Files
oboe/osx/boe.graphutil.cpp
Celtic Minstrel 372a275608 - Fixed the Reunite and Leave Town debug option
- Removed the cartoon_happening code
- Added a MODE_CUTSCENE for possible future use


git-svn-id: http://openexile.googlecode.com/svn/trunk@102 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-29 02:33:39 +00:00

835 lines
31 KiB
C++

#include <cstdio>
//#include "item.h"
#include "boe.global.h"
#include "classes.h"
#include "boe.graphutil.h"
#include "boe.text.h"
#include "boe.fields.h"
#include "boe.locutils.h"
#include "boe.graphics.h"
#include "boe.infodlg.h"
#include "boe.monster.h"
#include "boe.specials.h"
#include "dlgtool.h"
#include "soundtool.h"
#include "graphtool.h"
#include "mathutil.h"
#include "dlgutil.h"
extern WindowPtr mainPtr;
extern Rect windRect;
extern short stat_window,give_delays;
extern eGameMode overall_mode;
extern short current_spell_range,town_type;
extern bool in_startup_mode,anim_onscreen,play_sounds,frills_on,startup_loaded;
//extern short town_size[3];
//extern cParty party;
//extern pc_record_type adven[6];
//extern big_tr_type t_d;
//extern cOutdoors outdoors[2][2];
extern cUniverse univ;
//extern current_town_type c_town;
//extern town_item_list t_i;
//extern unsigned char out[96][96],out_e[96][96];
extern ter_num_t combat_terrain[64][64];
extern effect_pat_type current_pat;
extern bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
extern bool sleep_field;
//extern unsigned char misc_i[64][64],sfx[64][64];
extern short on_monst_menu[256];
extern DialogPtr modeless_dialogs[18];
//extern short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x
extern short combat_posing_monster , current_working_monster ; // 0-5 PC 100 + x - monster x
//extern piles_of_stuff_dumping_type *data_store; TODO: Abolish storage_gworld
extern GWorldPtr terrain_screen_gworld,items_gworld,tiny_obj_gworld,pc_gworld,monst_gworld[NUM_MONST_SHEETS];
extern GWorldPtr fields_gworld,anim_gworld,vehicle_gworld,terrain_gworld[NUM_TER_SHEETS];
//extern short which_g_stored[STORED_GRAPHICS];
//extern short wish_list[STORED_GRAPHICS];
//extern short storage_status[STORED_GRAPHICS]; // 0 - empty 1 - in use 2 - there, not in use
extern short terrain_there[9][9];
extern pending_special_type special_queue[20];
extern Point ul;
extern location pc_pos[6],center;
extern short which_combat_type,pc_dir[6],current_pc;
extern bool monsters_going,anim_onscreen;
//extern short pc_moves[6];
extern short num_targets_left;
extern location spell_targets[8];
extern short display_mode;
extern long anim_ticks;
extern char spot_seen[9][9];
//extern char out_trim[96][96],town_trim[64][64];
extern short monster_index[21];
extern bool supressing_some_spaces;
extern location ok_space[4];
extern bool can_draw_pcs;
extern cScenario scenario;
extern GWorldPtr spec_scen_g;
Rect boat_rects[4] = {{0,0,36,28}, {0,28,36,56},{0,56,36,84},{0,84,36,112}};
bool gave_no_g_error = false;
eAmbientSound ambient_sound;
void draw_one_terrain_spot (short i,short j,short terrain_to_draw) ////
//short dest; // 0 - terrain gworld 1 - screen
// if terrain_to_draw is -1, do black
// if terrain_to_draw >= 1000, force to draw graphic which is terrain_to_draw - 1000
{
Rect where_draw;
Rect source_rect;
GWorldPtr source_gworld;
short anim_type = 0;
GrafPtr old_port;
location l;
l.x = i; l.y = j;
if (supressing_some_spaces && (l != ok_space[0]) && (l != ok_space[1]) && (l != ok_space[2]) && (l != ok_space[3]))
return;
where_draw = calc_rect(i,j);
OffsetRect(&where_draw,13,13);
if (terrain_to_draw == -1) {
if (terrain_there[i][j] == 300) {
return;
}
terrain_there[i][j] = 300;
GetPort(&old_port);
SetPort(terrain_screen_gworld);
PaintRect(&where_draw);
SetPort(old_port);
return;
}
////
if (terrain_to_draw >= 10000) { // force using a specific graphic
terrain_to_draw -= 10000;
if (terrain_there[i][j] == terrain_to_draw)
return;
source_gworld = terrain_gworld[terrain_to_draw / 50];
terrain_there[i][j] = terrain_to_draw;
terrain_to_draw %= 50;
source_rect = calc_rect(terrain_to_draw % 10, terrain_to_draw / 10);
anim_type = -1;
}
else if (scenario.ter_types[terrain_to_draw].picture >= 2000) { // custom
source_gworld = spec_scen_g;
source_rect = get_custom_rect(scenario.ter_types[terrain_to_draw].picture - 2000 + (anim_ticks % 4));
anim_type = 0;
terrain_there[i][j] = -1;
}
else if (scenario.ter_types[terrain_to_draw].picture >= 1000) { // custom
source_gworld = spec_scen_g;
source_rect = get_custom_rect(scenario.ter_types[terrain_to_draw].picture - 1000);
terrain_there[i][j] = -1;
}
else if (scenario.ter_types[terrain_to_draw].picture >= 400) { // animated
source_gworld = anim_gworld;
terrain_to_draw = scenario.ter_types[terrain_to_draw].picture;
source_rect = calc_rect(4 * ((terrain_to_draw - 400) / 5) + (anim_ticks % 4),(terrain_to_draw - 400) % 5);
terrain_there[i][j] = -1;
anim_type = 0;
}
else {
if (terrain_there[i][j] == scenario.ter_types[terrain_to_draw].picture) return;
terrain_there[i][j] = scenario.ter_types[terrain_to_draw].picture;
terrain_to_draw = scenario.ter_types[terrain_to_draw].picture;
source_gworld = terrain_gworld[terrain_to_draw / 50];
terrain_there[i][j] = terrain_to_draw;
terrain_to_draw %= 50;
source_rect = calc_rect(terrain_to_draw % 10, terrain_to_draw / 10);
anim_type = -1;
}
if (anim_type >= 0)
{
if ((is_town()) || (is_out()))
anim_onscreen = true;
}
rect_draw_some_item(source_gworld, source_rect, terrain_screen_gworld, where_draw);
}
void draw_monsters() ////
{
short i,j = 0,k;
short width,height;
Rect source_rect,to_rect;
location where_draw,store_loc;
short picture_wanted;
ter_num_t ter;
Rect monst_rects[4][4] = {
{{0,0,36,28},{0,0,0,0},{0,0,0,0},{0,0,0,0}},
{{0,7,18,21},{18,7,36,21},{0,0,0,0},{0,0,0,0}},
{{9,0,27,14},{9,14,27,28},{0,0,0,0},{0,0,0,0}},
{{0,0,18,14},{0,14,18,28},{18,0,36,14},{18,14,36,28}}
};
if (is_out())
for (i = 0; i < 10; i++)
if (univ.party.out_c[i].exists == true) {
if ((point_onscreen(univ.party.p_loc, univ.party.out_c[i].m_loc) == true) &&
(can_see(univ.party.p_loc, univ.party.out_c[i].m_loc,0) < 5)) {
where_draw.x = univ.party.out_c[i].m_loc.x - univ.party.p_loc.x + 4;
where_draw.y = univ.party.out_c[i].m_loc.y - univ.party.p_loc.y + 4;
terrain_there[where_draw.x][where_draw.y] = -1;
for(j = 0; univ.party.out_c[i].what_monst.monst[j] == 0 && j < 7; j++);
if (j == 7) univ.party.out_c[i].exists = false; // begin watch out
else {
picture_wanted = get_monst_picnum(univ.party.out_c[i].what_monst.monst[j]);
} // end watch out
if (univ.party.out_c[i].exists) {
get_monst_dims(univ.party.out_c[i].what_monst.monst[j],&width,&height);
if (picture_wanted >= 1000) {
for (k = 0; k < width * height; k++) {
source_rect = get_custom_rect(picture_wanted % 1000 +
((univ.party.out_c[i].direction < 4) ? 0 : (width * height)) + k);
to_rect = monst_rects[(width - 1) * 2 + height - 1][k];
OffsetRect(&to_rect,13 + 28 * where_draw.x,13 + 36 * where_draw.y);
rect_draw_some_item(spec_scen_g, source_rect, terrain_screen_gworld,to_rect, transparent);
}
}
if (picture_wanted < 1000) {
for (k = 0; k < width * height; k++) {
pic_num_t this_monst = univ.party.out_c[i].what_monst.get(j,true,&cMonster::picture_num);
source_rect = get_monster_template_rect(this_monst,(univ.party.out_c[i].direction < 4) ? 0 : 1,k);
to_rect = monst_rects[(width - 1) * 2 + height - 1][k];
OffsetRect(&to_rect,13 + 28 * where_draw.x,13 + 36 * where_draw.y);
rect_draw_some_item(monst_gworld[m_pic_index[this_monst].i/20], source_rect, terrain_screen_gworld,to_rect, transparent);
}
}
}
}
}
if (is_town())
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active != 0) && (univ.town.monst[i].spec_skill != 11))
if (party_can_see_monst(i)) {
check_if_monst_seen(univ.town.monst[i].number);
where_draw.x = univ.town.monst[i].cur_loc.x - center.x + 4;
where_draw.y = univ.town.monst[i].cur_loc.y - center.y + 4;
get_monst_dims(univ.town.monst[i].number,&width,&height);
if (point_onscreen(center,univ.town.monst[i].cur_loc) == true)
play_see_monster_str(univ.town.monst[i].number); // TODO: This also gets called by check_if_monst_seen!
for (k = 0; k < width * height; k++) {
store_loc = where_draw;
store_loc.x += k % width;
store_loc.y += k / width;
// customize?
if (univ.town.monst[i].picture_num >= 1000) {
source_rect = get_custom_rect((univ.town.monst[i].picture_num % 1000) +
k + ((univ.town.monst[i].direction < 4) ? 0 : width * height)
+ ((combat_posing_monster == i + 100) ? (2 * width * height) : 0));
ter = univ.town->terrain(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y);
// in bed?
if ((store_loc.x >= 0) && (store_loc.x < 9) && (store_loc.y >= 0) && (store_loc.y < 9) &&
(scenario.ter_types[ter].special == TER_SPEC_BED) &&
((univ.town.monst[i].m_type < 7)
&& (univ.town.monst[i].m_type != 1) && (univ.town.monst[i].m_type != 2))
&& ((univ.town.monst[i].active == 1) || (univ.town.monst[i].target == 6)) &&
(width == 1) && (height == 1)) ////
draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1.u);
else Draw_Some_Item(spec_scen_g, source_rect, terrain_screen_gworld, store_loc, 1, 0);
}
if (univ.town.monst[i].picture_num < 1000) {
pic_num_t this_monst = univ.town.monst[i].picture_num;
source_rect = get_monster_template_rect(this_monst,
((univ.town.monst[i].direction < 4) ? 0 : 1) + ((combat_posing_monster == i + 100) ? 10 : 0),k);
ter = univ.town->terrain(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y);
// in bed?
if ((store_loc.x >= 0) && (store_loc.x < 9) && (store_loc.y >= 0) && (store_loc.y < 9) &&
(scenario.ter_types[ter].special == TER_SPEC_BED) &&
((univ.town.monst[i].m_type < 7)
&& (univ.town.monst[i].m_type != 1) && (univ.town.monst[i].m_type != 2))
&& ((univ.town.monst[i].active == 1) || (univ.town.monst[i].target == 6)) &&
(width == 1) && (height == 1)) ////
draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1.u);
else Draw_Some_Item(monst_gworld[m_pic_index[this_monst].i/20], source_rect, terrain_screen_gworld, store_loc, 1, 0);
}
}
}
if (is_combat()) {
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active != 0) && (univ.town.monst[i].spec_skill != 11))
if (point_onscreen(center,univ.town.monst[i].cur_loc) || party_can_see_monst(i)) {
check_if_monst_seen(univ.town.monst[i].number);
where_draw.x = univ.town.monst[i].cur_loc.x - center.x + 4;
where_draw.y = univ.town.monst[i].cur_loc.y - center.y + 4;
get_monst_dims(univ.town.monst[i].number,&width,&height);
for (k = 0; k < width * height; k++) {
store_loc = where_draw;
store_loc.x += k % width;
store_loc.y += k / width;
// customize?
if (univ.town.monst[i].picture_num >= 1000) {
source_rect = get_custom_rect((univ.town.monst[i].picture_num % 1000) +
k + ((univ.town.monst[i].direction < 4) ? 0 : width * height)
+ ((combat_posing_monster == i + 100) ? (2 * width * height) : 0));
ter = univ.town->terrain(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y);
if ((store_loc.x >= 0) && (store_loc.x < 9) && (store_loc.y >= 0) && (store_loc.y < 9) &&
(scenario.ter_types[ter].special == TER_SPEC_BED) &&
((univ.town.monst[i].m_type < 7)
&& (univ.town.monst[i].m_type != 1) && (univ.town.monst[i].m_type != 2))
&& ((univ.town.monst[i].active == 1) || (univ.town.monst[i].target == 6)) &&
(width == 1) && (height == 1))
draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1.u); ////
else Draw_Some_Item(spec_scen_g, source_rect, terrain_screen_gworld, store_loc, 1, 0);
}
if (univ.town.monst[i].picture_num < 1000) {
pic_num_t this_monst = univ.town.monst[i].picture_num;
source_rect = get_monster_template_rect(this_monst,
((univ.town.monst[i].direction < 4) ? 0 : 1) + ((combat_posing_monster == i + 100) ? 10 : 0)
,k);
ter = univ.town->terrain(univ.town.monst[i].cur_loc.x,univ.town.monst[i].cur_loc.y);
if ((store_loc.x >= 0) && (store_loc.x < 9) && (store_loc.y >= 0) && (store_loc.y < 9) &&
(scenario.ter_types[ter].special == TER_SPEC_BED) &&
((univ.town.monst[i].m_type < 7)
&& (univ.town.monst[i].m_type != 1) && (univ.town.monst[i].m_type != 2))
&& ((univ.town.monst[i].active == 1) || (univ.town.monst[i].target == 6)) &&
(width == 1) && (height == 1))
draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1.u); ////
else Draw_Some_Item(monst_gworld[m_pic_index[this_monst].i/20], source_rect, terrain_screen_gworld, store_loc, 1, 0);
}
}
}
}
}
void play_see_monster_str(unsigned short m){
short str1, str2, pic, type, snd, spec, s1 = 0, s2 = 0, s3 = 0;
str1 = scenario.scen_monsters[m].see_str1;
str2 = scenario.scen_monsters[m].see_str2;
pic = scenario.scen_monsters[m].picture_num;
type = get_monst_pictype(m);
snd = scenario.scen_monsters[m].see_sound;
spec = scenario.scen_monsters[m].see_spec;
// First display strings, if any
display_strings(str1 ? scenario.monst_strs[str1] : NULL, str2 ? scenario.monst_strs[str2] : NULL, "", snd, pic,type, 0);
// Then run the special, if any
if(spec > -1){
for(int i = 2; i < 20; i++){
if(special_queue[i].spec == -1){
special_queue[i].spec = spec;
special_queue[i].mode = SPEC_SEE_MONST;
special_queue[i].type = 0;
special_queue[i].where = loc(); // TODO: Maybe a different location should be passed?
break;
}
}
}
}
void draw_pcs(location center,short mode)
//short mode; // 0 - put pcs in gworld 1 - only rectangle around active pc
{
short i;
Rect source_rect,active_pc_rect;
location where_draw;
if (party_toast() == true)
return;
if (can_draw_pcs == false)
return;
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
// if (((point_onscreen(center, pc_pos[i])) == true) &&
// ((cartoon_happening == true) || (party_can_see(pc_pos[i]) < 6))){
// where_draw.x = pc_pos[i].x - center.x + 4;
// where_draw.y = pc_pos[i].y - center.y + 4;
// source_rect = calc_rect(2 * (univ.party[i].which_graphic / 8), univ.party[i].which_graphic % 8);
// if(pc_dir[i] >= 4)
// OffsetRect(&source_rect,28,0);
// if (combat_posing_monster == i)
// OffsetRect(&source_rect,0,288);
//
// if (mode == 0) {
// Draw_Some_Item(pc_gworld, source_rect, terrain_screen_gworld, where_draw, 1, 0);
// }
//
// if ((current_pc == i) && (mode == 1) && (monsters_going == false)) {
// active_pc_rect.top = 18 + where_draw.y * 36;
// active_pc_rect.left = 18 + where_draw.x * 28;
// active_pc_rect.bottom = 54 + where_draw.y * 36;
// active_pc_rect.right = 46 + where_draw.x * 28;
// OffsetRect(&active_pc_rect,ul.h,ul.v);
//
// ForeColor(magentaColor);
// FrameRoundRect(&active_pc_rect,8,8);
// ForeColor(blackColor);
// }
// }
// Draw current pc on top
if ( ((point_onscreen(center, pc_pos[current_pc])) == true) && (univ.party[current_pc].main_status == 1)) {
where_draw.x = pc_pos[current_pc].x - center.x + 4;
where_draw.y = pc_pos[current_pc].y - center.y + 4;
source_rect = calc_rect(2 * (univ.party[current_pc].which_graphic / 8), univ.party[current_pc].which_graphic % 8);
if(pc_dir[current_pc] >= 4)
OffsetRect(&source_rect,28,0);
if (combat_posing_monster == current_pc)
OffsetRect(&source_rect,0,288);
if (mode == 0)
Draw_Some_Item(pc_gworld, source_rect, terrain_screen_gworld, where_draw, 1, 0);
}
}
void draw_items(location where){
if(!point_onscreen(center,where)) return;
location where_draw(4 + where.x - center.x, 4 + where.y - center.y);
Rect from_rect, to_rect;
if(supressing_some_spaces && (where != ok_space[0]) && (where != ok_space[1]) && (where != ok_space[2]) && (where != ok_space[3]))
return;
for (int i = 0; i < NUM_TOWN_ITEMS; i++) {
if(univ.town.items[i].variety != ITEM_TYPE_NO_ITEM && univ.town.items[i].item_loc == where) {
if(univ.town.items[i].is_contained()) continue;
if(party_can_see(where) >= 6) continue;
if(univ.town.items[i].graphic_num >= 1000){
from_rect = get_custom_rect(univ.town.items[i].graphic_num - 1000);
to_rect = coord_to_rect(where.x,where.y);
terrain_there[where_draw.x][where_draw.y] = -1;
rect_draw_some_item(spec_scen_g,from_rect,terrain_screen_gworld,to_rect,transparent);
}else{
from_rect = get_item_template_rect(univ.town.items[i].graphic_num);
to_rect = coord_to_rect(where_draw.x,where_draw.y);
terrain_there[where_draw.x][where_draw.y] = -1;
if(univ.town.items[i].graphic_num >= 45) {
InsetRect(&to_rect,5,9);
rect_draw_some_item(tiny_obj_gworld, from_rect, terrain_screen_gworld, to_rect,transparent);
}else
rect_draw_some_item(items_gworld, from_rect, terrain_screen_gworld, to_rect,transparent);
}
}
}
}
void draw_outd_boats(location center)
{
location where_draw;
Rect source_rect;
short i;
for (i = 0; i < 30; i++)
if ((point_onscreen(center, univ.party.boats[i].loc) == true) && (univ.party.boats[i].exists == true) &&
(univ.party.boats[i].which_town == 200) &&
(can_see(center, univ.party.boats[i].loc,0) < 5) && (univ.party.in_boat != i)) {
where_draw.x = univ.party.boats[i].loc.x - center.x + 4;
where_draw.y = univ.party.boats[i].loc.y - center.y + 4;
//source_rect = boat_rects[0];
//OffsetRect(&source_rect,61,0);
Draw_Some_Item(vehicle_gworld, calc_rect(0,0), terrain_screen_gworld, where_draw, 1, 0);
}
for (i = 0; i < 30; i++)
if ((point_onscreen(center, univ.party.horses[i].loc) == true) && (univ.party.horses[i].exists == true) &&
(univ.party.horses[i].which_town == 200) &&
(can_see(center, univ.party.horses[i].loc,0) < 5) && (univ.party.in_horse != i)) {
where_draw.x = univ.party.horses[i].loc.x - center.x + 4;
where_draw.y = univ.party.horses[i].loc.y - center.y + 4;
//source_rect = boat_rects[0];
//OffsetRect(&source_rect,61,0);
//OffsetRect(&source_rect,0,74);
//OffsetRect(&source_rect,56,36);
Draw_Some_Item(vehicle_gworld, calc_rect(0,1), terrain_screen_gworld, where_draw, 1, 0);
}
}
void draw_town_boat(location center)
{
location where_draw;
Rect source_rect;
short i;
for (i = 0; i < 30; i++)
if ((univ.party.boats[i].which_town == univ.town.num) &&
((point_onscreen(center, univ.party.boats[i].loc) == true) &&
(can_see(center, univ.party.boats[i].loc,0) < 5) && (univ.party.in_boat != i)
&& (pt_in_light(center,univ.party.boats[i].loc) == true))) {
where_draw.x = univ.party.boats[i].loc.x - center.x + 4;
where_draw.y = univ.party.boats[i].loc.y - center.y + 4;
//source_rect = boat_rects[0];
//OffsetRect(&source_rect,61,0);
Draw_Some_Item(vehicle_gworld, calc_rect(1,0), terrain_screen_gworld, where_draw, 1, 0);
}
for (i = 0; i < 30; i++)
if ((univ.party.horses[i].which_town == univ.town.num) &&
((point_onscreen(center, univ.party.horses[i].loc) == true) &&
(can_see(center, univ.party.horses[i].loc,0) < 5) && (univ.party.in_horse != i)
&& (pt_in_light(center,univ.party.horses[i].loc) == true))) {
where_draw.x = univ.party.horses[i].loc.x - center.x + 4;
where_draw.y = univ.party.horses[i].loc.y - center.y + 4;
//source_rect = boat_rects[0];
//OffsetRect(&source_rect,61,0);
//OffsetRect(&source_rect,0,74);
//OffsetRect(&source_rect,56,36);
Draw_Some_Item(vehicle_gworld, calc_rect(1,1), terrain_screen_gworld, where_draw, 1, 0);
}
}
void draw_fields(location where){
if(!point_onscreen(center,where)) return;
if(party_can_see(where) >= 6) return;
location where_draw(4 + where.x - center.x, 4 + where.y - center.y);
if(is_out()){
if(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].special_spot[where.x][where.y])
Draw_Some_Item(fields_gworld,calc_rect(4,0),terrain_screen_gworld,where_draw,1,0);
return;
}
if(univ.town.is_force_wall(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(0,1),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_fire_wall(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(1,1),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_antimagic(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(2,1),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_scloud(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(3,1),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_ice_wall(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(4,1),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_blade_wall(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(5,1),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_sleep_cloud(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(6,1),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_block(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(3,0),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_spot(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(4,0),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_web(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(5,0),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_crate(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(6,0),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_barrel(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(7,0),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_fire_barr(where.x,where.y) || univ.town.is_force_barr(where.x,where.y))
Draw_Some_Item(anim_gworld,calc_rect(8 + (anim_ticks % 4),4),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_quickfire(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(7,1),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_sm_blood(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(0,3),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_med_blood(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(1,3),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_lg_blood(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(2,3),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_sm_slime(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(3,3),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_lg_slime(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(4,3),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_ash(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(5,3),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_bones(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(6,3),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_rubble(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(7,3),terrain_screen_gworld,where_draw,1,0);
if(univ.town.is_force_cage(where.x,where.y))
Draw_Some_Item(fields_gworld,calc_rect(2,0),terrain_screen_gworld,where_draw,1,0);
}
void draw_party_symbol(short mode,location center)
// mode currently unused
{
Rect source_rect;
location target(4,4);
short i = 0;
short dir_array[8] = {0,3,3,3,2,1,1,1};
if (can_draw_pcs == false)
return;
if (party_toast() == true)
return;
if ((is_town()) && (univ.town.p_loc.x > 70))
return;
if (overall_mode == MODE_LOOK_TOWN) {
target.x += univ.town.p_loc.x - center.x;
target.y += univ.town.p_loc.y - center.y;
}
if ((univ.party.in_boat < 0) && (univ.party.in_horse < 0)) {
i = first_active_pc();
source_rect = calc_rect(2 * (univ.party[current_pc].which_graphic / 8), univ.party[i].which_graphic % 8);
if(pc_dir[current_pc] >= 4)
OffsetRect(&source_rect,28,0);
ter_num_t ter = univ.town->terrain(univ.town.p_loc.x,univ.town.p_loc.y);
// now wedge in bed graphic
if ((is_town()) && (scenario.ter_types[ter].special == TER_SPEC_BED))
draw_one_terrain_spot((short) target.x,(short) target.y,10000 + scenario.ter_types[ter].flag1.u);
else Draw_Some_Item(pc_gworld, source_rect, terrain_screen_gworld, target, 1, 0);
}
else if (univ.party.in_boat >= 0) {
//source_rect = boat_rects[dir_array[univ.party.direction]];
//OffsetRect(&source_rect,61,0);
if(univ.party.direction == 0 || univ.party.direction > 4) i = 4;
else i = 3;
Draw_Some_Item(vehicle_gworld, calc_rect(i,0), terrain_screen_gworld, target, 1, 0);
}else {
//source_rect = boat_rects[(univ.party.direction < 4) ? 0 : 1];
//OffsetRect(&source_rect,61,0);
//OffsetRect(&source_rect,0,74);
Draw_Some_Item(vehicle_gworld, calc_rect( univ.party.direction > 3 , 1), terrain_screen_gworld, target, 1, 0);
}
}
// Give the position of the monster graphic in the picture resource
// Will store monsters the same in Exile's II and III
Rect get_monster_rect (unsigned short type_wanted,short mode) ////
//short mode; // 0 - left 1 - right 2 - both
{
Rect store_rect;
short i;
i = (short) type_wanted;
i = i % 20;
store_rect.top = 0 + BITMAP_HEIGHT * (i % 10) ;
store_rect.bottom = store_rect.top + BITMAP_HEIGHT;
store_rect.left = 0 + (i / 10) * BITMAP_WIDTH * 2 + ((mode != 1) ? 0 : 28);
store_rect.right = store_rect.left + BITMAP_WIDTH * ((mode == 2) ? 2 : 1);
return store_rect;
}
// Give the position of the monster graphic in the template in memory
Rect get_monster_template_rect (pic_num_t picture_wanted,short mode,short which_part) ////
//mode; // 0 - left 1 - right +10 - combat mode
{
Rect store_rect = {0,0,36,28};
short adj;
if (mode >= 10) {
adj += 4;
mode -= 10;
}
if(mode == 0) adj++;
picture_wanted = (m_pic_index[picture_wanted].i + which_part) % 20;
//return return_item_rect(300 + picture_wanted + (300 * mode) + adj);
return calc_rect(2 * (picture_wanted / 10) + adj, picture_wanted % 10);
}
// Returns rect for drawing an item, if num < 25, rect is in big item template,
// otherwise in small item template
Rect get_item_template_rect (short type_wanted)////
{
Rect store_rect;
if (type_wanted < 45) {
store_rect.top = (type_wanted / 5) * BITMAP_HEIGHT;
store_rect.bottom = store_rect.top + BITMAP_HEIGHT;
store_rect.left = (type_wanted % 5) * BITMAP_WIDTH;
store_rect.right = store_rect.left + BITMAP_WIDTH;
}
else {
store_rect.top = (type_wanted / 10) * 18;
store_rect.bottom = store_rect.top + 18;
store_rect.left = (type_wanted % 10) * 18;
store_rect.right = store_rect.left + 18;
}
return store_rect;
}
// Is this a fluid that gets shore plopped down on it?
bool is_fluid(ter_num_t ter_type)////
{
// if (((ter_type >= 71) && (ter_type <= 76)) || (ter_type == 90))
// return true;
// return false;
return scenario.ter_types[ter_type].trim_type == TRIM_FRILLS;
}
// Is this a beach that gets shore plopped down next to it?
bool is_shore(ter_num_t ter_type)////
{
if (is_fluid(ter_type) == true)
return false;
if(scenario.ter_types[ter_type].trim_type == TRIM_WATERFALL)
return false;
// if (ter_type == 77)
// return false;
// if (ter_type == 90)
// return false;
/* if (ter_type == 240)
return false;
if ((ter_type >= 117) && (ter_type <= 131))
return false;
if ((ter_type >= 193) && (ter_type <= 207))
return false; */
return true;
}
// These two functions used to determine wall round-cornering
bool is_wall(ter_num_t ter_type)////
{
return scenario.ter_types[ter_type].trim_type == TRIM_WALL;
// short pic;
//
// pic = scenario.ter_types[ter_type].picture;
//
// if ((pic >= 88) && (pic <= 120))
// return true;
//
// return false;
}
bool is_ground(ter_num_t ter_type)
{
if(scenario.ter_types[ter_type].trim_type == TRIM_WALL)
return false;
if(scenario.ter_types[ter_type].block_horse)
return false;
// if(scenario.ter_types[ter_type].trim_type == TRIM_WALKWAY)
// return false;
return true;
}
char get_fluid_trim(location where,ter_num_t ter_type)
{
bool at_top = false,at_bot = false,at_left = false,at_right = false;
ter_num_t store;
char to_return = 0;
if (where.x == 0)
at_left = true;
if (where.y == 0)
at_top = true;
if ((overall_mode == MODE_OUTDOORS) || (overall_mode == MODE_LOOK_OUTDOORS)) {
if (where.x == 95)
at_right = true;
if (where.y == 95)
at_bot = true;
}
else {
if (where.x == univ.town->max_dim() - 1)
at_right = true;
if (where.y == univ.town->max_dim() - 1)
at_bot = true;
}
// Set up trim for fluids
if (is_fluid(ter_type) == true) {
if (at_left == false) {
store = coord_to_ter(where.x - 1,where.y);
if (is_shore(store) == true)
to_return |= 64;
}
if (at_right == false) {
store = coord_to_ter(where.x + 1,where.y);
if (is_shore(store) == true)
to_return |= 4;
}
if (at_top == false) {
store = coord_to_ter(where.x,where.y - 1);
if (is_shore(store) == true)
to_return |= 1;
}
if (at_bot == false) {
store = coord_to_ter(where.x,where.y + 1);
if (is_shore(store) == true)
to_return |= 16;
}
if ((at_left == false) && (at_top == false)) {
store = coord_to_ter(where.x - 1,where.y - 1);
if (is_shore(store) == true)
to_return |= 128;
}
if ((at_right == false) && (at_bot == false)) {
store = coord_to_ter(where.x + 1,where.y + 1);
if (is_shore(store) == true)
to_return |= 8;
}
if ((at_right == false) && (at_top == false)) {
store = coord_to_ter(where.x + 1,where.y - 1);
if (is_shore(store) == true)
to_return |= 2;
}
if ((at_left == false) && (at_bot == false)) {
store = coord_to_ter(where.x - 1,where.y + 1);
if (is_shore(store) == true)
to_return |= 32;
}
}
if (to_return & 1)
to_return &= 125;
if (to_return & 4)
to_return &= 245;
if (to_return & 10)
to_return &= 215;
if (to_return & 64)
to_return &= 95;
return to_return;
}
// Sees if party has seen a monster of this sort, gives special messages as necessary
void check_if_monst_seen(unsigned short m_num) {
// Give special messages if necessary
if (!univ.party.m_seen[m_num]) {
univ.party.m_seen[m_num] = true;
play_see_monster_str(m_num);
}
// Make the monster vocalize if applicable
snd_num_t sound = scenario.scen_monsters[m_num].ambient_sound;
if(get_ran(1,1,100) < 10) play_sound(-sound);
}
void play_ambient_sound(){ // TODO: Maybe add a system for in-town ambient sounds
static const short drip[2] = {78,79}, bird[3] = {76,77,91};
if(overall_mode != MODE_OUTDOORS) return; // ambient sounds are outdoors only at the moment
if(get_ran(1,1,100) > 10) return; // 10% chance per move of playing a sound
short sound_to_play;
switch(ambient_sound){
case AMBIENT_DRIP:
sound_to_play = get_ran(1,0,1);
play_sound(-drip[sound_to_play]);
break;
case AMBIENT_BIRD:
sound_to_play = get_ran(1,0,2);
play_sound(-bird[sound_to_play]);
break;
case AMBIENT_CUSTOM:
sound_to_play = univ.out_sound;
play_sound(-sound_to_play);
break;
case AMBIENT_NONE:
break; // obviously, do nothing
}
}
void adjust_monst_menu()
{
short i,monst_pos = 0;
MenuHandle monst_menu;
Str255 monst_name;
if (in_startup_mode == true)
return;
monst_menu = GetMenuHandle(700);
for (i = 0; i < 256; i++) {
on_monst_menu[i] = -1;
}
for (i = 1; i < 256; i++)
if ((i == 1) || (univ.party.m_noted[i] > 0)) {
on_monst_menu[monst_pos] = i;
monst_pos++;
}
for (i = 0; i < 256; i++) {
DeleteMenuItem(monst_menu,1);
}
for (i = 0; i < 256; i++)
if (on_monst_menu[i] >= 0) {
//GetIndString(monst_name, 2,on_monst_menu[i]);
sprintf((char *) monst_name,"%s",scenario.scen_monsters[on_monst_menu[i]].m_name.c_str());
c2pstr((char*)monst_name);
AppendMenu(monst_menu,monst_name);
}
}