(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
1637 lines
47 KiB
C++
1637 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 in_startup_mode,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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sf::Texture* spec_scen_g = NULL;
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std::ofstream flog("bladeslog.txt");
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void init_directories()
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{
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short error;
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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 (!in_startup_mode) {
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reload_startup();
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in_startup_mode = true;
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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 = univ.town.num;
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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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create_clip_region();
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redraw_screen();
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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_startup_mode = 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;
|
|
//
|
|
// case 1:
|
|
// len = sizeof(ave_tr_type);
|
|
// if (mode == 0) {
|
|
// FSRead(file_id, &len, (char *) &ave_t);
|
|
// for (i = 0; i < 48; i++)
|
|
// for (j = 0; j < 48; j++) {
|
|
// t_d.terrain[i][j] = ave_t.terrain[i][j];
|
|
// t_d.lighting[i / 8][j] = ave_t.lighting[i / 8][j];
|
|
// }
|
|
// //print_nums(5555,5555,5555);
|
|
// //for (i = 0; i < 8; i++)
|
|
// // for (j = 0; j < 48; j++)
|
|
// // if (t_d.lighting[i][j] != 0) {
|
|
// // print_nums(i,j,t_d.lighting[i][j]);
|
|
// // }
|
|
//
|
|
// for (i = 0; i < 16; i++) {
|
|
// t_d.room_rect[i] = ave_t.room_rect[i];
|
|
// }
|
|
// for (i = 0; i < 40; i++) {
|
|
// t_d.creatures[i] = ave_t.creatures[i];
|
|
// }
|
|
// for (i = 40; i < 60; i++) {
|
|
// t_d.creatures[i].number = 0;
|
|
// }
|
|
// port_t_d();
|
|
// }
|
|
// else error = SetFPos (file_id, 3, len);
|
|
//
|
|
// break;
|
|
//
|
|
// case 2:
|
|
// len = sizeof(tiny_tr_type);
|
|
// if (mode == 0) {
|
|
// FSRead(file_id,&len , (char *) &tiny_t);
|
|
// for (i = 0; i < 32; i++)
|
|
// for (j = 0; j < 32; j++) {
|
|
// t_d.terrain[i][j] = tiny_t.terrain[i][j];
|
|
// t_d.lighting[i / 8][j] = tiny_t.lighting[i / 8][j];
|
|
// }
|
|
// for (i = 0; i < 16; i++) {
|
|
// t_d.room_rect[i] = tiny_t.room_rect[i];
|
|
// }
|
|
// for (i = 0; i < 30; i++) {
|
|
// t_d.creatures[i] = tiny_t.creatures[i];
|
|
// }
|
|
// for (i = 30; i < 60; i++) {
|
|
// t_d.creatures[i].number = 0;
|
|
// }
|
|
// port_t_d();
|
|
// }
|
|
// else error = SetFPos (file_id, 3, len);
|
|
// break;
|
|
// }
|
|
//
|
|
// for (i = 0; i < 140; i++) {
|
|
// len = (mode == 0) ? (long) (univ.town.town.strlens[i]) : (long) (dummy_town.strlens[i]);
|
|
// switch (mode) {
|
|
// case 0:
|
|
// FSRead(file_id, &len, (char *) &(town_strs[i]));
|
|
// 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 = univ.town.town_num;
|
|
// }
|
|
}
|
|
|
|
|
|
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();
|
|
if (in_startup_mode == false)
|
|
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()
|
|
{
|
|
short index = 1;
|
|
unsigned short cur_entry = 0;
|
|
OSErr err;
|
|
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
|
|
// TODO: What on earth is the ItemCount type?
|
|
ItemCount numScens = 0;
|
|
|
|
//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;
|
|
OSErr error;
|
|
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);
|
|
//}
|