:
short personality;
short town_num;
short str_num1, str_num2;
std::string who_said, in_town, the_str1, the_str2, in_scen; // the actual strings; not always saved, like maps
cConvers& operator = (legacy::talk_save_type old);
};
class cJournal {
public:
unsigned short str_num;
unsigned short day;
std::string the_str, in_scen; // the actual strings; not always saved, like maps
};
class cEncNote {
public:
eEncNoteType type;
unsigned short str_num, where;
std::string the_str1, the_str2, in_scen; // the actual strings; not always saved, like maps
};
class cTimer {
public:
short time;
short global_or_town;
short node_to_call;
};
// formerly party_record_type
unsigned long age;
unsigned short gold;
unsigned short food;
unsigned char stuff_done[310][50];
unsigned char item_taken[200][8];
short light_level;
location outdoor_corner;
location i_w_c;
location p_loc;
location loc_in_sec;
cVehicle boats[30];
cVehicle horses[30];
cPopulation creature_save[4];
short in_boat;
short in_horse;
cOutdoors::cCreature out_c[10];
cItemRec magic_store_items[5][10];
short imprisoned_monst[4]; // Soul Crystal?
char m_noted[256]; // has the monster been scried?
char m_seen[256]; // has the monster ever been seen? (this used to have the above meaning)
std::vector<cJournal> journal;
std::vector<cEncNote> special_notes;
std::vector<cConvers> talk_save;
short direction;
short at_which_save_slot;
char alchemy[20];
bool can_find_town[200];
short key_times[100];
std::vector<cTimer> party_event_timers;
//short global_or_town[30];
//short node_to_call[30];
char spec_items[50];
char help_received[120];
short m_killed[200]; // monsters killed per town, I think
long long total_m_killed, total_dam_done, total_xp_gained, total_dam_taken;
std::string scen_name;
private:
cPlayer adven[6];
public:
unsigned short setup[4][64][64]; // formerly setup_save_type
cItemRec stored_items[3][115]; // formerly stored_items_list_type
//string graphicsFile; // the name of the png file holding this party's custom item, pc, and summonable monster graphics
cMonster summons; // an array of monsters which can be summoned by the parties items yet don't originate from this scenario
bool graphicUsed[250]; // whether each custom graphics slot on the party's sheet is actually used; needed to place new custom graphics on the sheet.
unsigned short scen_won, scen_played; // numbers of scenarios won and played respectively by this party
std::map<std::string,std::vector<signed short> > campaign_flags;
std::map<short,std::pair<unsigned short,unsigned char> > pointers;
void set_ptr(short p, unsigned short sdfx, unsigned short sdfy);
void force_ptr(short p, unsigned short sdfx, unsigned short sdfy);
unsigned char get_ptr(short p);
cParty& operator = (legacy::party_record_type& old);
void append(legacy::big_tr_type& old);
void append(legacy::stored_items_list_type& old,short which_list);
void append(legacy::setup_save_type& old);
void add_pc(legacy::pc_record_type old);
void add_pc(cPlayer new_pc);
void void_pcs();
bool has_talk_save(short who, short where, short str1, short str2);
bool save_talk(short who, unsigned char where, short str1, short str2);
bool add_to_journal(short event, short day);
bool record(eEncNoteType type, short what, short where);
bool start_timer(short time, short node, short type);
cPlayer& operator[](unsigned short n);
void writeTo(std::ostream& file);
void readFrom(std::istream& file);
std::string start_split(short a, short b, snd_num_t noise, short who);
std::string end_split(snd_num_t noise);
bool is_split();
bool pc_present(short n);
short pc_present(); // If only one pc is present, returns the number of that pc. Otherwise returns 6.
location left_at(); // The location that the left-behind character in a split were left at.
size_t left_in(); // The town they were left in.
typedef std::vector<cEncNote>::iterator encIter;
typedef std::vector<cJournal>::iterator journalIter;
typedef std::vector<cConvers>::iterator talkIter;
typedef std::vector<cTimer>::iterator timerIter;
typedef std::map<std::string,std::vector<signed short> >::iterator campIter;
typedef std::map<short,std::pair<unsigned short,unsigned char> >::iterator ptrIter;
};
bool operator==(const cParty::cConvers& one, const cParty::cConvers& two);
bool operator==(const cParty::cJournal& one, const cParty::cJournal& two);
bool operator==(const cParty::cEncNote& one, const cParty::cEncNote& two);
#endif