Files
oboe/osx/boe.main.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

1065 lines
26 KiB
C++

//#include "item.h"
#define DIR_ARRAY_DEF
#include "boe.global.h"
#include "classes.h"
#include "boe.graphics.h"
#include "boe.newgraph.h"
#include "boe.fileio.h"
#include "boe.actions.h"
#include "boe.text.h"
#include "boe.party.h"
#include "boe.items.h"
#include "boe.fields.h"
#include "boe.town.h"
#include "boe.startup.h"
#include "boe.dlgutil.h"
#include "boe.infodlg.h"
#include "boe.main.h"
#include "winutil.h"
#include "soundtool.h"
#include "graphtool.h"
#include "mathutil.h"
#include "fileio.h"
#include "dlogutil.h"
#include "scrollbar.h"
#include "boe.menus.h"
#include <CoreFoundation/CFByteOrder.h>
//extern short arrow_curs[3][3];
//extern short sword_curs, boot_curs, drop_curs, target_curs;
//extern short talk_curs, key_curs, look_curs, current_cursor;
/* Mac stuff globals */
RECT windRect, Drag_Rect;
bool All_Done = false;
sf::Event event;
sf::RenderWindow mainPtr;
short had_text_freeze = 0,num_fonts;
bool in_startup_mode = true,app_started_normally = false, skip_boom_delay = false;
bool first_startup_update = true;
bool diff_depth_ok = false,first_sound_played = false,spell_forced = false,startup_loaded = false;
bool save_maps = true,party_in_memory = false;
std::shared_ptr<cScrollbar> text_sbar, item_sbar, shop_sbar;
RECT sbar_rect = {283,546,421,562};
RECT shop_sbar_rect = {67,258,357,274};
RECT item_sbar_rect = {146,546,253,562};
bool bgm_on = false,bgm_init = false;
//short dialog_answer;
location store_anim_ul;
cScenario scenario;
cUniverse univ;
//piles_of_stuff_dumping_type *data_store;
//talking_record_type talking;
bool gInBackground = false;
bool flushingInput = false;
long start_time;
short on_spell_menu[2][62];
short on_monst_menu[256];
signed char dir_x_dif[9] = {0,1,1,1,0,-1,-1,-1,0};
signed char dir_y_dif[9] = {-1,-1,0,1,1,1,0,-1,0};
bool game_run_before = false;
bool give_intro_hint = true;
bool in_scen_debug = false;
bool show_startup_splash = true;
bool belt_present = false;
/* Adventure globals */
//party_record_type party;
//pc_record_type adven[6];
//outdoor_record_type outdoors[2][2];
//current_town_type c_town;
//big_tr_type t_d;
//town_item_list t_i;
//unsigned char out[96][96],out_e[96][96];
//setup_save_type setup_save;
//unsigned char misc_i[64][64],sfx[64][64];
////unsigned char template_terrain[64][64];
//location monster_targs[60]; // TODO: Integrate this into the town cCreature type
//outdoor_strs_type outdoor_text[2][2];
/* Display globals */
short combat_posing_monster = -1, current_working_monster = -1; // 0-5 PC 100 + x - monster x
bool fast_bang = false;
short spec_item_array[60];
short current_spell_range;
eGameMode overall_mode = MODE_STARTUP;
bool first_update = true,anim_onscreen = false,frills_on = true,sys_7_avail,suppress_stat_screen = false;
short stat_window = 0,store_modifier;
bool monsters_going = false,boom_anim_active = false;
short give_delays = 0;
bool modeless_exists[18] = {false,false,false,false,false,false,
false,false,false,false,false,false,
false,false,false,false,false,false};
sf::RenderWindow mini_map;
//RECT d_rects[80];
////short d_rect_index[80];
//short town_size[3] = {64,48,32};
short which_item_page[6] = {0,0,0,0,0,0}; // Remembers which of the 2 item pages pc looked at
location ul = {28,10};
short display_mode = 0; // 0 - center 1- ul 2 - ur 3 - dl 4 - dr 5 - small win
long stored_key;
short pixel_depth,old_depth = 8;
short current_ground = 0,stat_screen_mode = 0;
short anim_step = -1;
// Spell casting globals
short store_mage = 0, store_priest = 0;
short store_mage_lev = 0, store_priest_lev = 0;
short store_spell_target = 6,pc_casting;
short pc_last_cast[2][6] = {{1,1,1,1,1,1},{1,1,1,1,1,1}};
short num_targets_left = 0;
location spell_targets[8];
/* Combat globals */
short which_combat_type,town_type;
location center;
ter_num_t combat_terrain[64][64];
location pc_pos[6];
short current_pc;
short combat_active_pc;
effect_pat_type current_pat;
//short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x
// TODO: Integrate this ^ into the town cCreature type
short spell_caster, missile_firer,current_monst_tactic;
short store_current_pc = 0;
////town_record_type anim_town;
//tiny_tr_type anim_t_d;
//stored_items_list_type stored_items[3];
//stored_outdoor_maps_type o_maps;
// System key
#ifdef __APPLE__
bool sf::Event::KeyEvent::*const systemKey = &sf::Event::KeyEvent::system;
#else
bool sf::Event::KeyEvent::*const systemKey = &sf::Event::KeyEvent::control;
#endif
sf::Clock animTimer;
// Special stuff booleans
bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
bool sleep_field;
//
// Main body of program Exile
//
void check_for_intel();
bool mac_is_intel;
int main(void)
{
//data_store = (piles_of_stuff_dumping_type *) NewPtr(sizeof(piles_of_stuff_dumping_type));
init_menubar(); // Do this first of all because otherwise a default File and Window menu will be seen
Initialize();
init_fileio();
init_graph_tool(redraw_screen);
Set_Window_Drag_Bdry();
init_buf();
set_up_apple_events();
//import_template_terrain();
//import_anim_terrain(0);
plop_fancy_startup();
//PSD[SDF_NO_FRILLS] = 0;
//PSD[SDF_NO_SOUNDS] = 0;
init_screen_locs();
init_snd_tool();
cDialog::init();
//init_party(0);
//PSD[SDF_GAME_SPEED] = 1;
//init_anim(0);
fancy_startup_delay();
init_spell_menus();
// if (overall_mode == MODE_STARTUP)
// overall_mode = MODE_OUTDOORS;
mainPtr.display();
if (!game_run_before)
cChoiceDlog("welcome.xml").show();
else if (give_intro_hint)
tip_of_day();
game_run_before = true;
check_for_intel();
init_mini_map();
menu_activate();
while (All_Done == false)
Handle_One_Event();
close_program();
return 0;
}
void check_for_intel(){
int response = CFByteOrderGetCurrent();
if(response == CFByteOrderUnknown){
printf("Gestalt error\n");
exit(1);
}
if(response == CFByteOrderLittleEndian) mac_is_intel = true;
else mac_is_intel = false;
}
//
// Initialize everything for the program, make sure we can run
//
//MW specified argument and return type.
void Initialize(void)
{
/* Initialize all the needed managers. */
//InitCursor();
//GetKeys(key_state);
//
// To make the Random sequences truly random, we need to make the seed start
// at a different number. An easy way to do this is to put the current time
// and date into the seed. Since it is always incrementing the starting seed
// will always be different. Don't for each call of Random, or the sequence
// will no longer be random. Only needed once, here in the init.
//
//unsigned long time;
//GetDateTime(&time);
//SetQDGlobalsRandomSeed(time);
srand(time(NULL));
//
// Make a new window for drawing in, and it must be a color window.
// The window is full screen size, made smaller to make it more visible.
//
sf::VideoMode screen = sf::VideoMode::getDesktopMode();
windRect.left = windRect.top = 0;
windRect.width() = screen.width;
windRect.height() = screen.height;
init_directories();
// stored_key = open_pref_file();
// if (stored_key == -100) {
// stored_key = open_pref_file();
// if (stored_key == -100) {
// Alert(983,NULL);
// ExitToShell();
// }
// }
load_prefs();
text_sbar.reset(new cScrollbar(mainPtr));
text_sbar->setBounds(sbar_rect);
text_sbar->setMaximum(58);
text_sbar->setPosition(58);
item_sbar.reset(new cScrollbar(mainPtr));
item_sbar->setBounds(item_sbar_rect);
item_sbar->setMaximum(16);
shop_sbar.reset(new cScrollbar(mainPtr));
shop_sbar->setBounds(shop_sbar_rect);
shop_sbar->setMaximum(16);
adjust_window_mode();
}
// TODO: This may be unneeded?
void Set_Window_Drag_Bdry()
{
sf::VideoMode screen = sf::VideoMode::getDesktopMode();
Drag_Rect.left = Drag_Rect.top = 0;
Drag_Rect.width() = screen.width;
Drag_Rect.height() = screen.height;
// Drag_Rect = (**(GrayRgn)).rgnBBox;
Drag_Rect.left += DRAG_EDGE;
Drag_Rect.right -= DRAG_EDGE;
Drag_Rect.bottom -= DRAG_EDGE;
}
void Handle_One_Event()
{
static const long fiveTicks = time_in_ticks(5).asMilliseconds();
static const long twentyTicks = time_in_ticks(20).asMilliseconds();
static const long fortyTicks = time_in_ticks(40).asMilliseconds();
long menu_choice;
bool event_in_dialog = false;
through_sending();
Handle_Update();
if (!gInBackground && event.type == sf::Event::MouseMoved &&
(isFrontWindow(mainPtr) || isFrontWindow(mini_map))) {
location where(event.mouseMove.x, event.mouseMove.y);
change_cursor(where);
// TODO: Probably don't actually need the conditional here?
if(animTimer.getElapsedTime().asMilliseconds() % fiveTicks <= 60)
draw_targeting_line(where);
}
//(cur_time - last_anim_time > 42)
if((animTimer.getElapsedTime().asMilliseconds() >= fortyTicks) && (in_startup_mode == false) && (anim_onscreen == true) && (PSD[SDF_NO_TER_ANIM] == 0)
&& (isFrontWindow(mainPtr) || isFrontWindow(mini_map)) && (!gInBackground)) {
animTimer.restart();
draw_terrain();
}
if((animTimer.getElapsedTime().asMilliseconds() > twentyTicks) && (in_startup_mode == true)
&& app_started_normally && isFrontWindow(mainPtr)) {
animTimer.restart();
draw_startup_anim(true);
}
clear_sound_memory();
event_in_dialog = handle_dialog_event();
if (event_in_dialog == false)
if(!mainPtr.pollEvent(event)) {
flushingInput = false;
mainPtr.display();
return;
}
switch (event.type)
{
case sf::Event::KeyPressed:
if(flushingInput) return;
if (!(event.key.*systemKey))
handle_keystroke(event);
break;
case sf::Event::MouseButtonPressed:
if(flushingInput) return;
Mouse_Pressed();
break;
case sf::Event::MouseMoved:
// The original game called ObscureCursor in the handle_keystroke function,
// which hides the mouse cursor until it's moved.
// SFML's hide cursor function is always permanent, so this is here to balance that out.
mainPtr.setMouseCursorVisible(true);
break;
case sf::Event::GainedFocus:
Handle_Activate();
Handle_Update();
break;
case sf::Event::Closed:
if (in_startup_mode == true) {
All_Done = true;
break;
}
if (overall_mode > MODE_TOWN){
std::string choice = cChoiceDlog("quit-confirm-nosave.xml", {"quit", "cancel"}).show();
if (choice == "cancel")
break;
}
else {
std::string choice = cChoiceDlog("quit-confirm-save.xml", {"save", "quit", "cancel"}).show();
if (choice == "cancel")
break;
if (choice == "save")
save_party(univ.file);
}
All_Done = true;
// TODO: Handle closing of mini-map
#if 0
else {
for (i = 0; i < 18; i++)
if ((the_window == GetDialogWindow(modeless_dialogs[i])) && (modeless_exists[i] == true)) {
//CloseDialog(modeless_dialogs[i]);
HideWindow(GetDialogWindow(modeless_dialogs[i]));
modeless_exists[i] = false;
SelectWindow(mainPtr);
SetPortWindowPort(mainPtr);
}
}
#endif
}
mainPtr.display(); // TODO: I'm assuming this needs to be SOMEWHERE, at least.
}
void Handle_Activate()
{
if (isFrontWindow(mainPtr))
mainPtr.setActive();
}
// TODO: Not sure what to do here
bool handle_dialog_event()
{
bool event_was_dlog = false;
#if 0
short i,item_hit;
cDialog* event_d;
if (FrontWindow() != NULL) {
if (IsDialogEvent(&event)) {
if (DialogSelect(&event, &event_d, &item_hit))
for (i = 0; i < 18; i++)
if (event_d == modeless_dialogs[i]) {
/*CloseDialog(modeless_dialogs[i]);
modeless_exists[i] = false;
event_was_dlog = true;
SetPort(mainPtr);
SelectWindow(mainPtr);
SetPort(mainPtr); */
}
}
}
// if ((event.what == keyDown) && (FrontWindow() != mainPtr))
// }
#endif
return event_was_dlog;
}
void Handle_Update()
{
// TODO: What about updating other windows? Particularly the minimap
sf::RenderWindow& the_window = mainPtr;
reset_text_bar(); // Guarantees text bar gets refreshed
if (&the_window == &mainPtr) {
if (in_startup_mode == true) {
/*if (first_startup_update == true)
first_startup_update = false;
else*/ draw_startup(0);
/* if (first_sound_played == false) {
play_sound(22);
first_sound_played = true;
} */
}
else {
if (first_update == true) {
first_update = false;
if (overall_mode == MODE_OUTDOORS)
redraw_screen();
if ((overall_mode > MODE_OUTDOORS) & (overall_mode < MODE_COMBAT))
redraw_screen();
// 1st update never combat
}
else //refresh_screen(0);
redraw_screen();
}
}
}
// TODO: These three functions should probably be inside the cScrollbar class (the three are almost identical)
void sbar_action(cScrollbar& bar, short part)
{
short old_setting,new_setting,max;
if (part == 0)
return;
old_setting = bar.getPosition();
new_setting = old_setting;
max = bar.getMaximum();
switch (part) {
case 0/*kControlUpButtonPart*/: new_setting--; break;
case 1/*kControlDownButtonPart*/: new_setting++; break;
case 2/*kControlPageUpPart*/: new_setting -= 11; break;
case 3/*kControlPageDownPart*/: new_setting += 11; break;
}
new_setting = minmax(0,max,new_setting);
bar.setPosition(new_setting);
if (new_setting != old_setting)
print_buf();
}
void item_sbar_action(cScrollbar& bar, short part)
{
short old_setting,new_setting;
short max;
if (part == 0)
return;
old_setting = bar.getPosition();
new_setting = old_setting;
max = bar.getMaximum();
switch (part) {
case 0/*kControlUpButtonPart*/: new_setting--; break;
case 1/*kControlDownButtonPart*/: new_setting++; break;
case 2/*kControlPageUpPart*/: new_setting -= (stat_window == 7) ? 2 : 8; break;
case 3/*kControlPageDownPart*/: new_setting += (stat_window == 7) ? 2 : 8; break;
}
new_setting = minmax(0,max,new_setting);
bar.setPosition(new_setting);
if (new_setting != old_setting)
put_item_screen(stat_window,1);
}
void shop_sbar_action(cScrollbar bar, short part)
{
short old_setting,new_setting;
short max;
if (part == 0)
return;
old_setting = bar.getPosition();
new_setting = old_setting;
max = bar.getMaximum();
switch (part) {
case 0/*kControlUpButtonPart*/: new_setting--; break;
case 1/*kControlDownButtonPart*/: new_setting++; break;
case 2/*kControlPageUpPart*/: new_setting -= 8; break;
case 3/*kControlPageDownPart*/: new_setting += 8; break;
}
new_setting = minmax(0,max,new_setting);
bar.setPosition(new_setting);
if (new_setting != old_setting)
draw_shop_graphics(0,shop_sbar_rect);
}
// TODO: Pass the event object around instead of keeping a global one
void Mouse_Pressed()
{
// TODO: What about other windows?
// sf::Window& the_window = mainPtr;
short the_part,choice,i,content_part;
long menu_choice;
if (had_text_freeze > 0) {
had_text_freeze--;
return;
}
//ding();
// TODO: Most of this should be handled automatically by Cocoa, but make sure nothing important was missed (like the code under inGoAway, that looks important)
#if 0
// TODO: Honestly, I'm not quite sure how to track the scrollbars right now
// if (the_window == mainPtr) {
SetPortWindowPort(mainPtr);
GlobalToLocal(&event.where);
content_part = FindControl(event.where,the_window,&control_hit); // hit sbar?
if (content_part != 0) {
switch (content_part) {
case kControlIndicatorPart:
content_part = TrackControl(control_hit,event.where,NULL);
if (control_hit == text_sbar)
if (content_part == kControlIndicatorPart)
print_buf();
if (control_hit == item_sbar)
if (content_part == kControlIndicatorPart)
put_item_screen(stat_window,0);
if (control_hit == shop_sbar)
if (content_part == kControlIndicatorPart)
draw_shop_graphics(0,shop_sbar_rect);
break;
case kControlUpButtonPart: case kControlPageUpPart: case kControlDownButtonPart: case kControlPageDownPart:
#ifndef EXILE_BIG_GUNS
if (control_hit == text_sbar)
content_part = TrackControl(control_hit,event.where,(ControlActionUPP)sbar_action);
if (control_hit == item_sbar)
content_part = TrackControl(control_hit,event.where,(ControlActionUPP)item_sbar_action);
if (control_hit == shop_sbar)
content_part = TrackControl(control_hit,event.where,(ControlActionUPP)shop_sbar_action);
#endif
#ifdef EXILE_BIG_GUNS
if (control_hit == text_sbar)
content_part = TrackControl(control_hit,event.where,(ControlActionUPP)text_sbar_UPP);
if (control_hit == item_sbar)
content_part = TrackControl(control_hit,event.where,(ControlActionUPP)item_sbar_UPP);
if (control_hit == shop_sbar)
content_part = TrackControl(control_hit,event.where,(ControlActionUPP)shop_sbar_UPP);
#endif
break;
}
} // a control hit
// else { // ordinary click
#endif // end commented-out code section
if (in_startup_mode == false)
All_Done = handle_action(event);
else All_Done = handle_startup_press({event.mouseButton.x, event.mouseButton.y});
menu_activate();
}
void close_program()
{
//end_music();
if(univ.town.loaded()) univ.town.unload();
if(univ.town.cur_talk != NULL) delete univ.town.cur_talk;
clean_up_graphtool();
}
void handle_apple_menu(int item_hit)
{
switch (item_hit) {
case 1:
cChoiceDlog("about-boe.xml").show();
break;
default:
// GetItem (apple_menu,item_hit,desk_acc_name);
// desk_acc_num = OpenDeskAcc(desk_acc_name);
break;
}
}
void handle_file_menu(int item_hit)
{
std::string choice;
short i;
switch (item_hit) {
case 1:
if (in_startup_mode == true)
startup_load();
else do_load();
break;
case 2:
do_save(0);
break;
case 3:
// if (in_startup_mode == true){
// try{
// FSSpec file = nav_put_party();
// save_party(file);
// } catch(no_file_chosen){}
// }
// else
do_save(1);
break;
case 4:
if (in_startup_mode == false) {
choice = cChoiceDlog("restart-game.xml",{"okay","cancel"}).show();
if (choice == "cancel")
return;
for (i = 0; i < 6; i++)
univ.party[i].main_status = MAIN_STATUS_ABSENT;
party_in_memory = false;
reload_startup();
in_startup_mode = true;
draw_startup(0);
}
start_new_game();
draw_startup(0);
menu_activate();
break;
case 6:
pick_preferences();
break;
case 8:
if (in_startup_mode == true) {
All_Done = true;
break;
}
if (overall_mode > MODE_TOWN) {
choice = cChoiceDlog("quit-confirm-nosave.xml",{"quit","cancel"}).show();
if (choice == "cancel")
return;
}
else {
choice = cChoiceDlog("quit-confirm-save.xml",{"quit","save","cancel"}).show();
if (choice == "cancel")
break;
if (choice == "save")
save_party(univ.file);
}
All_Done = true;
break;
}
}
void handle_options_menu(int item_hit)
{
short choice,i;
switch (item_hit) {
case 1:
choice = char_select_pc(0,0,"New graphic for who?");
if (choice < 6)
pick_pc_graphic(choice,1,NULL);
draw_terrain();
break;
case 4:
if (prime_time() == false) {
ASB("Finish what you're doing first.");
print_buf();
}
else {
choice = char_select_pc(0,0,"Delete who?");
if (choice < 6) {
std::string confirm = cChoiceDlog("delete-pc-confirm.xml",{"yes","no"}).show();
if (confirm == "yes")
kill_pc(choice,MAIN_STATUS_ABSENT);
}
draw_terrain();
}
break;
case 2:
choice = select_pc(0,0);
if (choice < 6)
pick_pc_name(choice,NULL);
put_pc_screen();
put_item_screen(stat_window,0);
break;
case 3:
if (!(is_town())) {
add_string_to_buf("Add PC: Town mode only.");
print_buf();
break;
}
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 0)
i = 20;
if (i == 6) {
ASB("Add PC: You already have 6 PCs.");
print_buf();
}
if (univ.town.num == scenario.which_town_start) {
give_help(56,0);
create_pc(6,NULL);
}
else {
add_string_to_buf("Add PC: You can only make new");
add_string_to_buf(" characters in the town you ");
add_string_to_buf(" started in.");
}
print_buf();
put_pc_screen();
put_item_screen(stat_window,0);
break;
//case 6:
// journal();
// break;////
case 6:
if (overall_mode == MODE_TALKING) {
ASB("Talking notes: Can't read while talking.");
print_buf();
return;
}
talk_notes();
break;
case 7:
adventure_notes();
break;
case 8:
if (in_startup_mode == false)
print_party_stats();
break;
}
}
void handle_help_menu(int item_hit)
{
std::string dialogToShow;
switch (item_hit) {
case 1: dialogToShow = "help-outdoor.xml"; break;
case 2: dialogToShow = "help-town.xml"; break;
case 3: dialogToShow = "help-combat.xml"; break;
case 4: dialogToShow = "help-fields.xml"; break;
case 6: dialogToShow = "help-hints.xml"; break;
case 7: dialogToShow = "help-magic.xml"; break;
}
if(!dialogToShow.empty())
cChoiceDlog(dialogToShow).show();
}
void handle_library_menu(int item_hit)
{
switch (item_hit) {
case 1: display_spells(0,100,0);
break;
case 2: display_spells(1,100,0);
break;
case 3: display_skills(100,0);
break;
case 4:
// TODO: Create a dedicated dialog for alchemy info
display_alchemy(NULL);
break;
case 5:
tip_of_day(); break;
case 7:
cChoiceDlog("welcome.xml").show();
break;
}
}
void handle_actions_menu(int item_hit)
{
sf::Event dummyEvent = {sf::Event::KeyPressed};
switch (item_hit) {
case 1:
dummyEvent.key.code = sf::Keyboard::A;
dummyEvent.key.shift = true;
handle_keystroke(dummyEvent);
break;
case 2:
dummyEvent.key.code = sf::Keyboard::W;
handle_keystroke(dummyEvent);
break;
case 3:
if (prime_time() == false) {
ASB("Finish what you're doing first.");
print_buf();
}
else {
give_help(62,0);
display_map();
}
make_cursor_sword();
break;
}
}
// TODO: Maybe just use handle_menu_spell instead
void handle_mage_spells_menu(int item_hit)
{
switch (item_hit) {
case 1:
give_help(209,0);
break;
default:
if (prime_time() == false) {
ASB("Finish what you're doing first.");
print_buf();
}
else handle_menu_spell(on_spell_menu[0][item_hit - 3],0);
break;
}
}
void handle_priest_spells_menu(int item_hit)
{
switch (item_hit) {
case 1:
give_help(209,0);
break;
default:
if (prime_time() == false) {
ASB("Finish what you're doing first.");
print_buf();
}
else handle_menu_spell(on_spell_menu[1][item_hit - 3],1);
break;
}
}
// TODO: Let this function take a cMonster* instead of the item_hit
void handle_monster_info_menu(int item_hit)
{
display_monst(item_hit - 1, NULL,1);
}
//void load_cursors()
//{
// short i,j;
// for (i = 0; i < 3; i++)
// for (j = 0; j < 3; j++)
// arrow_curs[i][j] = GetCursor(100 + (i - 1) + 10 * (j - 1));
// sword_curs = GetCursor(120);
//
//// HLock ((Handle) sword_curs);
//// SetCursor (*sword_curs);
//// HUnlock((Handle) sword_curs);
//
// boot_curs = GetCursor(121);
// key_curs = GetCursor(122);
// target_curs = GetCursor(124);
// talk_curs = GetCursor(126);
// look_curs = GetCursor(129);
//
// set_cursor(sword_curs);
// current_cursor = 124;
//
//}
//void set_cursor(CursHandle which_curs)
//{
// HLock ((Handle) which_curs);
// SetCursor (*which_curs);
// HUnlock((Handle) which_curs);
//}
cursor_type get_mode_cursor(){
switch(overall_mode){
case MODE_TOWN_TARGET:
case MODE_SPELL_TARGET:
case MODE_FIRING:
case MODE_THROWING:
case MODE_FANCY_TARGET:
return target_curs;
case MODE_TALK_TOWN:
return talk_curs;
case MODE_USE_TOWN:
return key_curs;
case MODE_BASH_TOWN:
return boot_curs;
case MODE_DROP_TOWN:
case MODE_DROP_COMBAT:
return drop_curs;
case MODE_LOOK_OUTDOORS:
case MODE_LOOK_TOWN:
case MODE_LOOK_COMBAT:
return look_curs;
case MODE_RESTING:
return wait_curs;
default:
return sword_curs;
}
return sword_curs; // this should never be reached, though
}
void change_cursor(location where_curs)
{
cursor_type cursor_needed;
location cursor_direction;
RECT world_screen = {23, 23, 346, 274};
where_curs.x -= ul.x;
where_curs.y -= ul.y;
if(!world_screen.contains(where_curs))
cursor_needed = sword_curs;
else cursor_needed = get_mode_cursor();
if ((overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) && world_screen.contains(where_curs)){
cursor_direction = get_cur_direction(where_curs);
cursor_needed = arrow_curs[cursor_direction.x + 1][cursor_direction.y + 1];// 100 + (cursor_direction.x) + 10 * ( cursor_direction.y);
}
if (cursor_needed != current_cursor)
set_cursor(cursor_needed);
}
void move_sound(ter_num_t ter,short step){
static bool on_swamp = false;
short pic,spec,snd;
pic = scenario.ter_types[ter].picture;
spec = scenario.ter_types[ter].special;
snd = scenario.ter_types[ter].step_sound;
//if on swamp don't play squish sound : BoE legacy behavior, can be removed safely
if(snd == 4 && !flying() && univ.party.in_boat == 0){
if(on_swamp && get_ran(1,1,100) >= 10)return;
on_swamp = true;
}else on_swamp = false;
if ((monsters_going == false) && (overall_mode < MODE_COMBAT) && (univ.party.in_boat >= 0)) {// is on boat ?
if (spec == TER_SPEC_TOWN_ENTRANCE) //town entrance ?
return;
play_sound(48); //play boat sound
}
else if ((monsters_going == false) && (overall_mode < MODE_COMBAT) && (univ.party.in_horse >= 0)) {//// is on horse ?
play_sound(85); //so play horse sound
}
else switch(scenario.ter_types[ter].step_sound){
case 1:
play_sound(55); //squish
break;
case 2:
play_sound(47); //crunch
break;
case 3:
break; //silence : do nothing
case 4:
play_sound(17); // big splash
break;
default: //safety footsteps valve
if (step % 2 == 0) //footsteps alternate sound
play_sound(49);
else play_sound(50);
}
}
void incidental_noises(bool on_surface){
short sound_to_play;
if(on_surface){
if(get_ran(1,1,100) < 40){
sound_to_play = get_ran(1,1,3);
switch(sound_to_play){
case 1:
play_sound(76);
break;
case 2:
play_sound(77);
break;
case 3:
play_sound(91);
break;
}
}
}else{
if(get_ran(1,1,100) < 40){
sound_to_play = get_ran(1,1,2);
switch(sound_to_play){
case 1:
play_sound(78);
break;
case 2:
play_sound(79);
break;
}
}
}
// Dog: 80
// Cat: 81
// Sheep: 82
// Cow: 83
// Chicken: 92
}
void pause(short length)
{
long len;
unsigned long dummy;
len = (long) length;
if (give_delays == 0)
sf::sleep(time_in_ticks(len));
}
// stuff done legit, i.e. flags are within proper ranges for stuff done flag
bool sd_legit(short a, short b)
{
if ((minmax(0,299,a) == a) && (minmax(0,9,b) == b))
return true;
return false;
}