Files
oboe/osx/boe.startup.cpp
Celtic Minstrel 049754ea27 - Added code to the missile firing so that missiles that heal the target also work if they hit a PC.
- Added fields to the terrain class in preparation for new scenario format.
- Same with the party class, plus refactored it to use vectors and strings.
- Fixed a potential divide-by-zero error in get_ran.

git-svn-id: http://openexile.googlecode.com/svn/trunk@41 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-04-28 13:00:21 +00:00

155 lines
3.0 KiB
C++

//#include "item.h"
#include "boe.global.h"
#include "classes.h"
#include "boe.newgraph.h"
#include "boe.graphics.h"
#include "boe.fileio.h"
#include "boe.actions.h"
#include "boe.dlgutil.h"
#include "boe.text.h"
#include "boe.graphutil.h"
#include "boe.items.h"
#include "boe.party.h"
#include "boe.startup.h"
#include "boe.party.h"
#include "soundtool.h"
#include "fileio.h"
#include "dlgutil.h"
#include <vector>
using std::vector;
//extern party_record_type party;
//extern pc_record_type adven[6];
extern bool in_startup_mode,play_sounds,party_in_memory;
extern long register_flag;
extern WindowPtr mainPtr;
extern Point ul;
//extern piles_of_stuff_dumping_type *data_store;
extern vector<scen_header_type> scen_headers;
extern bool unreg_party_in_scen_not_check;
extern std::vector<std::string> scen_names;;
extern cUniverse univ;
//void start_game();
Rect startup_button[6];
bool handle_startup_press(Point the_point)
{
std::string scen_name;
short i,scen;
the_point.h -= ul.h;
the_point.v -= ul.v;
for (i = 0; i < 5; i++)
if (PtInRect(the_point,&startup_button[i]) == true) {
draw_start_button(i,5);
if (play_sounds == true)
play_sound(37);
else FlushAndPause(5);
draw_start_button(i,0);
switch (i) {
case STARTBTN_LOAD:
startup_load();
break;
case STARTBTN_NEW:
draw_startup(0);
start_new_game();
update_pc_graphics();
make_cursor_sword();
draw_startup(0);
break;
case STARTBTN_ORDER:
give_reg_info();
draw_startup(0);
break;
case STARTBTN_JOIN: // regular scen
if (party_in_memory == false) {
FCD(867,0);
break;
}
scen = pick_prefab_scen();
if (scen < 0)
break;
switch (scen) {
case 0: scen_name = "valleydy.exs"; break;
// if not reg, rub out
case 1: scen_name = "stealth.exs"; break;
case 2: scen_name = "zakhazi.exs"; break;
//case 3: sprintf(univ.party.scen_name,"busywork.exs"); break;
}
put_party_in_scen(scen_name);
break;
case STARTBTN_CUSTOM: // custom
if (party_in_memory == false) {
FCD(867,0);
break;
}
// if not reg, rub out
scen = pick_a_scen();
if(scen < 0) break;
if (scen_headers[scen].prog_make_ver[0] >= 2) {
FCD(912,0);
break;
}
scen_name = scen_names[scen];
put_party_in_scen(scen_name);
break;
case 5:
FlushAndPause(50);
return true;
break;
}
}
return false;
}
void startup_load()////
{
FSSpec* file_to_load = nav_get_party();
if(file_to_load == NULL) return;
if(load_party(*file_to_load)){
party_in_memory = true;
update_pc_graphics();
in_startup_mode = univ.party.scen_name.length();
}
if (!in_startup_mode) {
//end_anim();
end_startup();
post_load();
}
else {
menu_activate(0);
draw_startup(0);
}
}
/*
void start_game ()
{
init_party(0);
setup_outdoors(party.p_loc);
load_area_graphics();
draw_main_screen();
in_startup_mode = false;
adjust_monst_menu();
adjust_spell_menus();
}*/