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

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

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

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

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

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

1792 lines
57 KiB
C++

#include <cstdio>
//#include "item.h"
#include "boe.global.h"
#include "classes.h"
#include "boe.graphutil.h"
#include "boe.graphics.h"
#include "boe.newgraph.h"
#include "boe.fileio.h"
#include "boe.items.h"
#include "boe.itemdata.h"
#include "boe.monster.h"
#include "boe.town.h"
#include "boe.combat.h"
#include "boe.party.h"
#include "boe.text.h"
#include "soundtool.h"
#include "boe.fields.h"
#include "boe.locutils.h"
#include "boe.specials.h"
#include "boe.infodlg.h"
#include "mathutil.h"
#include "boe.main.h"
#include "graphtool.h"
#include "dlogutil.h"
#include "fileio.h"
#include "winutil.h"
//extern current_town_type univ.town;
//extern party_record_type party;
//extern town_item_list univ.town;
extern short stat_window,store_spell_target,which_combat_type,current_pc,combat_active_pc;
extern eGameMode overall_mode;
extern location center;
extern sf::RenderWindow mainPtr;
//extern short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x
extern ter_num_t combat_terrain[64][64];
//extern cOutdoors univ.out.outdoors[2][2];
//extern unsigned char univ.out.misc_i[64][64];
extern short store_current_pc,current_ground;
//extern pascal bool cd_event_filter();
extern eGameMode store_pre_shop_mode,store_pre_talk_mode;
//extern location monster_targs[60];
extern pending_special_type special_queue[20];
extern bool map_visible,diff_depth_ok,belt_present;
extern sf::RenderWindow mini_map;
//extern unsigned char univ.out[96][96],univ.out.out_e[96][96],univ.out.sfx[64][64];
//extern stored_items_list_type stored_items[3];
//extern stored_town_maps_type maps;
//extern stored_outdoor_maps_type o_maps;
//extern big_tr_type t_d;
//extern short town_size[3];
extern short town_type;
//extern setup_save_type setup_save;
extern bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
extern location pc_pos[6];
extern short last_attacked[6],pc_dir[6],pc_parry[6];//,pc_moves[6];
//extern stored_town_maps_type town_maps;
extern location hor_vert_place[14];
extern location diag_place[14];
extern location golem_m_locs[16];
extern cScenario scenario;
extern cUniverse univ;
//extern piles_of_stuff_dumping_type *data_store;
extern sf::Texture spec_scen_g,bg_gworld;
bool need_map_full_refresh = true,forcing_map_button_redraw = false;
extern sf::RenderTexture map_gworld,small_ter_gworld;
// In the 0..65535 range, this colour was {65535,65535,52428}
sf::Color parchment = {255,255,205};
extern RECT map_pat[];
// TODO: Add blue cave graphics to these arrays?
unsigned char map_pats[256] = {1,1,2,2,2,7,7,7,7,7, ////
7,7,7,7,7,7,7,7,3,3,
3,3,3,3,3,3,3,3,3,3,
3,3,5,5,5,5,5,5,5,5,
5,5,5,5,5,5,4,4,4,4,
4,4,4,4,4,4,4,4,4,0, // 50
0,0,0,0,0,0,0,24,24,24,
16,16,25,25,0,0,0,0,18,8,
8,9,2,15,15,10,10,10,6,0,
0,0,0,0,0,0,0,0,0,0,
19,0,0,0,0,0,0,0,0,0, // 100
23,0,0,0,0,0,0,0,0,0,
0,0,0,11,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,12,0,0, // 150
0,0,0,13,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,18,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0, // 200
0,0,0,0,0,17,17,0,17,17,
17,17,17,17,17,17,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0};// 250
unsigned char anim_map_pats[18] = {14,0,0,0,22, 0,0,21,20,21, 20,0,0,0,0, 0,0,0};
long pause_dummy;
location town_map_adj;
short town_force = 200,store_which_shop,store_min,store_max,store_shop,store_selling_pc;
short sell_offset = 0;
location town_force_loc;
bool shop_button_active[12];
RECT map_title_rect = {8,50,20,300};
// RECT map_bar_rect = {285,47,301,218};
RECT map_bar_rect = {2,230,10,400};
unsigned char map_graphic_placed[8][64]; // keeps track of what's been filled on map
void force_town_enter(short which_town,location where_start)
{
town_force = which_town;
town_force_loc = where_start;
}
////
void start_town_mode(short which_town, short entry_dir)
//short entry_dir; // if 9, go to forced
{
short i,m,n;
char message[60];
short j,k,town_number;
short at_which_save_slot,former_town;
bool monsters_loaded = false,town_toast = false;
location loc;
unsigned short temp;
//bool play_town_sound = false;
if (town_force < 200)
which_town = town_force;
// else if (PSD[304][9] == 0) {
// play_town_sound = true;
// }
former_town = town_number = which_town;
if ((town_number < 0) || (town_number >= scenario.num_towns)) {
giveError("The scenario tried to put you into a town that doesn't exist.");
return;
}
// Now adjust town number as necessary.
for (i = 0; i < 10; i++)
if ((scenario.town_to_add_to[i] >= 0) && (scenario.town_to_add_to[i] < 200) &&
(town_number == scenario.town_to_add_to[i]) &&
(sd_legit(scenario.flag_to_add_to_town[i][0],scenario.flag_to_add_to_town[i][1]) == true)) {
former_town = town_number;
town_number += PSD[scenario.flag_to_add_to_town[i][0]][scenario.flag_to_add_to_town[i][1]];
// Now update horses & boats
for (i = 0; i < 30; i++)
if ((univ.party.horses[i].exists == true) && (univ.party.horses[i].which_town == former_town))
univ.party.horses[i].which_town = town_number;
for (i = 0; i < 30; i++)
if ((univ.party.boats[i].exists == true) && (univ.party.boats[i].which_town == former_town))
univ.party.boats[i].which_town = town_number;
}
if ((town_number < 0) || (town_number >= scenario.num_towns)) {
giveError("The scenario tried to put you into a town that doesn't exist.");
return;
}
overall_mode = MODE_TOWN;
load_town(town_number,univ.town.record);
univ.town.num = town_number;
univ.town.cur_talk = &univ.town->talking;
univ.town.cur_talk_loaded = univ.town.num;
init_town();
// if (play_town_sound == true) {
if (univ.town->lighting_type > 0)
play_sound(95);
else play_sound(16);
// }
belt_present = false;
// Set up map, using stored map
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++) {
//univ.town.fields[i][j] = 0;
//univ.out.sfx[i][j] = 0;
if (univ.town_maps[univ.town.num][i / 8][j] & (char)(s_pow(2,i % 8)))
make_explored(i,j);
if (univ.town->terrain(i,j) == 0)
current_ground = 0;
else if (univ.town->terrain(i,j) == 2)
current_ground = 2;
if (scenario.ter_types[univ.town->terrain(i,j)].special == TER_SPEC_CONVEYOR)
belt_present = true;
}
univ.town.hostile = 0;
univ.town.monst.which_town = town_number;
univ.town.monst.friendly = 0;
at_which_save_slot = univ.party.at_which_save_slot;
for (i = 0; i < 4; i++)
if (town_number == univ.party.creature_save[i].which_town) {
univ.town.monst = univ.party.creature_save[i];
monsters_loaded = true;
for (j = 0; j < univ.town->max_monst(); j++) {
if (loc_off_act_area(univ.town.monst[j].cur_loc) == true)
univ.town.monst[j].active = 0;
if (univ.town.monst[j].active == 2)
univ.town.monst[j].active = 1;
univ.town.monst[j].cur_loc = univ.town->creatures(j).start_loc;
univ.town.monst[j].health = univ.town.monst[j].m_health;
univ.town.monst[j].mp = univ.town.monst[j].max_mp;
univ.town.monst[j].morale = univ.town.monst[j].m_morale;
for (k = 0; k < 15; k++)
univ.town.monst[j].status[k] = 0;
if (univ.town.monst[j].summoned > 0)
univ.town.monst[j].active = 0;
univ.town.monst[j].target = 6;
}
// Now, travelling NPCs might have arrived. Go through and put them in.
// These should have protected status (i.e. spec1 >= 200, spec1 <= 204)
for (j = 0; j < univ.town->max_monst(); j++) {
switch (univ.town.monst[j].time_flag){
case 4: case 5 : //case 6:
if ((((short) (univ.party.age / 1000) % 3) + 4) != univ.town.monst[j].time_flag)
univ.town.monst[j].active = 0;
else {
univ.town.monst[j].active = 1;
univ.town.monst[j].spec_enc_code = 0;
// Now remove time flag so it doesn't get reappearing
univ.town.monst[j].time_flag = 0;
univ.town.monst[j].cur_loc = univ.town->creatures(j).start_loc;
univ.town.monst[j].health = univ.town.monst[j].m_health;
}
break ;
// Now, appearing/disappearing monsters might have arrived/disappeared.
case 1:
if (day_reached(univ.town.monst[j].monster_time, univ.town.monst[j].time_code) == true)
{
univ.town.monst[j].active = 1;
univ.town.monst[j].time_flag=0; // Now remove time flag so it doesn't get reappearing
}
break;
case 2:
if (day_reached(univ.town.monst[j].monster_time, univ.town.monst[j].time_code) == true)
{
univ.town.monst[j].active = 0;
univ.town.monst[j].time_flag=0; // Now remove time flag so it doesn't get disappearing again
}
break;
case 7:
if (calc_day() >= univ.party.key_times[univ.town.monst[j].time_code]){ //calc_day is used because of the "definition" of univ.party.key_times
univ.town.monst[j].active = 1;
univ.town.monst[j].time_flag=0; // Now remove time flag so it doesn't get reappearing
}
break;
case 8:
if (calc_day() >= univ.party.key_times[univ.town.monst[j].time_code]){
univ.town.monst[j].active = 0;
univ.town.monst[j].time_flag=0; // Now remove time flag so it doesn't get disappearing again
}
break;
}
}
for (j = 0; j < univ.town->max_dim(); j++)
for (k = 0; k < univ.town->max_dim(); k++) { // now load in saved setup,
// except that barrels and crates restore to orig locs
temp = univ.party.setup[i][j][k] & 231;
temp <<= 8;
univ.town.fields[j][k] = (univ.town.fields[j][k] & 24) | temp;//setup_save.setup[i][j][k];
}
}
if (!monsters_loaded) {
for (i = 0; i < univ.town->max_monst(); i++){
if (univ.town->creatures(i).number == 0) {
univ.town.monst[i].active = 0;
univ.town.monst[i].number = 0;
univ.town.monst[i].time_flag = 0;
univ.town.monst[i].cur_loc.x = 80;
}
else {
// First set up the values.
univ.town.monst[i] = univ.town->creatures(i);
univ.town.monst[i].target = 6;
univ.town.monst[i].active = 1; // TODO: Can those two \/ be commented out?
//univ.town.monst[i].attitude = univ.town->creatures(i).start_attitude;
//univ.town.monst[i].cur_loc = univ.town->creatures(i).start_loc;
//univ.town.monst[i].mobility = univ.town->creatures(i).mobility;
univ.town.monst[i].summoned = 0;
if (univ.town.monst[i].spec_enc_code > 0)
univ.town.monst[i].active = 0;
// Now, if necessary, fry the monster.
switch (univ.town.monst[i].time_flag) {
case 1:
if (!day_reached(univ.town.monst[i].monster_time,
univ.town.monst[i].time_code))
univ.town.monst[i].active = 0;
break;
case 2:
if (day_reached(univ.town.monst[i].monster_time,
univ.town.monst[i].time_code))
univ.town.monst[i].active = 0;
break;
case 3:
// unused
break;
case 4: case 5: case 6:
if ((((short) (univ.party.age / 1000) % 3) + 4) != univ.town.monst[i].time_flag) {
univ.town.monst[i].active = 0;
univ.town.monst[i].spec_enc_code = 50;
}
else {
univ.town.monst[i].active = 1;
// Now remove time flag so it doesn't keep reappearing
univ.town.monst[i].time_flag = 0;
}
break;
case 7:
if (calc_day() < univ.party.key_times[univ.town.monst[i].time_code])
univ.town.monst[i].active = 0;
break;
case 8:
if (calc_day() >= univ.party.key_times[univ.town.monst[i].time_code])
univ.town.monst[i].active = 0;
break;
case 9:
if (univ.town->town_chop_time > 0)
if (day_reached(univ.town->town_chop_time,univ.town->town_chop_key)) {
univ.town.monst[i].active += 10;
break;
}
univ.town.monst[i].active = 0;
break;
case 0:
break;
default:
ASB("ERROR! Odd character data.");
print_nums(0,i,univ.town.monst[i].time_flag);
break;
}
}
}
}
// Now munch all large monsters that are misplaced
// only large monsters, as some smaller monsters are intentionally placed
// where they cannot be
for (i = 0; i < univ.town->max_monst(); i++) {
if (univ.town.monst[i].active > 0)
if (((univ.town.monst[i].x_width > 1) || (univ.town.monst[i].y_width > 1)) &&
(monst_can_be_there(univ.town.monst[i].cur_loc,i) == false))
univ.town.monst[i].active = 0;
}
// Thrash town?
if (univ.party.m_killed[univ.town.num] > univ.town->max_num_monst)
{
town_toast = true;
add_string_to_buf("Area has been cleaned out.");
}
if (univ.town->town_chop_time > 0) {
if (day_reached(univ.town->town_chop_time,univ.town->town_chop_key) == true)
{
add_string_to_buf("Area has been abandoned.");
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].active < 10) &&
(univ.town.monst[i].attitude % 2 == 1))
univ.town.monst[i].active += 10;
town_toast = true;
}
}
if (town_toast == true) {
for (i = 0; i < univ.town->max_monst(); i++)
if (univ.town.monst[i].active >= 10)
univ.town.monst[i].active -= 10;
else univ.town.monst[i].active = 0;
}
handle_town_specials(town_number, (short) town_toast,(entry_dir < 9) ? univ.town->start_locs[entry_dir] : town_force_loc);
// Flush excess doomguards and viscous goos
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].spec_skill == 12) &&
(univ.town.monst[i].number != univ.town->creatures(i).number))
univ.town.monst[i].active = 0;
quickfire = false;
crate = false;
barrel = false;
web = false;
fire_barrier = false;
force_barrier = false;
// Set up field booleans, correct for doors
for (j = 0; j < univ.town->max_dim(); j++)
for (k = 0; k < univ.town->max_dim(); k++) {
loc.x = j; loc.y = k;
if (is_door(loc) == true) {
univ.town.set_web(j,k,false);
univ.town.set_crate(j,k,false);
univ.town.set_barrel(j,k,false);
univ.town.set_fire_barr(j,k,false);
univ.town.set_force_barr(j,k,false);
univ.town.set_quickfire(j,k,false);
//univ.out.misc_i[j][k] = univ.out.misc_i[j][k] & 3;
}
if (univ.town.is_web(j,k) == true)
web = true;
if (univ.town.is_crate(j,k) == true)
crate = true;
if (univ.town.is_barrel(j,k) == true)
barrel = true;
if (univ.town.is_fire_barr(j,k) == true)
fire_barrier = true;
if (univ.town.is_force_barr(j,k) == true)
force_barrier = true;
if (univ.town.is_quickfire(j,k) == true)
quickfire = true;
}
// Set up items, maybe place items already there
for (i = 0; i < NUM_TOWN_ITEMS; i++)
univ.town.items[i] = cItemRec();
for (j = 0; j < 3; j++)
if (scenario.store_item_towns[j] == town_number) {
for (i = 0; i < NUM_TOWN_ITEMS; i++)
univ.town.items[i] = univ.party.stored_items[j][i];
}
for (i = 0; i < 64; i++)
if ((univ.town->preset_items[i].code >= 0)
&& (((univ.party.item_taken[univ.town.num][i / 8] & s_pow(2,i % 8)) == 0) ||
(univ.town->preset_items[i].always_there == true))) {
for (j = 0; j < NUM_TOWN_ITEMS; j++)
// place the preset item, if univ.party hasn't gotten it already
if (univ.town.items[j].variety == 0) {
univ.town.items[j] = get_stored_item(univ.town->preset_items[i].code);
univ.town.items[j].item_loc = univ.town->preset_items[i].loc;
// Not use the items data flags, starting with forcing an ability
if (univ.town->preset_items[i].ability >= 0) {
switch (univ.town.items[j].variety) {
case 3: case 11: // If gold or food, this value is amount
if (univ.town->preset_items[i].ability > 0)
univ.town.items[j].item_level = univ.town->preset_items[i].ability;
break;
default: //leave other type alone
break;
}
}
if (town_toast)
univ.town.items[j].property = false;
else
univ.town.items[j].property = univ.town->preset_items[i].property;
univ.town.items[j].contained = univ.town->preset_items[i].contained;
univ.town.items[j].is_special = i + 1;
j = NUM_TOWN_ITEMS;
}
}
for (i = 0; i < univ.town->max_monst(); i++)
if (loc_off_act_area(univ.town.monst[i].cur_loc) == true)
univ.town.monst[i].active = 0;
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (loc_off_act_area(univ.town.items[i].item_loc) == true)
univ.town.items[i].variety = ITEM_TYPE_NO_ITEM;
// Clean out unwanted monsters
for (i = 0; i < univ.town->max_monst(); i++)
if (sd_legit(univ.town.monst[i].spec1,univ.town.monst[i].spec2) == true) {
if (PSD[univ.town.monst[i].spec1][univ.town.monst[i].spec2] > 0)
univ.town.monst[i].active = 0;
}
erase_specials();
// make_town_trim(0);
univ.town.p_loc = (entry_dir < 9) ? univ.town->start_locs[entry_dir] : town_force_loc;
center = univ.town.p_loc;
if (univ.party.in_boat >= 0) {
univ.party.boats[univ.party.in_boat].which_town = which_town;
univ.party.boats[univ.party.in_boat].loc = univ.town.p_loc;
}
if (univ.party.in_horse >= 0) {
univ.party.horses[univ.party.in_horse].which_town = which_town;
univ.party.horses[univ.party.in_horse].loc = univ.town.p_loc;
}
// End flying
if (PSD[SDF_PARTY_FLIGHT] > 0) {
PSD[SDF_PARTY_FLIGHT] = 0;
add_string_to_buf("You land, and enter. ");
}
// No hostile monsters present.
PSD[SDF_HOSTILES_PRESENT] = 0;
add_string_to_buf("Now entering:");
sprintf ((char *) message, " %-30.30s ",univ.town->town_name);
add_string_to_buf(message);
// clear entry space, and check exploration
univ.town.set_web(univ.town.p_loc.x,univ.town.p_loc.y,false);
univ.town.set_crate(univ.town.p_loc.x,univ.town.p_loc.y,false);
univ.town.set_barrel(univ.town.p_loc.x,univ.town.p_loc.y,false);
univ.town.set_fire_barr(univ.town.p_loc.x,univ.town.p_loc.y,false);
univ.town.set_force_barr(univ.town.p_loc.x,univ.town.p_loc.y,false);
univ.town.set_quickfire(univ.town.p_loc.x,univ.town.p_loc.y,false);
//univ.out.misc_i[univ.town.p_loc.x][univ.town.p_loc.y] = univ.out.misc_i[univ.town.p_loc.x][univ.town.p_loc.y] & 3;
update_explored(univ.town.p_loc);
// If a PC dead, drop his items
for (m = 0; m < 6; m++)
for (n = 0; n < 24; n++)
if ((univ.party[m].main_status != 1) && (univ.party[m].items[n].variety != 0)) {
place_item(univ.party[m].items[n],univ.town.p_loc,true);
univ.party[m].items[n].variety = ITEM_TYPE_NO_ITEM;
}
for (i = 0; i < univ.town->max_monst(); i++)
{univ.town.monst[i].targ_loc.x = 0; univ.town.monst[i].targ_loc.y = 0;}
//// check horses
for (i = 0; i < 30; i++) {
if ((scenario.boats[i].which_town >= 0) && (scenario.boats[i].loc.x >= 0)) {
if (univ.party.boats[i].exists == false) {
univ.party.boats[i] = scenario.boats[i];
univ.party.boats[i].exists = true;
}
}
if ((scenario.horses[i].which_town >= 0) && (scenario.horses[i].loc.x >= 0)) {
if (univ.party.horses[i].exists == false) {
univ.party.horses[i] = scenario.horses[i];
univ.party.horses[i].exists = true;
}
}
}
// Place correct graphics
redraw_screen();
clear_map();
reset_item_max();
town_force = 200;
}
location end_town_mode(short switching_level,location destination) // returns new party location
{
location to_return;
bool data_saved = false,combat_end = false;
short i,j,k;
if (is_combat())
combat_end = true;
if (overall_mode == MODE_TOWN) {
for (i = 0; i < 4; i++)
if (univ.party.creature_save[i].which_town == univ.town.num) {
univ.party.creature_save[i] = univ.town.monst;
for (j = 0; j < univ.town->max_dim(); j++)
for (k = 0; k < univ.town->max_dim(); k++)
univ.party.setup[i][j][k] = univ.town.misc_i(j,k);
data_saved = true;
}
if (data_saved == false) {
univ.party.creature_save[univ.party.at_which_save_slot] = univ.town.monst;
for (j = 0; j < univ.town->max_dim(); j++)
for (k = 0; k < univ.town->max_dim(); k++)
univ.party.setup[univ.party.at_which_save_slot][j][k] = univ.town.misc_i(j,k);
univ.party.at_which_save_slot = (univ.party.at_which_save_slot == 3) ? 0 : univ.party.at_which_save_slot + 1;
}
// Store items, if necessary
for (j = 0; j < 3; j++)
if (scenario.store_item_towns[j] == univ.town.num) {
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((univ.town.items[i].variety != 0) && (univ.town.items[i].is_special == 0) &&
((univ.town.items[i].item_loc.x >= scenario.store_item_rects[j].left) &&
(univ.town.items[i].item_loc.x <= scenario.store_item_rects[j].right) &&
(univ.town.items[i].item_loc.y >= scenario.store_item_rects[j].top) &&
(univ.town.items[i].item_loc.y <= scenario.store_item_rects[j].bottom)) ) {
univ.party.stored_items[j][i] = univ.town.items[i];
}
else univ.party.stored_items[j][i].variety = ITEM_TYPE_NO_ITEM;
}
// Clean up special data, just in case
for (i = 0; i < univ.town->max_monst(); i++) {
univ.town.monst[i].spec1 = 0;
univ.town.monst[i].spec2 = 0;
}
// Now store map
//if (univ.town.town_num < 120) {
for (i = 0; i < univ.town->max_dim(); i++)
for (j = 0; j < univ.town->max_dim(); j++)
if (is_explored(i,j) > 0) {
univ.town_maps[univ.town.num][i / 8][j] = univ.town_maps[univ.town.num][i / 8][j] |
(char) (s_pow(2,i % 8));
}
// }
to_return = univ.party.p_loc;
for (i = univ.party.party_event_timers.size() - 1; i >= 0; i++)
if (univ.party.party_event_timers[i].global_or_town == 1) {
cParty::timerIter iter = univ.party.party_event_timers.begin();
iter += i;
univ.party.party_event_timers.erase(iter);
}
}
// Check for exit specials, if leaving town
if (switching_level == 0) {
to_return = univ.party.p_loc;
if (is_town()) {
if (destination.x <= univ.town->in_town_rect.left) {
if (univ.town->exit_locs[1].x > 0)
to_return = local_to_global(univ.town->exit_locs[1]);
else to_return.x--;
univ.party.p_loc = to_return; univ.party.p_loc.x++;
handle_leave_town_specials(univ.town.num, univ.town->exit_specs[1],destination) ;
}
else if (destination.x >= univ.town->in_town_rect.right) {
if (univ.town->exit_locs[3].x > 0)
to_return = local_to_global(univ.town->exit_locs[3]);
else to_return.x++;
univ.party.p_loc = to_return; univ.party.p_loc.x--;
handle_leave_town_specials(univ.town.num, univ.town->exit_specs[3],destination) ;
}
else if (destination.y <= univ.town->in_town_rect.top) {
if (univ.town->exit_locs[0].x > 0)
to_return = local_to_global(univ.town->exit_locs[0]);
else to_return.y--;
univ.party.p_loc = to_return; univ.party.p_loc.y++;
handle_leave_town_specials(univ.town.num, univ.town->exit_specs[0],destination) ;
}
else if (destination.y >= univ.town->in_town_rect.bottom) {
if (univ.town->exit_locs[2].x > 0)
to_return = local_to_global(univ.town->exit_locs[2]);
else to_return.y++;
univ.party.p_loc = to_return; univ.party.p_loc.y--;
handle_leave_town_specials(univ.town.num, univ.town->exit_specs[2],destination) ;
}
}
}
if (switching_level == 0) {
fix_boats();
overall_mode = MODE_OUTDOORS;
erase_out_specials();
PSD[SDF_PARTY_STEALTHY] = 0;
//PSD[SDF_PARTY_DETECT_LIFE] = 0; //Yes? No? Maybe?
for (i = 0; i < 6; i++)
for (j = 0; j < 15; j++)
if ((j != 2) && (j != 7) && (j != 9))
univ.party[i].status[j] = 0;
update_explored(to_return);
redraw_screen();
}
if (combat_end == false)
clear_map();
univ.town.num = 200; // should be harmless...
return to_return;
}
// actually, entry_dir is non zero is town is dead - kludge!
void handle_town_specials(short town_number, short entry_dir,location start_loc)
{
//if (entry_dir > 0)
// run_special(5,2,univ.town.town.spec_on_entry_if_dead,start_loc,&s1,&s2,&s3);
// else run_special(5,2,univ.town.town.spec_on_entry,start_loc,&s1,&s2,&s3);
if (entry_dir > 0)
special_queue[0].spec = univ.town->spec_on_entry_if_dead;
else special_queue[0].spec = univ.town->spec_on_entry;
special_queue[0].where = univ.town.p_loc;
special_queue[0].type = 2;
special_queue[0].mode = SPEC_ENTER_TOWN;
special_queue[0].trigger_time = univ.party.age; // TODO: Simply pushing into slot 0 seems like a bad idea
}
void handle_leave_town_specials(short town_number, short which_spec,location start_loc)
{
//run_special(6,2,which_spec,start_loc,&s1,&s2,&s3);
special_queue[1].spec = which_spec;
special_queue[1].where = univ.party.p_loc;
special_queue[1].type = 2;
special_queue[1].mode = SPEC_LEAVE_TOWN;
special_queue[1].trigger_time = univ.party.age; // TODO: Simply pushing into slot 1 seems like a bad idea
}
bool abil_exists(short abil) // use when univ.out.outdoors
{
short i,j;
for (i = 0; i < 6; i++)
for (j = 0; j < 24; j++)
if ((univ.party[i].items[j].variety != 0) && (univ.party[i].items[j].ability == abil))
return true;
for (i = 0; i < 3; i++)
for (j = 0; j < NUM_TOWN_ITEMS; j++)
if ((univ.party.stored_items[i][j].variety != 0) && (univ.party.stored_items[i][j].ability == abil))
return true;
return false;
}
void start_town_combat(short direction)
{
short i;
create_town_combat_terrain();
place_party(direction);
center = pc_pos[current_pc];
which_combat_type = 1;
overall_mode = MODE_COMBAT;
combat_active_pc = 6;
for (i = 0; i < univ.town->max_monst(); i++)
univ.town.monst[i].target = 6;
for (i = 0; i < 6; i++) {
last_attacked[i] = univ.town->max_monst() + 10;
pc_parry[i] = 0;
pc_dir[i] = direction;
univ.party[current_pc].direction = direction;
if (univ.party[i].main_status == 1)
update_explored(pc_pos[i]);
}
store_current_pc = current_pc;
current_pc = 0;
set_pc_moves();
pick_next_pc();
center = pc_pos[current_pc];
draw_buttons(0);
put_pc_screen();
set_stat_window(current_pc);
give_help(48,49);
}
short end_town_combat()
{
short num_tries = 0,r1,i;
r1 = get_ran(1,0,5);
while ((univ.party[r1].main_status != 1) && (num_tries++ < 1000))
r1 = get_ran(1,0,5);
univ.town.p_loc = pc_pos[r1];
overall_mode = MODE_TOWN;
current_pc = store_current_pc;
if (univ.party[current_pc].main_status != 1)
current_pc = first_active_pc();
for (i = 0; i < 6; i++) {
pc_parry[i] = 0;
}
return pc_dir[r1];
}
void place_party(short direction)
{
bool spot_ok[14] = {true,true,true,true,true,true,true,
true,true,true,true,true,true,true};
location pos_locs[14];
location check_loc;
short x_adj,y_adj,how_many_ok = 1,where_in_a = 0,i;
for (i = 0; i < 14; i++) {
check_loc = univ.town.p_loc;
if (direction % 4 < 2)
x_adj = ((direction % 2 == 0) ? hor_vert_place[i].x : diag_place[i].x);
else x_adj = ((direction % 2 == 0) ? hor_vert_place[i].y : diag_place[i].y);
if (direction % 2 == 0)
x_adj = (direction < 4) ? x_adj : -1 * x_adj;
else x_adj = ((direction == 1) || (direction == 7)) ? -1 * x_adj : x_adj;
check_loc.x -= x_adj;
if (direction % 4 < 2)
y_adj = ((direction % 2 == 0) ? hor_vert_place[i].y : diag_place[i].y);
else y_adj = ((direction % 2 == 0) ? hor_vert_place[i].x : diag_place[i].x);
if (direction % 2 == 0)
y_adj = ((direction > 1) && (direction < 6)) ? y_adj : -1 * y_adj;
else y_adj = ((direction == 3) || (direction == 1)) ? -1 * y_adj : y_adj;
check_loc.y -= y_adj;
pos_locs[i] = check_loc;
if ((is_blocked(check_loc) == false) && (is_special(check_loc) == false) && (get_obscurity(check_loc.x,check_loc.y) == 0)
&& (can_see(univ.town.p_loc,check_loc,1) < 1) && (loc_off_act_area(check_loc) == false)) {
spot_ok[i] = true;
how_many_ok += (i > 1) ? 1 : 0;
}
else spot_ok[i] = false;
if (i == 0)
spot_ok[i] = true;
}
i = 0;
while (i < 6) {
if (univ.party[i].main_status == 1) {
if (how_many_ok == 1)
pc_pos[i] = pos_locs[where_in_a];
else {
pc_pos[i] = pos_locs[where_in_a];
if (how_many_ok > 1)
where_in_a++;
how_many_ok--;
// if (how_many_ok > 1) {
while (spot_ok[where_in_a] == false)
where_in_a++;
// }
}
}
i++;
}
}
void create_town_combat_terrain()
{
location where;
for (where.x = 0; where.x < univ.town->max_dim(); where.x++)
for (where.y = 0; where.y < univ.town->max_dim(); where.y++)
combat_terrain[where.x][where.y] = univ.town->terrain(where.x,where.y);
}
void create_out_combat_terrain(short type,short num_walls,short spec_code)
// spec_code is encounter's spec_code
{
short i,j,k,r1,ter_type;
static const short ter_base[16] = {
2,0,36,50,71,0,0,0,
0,2,2, 2, 2, 0,0,36
};
static const short ground_type[16] = {
2,0,36,50,71,0,0,0,
0,2,2, 2, 2, 0,0,36
};
static const location special_ter_locs[15] = {
loc(11,10),loc(11,14),loc(10,20),loc(11,26),loc(9,30),
loc(15,19),loc(23,19),loc(19,29),loc(20,11),loc(28,16),
loc(28,24),loc(27,19),loc(27,29),loc(15,28),loc(19,19)
};
static const ter_num_t cave_pillar[4][4] = {
{0 ,14,11,1 },
{14,19,20,11},
{17,18,21,8 },
{1 ,17,8 ,0 }
};
static const ter_num_t mntn_pillar[4][4] = {
{37,29,27,36},
{29,33,34,27},
{31,32,35,25},
{36,31,25,37}
};
static const ter_num_t surf_lake[4][4] = {
{56,55,54,3 },
{57,50,61,54},
{58,51,59,53},
{3 ,4 ,58,52}
};
static const ter_num_t cave_lake[4][4] = {
{93,96,71,71},
{96,71,71,71},
{71,71,71,96},
{71,71,71,96}
};
static const ter_num_t surf_fume[4][4] = {
{75,75,75,36},
{75,75,75,75},
{75,75,75,75},
{36,37,75,75}
};
static const ter_num_t cave_fume[4][4] = {
{98,0 ,75,75},
{0 ,75,75,75},
{75,75,75,0 },
{75,75,75,0 }
};
static const short terrain_odds[16][10] = {
{3,80,4,40,115,20,114,10,112,1},
{1,50,93,25,94,5,98,10,95,1},
{37,20,0,0,0,0,0,0,0,0},
{64,3,63,1,0,0,0,0,0,0},
{74,1,0,0,0,0,0,0,0,0},
{84,700,97,30,98,20,92,4,95,1},
{93,280,91,300,92,270,95,7,98,10},
{1,800,93,600,94,10,92,10,95,4},
{1,700,96,200,95,100,92,10,112,5},
{3,600,87,90,110,20,114,6,113,2},
{3,200,4,400,111,250,0,0,0,0},
{3,200,4,300,112,50,113,60,114,100},
{3,100,4,250,115,120,114,30,112,2},
{1,25,76,15,98,300,97,280,75,5},
{37,20,76,20,75,5,0,0,0,0}
}; // ter then odds then ter then odds ...
location stuff_ul;
// ter_type = scenario.ter_types[type].picture;
// if (ter_type > 260)
// ter_type = 1;
// else ter_type = general_types[ter_type];
ter_type = scenario.ter_types[type].combat_arena;
if(ter_type >= 1000) ter_type = 1; // TODO: load town ter_type - 1000 as the combat arena
// TODO: Also implement the roads and crops arenas
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
univ.town.fields[i][j] = 0;
//univ.out.misc_i[i][j] = 0;
//univ.out.sfx[i][j] = 0;
if ((j <= 8) || (j >= 35) || (i <= 8) || (i >= 35))
univ.town->terrain(i,j) = 90;
else univ.town->terrain(i,j) = ter_base[ter_type];
}
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++)
for (k = 0; k < 5; k++)
if ((univ.town->terrain(i,j) != 90) && (get_ran(1,1,1000) < terrain_odds[ter_type][k * 2 + 1]))
univ.town->terrain(i,j) = terrain_odds[ter_type][k * 2];
univ.town->terrain(0,0) = ter_base[ter_type];
if ((ter_type == 3) || (ter_type == 4) ) {
univ.town->terrain(0,0) = 83;
for (i = 15; i < 26; i++)
for (j = 9; j < 35; j++)
univ.town->terrain(i,j) = 83;
}
if ((type >= 79) && (type <= 81)) {
univ.town->terrain(0,0) = 82;
for (i = 19; i < 23; i++)
for (j = 9; j < 35; j++)
univ.town->terrain(i,j) = 82;
}
// Now place special lakes, etc.
if (ter_type == 2)
for (i = 0; i < 15; i++)
if (get_ran(1,0,5) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = mntn_pillar[k][j];
}
if (univ.town->terrain(0,0) == 0)
for (i = 0; i < 15; i++)
if (get_ran(1,0,25) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = cave_pillar[k][j];
}
if (univ.town->terrain(0,0) == 0)
for (i = 0; i < 15; i++)
if (get_ran(1,0,40) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = cave_lake[k][j];
}
if (univ.town->terrain(0,0) == 2)
for (i = 0; i < 15; i++)
if (get_ran(1,0,40) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = surf_lake[k][j];
}
if (ter_type == 14)
for (i = 0; i < 15; i++)
if (get_ran(1,0,5) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = cave_fume[k][j];
}
if (ter_type == 15)
for (i = 0; i < 15; i++)
if (get_ran(1,0,5) == 1) {
stuff_ul = special_ter_locs[i];
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
univ.town->terrain(stuff_ul.x + j,stuff_ul.y + k) = surf_fume[k][j];
}
if (ground_type[ter_type] == 0) {
for (i = 0; i < num_walls; i++) {
r1 = get_ran(1,0,3);
for (j = 9; j < 35; j++)
switch (r1) {
case 0:
univ.town->terrain(j,8) = 6;
break;
case 1:
univ.town->terrain(8,j) = 9;
break;
case 2:
univ.town->terrain(j,35) = 12;
break;
case 3:
univ.town->terrain(32,j) = 15;
break;
}
}
if ((univ.town->terrain(17,8) == 6) && (univ.town->terrain(8,20) == 9))
univ.town->terrain(8,8) = 21;
if ((univ.town->terrain(32,20) == 15) && (univ.town->terrain(17,35) == 12))
univ.town->terrain(32,35) = 19;
if ((univ.town->terrain(17,8) == 6) && (univ.town->terrain(32,20) == 15))
univ.town->terrain(32,8) = 32;
if ((univ.town->terrain(8,20) == 9) && (univ.town->terrain(17,35) == 12))
univ.town->terrain(8,35) = 20;
}
if (ground_type[ter_type] == 36) {
for (i = 0; i < num_walls; i++) {
r1 = get_ran(1,0,3);
for (j = 9; j < 35; j++)
switch (r1) {
case 0:
univ.town->terrain(j,8) = 24;
break;
case 1:
univ.town->terrain(8,j) = 26;
break;
case 2:
univ.town->terrain(j,35) = 28;
break;
case 3:
univ.town->terrain(32,j) = 30;
break;
}
}
if ((univ.town->terrain(17,8) == 6) && (univ.town->terrain(8,20) == 9))
univ.town->terrain(8,8) = 35;
if ((univ.town->terrain(32,20) == 15) && (univ.town->terrain(17,35) == 12))
univ.town->terrain(32,35) = 33;
if ((univ.town->terrain(17,8) == 6) && (univ.town->terrain(32,20) == 15))
univ.town->terrain(32,8) = 32;
if ((univ.town->terrain(8,20) == 9) && (univ.town->terrain(17,35) == 12))
univ.town->terrain(8,35) = 34;
}
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++)
combat_terrain[i][j] = univ.town->terrain(i,j);
// make_town_trim(1);
}
void elim_monst(unsigned short which,short spec_a,short spec_b)
{
short i;
if (sd_legit(spec_a,spec_b) == false)
return;
if (PSD[spec_a][spec_b] > 0) {
for (i = 0; i < univ.town->max_monst(); i++)
if (univ.town.monst[i].number == which) {
univ.town.monst[i].active = 0;
}
}
}
void dump_gold(short print_mes)
//short print_mes; // 0 - no 1 - yes
{
// Mildly kludgy gold check
if (univ.party.gold > 30000) {
univ.party.gold = 30000;
if (print_mes == 1) {
put_pc_screen();
add_string_to_buf("Excess gold dropped. ");
print_buf();
}
}
if (univ.party.food > 25000) {
univ.party.food = 25000;
if (print_mes == 1) {
put_pc_screen();
add_string_to_buf("Excess food dropped. ");
print_buf();
}
}
}
void pick_lock(location where,short pc_num)
{
ter_num_t terrain;
short r1,which_item;
bool will_break = false;
short unlock_adjust;
terrain = univ.town->terrain(where.x,where.y);
which_item = pc_has_abil_equip(pc_num,161);
if (which_item == 24) {
add_string_to_buf(" Need lockpick equipped. ");
return;
}
r1 = get_ran(1,1,100) + univ.party[pc_num].items[which_item].ability_strength * 7;
if (r1 < 75)
will_break = true;
r1 = get_ran(1,1,100) - 5 * stat_adj(pc_num,1) + univ.town.difficulty * 7
- 5 * univ.party[pc_num].skills[15] - univ.party[pc_num].items[which_item].ability_strength * 7;
// Nimble?
if (univ.party[pc_num].traits[TRAIT_NIMBLE])
r1 -= 8;
if (pc_has_abil_equip(pc_num,42) < 24)
r1 = r1 - 12;
if (scenario.ter_types[terrain].special != TER_SPEC_UNLOCKABLE) {
add_string_to_buf(" Wrong terrain type. ");
return;
}
unlock_adjust = scenario.ter_types[terrain].flag2.u;
if ((unlock_adjust >= 5) || (r1 > (unlock_adjust * 15 + 30))) {
add_string_to_buf(" Didn't work. ");
if (will_break == true) {
add_string_to_buf(" Pick breaks. ");
remove_charge(pc_num,which_item);
}
play_sound(41);
}
else {
add_string_to_buf(" Door unlocked. ");
play_sound(9);
univ.town->terrain(where.x,where.y) = scenario.ter_types[terrain].flag1.u;
}
}
void bash_door(location where,short pc_num) ////
{
ter_num_t terrain;
short r1,unlock_adjust;
terrain = univ.town->terrain(where.x,where.y);
r1 = get_ran(1,1,100) - 15 * stat_adj(pc_num,0) + univ.town.difficulty * 4;
if (scenario.ter_types[terrain].special != TER_SPEC_UNLOCKABLE) {
add_string_to_buf(" Wrong terrain type. ");
return;
}
unlock_adjust = scenario.ter_types[terrain].flag2.u;
if ((unlock_adjust >= 5) || (r1 > (unlock_adjust * 15 + 40)) || (scenario.ter_types[terrain].flag3.u != 1)) {
add_string_to_buf(" Didn't work. ");
damage_pc(pc_num,get_ran(1,1,4),DAMAGE_UNBLOCKABLE,MONSTER_TYPE_UNKNOWN,0);
}
else {
add_string_to_buf(" Lock breaks. ");
play_sound(9);
univ.town->terrain(where.x,where.y) = scenario.ter_types[terrain].flag1.u;
}
}
void erase_specials()////
{
location where;
short k,sd1,sd2;
cSpecial sn;
if ((is_combat()) && (which_combat_type == 0))
return;
if ((is_town() == false) && (is_combat() == false))
return;
for (k = 0; k < 50; k++) {
//if (univ.town->spec_id[k] >= 0) {
sn = univ.town->specials[univ.town->spec_id[k]];
sd1 = sn.sd1; sd2 = sn.sd2;
if ((sd_legit(sd1,sd2) == true) && (PSD[sd1][sd2] == 250)) {
where = univ.town->special_locs[k];
if ((where.x != 100) && ((where.x > univ.town->max_dim()) || (where.y > univ.town->max_dim())
|| (where.x < 0) || (where.y < 0))) {
// TODO: Play an error sound here
add_string_to_buf("Town corrupt. Problem fixed.");
print_nums(where.x,where.y,k);
univ.town->special_locs[k].x = 0;
}
if (where.x != 100) {
// switch (scenario.ter_types[univ.town->terrain(where.x,where.y)].picture) {
// case 207: univ.town->terrain(where.x,where.y) = 0; break;
// case 208: univ.town->terrain(where.x,where.y) = 170; break;
// case 209: univ.town->terrain(where.x,where.y) = 210; break;
// case 210: univ.town->terrain(where.x,where.y) = 217; break;
// case 211: univ.town->terrain(where.x,where.y) = 2; break;
// case 212: univ.town->terrain(where.x,where.y) = 36; break;
// }
univ.town.set_spot(where.x,where.y,false);
univ.town.set_special(where.x,where.y,false);
}
}
//}
}
}
void erase_out_specials()
{
short i,j,k,l,m,out_num;
cSpecial sn;
short sd1,sd2;
location where;
for (k = 0; k < 2; k++)
for (l = 0; l < 2; l++)
if (quadrant_legal(k,l) == true) {
for (m = 0; m < 8; m++)
if ((univ.out.outdoors[k][l].exit_dests[m] >= 0) &&
(univ.out.outdoors[k][l].exit_locs[m].x == minmax(0,47,univ.out.outdoors[k][l].exit_locs[m].x)) &&
(univ.out.outdoors[k][l].exit_locs[m].y == minmax(0,47,univ.out.outdoors[k][l].exit_locs[m].y))) {
if (univ.party.can_find_town[univ.out.outdoors[k][l].exit_dests[m]] == 0) {
univ.out[48 * k + univ.out.outdoors[k][l].exit_locs[m].x][48 * l + univ.out.outdoors[k][l].exit_locs[m].y] =
scenario.ter_types[univ.out.outdoors[k][l].terrain[univ.out.outdoors[k][l].exit_locs[m].x][univ.out.outdoors[k][l].exit_locs[m].y]].flag1.u;
//exit_g_type[univ.out[48 * k + univ.out.outdoors[k][l].exit_locs[m].x][48 * l + univ.out.outdoors[k][l].exit_locs[m].y] - 217];
}
else if (univ.party.can_find_town[univ.out.outdoors[k][l].exit_dests[m]] > 0) {
univ.out[48 * k + univ.out.outdoors[k][l].exit_locs[m].x][48 * l + univ.out.outdoors[k][l].exit_locs[m].y] =
univ.out.outdoors[k][l].terrain[univ.out.outdoors[k][l].exit_locs[m].x][univ.out.outdoors[k][l].exit_locs[m].y];
}
}
}
for (i = 0; i < 2; i++)
for (j = 0; j < 2; j++)
if (quadrant_legal(i,j) == true) {
for (k = 0; k < 18; k++) {
//if (univ.out.outdoors[i][j].special_id[k] >= 0) {
out_num = scenario.out_width * (univ.party.outdoor_corner.y + j) + univ.party.outdoor_corner.x + i;
sn = univ.out.outdoors[i][j].specials[univ.out.outdoors[i][j].special_id[k]];
sd1 = sn.sd1; sd2 = sn.sd2;
if ((sd_legit(sd1,sd2) == true) && (PSD[sd1][sd2] == 250)) {
where = univ.out.outdoors[i][j].special_locs[k];
if (where.x != 100) {
if ((where.x > 48) || (where.y > 48)
|| (where.x < 0) || (where.y < 0)) {
// TODO: Play an error sound here
add_string_to_buf("Outdoor section corrupt. Problem fixed.");
//univ.out.outdoors[i][j].special_id[k] = -1;
univ.out.outdoors[i][j].special_locs[k].x = 100;
}
// switch (scenario.ter_types[univ.out.outdoors[i][j].terrain[where.x][where.y]].picture) {
// case 207: univ.out[48 * i + where.x][48 * j + where.y] = 0; break;
// case 208: univ.out[48 * i + where.x][48 * j + where.y] = 170; break;
// case 209: univ.out[48 * i + where.x][48 * j + where.y] = 210; break;
// case 210: univ.out[48 * i + where.x][48 * j + where.y] = 217; break;
// case 211: univ.out[48 * i + where.x][48 * j + where.y] = 2; break;
// case 212: univ.out[48 * i + where.x][48 * j + where.y] = 36; break;
// }
}
univ.out.outdoors[i][j].special_spot[where.x][where.y] = false;
}
}
}
}
// returns id # of special at where, or 50 if there is none.
short get_town_spec_id(location where)
{
short i = 0;
while ((univ.town->special_locs[i] != where) && (i < 50))
i++;
return i;
}
void clear_map()
{
RECT map_world_rect(map_gworld);
// if (map_visible == false) {
// return;
// }
// draw_map(mini_map,11);
fill_rect(map_gworld, map_world_rect, sf::Color::Black);
draw_map(mini_map,10);
}
// TODO: Eliminate need for this OR put it in a better place
bool have_spec_scen_graphics = false;
// TODO: Eliminate the flag, always do full redraw
void draw_map (sf::RenderWindow& the_dialog, short the_item)
//the_item; // Being sneaky - if this gets value of 5, this is not a full restore -
// just update near party, if it gets 11, blank out middle and leave
// No redrawing in gworld
// If a 10, do a regular full restore
// Also, can get a 5 even when the window is not up, so have to make
// sure dialog exists before accessing it.
{
short i,j,pic,pic2;
RECT the_rect,map_world_rect = {0,0,384,384};
location where;
location kludge;
RECT draw_rect,orig_draw_rect = {0,0,6,6},ter_temp_from;
RECT dlogpicrect = {6,6,42,42};
bool draw_pcs = true,out_mode;
RECT view_rect= {0,0,48,48},tiny_rect = {0,0,32,32},
redraw_rect = {0,0,48,48},big_rect = {0,0,64,64}; // Rectangle visible in view screen
RECT area_to_draw_from,area_to_draw_on = {29,47,269,287};
short small_adj = 0;
ter_num_t what_ter,what_ter2;
bool draw_surroundings = false,expl,expl2;
short total_size = 48; // if full redraw, use this to figure out everything
RECT area_to_put_on_map_rect;
RECT custom_from;
//if (forcing_map_button_redraw == true) {
// forcing_map_button_redraw = false;
// return;
// }
if (the_item == 4) {
draw_surroundings = true;
the_item = 5;
}
if ((map_visible == false) && (the_item == 5) && (need_map_full_refresh == true))
return;
if ((map_visible == false) && (the_item == 10)) {
need_map_full_refresh = true;
return;
}
if ((map_visible == true) && (the_item != 11) && (need_map_full_refresh == true)) {
need_map_full_refresh = false;
the_item = 10;
}
if (the_item == 10) {
for (i = 0; i < 8; i++)
for (j = 0; j < 64; j++)
map_graphic_placed[i][j] = 0;
}
town_map_adj.x = 0;
town_map_adj.y = 0;
// view rect is rect that is visible, redraw rect is area to redraw now
// area_to_draw_from is final draw from rect
// area_to_draw_on is final draw to rect
// extern short store_pre_shop_mode,store_pre_talk_mode;
if ((is_out()) || ((is_combat()) && (which_combat_type == 0)) ||
((overall_mode == MODE_TALKING) && (store_pre_talk_mode == 0)) ||
((overall_mode == MODE_SHOPPING) && (store_pre_shop_mode == 0))) {
view_rect.left = minmax(0,8,univ.party.loc_in_sec.x - 20);
view_rect.right = view_rect.left + 40;
view_rect.top = minmax(0,8,univ.party.loc_in_sec.y - 20);
view_rect.bottom = view_rect.top + 40;
redraw_rect = view_rect;
}
else {
switch (town_type) {
case 0:
view_rect.left = minmax(0,24,univ.town.p_loc.x - 20);
view_rect.right = view_rect.left + 40;
view_rect.top = minmax(0,24,univ.town.p_loc.y - 20);
view_rect.bottom = view_rect.top + 40;
if (the_item == 5)
redraw_rect = view_rect;
else redraw_rect = big_rect;
total_size = 64;
break;
case 1:
view_rect.left = minmax(0,8,univ.town.p_loc.x - 20);
view_rect.right = view_rect.left + 40;
view_rect.top = minmax(0,8,univ.town.p_loc.y - 20);
view_rect.bottom = view_rect.top + 40;
redraw_rect = view_rect;
break;
case 2:
view_rect = tiny_rect;
redraw_rect = view_rect;
//InsetRect(&area_to_draw_to,48,48);
total_size = 32;
break;
}
}
if ((is_out()) || ((is_combat()) && (which_combat_type == 0)) ||
((overall_mode == MODE_TALKING) && (store_pre_talk_mode == 0)) ||
((overall_mode == MODE_SHOPPING) && (store_pre_shop_mode == 0)) ||
(((is_town()) || (is_combat())) && (town_type != 2))) {
area_to_draw_from = view_rect;
area_to_draw_from.left *= 6;
area_to_draw_from.right *= 6;
area_to_draw_from.top *= 6;
area_to_draw_from.bottom *= 6;
}
else {
area_to_draw_from = area_to_draw_on;
area_to_draw_from.offset(-area_to_draw_from.left,-area_to_draw_from.top);
small_adj = 0;
}
if (is_combat())
draw_pcs = false;
map_gworld.setActive();
TEXT.font = "Geneva";
if(map_visible) {
//GetDialogItem(the_dialog, 5, &the_type, &the_handle, &the_rect);
//map_rect = the_rect;
}
if (the_item == 11) {
fill_rect(map_gworld, map_world_rect, sf::Color::Black);
draw_pcs = false;
}
/* else if ((is_combat()) && (which_combat_type == 0)) {
if (map_visible == true) {
PaintRect(&map_world_rect);
//GetDialogItem (the_dialog, 4, &the_type, &the_handle, &the_rect);
//SetDialogItemText (the_handle, comb_mess);
//FillCRect(&map_bar_rect,bg[4]);
//char_win_draw_string( mini_map,
// map_bar_rect,"No map in combat.",0,12);
draw_pcs = false;
}
else {
SetPort(old_port);
return;
}
} */
else if ((is_town()) && ((univ.town.num == -1) || (univ.town.num == -1)))
{
if(map_visible) {
tileImage(mini_map, map_bar_rect,bg_gworld,bg[4]);
win_draw_string(mini_map,map_bar_rect,"No map here.",0,12);
draw_pcs = false;
map_gworld.setActive();
}
else {
mainPtr.setActive();
return;
}
}else if((is_town() && univ.town->defy_mapping)) {
if(map_visible) {
tileImage(mini_map, map_bar_rect,bg_gworld,bg[4]);
win_draw_string(mini_map,map_bar_rect,"This place defies mapping.",0,12);
draw_pcs = false;
map_gworld.setActive();
}
else {
mainPtr.setActive();
return;
}
}
else {
if(map_visible) {
//SetPort(the_dialog);
//FillCRect(&map_bar_rect,bg[4]);
map_gworld.setActive();
//char_win_draw_string( mini_map,
// map_bar_rect,"Hit Escape to close.",0,12);
}
if (the_item == 10) {
fill_rect(map_gworld, map_world_rect, sf::Color::Black);
}
// Now, if doing just partial restore, crop redraw_rect to save time.
if (the_item == 5) {
if ((is_out()) || ((is_combat()) && (which_combat_type == 0)) ||
((overall_mode == MODE_TALKING) && (store_pre_talk_mode == 0)) ||
((overall_mode == MODE_SHOPPING) && (store_pre_shop_mode == 0)))
kludge = global_to_local(univ.party.p_loc);
else if (is_combat())
kludge = pc_pos[current_pc];
else kludge = univ.town.p_loc;
redraw_rect.left = max(0,kludge.x - 4);
redraw_rect.right = min(view_rect.right,kludge.x + 5);
redraw_rect.top = max(0,kludge.y - 4);
redraw_rect.bottom = min(view_rect.bottom,kludge.y + 5);
}
// Now, if shopping or talking, just don't touch anything.
if ((overall_mode == MODE_SHOPPING) || (overall_mode == MODE_TALKING))
redraw_rect.right = -1;
if ((is_out()) ||
((is_combat()) && (which_combat_type == 0)) ||
((overall_mode == MODE_TALKING) && (store_pre_talk_mode == 0)) ||
((overall_mode == MODE_SHOPPING) && (store_pre_shop_mode == 0)))
out_mode = true;
else out_mode = false;
area_to_put_on_map_rect = redraw_rect;
if (the_item == 10) {
area_to_put_on_map_rect.top = area_to_put_on_map_rect.left = 0;
area_to_put_on_map_rect.right = area_to_put_on_map_rect.bottom = total_size;
}
for (where.x= area_to_put_on_map_rect.left; where.x < area_to_put_on_map_rect.right; where.x++)
for (where.y= area_to_put_on_map_rect.top; where.y < area_to_put_on_map_rect.bottom; where.y++)
if ((map_graphic_placed[where.x / 8][where.y] & (unsigned char)(s_pow(2,where.x % 8))) == 0)
{
draw_rect = orig_draw_rect;
draw_rect.offset(6 * where.x + small_adj, 6 * where.y + small_adj);
if (out_mode == true)
what_ter = univ.out[where.x + 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else what_ter = univ.town->terrain(where.x,where.y);
ter_temp_from = orig_draw_rect;
if (out_mode == true)
expl = univ.out.out_e[where.x + 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else expl = is_explored(where.x,where.y);
if (expl != 0) {
map_graphic_placed[where.x / 8][where.y] =
map_graphic_placed[where.x / 8][where.y] | (unsigned char)(s_pow(2,where.x % 8));
pic = scenario.ter_types[what_ter].picture;
if (pic >= 1000) {
if (have_spec_scen_graphics) {
//print_nums(0,99,pic);
pic = pic % 1000;
custom_from = coord_to_rect(pic % 10, pic / 10);
custom_from.offset(-13,-13);
rect_draw_some_item(spec_scen_g,custom_from,map_gworld,draw_rect);
}
}
else switch ((pic >= 400) ? anim_map_pats[pic - 400] : map_pats[pic]) {
case 0: case 10: case 11:
if (scenario.ter_types[what_ter].picture < 400)
ter_temp_from.offset(
6 * (scenario.ter_types[what_ter].picture % 10),6 * (scenario.ter_types[what_ter].picture / 10));
else ter_temp_from.offset(
24 * ((scenario.ter_types[what_ter].picture - 400) / 5),6 * ((scenario.ter_types[what_ter].picture - 400) % 5) + 156);
rect_draw_some_item(small_ter_gworld.getTexture(),ter_temp_from,map_gworld,draw_rect);
break;
default:
if (((pic >= 400) ? anim_map_pats[pic - 400] : map_pats[pic]) < 30) {
// Try a little optimization
if ((pic < 400) && (where.x < area_to_put_on_map_rect.right - 1)) {
if (out_mode == true)
what_ter2 = univ.out[(where.x + 1)+ 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else what_ter2 = univ.town->terrain(where.x + 1,where.y);
if (out_mode == true)
expl2 = univ.out.out_e[(where.x + 1) + 48 * univ.party.i_w_c.x][where.y + 48 * univ.party.i_w_c.y];
else expl2 = is_explored(where.x + 1,where.y);
pic2 = scenario.ter_types[what_ter2].picture;
if ((map_pats[pic2] == map_pats[pic]) && (expl2 != 0)) {
draw_rect.right += 6;
kludge = where; kludge.x++; // I don't know why I need to
// do this, but it seems I do
map_graphic_placed[kludge.x / 8][kludge.y] =
map_graphic_placed[kludge.x / 8][kludge.y] | (unsigned char)(s_pow(2,kludge.x % 8));
}
}
tileImage(mini_map, draw_rect,bg_gworld,map_pat[((pic >= 400) ? anim_map_pats[pic - 400] : map_pats[pic]) - 1]);
break;
}
//OffsetRect(&ter_temp_from,
// 24 * ((map_pats[pic] - 30) / 5),
// 138 + 6 * ((map_pats[pic] - 30) % 5));
//rect_draw_some_item(small_ter_gworld,ter_temp_from,
// map_gworld,draw_rect,0,0);
break;
}
}
}
}
// Now place terrain map gworld
if (map_visible == true) {
TEXT.font = "Geneva";
TEXT.pointSize = 10;;
TEXT.style = sf::Text::Bold;
if ((draw_surroundings == true) || (the_item != 5)) { // redraw much stuff
the_rect = RECT(the_dialog);
tileImage(mini_map, the_rect,bg_gworld,bg[4]);
cPict theGraphic(the_dialog);
theGraphic.setBounds(dlogpicrect);
theGraphic.setPict(21, PIC_DLOG);
theGraphic.setFormat(TXT_FRAME, false);
theGraphic.draw();
TEXT.colour = sf::Color::White;
win_draw_string(mini_map, map_title_rect,"Your map: (Hit Escape to close.)",0,12);
TEXT.colour = sf::Color::Black;
/*SetPort( the_dialog);
GetDialogItem(the_dialog, 1, &the_type, &the_handle, &the_rect);
PenSize(3,3);
InsetRect(&the_rect, -4, -4);
FrameRoundRect(&the_rect, 16, 16);
PenSize(1,1); */
}
rect_draw_some_item(map_gworld.getTexture(),area_to_draw_from,map_gworld,area_to_draw_on);
}
// Now place PCs and monsters
if ((draw_pcs == true) && (map_visible == true)) {
if ((is_town()) && (PSD[SDF_PARTY_DETECT_LIFE] > 0))
for (i = 0; i < univ.town->max_monst(); i++)
if (univ.town.monst[i].active > 0) {
where = univ.town.monst[i].cur_loc;
if ((is_explored(where.x,where.y)) &&
((where.x >= view_rect.left) && (where.x < view_rect.right)
&& (where.y >= view_rect.top) && (where.x < view_rect.bottom))){
draw_rect.left = area_to_draw_on.left + 6 * (where.x - view_rect.left);
draw_rect.top = area_to_draw_on.top + 6 * (where.y - view_rect.top);
//if ((!is_out()) && (town_type == 2)) {
// draw_rect.left += 48;
// draw_rect.top += 48;
// }
draw_rect.right = draw_rect.left + 6;
draw_rect.bottom = draw_rect.top + 6;
map_graphic_placed[where.x / 8][where.y] =
map_graphic_placed[where.x / 8][where.y] & ~((unsigned char)(s_pow(2,where.x % 8)));
// TODO: Where to draw this? On the_dialog? On map_gworld?
fill_rect(the_dialog, draw_rect, sf::Color::Green);
frame_circle(the_dialog, draw_rect, sf::Color::Blue);
}
}
if ((overall_mode != MODE_SHOPPING) && (overall_mode != MODE_TALKING)) {
where = (is_town()) ? univ.town.p_loc : global_to_local(univ.party.p_loc);
draw_rect.left = area_to_draw_on.left + 6 * (where.x - view_rect.left);
draw_rect.top = area_to_draw_on.top + 6 * (where.y - view_rect.top);
//if ((!is_out()) && (town_type == 2)) {
// draw_rect.left += 48;
// draw_rect.top += 48;
// }
draw_rect.right = draw_rect.left + 6;
draw_rect.bottom = draw_rect.top + 6;
map_graphic_placed[where.x / 8][where.y] =
map_graphic_placed[where.x / 8][where.y] & ~((unsigned char)(s_pow(2,where.x % 8)));
// TODO: Where to draw this? On the_dialog? On map_gworld?
fill_rect(the_dialog, draw_rect, sf::Color::Red);
frame_circle(the_dialog, draw_rect, sf::Color::Black);
}
}
TEXT.colour = sf::Color::Black;
// Now exit gracefully
mainPtr.setActive();
}
bool is_door(location destination)
{
if ((scenario.ter_types[univ.town->terrain(destination.x,destination.y)].special == TER_SPEC_UNLOCKABLE) ||
(scenario.ter_types[univ.town->terrain(destination.x,destination.y)].special == TER_SPEC_CHANGE_WHEN_STEP_ON))
return true;
return false;
}
void display_map()
{
short the_type;
RECT the_rect;
RECT dlogpicrect = {6,6,42,42};
mini_map.setVisible(true);
map_visible = true;
makeFrontWindow(mini_map, false);
draw_map(mini_map,10);
// the_rect = mini_map->portRect;
// FillCRect(&the_rect,bg[4]);
cPict theGraphic(mini_map);
theGraphic.setBounds(dlogpicrect);
theGraphic.setPict(21, PIC_DLOG);
theGraphic.setFormat(TXT_FRAME, true);
theGraphic.draw();
win_draw_string( mini_map,
map_title_rect,"Your map:",0,12);
// TODO: This looks... possibly important...
#if 0
#ifndef EXILE_BIG_GUNS
GetDialogItem( modeless_dialogs[5], 5, &the_type, &the_handle, &the_rect);
SetDialogItem( modeless_dialogs[5], 5, the_type, (Handle)draw_map, &the_rect);
GetDialogItem( modeless_dialogs[5], 4, &the_type, &the_handle, &the_rect);
SetDialogItem( modeless_dialogs[5], 4, the_type, (Handle)draw_map, &the_rect);
#endif
#ifdef EXILE_BIG_GUNS
if (map_draw_UPP == NULL)
map_draw_UPP = NewUserItemProc(draw_map);
GetDialogItem( modeless_dialogs[5], 5, &the_type, &the_handle, &the_rect);
SetDialogItem( modeless_dialogs[5], 5, the_type, (Handle)map_draw_UPP, &the_rect);
GetDialogItem( modeless_dialogs[5], 4, &the_type, &the_handle, &the_rect);
SetDialogItem( modeless_dialogs[5], 4, the_type, (Handle)map_draw_UPP, &the_rect);
#endif
#endif
}
void check_done() {
}
bool quadrant_legal(short i, short j)
{
if (univ.party.outdoor_corner.x + i >= scenario.out_width)
return false;
if (univ.party.outdoor_corner.y + j >= scenario.out_height)
return false;
if (univ.party.outdoor_corner.x + i < 0)
return false;
if (univ.party.outdoor_corner.y + j < 0)
return false;
return true;
}