Files
oboe/Win32/Blades of Exile/TEXT.CPP
2009-05-24 23:32:16 +00:00

1538 lines
50 KiB
C++

#define LINES_IN_TEXT_WIN 11
#define TEXT_BUF_LEN 70
#include "global.h"
#include "stdio.h"
#include "text.h"
#include "string.h"
#include "locutils.h"
#include "fields.h"
#include "exlsound.h"
#include "graphutl.h"
#include "globvar.h"
typedef struct {
char line[50];
} buf_line;
buf_line text_buffer[TEXT_BUF_LEN];
void InsetRect(RECT *rect,short x, short y);
short text_pc_has_abil_equip(short pc_num, short abil)
{
short i = 0;
while (((adven[pc_num].items[i].variety == 0) || (adven[pc_num].items[i].ability != abil)
|| (adven[pc_num].equip[i] == FALSE)) && (i < 24))
i++;
return i;
}
// Draws the pc area in upper right
void put_pc_screen()
{
char to_draw[256];
short i = 0,j;
RECT erase_rect = {2,17,270,99},to_draw_rect,from_rect;
RECT final_from_draw_rect = {0,0,271,116},final_to_draw_rect = {0,0,271,116};
RECT small_erase_rects[3] = {{34,101,76,114},{106,101,147,114},{174,101,201,114}};
RECT info_from = {1,0,13,12}; /**/
HDC hdc;
COLORREF colors[6] = {RGB(0,0,0),RGB(255,0,0),RGB(128,0,0),RGB(0,160,0),RGB(0,0,255),RGB(255,255,255)};
HBITMAP store_bmp;
Boolean right_buttons_same = TRUE;
for (i = 0; i < 6; i++)
if (((adven[i].main_status != MAIN_STATUS_ABSENT) && (pc_button_state[i] != 1)) ||
((adven[i].main_status == MAIN_STATUS_ABSENT) && (pc_button_state[i] != 0)))
right_buttons_same = FALSE;
// First refresh gworld with the pc info
//rect_draw_some_item (orig_pc_info_screen_gworld, erase_rect, pc_info_screen_gworld, erase_rect, 0, 0);
// First clean up gworld with pretty patterns
// Will rewrite later
erase_rect.right -= 13;
from_rect = erase_rect;
OffsetRect(&from_rect,-1 * from_rect.left,-1 * from_rect.top);
rect_draw_some_item(status_pattern_gworld,from_rect,
pc_stats_gworld,(RECT16)erase_rect,0,0);
erase_rect.left = erase_rect.right;
erase_rect.right += 13;
from_rect = erase_rect;
OffsetRect(&from_rect,-1 * from_rect.left,-1 * from_rect.top);
rect_draw_some_item(status_pattern_gworld,(RECT16)from_rect,
pc_stats_gworld,(RECT16)erase_rect,0,0);
for (i = 0; i < 3; i++) {
from_rect = small_erase_rects[i];
OffsetRect(&from_rect,-1 * from_rect.left + 208,-1 * from_rect.top + 136);
rect_draw_some_item(mixed_gworld,(RECT16)from_rect,
pc_stats_gworld,(RECT16)small_erase_rects[i],0,0);
}
hdc = CreateCompatibleDC(main_dc);
SetBkMode(hdc,TRANSPARENT);
SelectObject(hdc,small_bold_font);
store_bmp = (HBITMAP) SelectObject(hdc,pc_stats_gworld);
// Put food, gold, day
SetTextColor(hdc,colors[5]);
sprintf((char *) to_draw, "%d", (short) party.gold);
win_draw_string(hdc,small_erase_rects[1],
to_draw,0,10);
sprintf((char *) to_draw, "%d", (short) party.food);
win_draw_string(hdc,small_erase_rects[0],
to_draw,0,10);
i = calc_day();
sprintf((char *) to_draw, "%d", i);
win_draw_string(hdc,small_erase_rects[2],
to_draw,0,10);
SetTextColor(hdc,colors[0]);
for (i = 0; i < 6; i++) {
if (adven[i].main_status != MAIN_STATUS_ABSENT) {
for (j = 0; j < 5; j++)
pc_area_button_active[i][j] = 1;
if (i == current_pc) {
SelectObject(hdc,italic_font);
SetTextColor(hdc,colors[4]);
}
sprintf((char *) to_draw, "%d. %-20s ", i + 1, (char *) adven[i].name);
win_draw_string(hdc,pc_buttons[i][0],
to_draw,0,10);
SelectObject(hdc,small_bold_font);
SetTextColor(hdc,colors[0]);
to_draw_rect = pc_buttons[i][1];
to_draw_rect.right += 20;
switch (adven[i].main_status) {
case MAIN_STATUS_ALIVE:
if (adven[i].cur_health == adven[i].max_health)
SetTextColor(hdc,colors[3]);
else SetTextColor(hdc,colors[1]);
sprintf((char *) to_draw, "%-3d ",adven[i].cur_health);
win_draw_string(hdc,pc_buttons[i][1],
to_draw,0,10);
if (adven[i].cur_sp == adven[i].max_sp)
SetTextColor(hdc,colors[4]);
else SetTextColor(hdc,colors[2]);
sprintf((char *) to_draw, "%-3d ",adven[i].cur_sp);
win_draw_string(hdc,pc_buttons[i][2],
to_draw,0,10);
SetTextColor(hdc,colors[0]);
SelectObject(hdc,store_bmp);
draw_pc_effects(i,NULL);
SelectObject(hdc,pc_stats_gworld);
break;
case MAIN_STATUS_DEAD:
sprintf((char *) to_draw, "Dead");
break;
case MAIN_STATUS_DUST:
sprintf((char *) to_draw, "Dust");
break;
case MAIN_STATUS_STONE:
sprintf((char *) to_draw, "Stone");
break;
case MAIN_STATUS_FLED:
sprintf((char *) to_draw, "Fled");
break;
case MAIN_STATUS_SURFACE:
sprintf((char *) to_draw, "Surface");
break;
case MAIN_STATUS_WON:
sprintf((char *) to_draw, "Won");
break;
case MAIN_STATUS_ABSENT:
default:
sprintf((char *) to_draw, "Absent");
break;
}
if (adven[i].isAlive() == false)
win_draw_string(hdc,to_draw_rect,to_draw,0,10);
// Now put trade and info buttons
// do faster!
to_draw_rect = pc_buttons[i][3];
to_draw_rect.right = pc_buttons[i][4].right + 1;
from_rect = info_from;
from_rect.right = from_rect.left + to_draw_rect.right - to_draw_rect.left;
pc_button_state[i] = 1;
SelectObject(hdc,store_bmp);
rect_draw_some_item(mixed_gworld,(RECT16)from_rect,pc_stats_gworld,(RECT16)to_draw_rect,1,0);
SelectObject(hdc,pc_stats_gworld);
}
else {
for (j = 0; j < 5; j++)
pc_area_button_active[i][j] = 0;
pc_button_state[i] = 0;
}
}
// Now put text on window.
SelectObject(hdc,store_bmp);
if (!DeleteDC(hdc)) DebugQuit("Cannot release DC 5");
// Now put text on window.
OffsetRect(&final_to_draw_rect,PC_WIN_UL_X,PC_WIN_UL_Y);
rect_draw_some_item (pc_stats_gworld,(RECT16) final_from_draw_rect, pc_stats_gworld,(RECT16) final_to_draw_rect, 0, 1);
// Sometimes this gets called when character is slain. when that happens, if items for
// that PC are up, switch item page.
if ((current_pc < 6) && (adven[current_pc].isAlive() == false) && (stat_window == current_pc)) {
set_stat_window(current_pc);
}
}
// Draws item area in middle right
// Screen_num is what page is visible in the item menu.
// 0 - 5 pc inventory 6 - special item 7 - missions
// Stat_screen_mode ... 0 - normal, adventuring, all buttons vis
// 1 - in shop, item info only
// 2 - in shop, identifying, shop_identify_cost is cost
// 3 - in shop, selling weapons
// 4 - in shop, selling armor
// 5 - in shop, selling all
// 6 - in shop, augmenting weapon,shop_identify_cost is type
void put_item_screen(short screen_num,short suppress_buttons)
// if suppress_buttons > 0, save time by not redrawing buttons
{
char to_draw[256];
short i_num,item_offset;
short i = 0,j,pc;
RECT erase_rect = {2,17,255,123},dest_rect,from_rect,to_rect;
RECT upper_frame_rect = {3,3,268,16};
RECT parts_of_area_to_draw[3] = {{0,0,271,17},{0,16,256,123},{0,123,271,144}}; /**/
HDC hdc;
COLORREF colors[6] = {RGB(0,0,0),RGB(255,0,0),RGB(128,0,0),RGB(0,160,0),RGB(0,0,255),RGB(255,255,255)};
HBITMAP store_bmp;
// First refresh gworld with the pc info
//rect_draw_some_item (orig_pc_info_screen_gworld, erase_rect, pc_info_screen_gworld, erase_rect, 0, 0);
// First clean up gworld with pretty patterns
// Will rewrite later
from_rect = erase_rect;
OffsetRect(&from_rect,-1 * from_rect.left,-1 * from_rect.top);
rect_draw_some_item(status_pattern_gworld,(RECT16)from_rect,
item_stats_gworld,(RECT16) erase_rect,0,0);
if (suppress_buttons == 0)
for (i = 0; i < 6; i++)
if ((adven[i].isAlive() == false) && (current_item_button[i] != -1)) {
current_item_button[i] = -1;
from_rect = item_screen_button_rects[i];
OffsetRect(&from_rect,-1 * from_rect.left + 208,-1 * from_rect.top + 136);
rect_draw_some_item(mixed_gworld,(RECT16)from_rect,
item_stats_gworld,(RECT16)item_screen_button_rects[i],0,0);
}
to_rect = upper_frame_rect;
to_rect.right = to_rect.left + 96;
from_rect = to_rect;
OffsetRect(&from_rect,-1 * from_rect.left + 208,-1 * from_rect.top + 136);
rect_draw_some_item(mixed_gworld,from_rect,
item_stats_gworld,to_rect,0,0);
OffsetRect(&to_rect,96,0);
from_rect = to_rect;
OffsetRect(&from_rect,-1 * from_rect.left + 208,-1 * from_rect.top + 136);
rect_draw_some_item(mixed_gworld,from_rect,
item_stats_gworld,to_rect,0,0);
hdc = CreateCompatibleDC(main_dc);
SetBkMode(hdc,TRANSPARENT);
SelectObject(hdc,small_bold_font);
store_bmp = (HBITMAP) SelectObject(hdc,item_stats_gworld);
// Draw buttons at bottom
item_offset = GetScrollPos(item_sbar,SB_CTL);
SetTextColor(hdc,colors[5]);
for (i = 0; i < 8; i++)
for (j = 0; j < 6; j++)
item_area_button_active[i][j] = FALSE;
switch (screen_num) {
case 6: // On special items page
SelectObject(hdc,bold_font);
sprintf((char *) to_draw, "Special items:");
win_draw_string(hdc,upper_frame_rect,
to_draw,0,10);
SetTextColor(hdc,colors[0]);
for (i = 0; i < 8; i++) {
i_num = i + item_offset;
if (spec_item_array[i_num] >= 0){
strcpy((char *) to_draw,data_store5->scen_strs[60 + spec_item_array[i_num] * 2]);
win_draw_string(hdc,item_buttons[i][0],to_draw,0,10);
SelectObject(hdc,store_bmp);
place_item_button(3,i,4,0);
if ((scenario.special_items[spec_item_array[i_num]] % 10 == 1)
&& (!(is_combat())))
place_item_button(0,i,3,0);
SelectObject(hdc,item_stats_gworld);
}
}
break;
case 7: // On jobs page
break;
default: // on an items page
pc = screen_num;
sprintf((char *) to_draw, "%s inventory:",
(char *) adven[pc].name);
win_draw_string(hdc,upper_frame_rect,
to_draw,0,10);
SetTextColor(hdc,colors[0]);
for (i = 0; i < 8; i++) {
i_num = i + item_offset;
sprintf((char *) to_draw, "%d.",i_num + 1);
win_draw_string(hdc,item_buttons[i][0],
to_draw,0,10);
dest_rect = item_buttons[i][0];
dest_rect.left += 36;
if (adven[pc].items[i_num].variety == 0) {
}
else {
if (adven[pc].equip[i_num] == TRUE) {
SelectObject(hdc,italic_font);
if (adven[pc].items[i_num].variety < 3)
SetTextColor(hdc,colors[1]);
else if ((adven[pc].items[i_num].variety >= 12) && (adven[pc].items[i_num].variety <= 17))
SetTextColor(hdc,colors[3]);
else SetTextColor(hdc,colors[4]);
}
else SetTextColor(hdc,colors[0]);
// Place object graphic here
if (adven[pc].items[i_num].isIdent() == false)
sprintf((char *) to_draw, "%s ",adven[pc].items[i_num].name);
else { /// Don't place # of charges when Sell button up and space tight
if ((adven[pc].items[i_num].charges > 0) && (adven[pc].items[i_num].type != 2)
&& (stat_screen_mode <= 1))
sprintf((char *) to_draw, "%s (%d)",adven[pc].items[i_num].full_name,adven[pc].items[i_num].charges);
else sprintf((char *) to_draw, "%s",adven[pc].items[i_num].full_name);
}
dest_rect.left -= 2;
win_draw_string(hdc,dest_rect,to_draw,0,10);
SelectObject(hdc,small_bold_font);
SetTextColor(hdc,colors[0]);
// this is kludgy, awkwark, and has redundant code. Done this way to
// make go faster, and I got lazy.
SelectObject(hdc,store_bmp);
if ((stat_screen_mode == 0) &&
((is_town()) || (is_out()) || ((is_combat()) && (pc == current_pc)))) { // place give and drop and use
place_item_button(0,i,0,adven[pc].items[i_num].graphic_num); // item_graphic
if (abil_chart[adven[pc].items[i_num].ability] != 4) // place use if can
place_item_button(10,i,1,0);
else place_item_button(11,i,1,0);
}
else {
place_item_button(0,i,0,adven[pc].items[i_num].graphic_num); // item_graphic
place_item_button(3,i,4,0); // info button
if ((stat_screen_mode == 0) &&
((is_town()) || (is_out()) || ((is_combat()) && (pc == current_pc)))) { // place give and drop and use
place_item_button(1,i,2,0);
place_item_button(2,i,3,0);
if (abil_chart[adven[pc].items[i_num].ability] != 4) // place use if can
place_item_button(0,i,1,0);
}
}
if (stat_screen_mode > 1) {
place_buy_button(i,pc,i_num,hdc);
}
SelectObject(hdc,item_stats_gworld);
} // end of if item is there
} // end of for (i = 0; i < 8; i++)
break;
}
// Now put text on window.
SelectObject(hdc,store_bmp);
if (!DeleteDC(hdc)) DebugQuit("Cannot release DC 25");
place_item_bottom_buttons();
// Now put text on window.
for (i = 0; i < 3; i++) {
dest_rect = parts_of_area_to_draw[i];
OffsetRect(&dest_rect,ITEM_WIN_UL_X,ITEM_WIN_UL_Y);
rect_draw_some_item (item_stats_gworld, parts_of_area_to_draw[i],
item_stats_gworld, dest_rect, 0, 1);
}
}
void place_buy_button(short position,short pc_num,short item_num,HDC hdc)
{
RECT dest_rect,source_rect;
RECT button_sources[3] = {{0,24,30,36},{30,24,60,36},{0,36,30,48}}; /**/
short val_to_place;
short aug_cost[10] = {4,7,10,8, 15,15,10, 0,0,0};
HBITMAP store_bmp;
if (adven[pc_num].items[item_num].variety == 0)
return;
dest_rect = item_buttons[position][5];
val_to_place = (adven[pc_num].items[item_num].charges > 0) ?
adven[pc_num].items[item_num].charges * adven[pc_num].items[item_num].value :
adven[pc_num].items[item_num].value;
val_to_place = val_to_place / 2;
switch (stat_screen_mode) {
case 2:
if (adven[pc_num].items[item_num].isIdent() == false) {
item_area_button_active[position][5] = TRUE;
source_rect = button_sources[0];
val_to_place = shop_identify_cost;
}
break;
case 3: // sell weapons
if (((adven[pc_num].items[item_num].variety < 7) || (adven[pc_num].items[item_num].variety == 23) ||
(adven[pc_num].equip[item_num] == FALSE) &&
(adven[pc_num].items[item_num].variety == 24)) &&
(adven[pc_num].items[item_num].isIdent()) && (val_to_place > 0) &&
(adven[pc_num].items[item_num].isCursed() == false))
{
item_area_button_active[position][5] = TRUE;
source_rect = button_sources[1];
}
break;
case 4: // sell armor
if ((adven[pc_num].items[item_num].variety >= 12) &&
(adven[pc_num].items[item_num].variety <= 17) &&
(adven[pc_num].equip[item_num] == FALSE) &&
(adven[pc_num].items[item_num].isIdent() && (val_to_place > 0) &&
(adven[pc_num].items[item_num].isCursed() == false))) {
item_area_button_active[position][5] = TRUE;
source_rect = button_sources[1];
}
break;
case 5: // sell any
if ((val_to_place > 0) && (adven[pc_num].items[item_num].isIdent()) &&
(adven[pc_num].equip[item_num] == FALSE) &&
(adven[pc_num].items[item_num].isCursed() == false)) {
item_area_button_active[position][5] = TRUE;
source_rect = button_sources[1];
}
break;
case 6: // augment weapons
if ((adven[pc_num].items[item_num].variety < 3) &&
(adven[pc_num].items[item_num].isIdent()) &&
(adven[pc_num].items[item_num].ability == 0) &&
(adven[pc_num].items[item_num].isMagic() == false)) {
item_area_button_active[position][5] = TRUE;
source_rect = button_sources[2];
val_to_place = max(aug_cost[shop_identify_cost] * 100,adven[pc_num].items[item_num].value * (5 + aug_cost[shop_identify_cost]));
}
break;
}
if (item_area_button_active[position][5] == TRUE) {
store_selling_values[position] = val_to_place;
dest_rect = item_buttons[position][5];
dest_rect.right = dest_rect.left + 30;
rect_draw_some_item (mixed_gworld, source_rect,
item_stats_gworld, dest_rect, 1, 0);
sprintf((char *) store_string," %d",val_to_place);
store_bmp = (HBITMAP) SelectObject(hdc,item_stats_gworld);
char_win_draw_string(hdc,item_buttons[position][5],
store_string,2,10);
SelectObject(hdc,store_bmp);
}
}
// name, use, give, drop, info, sell/id
// shortcuts - if which_button_to_put is 10, all 4 buttons now
// if which_button_to_put is 11, just right 2
void place_item_button(short which_button_to_put,short which_slot,short which_button_position,short extra_val)
{
RECT from_rect = {0,0,18,18},to_rect;
if (which_button_position == 0) { // this means put little item graphic, extra val is which_graphic
item_area_button_active[which_slot][which_button_position] = TRUE;
OffsetRect(&from_rect,(extra_val % 10) * 18,(extra_val / 10) * 18);
to_rect = item_buttons[which_slot][0];
to_rect.right = to_rect.left + (to_rect.bottom - to_rect.top);
InsetRect(&to_rect,-1,-1);
OffsetRect(&to_rect,20,1);
InsetRect(&from_rect,2,2);
if (extra_val >= 150) {
from_rect = get_custom_rect(extra_val - 150);
rect_draw_some_item (spec_scen_g, from_rect,
item_stats_gworld, to_rect, 1, 0);
}
else {
rect_draw_some_item (tiny_obj_gworld, from_rect,
item_stats_gworld, to_rect, 1, 0);
}
return;
}
if (which_button_to_put < 4) { // this means put a regular item button
item_area_button_active[which_slot][which_button_position] = TRUE;
rect_draw_some_item (mixed_gworld, item_buttons_from[which_button_to_put],
item_stats_gworld, item_buttons[which_slot][which_button_position], 1, 0);
}
if (which_button_to_put == 10) { // this means put all 4
item_area_button_active[which_slot][1] = TRUE;
item_area_button_active[which_slot][2] = TRUE;
item_area_button_active[which_slot][3] = TRUE;
item_area_button_active[which_slot][4] = TRUE;
from_rect = item_buttons_from[0]; from_rect.right = item_buttons_from[3].right;
to_rect = item_buttons[which_slot][1];
to_rect.right = to_rect.left + from_rect.right - from_rect.left;
rect_draw_some_item (mixed_gworld, from_rect,
item_stats_gworld, to_rect, 1, 0);
}
if (which_button_to_put == 11) { // this means put right 3
item_area_button_active[which_slot][2] = TRUE;
item_area_button_active[which_slot][3] = TRUE;
item_area_button_active[which_slot][4] = TRUE;
from_rect = item_buttons_from[1]; from_rect.right = item_buttons_from[3].right;
to_rect = item_buttons[which_slot][2];
to_rect.right = to_rect.left + from_rect.right - from_rect.left;
rect_draw_some_item (mixed_gworld, from_rect,
item_stats_gworld, to_rect, 1, 0);
}
}
RECT get_custom_rect (short which_rect) ////
{
RECT store_rect = {0,0,28,36};
OffsetRect(&store_rect,28 * (which_rect % 10),36 * (which_rect / 10));
return store_rect;
}
void place_item_bottom_buttons()
{
RECT pc_from_rect = {0,0,28,36},but_from_rect = {36,85,54,101},to_rect; /**/
short i;
for (i = 0; i < 6; i++) {
if (adven[i].isAlive()) {
item_bottom_button_active[i] = TRUE;
to_rect = item_screen_button_rects[i];
//if (current_item_button[i] != adven[i].which_graphic) {
current_item_button[i] = adven[i].which_graphic;
rect_draw_some_item (mixed_gworld, but_from_rect, item_stats_gworld, to_rect, 0, 0);
pc_from_rect = get_party_template_rect(i,0);
InsetRect(&to_rect,2,2);
rect_draw_some_item (party_template_gworld, pc_from_rect, item_stats_gworld, to_rect, 0, 0);
// }
}
else item_bottom_button_active[i] = FALSE;
}
}
RECT get_party_template_rect(short pc_num,short mode)
{
RECT source_rect;
source_rect.top = (pc_num % 3) * BITMAP_HEIGHT;
source_rect.bottom = 36 + (pc_num % 3) * BITMAP_HEIGHT;
source_rect.left = (pc_num / 3) * BITMAP_WIDTH * 2 + ((mode == 1) ? 28 : 0);
source_rect.right = source_rect.left + BITMAP_WIDTH;
return source_rect;
}
void set_stat_window(short new_stat)
{
short i,array_pos = 0;
stat_window = new_stat;
if ((stat_window < 6) && (adven[stat_window].isAlive() == false))
stat_window = first_active_pc();
switch (stat_window) {
case 6:
for (i = 0; i < 60; i++)
spec_item_array[i] = -1;
for (i = 0; i < 50; i++) ////
if (party.spec_items[i] > 0) {
spec_item_array[array_pos] = i;
array_pos++;
}
array_pos = max(0,array_pos - 8);
SetScrollRange(item_sbar,SB_CTL,0,array_pos,FALSE);
break;
case 7:
SetScrollRange(item_sbar,SB_CTL,0,2,FALSE);
break;
default:
SetScrollRange(item_sbar,SB_CTL,0,16,FALSE);
break;
}
SetScrollPos(item_sbar,SB_CTL,0,TRUE);
put_item_screen(stat_window,0);
}
short first_active_pc()
{
for (int i = 0; i < NUM_OF_PCS; i++)
if (adven[i].isAlive())
return i;
return INVALID_PC;
}
void refresh_stat_areas(short mode)
{
short i,x;
RECT dest_rect,parts_of_area_to_draw[3] = {{0,0,271,17},{0,16,256,123},{0,123,271,144}};/**/
RECT pc_stats_from = {0,0,271,116},text_area_from = {0,0,256,138};
x = mode * 10;
dest_rect = pc_stats_from;
OffsetRect(&dest_rect,PC_WIN_UL_X,PC_WIN_UL_Y);
rect_draw_some_item (pc_stats_gworld, pc_stats_from, pc_stats_gworld, dest_rect, x, 1);
for (i = 0; i < 3; i++) {
dest_rect = parts_of_area_to_draw[i];
OffsetRect(&dest_rect,ITEM_WIN_UL_X,ITEM_WIN_UL_Y);
rect_draw_some_item (item_stats_gworld, parts_of_area_to_draw[i],
item_stats_gworld, dest_rect, x, 1);
}
dest_rect = text_area_from;
OffsetRect(&dest_rect,TEXT_WIN_UL_X,TEXT_WIN_UL_Y);
rect_draw_some_item (text_area_gworld, text_area_from, text_area_gworld, dest_rect, x, 1);
}
short total_encumberance(short pc_num)
{
short store = 0,i,what_val;
for (i = 0; i < 24; i++)
if (adven[pc_num].equip[i] == TRUE) {
what_val = adven[pc_num].items[i].awkward;
store += what_val;
}
return store;
}
short get_tnl(pc_record_type *pc)
{
short tnl = 100,i,store_per = 100;
short rp[3] = {0,12,20};
short ap[15] = {10,20,8,10,4, 6,10,7,12,15, -10,-8,-8,-20,-8};
tnl = (tnl * (100 + rp[pc->race])) / 100;
for (i = 0; i < 15; i++)
if (pc->traits[i] == TRUE)
store_per = store_per + ap[i];
tnl = (tnl * store_per) / 100;
return tnl;
}
void draw_pc_effects(short pc,HDC dest_dc)
//short pc; // 10 + x -> draw for pc x, but on spell dialog
{
RECT source_rects[18] = {{55,0,67,12},{55,12,67,24},{55,24,67,36},
{67,0,79,12},{67,12,79,24},{67,24,79,36},
{79,0,91,12},{79,12,91,24},{79,24,91,36},
{91,0,103,12},{91,12,103,24},{91,24,103,36},
{103,0,115,12},{103,12,115,24},{103,24,115,36},
{115,0,127,12},{115,12,127,24},{115,24,127,36}};
RECT dest_rect = {18,15,30,27},dlog_dest_rect = {66,354,78,366};//rects altered below
short right_limit = 250;
short dest = 0; // 0 - in gworld 2 - on dialog
short name_width,i,mode = 1;
HBITMAP dest_bmp;
for (i = 0; i < 18; i++)
alter_rect(&source_rects[i]);
alter_rect(&dest_rect);
alter_rect(&dlog_dest_rect);
if (pc >= 10) {
pc -= 10;
right_limit = 490;
dest_rect = dlog_dest_rect;
dest = 2;
mode = 0;
dest_rect.top += pc * 24 + 18;
dest_rect.bottom += pc * 24 + 18;
dest_bmp = (HBITMAP) dest_dc;
}
else {
name_width = string_length(adven[pc].name,main_dc);
right_limit = pc_buttons[0][1].left - 5;
//dest_rect.left = pc_buttons[i][1].left - 16;
dest_rect.left = name_width + 33;
dest_rect.right = dest_rect.left + 12;
dest_rect.top += pc * 13;
dest_rect.bottom += pc * 13;
dest_bmp = pc_stats_gworld;
}
if (adven[pc].main_status % MAIN_STATUS_SPLIT != 1) // if PC is alive
return;
if ((adven[pc].status[0] > 0) && (dest_rect.right < right_limit)) {
rect_draw_some_item (mixed_gworld,source_rects[4],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if (adven[pc].status[1] > 0) {
rect_draw_some_item (mixed_gworld,source_rects[2],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if (adven[pc].status[1] < 0) {
rect_draw_some_item (mixed_gworld,source_rects[3],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if (adven[pc].status[2] > 0) {
rect_draw_some_item (mixed_gworld,source_rects[(adven[pc].status[2] > 4) ? 1 : 0],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if (adven[pc].status[4] > 0) {
rect_draw_some_item (mixed_gworld,source_rects[5],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if (adven[pc].status[3] > 0) {
rect_draw_some_item (mixed_gworld,source_rects[6],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if (adven[pc].status[3] < 0) {
rect_draw_some_item (mixed_gworld,source_rects[8],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if ((adven[pc].status[5] > 0) && (dest_rect.right < right_limit)) {
rect_draw_some_item (mixed_gworld,source_rects[9],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if ((adven[pc].status[6] > 0) && (dest_rect.right < right_limit)) {
rect_draw_some_item (mixed_gworld,source_rects[10],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if ((adven[pc].status[7] > 0) && (dest_rect.right < right_limit)){
rect_draw_some_item (mixed_gworld,source_rects[11],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if ((adven[pc].status[8] > 0) && (dest_rect.right < right_limit)){
rect_draw_some_item (mixed_gworld,source_rects[12],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if ((adven[pc].status[9] > 0) && (dest_rect.right < right_limit)){
rect_draw_some_item (mixed_gworld,source_rects[13],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if ((adven[pc].status[10] > 0) && (dest_rect.right < right_limit)){
rect_draw_some_item (mixed_gworld,source_rects[14],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if ((adven[pc].status[11] > 0) && (dest_rect.right < right_limit)){
rect_draw_some_item (mixed_gworld,source_rects[15],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if ((adven[pc].status[12] > 0) && (dest_rect.right < right_limit)){
rect_draw_some_item (mixed_gworld,source_rects[16],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
if ((adven[pc].status[13] > 0) && (dest_rect.right < right_limit)){
rect_draw_some_item (mixed_gworld,source_rects[17],dest_bmp,dest_rect,mode,dest);
dest_rect.left += 13;
dest_rect.right += 13;
}
}
void print_party_stats() {
add_string_to_buf("PARTY STATS:");
sprintf((char *) store_string, " Number of kills: %ld ", party.total_m_killed);
add_string_to_buf((char *) store_string);
if ((is_town()) || ((is_combat()) && (which_combat_type == 1))) {
sprintf((char *) store_string, " Kills in this town: %d ", party.m_killed[c_town.town_num]);
add_string_to_buf((char *) store_string);
}
sprintf((char *) store_string, " Total experience: %ld ", party.total_xp_gained);
add_string_to_buf((char *) store_string);
sprintf((char *) store_string, " Total damage done: %ld ", party.total_dam_done);
add_string_to_buf((char *) store_string);
sprintf((char *) store_string, " Total damage taken: %ld ", party.total_dam_taken);
add_string_to_buf((char *) store_string);
print_buf();
}
short do_look(location space)
{
short i,j,num_items = 0;
Boolean gold_here = FALSE, food_here = FALSE, is_lit = TRUE;
location from_where;
from_where = get_cur_loc();
is_lit = pt_in_light(from_where,space);
if (((is_out()) && (same_point(space,party.p_loc) == TRUE)) ||
((is_town()) && (same_point(space,c_town.p_loc))))
add_string_to_buf(" Your party");
if (is_combat())
for (i = 0; i < 6; i++)
if ((same_point(space,pc_pos[i]) == TRUE) && (adven[i].isAlive())
&& (is_lit == TRUE) && (can_see(pc_pos[current_pc],space,0) < 5)) {
sprintf((char *) store_string, " %s", (char *) adven[i].name);
add_string_to_buf((char *) store_string);
}
if (is_out() == FALSE) {
for (i = 0; i < T_M; i++)
if ((c_town.monst.dudes[i].active != 0) && (is_lit == TRUE)
&& (monst_on_space(space,i) == TRUE) &&
((is_town()) || (can_see(pc_pos[current_pc],space,0) < 5))
&& (c_town.monst.dudes[i].m_d.picture_num != 0)) {
get_m_name(store_string2,c_town.monst.dudes[i].number);
if (c_town.monst.dudes[i].m_d.health < c_town.monst.dudes[i].m_d.m_health) {
if (c_town.monst.dudes[i].attitude % 2 == 1)
sprintf((char *) store_string, " Wounded %s (H)", store_string2);
else sprintf((char *) store_string, " Wounded %s (F)", store_string2);
}
else {
if (c_town.monst.dudes[i].attitude % 2 == 1)
sprintf((char *) store_string, " %s (H)", (char *) store_string2);
else sprintf((char *) store_string, " %s (F)", (char *) store_string2);
}
add_string_to_buf((char *) store_string);
}
}
if (is_out()) {
for (i = 0; i < 10; i++) {
if ((party.out_c[i].exists == TRUE)
&& (same_point(space,party.out_c[i].m_loc) == TRUE)) {
for (j = 0; j < 7; j++)
if (party.out_c[i].what_monst.monst[j] != 0) {
get_m_name(store_string2,party.out_c[i].what_monst.monst[j]);
sprintf((char *) store_string, " %s", store_string2);
add_string_to_buf((char *) store_string);
j = 7;
}
}
}
if (out_boat_there(space) < 30)
add_string_to_buf(" Boat ");
if (out_horse_there(space) < 30)
add_string_to_buf(" Horse ");
}
if (is_out() == FALSE) {
if (town_boat_there(space) < 30)
add_string_to_buf(" Boat ");
if (town_horse_there(space) < 30)
add_string_to_buf(" Horse ");
if (is_web(space.x,space.y))
add_string_to_buf(" Web ");
if (is_crate(space.x,space.y))
add_string_to_buf(" Crate ");
if (is_barrel(space.x,space.y))
add_string_to_buf(" Barrel ");
if (is_fire_barrier(space.x,space.y))
add_string_to_buf(" Magic Barrier ");
if (is_force_barrier(space.x,space.y))
add_string_to_buf(" Magic Barrier ");
if (is_quickfire(space.x,space.y))
add_string_to_buf(" Quickfire ");
if (is_fire_wall(space.x,space.y))
add_string_to_buf(" Wall of Fire ");
if (is_force_wall(space.x,space.y))
add_string_to_buf(" Wall of Force ");
if (is_antimagic(space.x,space.y))
add_string_to_buf(" Antimagic Field ");
if (is_scloud(space.x,space.y))
add_string_to_buf(" Stinking Cloud ");
if (is_ice_wall(space.x,space.y))
add_string_to_buf(" Ice Wall ");
if (is_blade_wall(space.x,space.y))
add_string_to_buf(" Blade Wall ");
if (is_small_blood(space.x,space.y))
add_string_to_buf(" Blood stain ");
if (is_medium_blood(space.x,space.y))
add_string_to_buf(" Blood stain ");
if (is_large_blood(space.x,space.y))
add_string_to_buf(" Blood stain ");
if (is_small_slime(space.x,space.y))
add_string_to_buf(" Smears of slime ");
if (is_big_slime(space.x,space.y))
add_string_to_buf(" Smears of slime ");
if (is_ash(space.x,space.y))
add_string_to_buf(" Ashes ");
if (is_bones(space.x,space.y))
add_string_to_buf(" Bones ");
if (is_rubble(space.x,space.y))
add_string_to_buf(" Rubble ");
for (i = 0; i < NUM_TOWN_ITEMS; i++) {
if ((t_i.items[i].variety != 0) && (same_point(space,t_i.items[i].item_loc) == TRUE)
&& (is_lit == TRUE)) {
if (t_i.items[i].variety == 3)
gold_here = TRUE;
else if (t_i.items[i].variety == 11)
food_here = TRUE;
else num_items++;
}
}
if (gold_here == TRUE)
add_string_to_buf(" Gold");
if (food_here == TRUE)
add_string_to_buf(" Food");
if (num_items > 8)
add_string_to_buf(" Many items");
else for (i = 0; i < NUM_TOWN_ITEMS; i++) {
if ((t_i.items[i].variety != 0) && (t_i.items[i].variety != 3) &&(t_i.items[i].variety != 11) &&
(same_point(space,t_i.items[i].item_loc) == TRUE) && (t_i.items[i].isContained() == false))
{
if (t_i.items[i].isIdent())
sprintf((char *) store_string, " %s",t_i.items[i].full_name);
else sprintf((char *) store_string, " %s",t_i.items[i].name);
add_string_to_buf((char *) store_string);
}
}
}
if (is_lit == FALSE) {
add_string_to_buf(" Dark ");
return 0;
}
return print_terrain(space);
}
short town_boat_there(location where)
{
short i;
// Num boats stores highest # of boat in town
for (i = 0; i < 30; i++)
if ((party.boats[i].exists == TRUE) && (party.boats[i].which_town == c_town.town_num)
&& (same_point(where,party.boats[i].boat_loc) == TRUE))
return i;
return 30;
}
short out_boat_there(location where)
{
short i;
for (i = 0; i < 30; i++)
if ((party.boats[i].exists == TRUE) && (same_point(where,party.boats[i].boat_loc) == TRUE)
&& (party.boats[i].which_town == 200))
return i;
return 30;
}
short town_horse_there(location where)
{
short i;
// Num boats stores highest # of boat in town
for (i = 0; i < 30; i++)
if ((party.horses[i].exists == TRUE) && (party.horses[i].which_town == c_town.town_num)
&& (same_point(where,party.horses[i].horse_loc) == TRUE))
return i;
return 30;
}
short out_horse_there(location where)
{
short i;
for (i = 0; i < 30; i++)
if ((party.horses[i].exists == TRUE) && (same_point(where,party.horses[i].horse_loc) == TRUE)
&& (party.horses[i].which_town == 200))
return i;
return 30;
}
void notify_out_combat_began(out_wandering_type encounter,short *nums)
{
short i;
sprintf((char *) store_string, "COMBAT! ");
add_string_to_buf((char *) store_string);
for (i = 0; i < 6; i++)
if (encounter.monst[i] != 0) {
switch (encounter.monst[i]) {
////
default:
get_m_name(store_string2,encounter.monst[i]);
sprintf((char *) store_string, " %d x %s ",nums[i],store_string2);
break;
}
add_string_to_buf((char *) store_string);
}
if (encounter.monst[6] != 0) {
get_m_name(store_string2,encounter.monst[6]);
sprintf((char *) store_string, " %s ",store_string2);
add_string_to_buf((char *) store_string);
}
}
void get_m_name(char *str,unsigned char num)
{
strcpy((char *) str,(char *) data_store2->scen_item_list.monst_names[num]);
}
void get_ter_name(char *str,unsigned char num)
{
char store_name[256];
////
if ((num == 90) && ((is_out()) || (is_town()) || ((is_combat()) && (which_combat_type == 1))))
sprintf((char *) store_name,"Pit");
else {
strcpy((char *) store_name,(char *) data_store2->scen_item_list.ter_names[num]);
}
strcpy((char *) str,(char *) store_name);
}
void print_monst_name(unsigned char m_type)
{
get_m_name(store_string2,m_type);
sprintf ((char *) store_string, "%s:",store_string2);
add_string_to_buf((char *) store_string);
}
void print_monst_attacks(unsigned char m_type,short target)
//short target; // < 100 - pc >= 100 monst
{
char store_string3[60];
get_m_name(store_string2,m_type);
if (target < 100)
sprintf ((char *) store_string, "%s attacks %s",
store_string2,(char *) adven[target].name);
else {
get_m_name(store_string3,c_town.monst.dudes[target - 100].number);
sprintf ((char *) store_string, "%s attacks %s",
store_string2,store_string3);
}
add_string_to_buf((char *) store_string);
}
void damaged_message(short damage,short type)
{
char str[256];
GetIndString(str,20,130 + type);
sprintf ((char *) store_string, " %s for %d",
(char *) str,damage);
add_string_to_buf((char *) store_string);
}
// This prepares the monster's string for the text bar
void print_monster_going(char *combat_str,unsigned char m_num,short ap)
{
get_m_name(store_string2,m_num);
sprintf ((char *) combat_str, "%s (ap: %d)",
store_string2,ap);
}
void monst_spell_note(unsigned char number,short which_mess)
{
get_m_name(store_string2,number);
switch (which_mess) {
case 1: sprintf ((char *) store_string, " %s scared. ",store_string2);break;
case 2: sprintf ((char *) store_string, " %s slowed. ",store_string2);break;
case 3: sprintf ((char *) store_string, " %s weakened.",store_string2);break;
case 4: sprintf ((char *) store_string, " %s poisoned.",store_string2);break;
case 5: sprintf ((char *) store_string, " %s cursed.",store_string2);break;
case 6: sprintf ((char *) store_string, " %s ravaged.",store_string2);break;
case 7: sprintf ((char *) store_string, " %s undamaged.",store_string2);break;
case 8: sprintf ((char *) store_string, " %s is stoned.",store_string2);break;
case 9: sprintf ((char *) store_string, " Gazes at %s.",store_string2);break;
case 10: sprintf ((char *) store_string, " %s resists.",store_string2);break;
case 11: sprintf ((char *) store_string, " Drains %s.",store_string2);break;
case 12: sprintf ((char *) store_string, " Shoots at %s.",store_string2);break;
case 13: sprintf ((char *) store_string, " Throws spear at %s.", store_string2); break;
case 14: sprintf ((char *) store_string, " Throws rock at %s.", store_string2); break;
case 15: sprintf ((char *) store_string, " Throws razordisk at %s.", store_string2); break;
case 16: sprintf ((char *) store_string, " Hits %s.", store_string2); break;
case 17: sprintf ((char *) store_string, "%s disappears.", store_string2);break;
case 18: sprintf ((char *) store_string, " Misses %s.", store_string2); break;
case 19: sprintf ((char *) store_string, " %s is webbed.",store_string2);break;
case 20: sprintf ((char *) store_string, " %s chokes.",store_string2);break;
case 21: sprintf ((char *) store_string, " %s summoned.",store_string2);break;
case 22: sprintf ((char *) store_string, " %s is dumbfounded.",store_string2);break;
case 23: sprintf ((char *) store_string, " %s is charmed.",store_string2);break;
case 24: sprintf ((char *) store_string, " %s is recorded.",store_string2);break;
case 25: sprintf ((char *) store_string, " %s is diseased.",store_string2);break;
case 26: sprintf ((char *) store_string, " %s is an avatar!",store_string2);break;
case 27: sprintf ((char *) store_string, " %s splits!",store_string2);break;
case 28: sprintf ((char *) store_string, " %s falls asleep.",store_string2);break;
case 29: sprintf ((char *) store_string, " %s wakes up.",store_string2);break;
case 30: sprintf ((char *) store_string, " %s paralyzed.",store_string2);break;
case 31: sprintf ((char *) store_string, " %s covered with acid.",store_string2);break;
case 32: sprintf ((char *) store_string, " Fires spines at %s.",store_string2);break;
}
if (which_mess > 0)
add_string_to_buf((char *) store_string);
}
void monst_cast_spell_note(unsigned char number,short spell,short type)
//short type; // 0 - mage 1- priest
{
get_m_name(store_string2,number);
sprintf ((char *) store_string, "%s casts:",
(char *) store_string2);
add_string_to_buf((char *) store_string);
sprintf ((char *) store_string, " %s",
(type == 1) ? (char *) m_priest_sp[spell - 1] : (char *) m_mage_sp[spell - 1]);
add_string_to_buf((char *) store_string);
}
void monst_breathe_note(unsigned char number)
{
get_m_name(store_string2,number);
sprintf ((char *) store_string, "%s breathes.",
(char *) store_string2);
add_string_to_buf((char *) store_string);
}
void monst_damaged_mes(short which_m,short how_much,short how_much_spec)
{
get_m_name(store_string2,c_town.monst.dudes[which_m].number);
if (how_much_spec > 0)
sprintf ((char *) store_string, " %s takes %d+%d",
store_string2, how_much,how_much_spec);
else sprintf ((char *) store_string, " %s takes %d",
store_string2, how_much);
add_string_to_buf((char *) store_string);
}
void monst_killed_mes(short which_m)
{
get_m_name(store_string2,c_town.monst.dudes[which_m].number);
sprintf ((char *) store_string, " %s dies.",
(char *) store_string2);
add_string_to_buf((char *) store_string);
}
void print_nums(short a,short b,short c)
{
sprintf((char *) store_string, "debug: %d %d %d", a,b,c);
add_string_to_buf((char *) store_string);
}
short print_terrain(location space)
{
unsigned char which_terrain;
if (is_out()) which_terrain = out[space.x][space.y];
if (is_town()) which_terrain = t_d.terrain[space.x][space.y];
if (is_combat()) which_terrain = combat_terrain[space.x][space.y];
get_ter_name(store_string2,which_terrain);
sprintf((char *) store_string, " %s", store_string2);
add_string_to_buf((char *) store_string);
return (short) which_terrain;
}
void add_string_to_buf(char *string)
{
SetScrollPos(text_sbar,SB_CTL,58,TRUE);
string_added = TRUE;
if (buf_pointer == mark_where_printing_long) {
printing_long = TRUE;
print_buf();
through_sending();
}
sprintf((char *)text_buffer[buf_pointer].line, "%-49.49s", string);
text_buffer[buf_pointer].line[49] = 0;
if (buf_pointer == (TEXT_BUF_LEN - 1))
buf_pointer = 0;
else buf_pointer++;
}
void print_buf ()
{
short num_lines_printed = 0,ctrl_val;
short line_to_print;
short start_print_point;
Boolean end_loop = FALSE;
RECT store_text_rect = {0,0,256,138},dest_rect,erase_rect = {1,1,255,137}; /**/
RECT from_rect,to_rect;
HDC hdc;
HBITMAP store_bmp;
if (string_added == TRUE) {
// First clean up gworld with pretty patterns
//FillCRECT(&erase_rect,bg[6]);
InsetRect(&erase_rect,1,1); ////
erase_rect.right++;
to_rect = erase_rect;
to_rect.bottom = to_rect.top + 128;
from_rect = to_rect;
OffsetRect(&from_rect,-1 * from_rect.left,-1 * from_rect.top);
rect_draw_some_item(status_pattern_gworld,from_rect,
text_area_gworld,to_rect,0,0);
to_rect = erase_rect;
to_rect.top = to_rect.bottom - 8;
from_rect = to_rect;
OffsetRect(&from_rect,-1 * from_rect.left,-1 * from_rect.top);
rect_draw_some_item(status_pattern_gworld,from_rect,
text_area_gworld,to_rect,0,0);
hdc = CreateCompatibleDC(main_dc);
//store_text_hdc = hdc;
SetBkMode(hdc,TRANSPARENT);
SelectObject(hdc,small_bold_font);
store_bmp = (HBITMAP)SelectObject(hdc,text_area_gworld);
ctrl_val = 58 - GetScrollPos(text_sbar,SB_CTL);
start_print_point = buf_pointer - LINES_IN_TEXT_WIN - ctrl_val;
if (start_print_point< 0)
start_print_point= TEXT_BUF_LEN + start_print_point;
line_to_print= start_print_point;
while ((line_to_print!= buf_pointer) && (num_lines_printed < LINES_IN_TEXT_WIN)) {
DrawString((char *) text_buffer[line_to_print].line,4,
2 + 12 * num_lines_printed,hdc);
num_lines_printed++;
line_to_print++;
if (line_to_print== TEXT_BUF_LEN) {
line_to_print= 0;
}
if ((num_lines_printed == LINES_IN_TEXT_WIN - 1) && (printing_long == TRUE)) {
end_loop = FALSE;
line_to_print= buf_pointer;
}
}
// Now put text on window.
SelectObject(hdc,store_bmp);
if (!DeleteDC(hdc)) DebugQuit("Cannot release DC 26");
}
dest_rect = store_text_rect;
OffsetRect(&dest_rect,TEXT_WIN_UL_X,TEXT_WIN_UL_Y);
// Now put text on window.
rect_draw_some_item (text_area_gworld, store_text_rect, text_area_gworld, dest_rect, 0, 1);
string_added = FALSE;
}
void through_sending()
{
mark_where_printing_long = buf_pointer + LINES_IN_TEXT_WIN - 1;
if (mark_where_printing_long > TEXT_BUF_LEN - 1)
mark_where_printing_long -= TEXT_BUF_LEN;
printing_long = FALSE;
}
/* Draw a bitmap in the world window. hor in 0 .. 8, vert in 0 .. 8,
object is ptr. to bitmap to be drawn, and masking is for Copybits. */
void Draw_Some_Item (HBITMAP src_gworld, RECT src_rect, HBITMAP targ_gworld,
location target, char masked, short main_win)
{
RECT destrec = {0,0,28,36};
if ((target.x < 0) || (target.y < 0) || (target.x > 8) || (target.y > 8))
return;
if (src_gworld == NULL)
return;
if ((supressing_some_spaces == TRUE) &&
(same_point(target,ok_space[0]) == FALSE) &&
(same_point(target,ok_space[1]) == FALSE) &&
(same_point(target,ok_space[2]) == FALSE) &&
(same_point(target,ok_space[3]) == FALSE))
return;
terrain_there[target.x][target.y] = -1;
destrec = coord_to_rect(target.x,target.y);
rect_draw_some_item ( src_gworld, src_rect, targ_gworld,
destrec, masked, main_win);
}
RECT coord_to_rect(short i, short j)
{
RECT to_return;
to_return.left = 13 + BITMAP_WIDTH * i;
to_return.right = to_return.left + BITMAP_WIDTH;
to_return.top = 13 + BITMAP_HEIGHT * j;
to_return.bottom = to_return.top + BITMAP_HEIGHT;
return to_return;
}
short string_length(char *str,HDC hdc)
{
short text_len[257];
short total_width = 0,i,len;
char p_str[256];
for (i = 0; i < 257; i++)
text_len[i]= 0;
strcpy((char *) p_str,str);
MeasureText(256,p_str,text_len,hdc);
len = strlen((char *)str);
for (i = 0; i < 257; i++)
if ((text_len[i] > total_width) && (i <= len))
total_width = text_len[i];
return total_width;
}
void char_win_draw_string(HDC dest_window,RECT dest_rect,char *str,short mode,short line_height)
{
char store_s[256];
strcpy((char *) store_s,str);
win_draw_string( dest_window, dest_rect,store_s, mode, line_height);
}
// mode: 0 - align up and left, 1 - center on one line
// str is a c string, 256 characters
// uses current font
void win_draw_string(HDC dest_hdc,RECT dest_rect,char *str,short mode, short)
{
short i;
// this will need formatting for '|' line breaks
for (i = 0; i < 256; i++)
{
if (str[i] == 0) i = 256;
else
{
if (str[i] == '|') str[i] = 13;
if (str[i] == '_') str[i] = 34;
}
}
// if dest is main window, add ulx, uly
if (dest_hdc == main_dc) OffsetRect(&dest_rect,ulx,uly);
switch (mode)
{
case 0:
dest_rect.bottom += 6;
DrawText(dest_hdc,str,strlen((char *)str),&dest_rect,DT_LEFT | DT_NOPREFIX | DT_WORDBREAK); break;
case 1:
dest_rect.bottom += 6; dest_rect.top -= 6;
DrawText(dest_hdc,str,strlen((char *)str),&dest_rect,
DT_CENTER | DT_NOPREFIX | DT_VCENTER | DT_NOCLIP | DT_SINGLELINE); break;
case 2: case 3:
dest_rect.bottom += 6; dest_rect.top -= 6;
DrawText(dest_hdc,str,strlen((char *)str),&dest_rect,
DT_LEFT | DT_NOPREFIX | DT_VCENTER | DT_NOCLIP | DT_SINGLELINE); break;
}
// not yet done adjusts for 1, 2, 3
}
short calc_day()
{
return (short) ((party.age) / 3700) + 1;
}
Boolean day_reached(unsigned char which_day, unsigned char which_event)
// which_day is day event should happen
// which_event is the party.key_times value to cross reference with.
// if the key_time is reached before which_day, event won't happen
// if it's 8, event always happens
// which_day gets an extra 20 days to give party bonus time
{
short what_day;
if(party.stuff_done[309][0]==1)
what_day = (short) (which_day) + 20;
else
what_day = (short) (which_day);
if (which_event > 10)
return FALSE;
if ((which_event > 0) && (party.key_times[which_event] < what_day))
return FALSE;
if (calc_day() >= what_day)
return TRUE;
else return FALSE;
}
// BEGIN EXTRA WINDOWS STUFF
void WinDrawString(char *string,short x,short y)
{
HDC hdc;
hdc = GetDC(mainPtr);
SetViewportOrgEx(hdc,ulx,uly, NULL);
SelectObject(hdc,small_bold_font);
SetBkMode(hdc,TRANSPARENT);
SetTextColor(hdc,RGB(255,255,255));
DrawString(string,x,y,hdc);
fry_dc(mainPtr,hdc);
}
void WinBlackDrawString(char *string,short x,short y)
{
HDC hdc;
hdc = GetDC(mainPtr);
SetViewportOrgEx(hdc,ulx,uly, NULL);
SelectObject(hdc,small_bold_font);
SetBkMode(hdc,TRANSPARENT);
DrawString(string,x,y,hdc);
fry_dc(mainPtr,hdc);
}
void DrawString(char *string,short x,short y,HDC hdc)
{
RECT text_r = {0,0,450,20};
OffsetRect(&text_r,x,y);
DrawText(hdc,string,-1,&text_r,DT_LEFT | DT_SINGLELINE | DT_TOP | DT_NOCLIP);
}
void FlushEvents(short mode)
// mode... 0 - keystrokes 1 - mouse presses 2 - both
{
MSG msg;
if ((mode == 0) || (mode == 2)) {
while ((PeekMessage(&msg, mainPtr, WM_KEYFIRST, WM_KEYLAST, PM_REMOVE)) != 0)
;
}
if ((mode == 1) || (mode == 2)) {
while ((PeekMessage(&msg, mainPtr, WM_MOUSEFIRST, WM_MOUSELAST, PM_REMOVE)) != 0)
;
}
}
void undo_clip()
{
HRGN rgn;
rgn = CreateRectRgn(0,0,5000,5000);
SelectClipRgn(main_dc,rgn);
DeleteObject(rgn);
}
void ClipRect(RECT *rect)
{
HRGN rgn;
RECT rect2 = *rect;
OffsetRect(&rect2,ulx,uly);
rgn = CreateRectRgn(rect2.left,rect2.top,rect2.right,rect2.bottom);
SelectClipRgn(main_dc,rgn);
DeleteObject(rgn);
}
void beep()
{
long dummy;
MessageBeep(MB_OK);
Delay(30,&dummy);
}
void GetIndString(char *str,short i, short j) {
UINT resnum = 0,len;
short k;
resnum = i * 300 + j;
len = LoadString(store_hInstance,resnum,str,256);
if (len == 0) {
sprintf(str,"");
return;
}
for (k = 0; k < 256; k++) {
if (str[k] == '|')
str[k] = 13;
if (str[k] == '_')
str[k] = 34;
}
}
void InsetRect(RECT *rect,short x, short y)
{
InflateRect(rect,-1 * x, -1 * y);
}
// Note ... this expects a str len of at most 256 and
// len_array pointing to a 256 long array of shorts
void MeasureText(short str_len,char *str, short *len_array,HDC hdc)
{
short text_len[257];
short i;
char p_str[257];
SIZE val_returned;
char *store_array;
short *store2;
store_array = (char *) len_array;
for (i = 0; i < 256; i++)
text_len[i] = 0;
for (i = 1; i < str_len; i++) {
strncpy(p_str,str,i);
p_str[i] = 0;
GetTextExtentPoint32(hdc,p_str,i, (LPSIZE) &val_returned);
text_len[i] = val_returned.cx;
}
for (i = 0; i < 256; i++) {
store2 = (short *) store_array;
*store2 = text_len[i];
store_array += 2;
}
}