Files
oboe/src/game/boe.actions.cpp

3219 lines
99 KiB
C++

#include <cmath>
#include <queue>
#include "boe.global.hpp"
#include "tools/replay.hpp"
#include <sstream>
#include "universe/universe.hpp"
#include "boe.actions.hpp"
#include "boe.graphutil.hpp"
#include "boe.graphics.hpp"
#include "boe.townspec.hpp"
#include "boe.fileio.hpp"
#include "boe.dlgutil.hpp"
#include "boe.locutils.hpp"
#include "boe.town.hpp"
#include "boe.text.hpp"
#include "boe.party.hpp"
#include "boe.monster.hpp"
#include "boe.specials.hpp"
#include "boe.newgraph.hpp"
#include "boe.combat.hpp"
#include "boe.items.hpp"
#include "sounds.hpp"
#include "boe.infodlg.hpp"
#include "boe.main.hpp"
#include "boe.ui.hpp"
#include "mathutil.hpp"
#include "fileio/fileio.hpp"
#include "dialogxml/dialogs/choicedlog.hpp"
#include "dialogxml/dialogs/dialog.hpp"
#include "dialogxml/widgets/scrollbar.hpp"
#include "boe.menus.hpp"
#include "tools/keymods.hpp"
#include "tools/winutil.hpp"
#include "tools/cursors.hpp"
#include "spell.hpp"
#include "scenario/shop.hpp"
#include "tools/prefs.hpp"
#include "gfx/render_shapes.hpp"
#include "tools/enum_map.hpp"
#include <string>
rectangle item_screen_button_rects[9] = {
{125,10,141,28},{125,40,141,58},{125,68,141,86},{125,98,141,116},{125,126,141,144},{125,156,141,174},
{126,176,141,211},
{126,213,141,248},
{127,251,140,267}
};
rectangle medium_buttons[4] = {
{383,190,401,225}, {402, 190, 420, 225},
{383, 227, 401, 263}, {402, 227,420, 263}
};
enum_map(eItemButton, rectangle) item_buttons[8];
enum_map(ePlayerButton, rectangle) pc_buttons[6];
extern enum_map(eStartButton, rectangle) startup_button;
extern enum_map(eGuiArea, rectangle) win_to_rects;
extern bool flushingInput;
extern bool fog_lifted;
extern bool cartoon_happening;
rectangle startup_top;
enum_map(eItemButton, bool) item_area_button_active[8];
enum_map(ePlayerButton, bool) pc_area_button_active[6];
short item_bottom_button_active[9] = {0,0,0,0,0, 0,1,1,1};
rectangle pc_help_button;
short current_terrain_type = 0,num_out_moves = 0;
short store_drop_item;
short current_switch = 6;
cOutdoors::cWandering store_wandering_special;
short store_selling_values[8] = {0,0,0,0,0,0,0,0};
extern cShop active_shop;
extern short cen_x, cen_y;//,pc_moves[6];
extern eGameMode overall_mode;
extern eItemWinMode stat_window;
extern location to_create;
extern bool All_Done,spell_forced,monsters_going;
extern bool party_in_memory;
extern sf::View mainView;
// game info globals
extern sf::RenderWindow mainPtr;
extern short which_item_page[6];
extern short store_spell_target,pc_casting;
extern eSpell store_mage, store_priest;
extern std::vector<int> spec_item_array;
extern cUniverse univ;
extern std::vector<word_rect_t> talk_words;
extern bool talk_end_forced;
// combat globals
extern short which_combat_type,num_targets_left;
extern location center;
extern short combat_active_pc;
extern eStatMode stat_screen_mode;
extern bool map_visible;
extern sf::RenderWindow mini_map;
extern std::shared_ptr<cScrollbar> text_sbar,item_sbar,shop_sbar;
extern short shop_identify_cost;
const char *dir_string[] = {"North", "NorthEast", "East", "SouthEast", "South", "SouthWest", "West", "NorthWest"};
char get_new_terrain();
cCreature save_monster_type;
short wand_loc_count = 0;
short monst_place_count = 0; // 1 - standard place 2 - place last
enum_map(eShopArea, rectangle) shopping_rects[8];
std::queue<pending_special_type> special_queue;
bool end_scenario = false;
// This is defined in pc.editors.cpp since the PC editor also uses it
extern void edit_stuff_done();
static void init_shopping_rects() {
rectangle shop_base = {63,12,99,267};
std::fill(shopping_rects[0].begin(), shopping_rects[0].end(), shop_base);
shopping_rects[0][SHOPRECT_ACTIVE_AREA].right -= 35;
shopping_rects[0][SHOPRECT_GRAPHIC].right = shopping_rects[0][SHOPRECT_GRAPHIC].left + 28;
shopping_rects[0][SHOPRECT_ITEM_NAME].top += 4;
shopping_rects[0][SHOPRECT_ITEM_NAME].left += 28;
shopping_rects[0][SHOPRECT_ITEM_COST].top += 20;
shopping_rects[0][SHOPRECT_ITEM_COST].left += 154;
shopping_rects[0][SHOPRECT_ITEM_COST].right -= 20;
shopping_rects[0][SHOPRECT_ITEM_EXTRA].top += 20;
shopping_rects[0][SHOPRECT_ITEM_EXTRA].left += 34;
shopping_rects[0][SHOPRECT_ITEM_HELP].top += 3;
shopping_rects[0][SHOPRECT_ITEM_HELP].bottom -= 21;
shopping_rects[0][SHOPRECT_ITEM_HELP].right -= 19;
shopping_rects[0][SHOPRECT_ITEM_HELP].left = shopping_rects[0][SHOPRECT_ITEM_HELP].right - 14;
for(short i = 1; i < 8; i++) {
for(auto& j : shopping_rects[i].keys()) {
shopping_rects[i][j] = shopping_rects[0][j];
shopping_rects[i][j].offset(0,i * 36);
}
}
}
void init_screen_locs() {
init_shopping_rects();
rectangle startup_base = {281,1,329,302};
for(auto btn : startup_button.keys()) {
startup_button[btn] = startup_base;
startup_button[btn].offset(301 * (btn / 3), 48 * (btn % 3));
}
startup_top.top = 7;
startup_top.bottom = startup_button[STARTBTN_LOAD].top;
startup_top.left = startup_base.left;
startup_top.right = startup_button[STARTBTN_JOIN].right;
// icon, name, use, give, drip, info, sell/id each one 13 down
item_buttons[0][ITEMBTN_ICON].top = 15;
item_buttons[0][ITEMBTN_ICON].bottom = item_buttons[0][ITEMBTN_ICON].top + 18;
item_buttons[0][ITEMBTN_ICON].left = 20;
item_buttons[0][ITEMBTN_ICON].right = item_buttons[0][ITEMBTN_ICON].left + 18;
item_buttons[0][ITEMBTN_NAME].top = 17;
item_buttons[0][ITEMBTN_NAME].bottom = item_buttons[0][ITEMBTN_NAME].top + 12;
item_buttons[0][ITEMBTN_NAME].left = 3;
item_buttons[0][ITEMBTN_NAME].right = item_buttons[0][ITEMBTN_NAME].left + 185;
item_buttons[0][ITEMBTN_USE] = item_buttons[0][ITEMBTN_NAME];
item_buttons[0][ITEMBTN_USE].left = 196;
item_buttons[0][ITEMBTN_USE].right = 210;
item_buttons[0][ITEMBTN_GIVE] = item_buttons[0][ITEMBTN_NAME];
item_buttons[0][ITEMBTN_GIVE].left = 210;
item_buttons[0][ITEMBTN_GIVE].right = 224;
item_buttons[0][ITEMBTN_DROP] = item_buttons[0][ITEMBTN_NAME];
item_buttons[0][ITEMBTN_DROP].left = 224;
item_buttons[0][ITEMBTN_DROP].right = 238;
item_buttons[0][ITEMBTN_INFO] = item_buttons[0][ITEMBTN_NAME];
item_buttons[0][ITEMBTN_INFO].left = 238;
item_buttons[0][ITEMBTN_INFO].right = 252;
item_buttons[0][ITEMBTN_SPEC] = item_buttons[0][ITEMBTN_NAME];
item_buttons[0][ITEMBTN_SPEC].left = 173;
item_buttons[0][ITEMBTN_SPEC].right = 232;
item_buttons[0][ITEMBTN_NAME].top += 3;
for(short i = 1; i < 8; i++)
for(auto j : item_buttons[i].keys()) {
item_buttons[i][j] = item_buttons[0][j];
item_buttons[i][j].offset(0,13 * i);
}
/* for(short i = 0; i < 8; i++) {
item_screen_button_rects[i] = bottom_base;
OffsetRect(&item_screen_button_rects[i],10 + i * 29,126);
}
item_screen_button_rects[6].left = 176;
item_screen_button_rects[6].right = 211;
item_screen_button_rects[7].left = 213;
item_screen_button_rects[7].right = 248;
item_screen_button_rects[8].top = 127;
item_screen_button_rects[8].bottom = 140;
item_screen_button_rects[8].left = 251;
item_screen_button_rects[8].right = 267; */
// name, hp, sp, info, trade
pc_buttons[0][PCBTN_NAME].top = 18;
pc_buttons[0][PCBTN_NAME].bottom = pc_buttons[0][PCBTN_NAME].top + 12;
pc_buttons[0][PCBTN_NAME].left = 3;
pc_buttons[0][PCBTN_NAME].right = pc_buttons[0][PCBTN_NAME].left + 177;
pc_buttons[0][PCBTN_HP] = pc_buttons[0][PCBTN_NAME];
pc_buttons[0][PCBTN_HP].left = 184;
pc_buttons[0][PCBTN_HP].right = 214;
pc_buttons[0][PCBTN_SP] = pc_buttons[0][PCBTN_NAME];
pc_buttons[0][PCBTN_SP].left = 214;
pc_buttons[0][PCBTN_SP].right = 237;
pc_buttons[0][PCBTN_INFO] = pc_buttons[0][PCBTN_NAME];
pc_buttons[0][PCBTN_INFO].left = 241;
pc_buttons[0][PCBTN_INFO].right = 253;
pc_buttons[0][PCBTN_TRADE] = pc_buttons[0][PCBTN_NAME];
pc_buttons[0][PCBTN_TRADE].left = 253;
pc_buttons[0][PCBTN_TRADE].right = 262;
pc_buttons[0][PCBTN_NAME].top += 3;
for(short i = 1; i < 6; i++)
for(auto j : pc_buttons[i].keys()) {
pc_buttons[i][j] = pc_buttons[0][j];
pc_buttons[i][j].offset(0,13 * i);
}
pc_help_button.top = 101;
pc_help_button.bottom = 114;
pc_help_button.left = 251;
pc_help_button.right = 267;
}
bool prime_time() {
return overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT;
}
static void handle_spellcast(eSkill which_type, bool& did_something, bool& need_redraw, bool& need_reprint) {
short store_sp[6];
extern short spec_target_fail;
extern eSpecCtxType spec_target_type;
if(!someone_awake()) {
ASB("Everyone's asleep/paralyzed.");
need_reprint = true;
need_redraw = true;
} else if(overall_mode == MODE_OUTDOORS) {
cast_spell(which_type);
spell_forced = false;
need_reprint = true;
need_redraw = true;
} else if(overall_mode == MODE_TOWN) {
for(int i = 0; i < 6; i++)
store_sp[i] = univ.party[i].cur_sp;
cast_spell(which_type);
spell_forced = false;
need_reprint = true;
need_redraw = true;
for(int i = 0; i < 6; i++)
if(store_sp[i] != univ.party[i].cur_sp)
did_something = true;
} else if(overall_mode == MODE_TOWN_TARGET) {
add_string_to_buf(" Cancelled.");
overall_mode = MODE_TOWN;
need_redraw = true;
need_reprint = true;
extern eSpell town_spell;
if(town_spell == eSpell::NONE)
queue_special(eSpecCtx::TARGET, spec_target_type, spec_target_fail, univ.party.town_loc);
} else if(overall_mode == MODE_COMBAT) {
if(which_type == eSkill::MAGE_SPELLS) {
did_something = combat_cast_mage_spell();
need_reprint = true;
} else if(which_type == eSkill::PRIEST_SPELLS) {
did_something = combat_cast_priest_spell();
need_reprint = true;
}
need_redraw = true;
spell_forced = false;
redraw_terrain();
} else if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FANCY_TARGET) {
add_string_to_buf(" Cancelled.");
overall_mode = MODE_COMBAT;
center = univ.current_pc().combat_pos;
pause(10);
need_redraw = true;
extern eSpell spell_being_cast;
if(spell_being_cast == eSpell::NONE)
queue_special(eSpecCtx::TARGET, spec_target_type, spec_target_fail, univ.current_pc().combat_pos);
}
put_pc_screen();
put_item_screen(stat_window);
}
static void handle_begin_look(bool& need_redraw) {
if(overall_mode == MODE_OUTDOORS) overall_mode = MODE_LOOK_OUTDOORS;
if(overall_mode == MODE_TOWN) overall_mode = MODE_LOOK_TOWN;
if(overall_mode == MODE_COMBAT) overall_mode = MODE_LOOK_COMBAT;
add_string_to_buf("Look: Select a space. You can also right click to look.", 2);
need_redraw = true;
}
static void handle_begin_talk(bool& need_reprint) {
overall_mode = MODE_TALK_TOWN;
add_string_to_buf("Talk: Select someone.");
need_reprint = true;
}
static void handle_stand_ready(bool& need_redraw, bool& need_reprint) {
need_reprint = true;
need_redraw = true;
//draw_terrain();
//pause(2);
univ.cur_pc++;
combat_next_step();
set_stat_window_for_pc(univ.cur_pc);
put_pc_screen();
}
static void handle_parry(bool& did_something, bool& need_redraw, bool& need_reprint) {
add_string_to_buf("Parry.");
char_parry();
did_something = true;
need_reprint = true;
need_redraw = true;
}
static void handle_toggle_active(bool& need_reprint) {
if(combat_active_pc == 6) {
add_string_to_buf("This PC now active.");
combat_active_pc = univ.cur_pc;
} else {
add_string_to_buf("All PC's now active.");
univ.cur_pc = combat_active_pc;
combat_active_pc = 6;
}
need_reprint = true;
}
static void handle_rest(bool& need_redraw, bool& need_reprint) {
sf::Event dummy_evt;
int i = 0;
ter_num_t ter = univ.out[univ.party.out_loc.x][univ.party.out_loc.y];
if(univ.party.in_boat >= 0)
add_string_to_buf("Rest: Not in boat.");
else if(someone_poisoned())
add_string_to_buf("Rest: Someone poisoned.");
else if(univ.party.food <= 12)
add_string_to_buf("Rest: Not enough food.");
else if(nearest_monster() <= 3)
add_string_to_buf("Rest: Monster too close.");
else if(univ.scenario.ter_types[ter].special == eTerSpec::DAMAGING || univ.scenario.ter_types[ter].special == eTerSpec::DANGEROUS)
add_string_to_buf("Rest: It's dangerous here.");
else if(flying())
add_string_to_buf("Rest: Not while flying.");
else {
add_string_to_buf("Resting...");
print_buf();
play_sound(-20);
draw_rest_screen();
pause(25);
univ.party.food -= 6;
while(i < 50) {
increase_age();
if(get_ran(1,1,2) == 2)
do_monsters();
if(get_ran(1,1,70) == 10)
create_wand_monst();
if(nearest_monster() <= 3) {
i = 200;
add_string_to_buf(" Monsters nearby.");
}
while(mainPtr.pollEvent(dummy_evt));
redraw_screen(REFRESH_NONE);
i++;
}
put_pc_screen();
}
if(i == 50) {
do_rest(1200, get_ran(5,1,10), 50);
add_string_to_buf(" Rest successful.");
put_pc_screen();
pause(25);
}
need_reprint = true;
need_redraw = true;
}
static void handle_pause(bool& did_something, bool& need_redraw) {
if(overall_mode == MODE_COMBAT) {
char_stand_ready();
add_string_to_buf("Stand ready.");
if(univ.current_pc().status[eStatus::WEBS] > 0) {
add_string_to_buf("You clean webs.");
move_to_zero(univ.current_pc().status[eStatus::WEBS]);
move_to_zero(univ.current_pc().status[eStatus::WEBS]);
put_pc_screen();
}
check_fields(univ.current_pc().combat_pos,eSpecCtx::COMBAT_MOVE,univ.current_pc());
} else {
add_string_to_buf("Pause.");
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE && pc.status[eStatus::WEBS] > 0) {
add_string_to_buf(pc.name + " cleans webs.");
move_to_zero(pc.status[eStatus::WEBS]);
move_to_zero(pc.status[eStatus::WEBS]);
}
if(univ.party.in_horse >= 0) {
cVehicle& horse = univ.party.horses[univ.party.in_horse];
if(overall_mode == MODE_OUTDOORS) {
horse.which_town = 200;
horse.loc = global_to_local(univ.party.out_loc);
horse.sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
horse.sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
univ.party.in_horse = -1;
} else if(overall_mode == MODE_TOWN){
horse.loc = univ.party.town_loc;
horse.which_town = univ.party.town_num;
univ.party.in_horse = -1;
}
}
if(univ.party.in_boat >= 0) {
// If you pause on a bridge or other passable terrain, leave boat.
cVehicle& boat = univ.party.boats[univ.party.in_boat];
if(overall_mode == MODE_OUTDOORS && !impassable(univ.out[univ.party.out_loc.x][univ.party.out_loc.y])) {
boat.which_town = 200;
boat.loc = global_to_local(univ.party.out_loc);
boat.sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
boat.sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
univ.party.in_boat = -1;
} else if(overall_mode == MODE_TOWN && !impassable(univ.town->terrain(univ.party.town_loc.x,univ.party.town_loc.y))) {
boat.loc = univ.party.town_loc;
boat.which_town = univ.party.town_num;
univ.party.in_boat = -1;
}
} else {
// The above could leave you stranded in a single-tile passable area, so pausing again should re-enter the boat.
cVehicle* boat = nullptr;
if(overall_mode == MODE_OUTDOORS && (boat = out_boat_there(univ.party.out_loc)))
univ.party.in_boat = boat - &univ.party.boats[0];
else if(overall_mode == MODE_TOWN && (boat = town_boat_there(univ.party.town_loc)))
univ.party.in_boat = boat - &univ.party.boats[0];
if(boat)
ASB("You board the boat.");
}
put_pc_screen();
check_fields(univ.party.town_loc,eSpecCtx::TOWN_MOVE,univ.party[0]);
}
did_something = true;
need_redraw = true;
}
static void handle_look(location destination, bool& need_redraw, bool& need_reprint) {
need_reprint = true;
// TODO: I'm not sure what this check was for or if it would be needed for anything anymore.
// if(can_see(cur_loc,destination) >= 4 || (overall_mode != MODE_LOOK_OUTDOORS && loc_off_world(destination)))
if(overall_mode != MODE_LOOK_COMBAT && party_can_see(destination) == 6)
add_string_to_buf(" Can't see space.");
else if(overall_mode == MODE_LOOK_COMBAT && can_see_light(univ.current_pc().combat_pos,destination,sight_obscurity) >= 4)
add_string_to_buf(" Can't see space.");
else {
add_string_to_buf("You see...");
ter_num_t ter_looked_at = do_look(destination);
if(overall_mode == MODE_LOOK_TOWN || overall_mode == MODE_LOOK_COMBAT)
if(adjacent(univ.party.town_loc,destination))
if(adj_town_look(destination))
need_redraw = true;
// TODO: This would be the place to call OUT_LOOK special
// TODO: Do we really need an is_sign function?
if(is_sign(ter_looked_at)) {
print_buf();
need_reprint = false;
if(overall_mode == MODE_LOOK_TOWN) {
for(int k = 0; k < univ.town->sign_locs.size(); k++) {
if(destination == univ.town->sign_locs[k]) {
need_reprint = true;
if(adjacent(univ.town->sign_locs[k],univ.party.town_loc))
do_sign(univ.party.town_num,k,ter_looked_at);
else add_string_to_buf(" Too far away to read sign.");
}
}
} else if(overall_mode == MODE_LOOK_OUTDOORS) {
location lDest=global_to_local(destination);
for(int k = 0; k < univ.out->sign_locs.size(); k++) {
if(lDest == univ.out->sign_locs[k]) {
need_reprint = true;
if(adjacent(univ.out->sign_locs[k],univ.party.loc_in_sec))
do_sign(200 + get_outdoor_num(),k,ter_looked_at);
else add_string_to_buf(" Too far away to read sign.");
}
}
}
}
}
}
void handle_move(location destination, bool& did_something, bool& need_redraw, bool& need_reprint) {
if(recording) {
// record the action
std::ostringstream out;
out << destination;
record_action("move", out.str());
}
bool town_move_done = false;
if(overall_mode == MODE_COMBAT) {
if(pc_combat_move(destination)) {
center = univ.current_pc().combat_pos;
did_something = true;
update_explored(destination);
}
need_redraw = true;
menu_activate();
} else if(overall_mode == MODE_TOWN) {
if(!someone_awake()) {
ASB("Everyone's asleep/paralyzed.");
need_reprint = true;
need_redraw = true;
} else {
need_redraw = true;
if(town_move_party(destination,0)) {
did_something = true;
center = univ.party.town_loc;
update_explored(destination);
if(loc_off_act_area(univ.party.town_loc)) {
destination = end_town_mode(0,destination);
town_move_done = true;
flushingInput = true;
}
} else need_reprint = true;
menu_activate();
}
}
// If leaving town, we now handle outdoors move
if(overall_mode == MODE_OUTDOORS) {
if(outd_move_party(destination,town_move_done)) {
center = destination;
need_redraw = true;
did_something = true;
update_explored(univ.party.out_loc);
menu_activate();
} else need_redraw = true;
ter_num_t storage = univ.out[univ.party.out_loc.x][univ.party.out_loc.y];
if(univ.scenario.ter_types[storage].special == eTerSpec::TOWN_ENTRANCE) {
short find_direction_from;
if(univ.party.direction == 0) find_direction_from = 2;
else if(univ.party.direction == 4) find_direction_from = 0;
else if(univ.party.direction < 4) find_direction_from = 3;
else find_direction_from = 1;
for(int i = 0; i < univ.out->city_locs.size(); i++)
if(univ.party.loc_in_sec == univ.out->city_locs[i]) {
short which_t = univ.out->city_locs[i].spec;
if(which_t >= 0)
start_town_mode(univ.out->city_locs[i].spec, find_direction_from);
if(is_town()) {
need_redraw = false;
i = 8;
if(univ.party.in_boat >= 0)
univ.party.boats[univ.party.in_boat].which_town = univ.party.town_num;
if(univ.party.in_horse >= 0)
univ.party.horses[univ.party.in_horse].which_town = univ.party.town_num;
}
}
}
}
}
static void handle_talk(location destination, bool& did_something, bool& need_redraw, bool& need_reprint) {
if(can_see_light(center,destination,sight_obscurity) >= 4 || loc_off_world(destination)) {
add_string_to_buf(" Can't see space.");
need_reprint = true;
} else {
for(int i = 0; i < univ.town.monst.size(); i++) {
if(univ.town.monst[i].on_space(destination)) {
did_something = true;
need_redraw = true;
if(univ.town.monst[i].special_on_talk >= 0) {
short s1;
run_special(eSpecCtx::HAIL, eSpecCtxType::TOWN, univ.town.monst[i].special_on_talk, univ.town.monst[i].cur_loc, &s1, nullptr, &need_redraw);
if(s1 > 0)
break;
}
if(!univ.town.monst[i].is_friendly()) {
add_string_to_buf(" Creature is hostile.");
} else if(univ.town.monst[i].summon_time > 0 || univ.town.monst[i].personality < 0) {
short small_talk = 1;
if(univ.town.monst[i].summon_time == 0)
small_talk = -univ.town.monst[i].personality;
std::string str = "No response.";
if(small_talk > 1000 && small_talk < 1000 + univ.scenario.spec_strs.size())
str = univ.scenario.spec_strs[small_talk - 1000];
// TODO: Come up with a set of pre-cooked responses.
add_string_to_buf("Talk: " + str, 4);
} else if(univ.town.monst[i].active) {
start_talk_mode(i,univ.town.monst[i].personality,univ.town.monst[i].number,univ.town.monst[i].facial_pic);
did_something = false;
need_redraw = false;
break;
}
}
}
if(overall_mode != MODE_TALKING) {
overall_mode = MODE_TOWN;
need_redraw = true;
if(!did_something) {
add_string_to_buf(" Nobody there");
need_reprint = true;
}
}
}
}
static void handle_target_space(location destination, bool& did_something, bool& need_redraw, bool& need_reprint) {
if(overall_mode == MODE_SPELL_TARGET)
do_combat_cast(destination);
else if(overall_mode == MODE_THROWING || overall_mode == MODE_FIRING)
fire_missile(destination);
else if(overall_mode == MODE_TOWN_TARGET)
cast_town_spell(destination);
else if(overall_mode == MODE_FANCY_TARGET) {
place_target(destination);
need_reprint = true;
}
if(overall_mode != MODE_FANCY_TARGET) {
did_something = true;
if(overall_mode == MODE_TOWN_TARGET)
center = univ.party.town_loc;
else center = univ.current_pc().combat_pos;
}
if(overall_mode != MODE_TOWN_TARGET) pause(6);
need_redraw = true;
if(overall_mode == MODE_TOWN_TARGET) overall_mode = MODE_TOWN;
else if(is_combat() && overall_mode != MODE_FANCY_TARGET)
overall_mode = MODE_COMBAT;
put_pc_screen();
put_item_screen(stat_window);
}
void handle_drop_item(location destination, bool& need_redraw) {
if(recording){
std::ostringstream sstr;
sstr << destination;
record_action("handle_drop_item_location", sstr.str());
}
if(overall_mode == MODE_DROP_COMBAT) {
if(!adjacent(univ.current_pc().combat_pos,destination))
add_string_to_buf("Drop: must be adjacent.");
else {
drop_item(univ.cur_pc,store_drop_item,destination);
take_ap(1);
}
pause(6);
overall_mode = MODE_COMBAT;
} else if(overall_mode == MODE_DROP_TOWN) {
if(!adjacent(univ.party.town_loc,destination))
add_string_to_buf("Drop: must be adjacent.");
else if(sight_obscurity(destination.x,destination.y) == 5)
ASB("Drop: Space is blocked.");
else drop_item(univ.cur_pc,store_drop_item,destination);
overall_mode = MODE_TOWN;
}
need_redraw = true;
put_pc_screen();
put_item_screen(stat_window);
}
static void handle_use_space_select(bool& need_reprint) {
if(overall_mode == MODE_TOWN) {
add_string_to_buf("Use: Select a space or item.");
add_string_to_buf(" (Hit button again to cancel.)");
need_reprint = true;
overall_mode = MODE_USE_TOWN;
} else if(overall_mode == MODE_USE_TOWN) {
overall_mode = MODE_TOWN;
need_reprint = true;
add_string_to_buf(" Cancelled.");
}
}
static void handle_use_space(location destination, bool& did_something, bool& need_redraw) {
if(!adjacent(destination,univ.party.town_loc))
add_string_to_buf(" Must be adjacent.");
else did_something = use_space(destination);
overall_mode = MODE_TOWN;
need_redraw = true;
put_pc_screen();
put_item_screen(stat_window);
}
static void handle_bash_pick_select(bool& need_reprint, bool isBash) {
if(overall_mode == MODE_BASH_TOWN || overall_mode == MODE_PICK_TOWN) {
add_string_to_buf(" Cancelled.");
overall_mode = MODE_TOWN;
} else {
overall_mode = isBash ? MODE_BASH_TOWN : MODE_PICK_TOWN;
add_string_to_buf(isBash ? "Bash Door: Select a space." : "Pick Lock: Select a space.");
}
need_reprint = true;
}
static void handle_bash_pick(location destination, bool& did_something, bool& need_redraw, bool isBash) {
if(!adjacent(destination,univ.party.town_loc))
add_string_to_buf(" Must be adjacent.");
else {
short pc = char_select_pc(0, isBash ? "Who will bash?" : "Who will pick the lock?");
if(pc == 6) {
add_string_to_buf(" Cancelled.");
overall_mode = MODE_TOWN;
need_redraw = true;
return;
}
if(isBash) bash_door(destination, pc);
else pick_lock(destination, pc);
}
did_something = true;
overall_mode = MODE_TOWN;
need_redraw = true;
put_pc_screen();
put_item_screen(stat_window);
}
void handle_switch_pc(short which_pc, bool& need_redraw, bool& need_reprint) {
if(recording){
record_action("handle_switch_pc", std::to_string(which_pc));
}
cPlayer& pc = univ.party[which_pc];
if(!prime_time() && overall_mode != MODE_SHOPPING && overall_mode != MODE_TALKING)
add_string_to_buf("Set active: Finish what you're doing first.");
else if(is_combat()) {
if(pc.ap > 0) {
draw_terrain();
univ.cur_pc = which_pc;
combat_next_step();
set_stat_window_for_pc(univ.cur_pc);
put_pc_screen();
} else add_string_to_buf("Set active: PC has no APs.");
} else if(pc.main_status != eMainStatus::ALIVE && (overall_mode != MODE_SHOPPING || active_shop.getType() != eShopType::ALLOW_DEAD))
add_string_to_buf("Set active: PC must be here & active.");
else {
univ.cur_pc = which_pc;
set_stat_window_for_pc(which_pc);
add_string_to_buf("Now " + std::string(overall_mode == MODE_SHOPPING ? "shopping" : "active") + ": " + pc.name);
adjust_spell_menus();
need_redraw = true;
}
need_reprint = true;
}
void handle_switch_pc_items(short which_pc, bool& need_redraw) {
if(recording){
record_action("handle_switch_pc_items", std::to_string(which_pc));
}
cPlayer& pc = univ.party[which_pc];
if(!prime_time() && overall_mode != MODE_TALKING && overall_mode != MODE_SHOPPING)
add_string_to_buf("Set active: Finish what you're doing first.");
else {
if(!is_combat()) {
if(pc.main_status != eMainStatus::ALIVE && (overall_mode != MODE_SHOPPING || active_shop.getType() != eShopType::ALLOW_DEAD))
add_string_to_buf("Set active: PC must be here & active.");
else {
univ.cur_pc = which_pc;
add_string_to_buf("Now active: " + pc.name);
adjust_spell_menus();
need_redraw = true;
}
}
set_stat_window_for_pc(which_pc);
if(overall_mode == MODE_SHOPPING) {
set_up_shop_array();
draw_shop_graphics(0,item_screen_button_rects[which_pc]); // rect is dummy
}
}
}
void handle_equip_item(short item_hit, bool& need_redraw) {
if(recording){
record_action("handle_equip_item", std::to_string(item_hit));
}
if(overall_mode == MODE_USE_TOWN) {
// TODO: Uh, this looks wrong somehow.
add_string_to_buf("Note: Clicking 'U' button by item uses the item.", 2);
use_item(stat_window, item_hit);
overall_mode = MODE_TOWN;
take_ap(3);
} else if(prime_time()) {
equip_item(stat_window, item_hit);
take_ap(1);
need_redraw = true;
} else if(stat_screen_mode > MODE_SHOP) {
// TODO: For some reason, the game didn't do anything at all in this case.
// I'm not sure why; maybe it intended to forward to the sell button?
} else add_string_to_buf("Equip: Finish what you're doing first.");
}
void handle_use_item(short item_hit, bool& did_something, bool& need_redraw) {
if(recording){
record_action("handle_use_item", std::to_string(item_hit));
}
if(!prime_time()) {
add_string_to_buf("Use item: Finish what you're doing first.");
return;
}
use_item(stat_window, item_hit);
if(overall_mode != MODE_TOWN_TARGET && overall_mode != MODE_SPELL_TARGET)
did_something = true;
take_ap(3);
need_redraw = true;
}
void handle_give_item(short item_hit, bool& did_something, bool& need_redraw) {
if(recording){
record_action("handle_give_item", std::to_string(item_hit));
}
if(!prime_time()) {
add_string_to_buf("Give item: Finish what you're doing first.");
return;
}
give_thing(stat_window, item_hit);
did_something = true;
need_redraw = true;
take_ap(1);
}
void handle_drop_item(short item_hit, bool& need_redraw) {
if(recording){
record_action("handle_drop_item_id", std::to_string(item_hit));
}
if(overall_mode == MODE_DROP_TOWN || overall_mode == MODE_DROP_COMBAT) {
add_string_to_buf("Drop item: Cancelled");
overall_mode = is_town() ? MODE_TOWN : MODE_COMBAT;
} else if(!prime_time())
add_string_to_buf("Drop item: Finish what you're doing first.");
else if(is_out())
drop_item(stat_window,item_hit,univ.party.out_loc);
else {
add_string_to_buf("Drop item: Click where to drop item.");
store_drop_item = item_hit;
overall_mode = is_town() ? MODE_DROP_TOWN : MODE_DROP_COMBAT;
need_redraw = true;
}
}
void handle_item_shop_action(short item_hit) {
if(recording){
record_action("handle_item_shop_action", std::to_string(item_hit));
}
long i = item_hit - item_sbar->getPosition();
cPlayer& shopper = univ.party[stat_window];
cItem& target = shopper.items[item_hit];
switch(stat_screen_mode) {
case MODE_IDENTIFY:
if(!take_gold(shop_identify_cost,false))
ASB("Identify: You don't have the gold.");
else {
play_sound(68);
ASB("Your item is identified.");
target.ident = true;
shopper.combine_things();
}
break;
case MODE_SELL_WEAP: case MODE_SELL_ARMOR: case MODE_SELL_ANY:
play_sound(-39);
univ.party.gold += store_selling_values[i];
ASB("You sell your item.");
shopper.take_item(item_hit);
put_item_screen(stat_window);
break;
case MODE_ENCHANT:
if(!take_gold(store_selling_values[i],false))
ASB("Enchant: You don't have the gold.");
else {
play_sound(51);
ASB("Your item is now enchanted.");
eEnchant ench = eEnchant(shop_identify_cost);
target.enchant_weapon(ench,store_selling_values[i]);
}
break;
case MODE_INVEN: case MODE_SHOP:
// The button doesn't even exist, so just do nothing.
break;
}
}
void handle_alchemy(bool& need_redraw, bool& need_reprint) {
if(recording){
record_action("handle_alchemy", "");
}
need_reprint = true;
need_redraw = true;
if(overall_mode == MODE_TOWN)
do_alchemy();
else add_string_to_buf("Alchemy: Only in town.");
}
void handle_town_wait(bool& need_redraw, bool& need_reprint) {
if(recording){
record_action("handle_town_wait", "");
}
std::vector<short> store_hp;
sf::Event dummy_evt;
need_reprint = true;
need_redraw = true;
if(party_sees_a_monst())
add_string_to_buf("Long wait: Monster in sight.");
else {
add_string_to_buf("Long wait...");
print_buf();
play_sound(-20);
draw_rest_screen();
pause(10);
for(cPlayer& pc : univ.party) {
store_hp.push_back(pc.cur_health);
pc.status[eStatus::WEBS] = 0;
}
}
for(int i = 0; i < 80 && !party_sees_a_monst(); i++){
increase_age();
do_monsters();
do_monster_turn();
int make_wand = get_ran(1,1,160 - univ.town->difficulty);
if(make_wand == 10)
create_wand_monst();
for(int j = 0; j < 6; j++)
if(univ.party[j].cur_health < store_hp[j]) {
i = 200;
j = 6;
add_string_to_buf(" Waiting interrupted.");
}
if(party_sees_a_monst()) {
i = 200;
add_string_to_buf(" Monster sighted!");
}
while(mainPtr.pollEvent(dummy_evt));
redraw_screen(REFRESH_NONE);
}
put_pc_screen();
}
void handle_combat_switch(bool& did_something, bool& need_redraw, bool& need_reprint) {
if(recording){
record_action("handle_combat_switch", "");
}
if(overall_mode == MODE_TOWN) {
if(univ.party.in_boat >= 0) {
need_reprint = true;
add_string_to_buf("Combat: Not while in boat.");
} else if(univ.party.in_horse >= 0) {
need_reprint = true;
add_string_to_buf("Combat: Not while on horseback.");
} else {
add_string_to_buf("Combat!");
play_sound(18);
need_reprint = true;
start_town_combat(univ.party.direction);
need_redraw = true;
// TODO: It's not good for current_pc to be 6
univ.cur_pc = 6;
did_something = true;
put_pc_screen();
}
} else if(overall_mode == MODE_COMBAT) {
if(which_combat_type == 0) {
if(hit_end_c_button()) {
end_town_mode(0,univ.party.town_loc);
play_sound(93);
add_string_to_buf("End combat.");
handle_wandering_specials(1);
menu_activate();
put_pc_screen();
set_stat_window_for_pc(univ.cur_pc);
} else add_string_to_buf("Can't end combat yet.");
} else {
eDirection dir = end_town_combat();
if(dir == DIR_HERE) {
add_string_to_buf("Failed to end combat.");
need_reprint = true;
return;
}
univ.party.direction = dir;
center = univ.party.town_loc;
set_stat_window_for_pc(univ.cur_pc);
redraw_screen(REFRESH_TERRAIN | REFRESH_TEXT | REFRESH_STATS);
play_sound(93);
need_reprint = true;
need_redraw = true;
did_something = true;
menu_activate();
}
need_redraw = true;
}
}
void handle_missile(bool& need_redraw, bool& need_reprint) {
if(recording){
record_action("handle_missile", "");
}
if(overall_mode == MODE_COMBAT) {
load_missile();
need_reprint = true;
redraw_terrain();
} else if(overall_mode == MODE_FIRING || overall_mode == MODE_THROWING) {
add_string_to_buf(" Cancelled.");
center = univ.current_pc().combat_pos;
pause(10);
need_redraw = true;
overall_mode = MODE_COMBAT;
}
}
void handle_get_items(bool& did_something, bool& need_redraw, bool& need_reprint) {
if(recording){
record_action("handle_get_items", "");
}
int j = 0;
if(univ.party.in_boat >= 0)
add_string_to_buf("Get: Not while in boat.");
if(overall_mode == MODE_TOWN)
j = get_item(univ.party.town_loc,6,false);
else {
j = get_item(univ.current_pc().combat_pos,univ.cur_pc,false);
take_ap(4);
}
if(j > 0) {
put_item_screen(stat_window);
put_pc_screen();
need_redraw = true;
did_something = true;
}
need_reprint = true;
}
static void handle_victory() {
end_scenario = false;
// This is the point at which we need to transfer any exported graphics over to the party sheet.
univ.exportGraphics();
univ.exportSummons();
univ.clear_stored_pcs();
reload_startup();
overall_mode = MODE_STARTUP;
draw_startup(0);
menu_activate();
univ.party.scen_name = ""; // should be harmless...
if(cChoiceDlog("congrats-save",{"cancel","save"}).show() == "save"){
// TODO: Wait, this shouldn't be a "save as" action, should it? It should save without asking for a location.
fs::path file = nav_put_or_temp_party();
if(!file.empty()) save_party(file, univ);
}
}
static void handle_party_death() {
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::FLED)
pc.main_status = eMainStatus::ALIVE;
if(is_combat() && univ.party.is_alive()) {
// TODO: Should this only happen in outdoor combat? Or should we allow fleeing town during combat?
end_town_mode(0,univ.party.town_loc);
add_string_to_buf("End combat.");
handle_wandering_specials(2);
}
if(!univ.party.is_alive() && univ.party.is_split()) {
univ.party.end_split(0);
if(univ.party.left_in == size_t(-1) || univ.party.town_num == univ.party.left_in) {
univ.party.town_loc = univ.party.left_at;
update_explored(univ.party.town_loc);
center = univ.party.town_loc;
} else change_level(univ.party.left_in, univ.party.left_at.x, univ.party.left_at.y);
update_explored(univ.party.town_loc);
center = univ.party.town_loc;
if(is_combat()) overall_mode = MODE_TOWN;
center = univ.party.town_loc;
}
menu_activate();
draw_terrain();
put_pc_screen();
put_item_screen(stat_window);
if(!univ.party.is_alive()) {
play_sound(13);
handle_death();
}
}
bool handle_action(const sf::Event& event) {
long item_hit;
bool are_done = false;
bool need_redraw = false, did_something = false, need_reprint = false;
location loc_in_sec,cur_direction;
bool right_button = event.mouseButton.button == sf::Mouse::Right;
eGameMode previous_mode;
rectangle world_screen = win_to_rects[WINRECT_TERVIEW];
rectangle terrain_viewport = world_screen;
world_screen.inset(13, 13);
std::ostringstream str;
location point_in_area;
location the_point(event.mouseButton.x, event.mouseButton.y);
the_point = mainPtr.mapPixelToCoords(the_point, mainView);
end_scenario = false;
// MARK: First, figure out where party is
if(overall_mode == MODE_STARTUP || overall_mode == MODE_RESTING) {
// If we get here during these modes, something is probably not right, so bail out
add_string_to_buf("Unexpected game state!");
return are_done;
}
// Now split off the extra stuff, like talking and shopping.
if(overall_mode == MODE_TALKING) {
handle_talk_event(the_point);
if(overall_mode != MODE_TALKING)
return false;
}
if(overall_mode == MODE_SHOPPING) {
handle_shop_event(the_point);
if(overall_mode != MODE_SHOPPING)
return false;
}
// Otherwise they're in a terrain view mode
location cur_loc = is_out() ? univ.party.out_loc : center;
auto button_hit = UI::toolbar.button_hit(mainPtr, the_point);
// MARK: Then, handle a button being hit.
switch(button_hit) {
case TOOLBAR_NONE: break;
case TOOLBAR_MAGE: case TOOLBAR_PRIEST:
handle_spellcast(button_hit == TOOLBAR_MAGE ? eSkill::MAGE_SPELLS : eSkill::PRIEST_SPELLS, did_something, need_redraw, need_reprint);
break;
case TOOLBAR_LOOK:
handle_begin_look(need_redraw);
break;
case TOOLBAR_SHIELD:
if(overall_mode == MODE_COMBAT)
handle_parry(did_something, need_redraw, need_reprint);
break;
case TOOLBAR_TALK:
if(overall_mode == MODE_TOWN)
handle_begin_talk(need_reprint);
break;
case TOOLBAR_CAMP:
if(overall_mode == MODE_OUTDOORS)
handle_rest(need_redraw, need_reprint);
break;
case TOOLBAR_SCROLL: case TOOLBAR_MAP:
if(overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN)
display_map();
break;
case TOOLBAR_BAG: case TOOLBAR_HAND:
if(overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT)
handle_get_items(did_something, need_redraw, need_reprint);
break;
case TOOLBAR_SAVE:
if(overall_mode == MODE_OUTDOORS) {
save_party(univ.file, univ);
need_redraw = true;
current_switch = 6;
break;
}
break;
case TOOLBAR_USE:
if(overall_mode == MODE_TOWN || overall_mode == MODE_USE_TOWN)
handle_use_space_select(need_reprint);
break;
case TOOLBAR_WAIT:
if(overall_mode == MODE_COMBAT) {
handle_stand_ready(need_redraw, need_reprint);
}
break;
case TOOLBAR_LOAD:
if(overall_mode == MODE_OUTDOORS)
do_load();
break;
case TOOLBAR_SHOOT:
if(overall_mode == MODE_COMBAT || overall_mode == MODE_FIRING || overall_mode == MODE_THROWING)
handle_missile(need_redraw, need_reprint);
break;
case TOOLBAR_SWORD: case TOOLBAR_END:
handle_combat_switch(did_something, need_redraw, need_reprint);
break;
case TOOLBAR_ACT:
if(overall_mode == MODE_COMBAT) {
handle_toggle_active(need_reprint);
}
break;
}
// MARK: Begin: click in terrain
if(the_point.in(world_screen) && (is_out() || is_town() || is_combat())){
int i = (the_point.x - 32) / 28;
int j = (the_point.y - 20) / 36;
location destination = cur_loc;
// Check for quick look
if(right_button) {
previous_mode = overall_mode;
if(is_combat()) overall_mode = MODE_LOOK_COMBAT;
if(is_out()) overall_mode = MODE_LOOK_OUTDOORS;
if(is_town()) overall_mode = MODE_LOOK_TOWN;
}
// Moving/pausing
if(overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) {
if((i == 4) & (j == 4)) handle_pause(did_something, need_redraw);
else {
cur_direction = get_cur_direction(the_point);
destination.x += cur_direction.x;
destination.y += cur_direction.y;
handle_move(destination, did_something, need_redraw, need_reprint);
}
}
// Looking at something
else if(overall_mode == MODE_LOOK_OUTDOORS || overall_mode == MODE_LOOK_TOWN || overall_mode == MODE_LOOK_COMBAT) {
if(overall_mode == MODE_LOOK_OUTDOORS) destination = univ.party.out_loc;
destination.x = destination.x + i - 4;
destination.y = destination.y + j - 4;
handle_look(destination, need_redraw, need_reprint);
// If option/ctrl not pressed, looking done, so restore center
bool look_done = true;
if(kb.isAltPressed() || kb.isCtrlPressed()) look_done = false;
if(look_done) {
if(right_button) overall_mode = previous_mode;
else if(overall_mode == MODE_LOOK_COMBAT) {
overall_mode = MODE_COMBAT;
center = univ.current_pc().combat_pos;
pause(5);
need_redraw = true;
}
else if(overall_mode == MODE_LOOK_TOWN) {
overall_mode = MODE_TOWN;
center = univ.party.town_loc;
need_redraw = true;
}
else if(overall_mode == MODE_LOOK_OUTDOORS)
overall_mode = MODE_OUTDOORS;
}
}
// Talking to someone
else if(overall_mode == MODE_TALK_TOWN) {
destination.x = destination.x + i - 4;
destination.y = destination.y + j - 4;
handle_talk(destination, did_something, need_redraw, need_reprint);
}
// Targeting a space
else if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FIRING || overall_mode == MODE_THROWING ||
overall_mode == MODE_FANCY_TARGET || overall_mode == MODE_TOWN_TARGET) {
destination = center;
destination.x += i - 4;
destination.y += j - 4;
handle_target_space(destination, did_something, need_redraw, need_reprint);
}
// Dropping an item
else if(overall_mode == MODE_DROP_TOWN || overall_mode == MODE_DROP_COMBAT) {
destination.x += i - 4;
destination.y += j - 4;
handle_drop_item(destination, need_redraw);
}
// Using a space
else if(overall_mode == MODE_USE_TOWN) {
destination.x += i - 4;
destination.y += j - 4;
handle_use_space(destination, did_something, need_redraw);
}
// Bashing/lockpicking
else if(overall_mode == MODE_BASH_TOWN || overall_mode == MODE_PICK_TOWN) {
destination.x += i - 4;
destination.y += j - 4;
handle_bash_pick(destination, did_something, need_redraw, overall_mode == MODE_BASH_TOWN);
}
}
// MARK: End: click in terrain
// MARK: Begin: Screen shift
if(scrollableModes.count(overall_mode) && the_point.in(terrain_viewport) && !the_point.in(world_screen)) {
if(the_point.y < world_screen.top && center.y > univ.town->in_town_rect.top && center.y > 4) {
center.y--;
need_redraw = true;
}
if(the_point.x < world_screen.left && center.x > univ.town->in_town_rect.left && center.x > 4) {
center.x--;
need_redraw = true;
}
if(the_point.y > world_screen.bottom && center.y < univ.town->in_town_rect.bottom && center.y < univ.town->max_dim - 5) {
center.y++;
need_redraw = true;
}
if(the_point.x > world_screen.right && center.x < univ.town->in_town_rect.right && center.x < univ.town->max_dim - 5) {
center.x++;
need_redraw = true;
}
}
// MARK: End: Screen shift
// MARK: Process clicks in PC stats area
if(the_point.in(win_to_rects[WINRECT_PCSTATS])) {
location pc_win_ul = win_to_rects[WINRECT_PCSTATS].topLeft();
point_in_area = the_point;
point_in_area.x -= pc_win_ul.x;
point_in_area.y -= pc_win_ul.y;
if(point_in_area.in(pc_help_button)) {
rectangle help_button = pc_help_button;
help_button.offset(pc_win_ul);
arrow_button_click(help_button);
cChoiceDlog("help-party").show();
}
for(int i = 0; i < 6; i++)
for(auto j : pc_buttons[i].keys())
if(pc_area_button_active[i][j] && point_in_area.in(pc_buttons[i][j])) {
cPlayer& pc = univ.party[i];
if((j == PCBTN_HP || j == PCBTN_SP) && !pc.is_alive())
break;
rectangle button_rect = pc_buttons[i][j];
button_rect.offset(pc_win_ul);
arrow_button_click(button_rect);
switch(j) {
case PCBTN_NAME:
handle_switch_pc(i, need_redraw, need_reprint);
break;
case PCBTN_HP:
str.str("");
str << pc.name << " has ";
str << pc.cur_health << " health out of " << pc.max_health << '.';
add_string_to_buf(str.str());
break;
case PCBTN_SP:
str.str("");
str << pc.name << " has ";
str << pc.cur_health << " spell pts. out of " << pc.max_health << '.';
add_string_to_buf(str.str());
break;
case PCBTN_INFO:
give_pc_info(i);
break;
case PCBTN_TRADE:
if(!prime_time())
add_string_to_buf("Trade places: Finish what you're doing first.");
else if(is_combat())
add_string_to_buf("Trade places: Can't do this in combat.");
else {
switch_pc(i);
}
break;
case MAX_ePlayerButton:
break; // Not a button
}
}
need_reprint = true;
put_pc_screen();
put_item_screen(stat_window);
if(overall_mode == MODE_SHOPPING) {
set_up_shop_array();
draw_shop_graphics(0,pc_buttons[0][PCBTN_NAME]);
}
}
// Process clicks in item stats area
if(the_point.in(win_to_rects[WINRECT_INVEN])) {
location item_win_ul = win_to_rects[WINRECT_INVEN].topLeft();
point_in_area = the_point;
point_in_area.x -= item_win_ul.x;
point_in_area.y -= item_win_ul.y;
for(int i = 0; i < 9; i++)
if(item_bottom_button_active[i] > 0 && point_in_area.in(item_screen_button_rects[i])) {
rectangle button_rect = item_screen_button_rects[i];
button_rect.offset(item_win_ul);
arrow_button_click(button_rect);
switch(i) {
case 6: // special screen
set_stat_window(ITEM_WIN_SPECIAL);
break;
case 7:
set_stat_window(ITEM_WIN_QUESTS);
break;
case 8: // help
cChoiceDlog("help-inventory").show();
break;
default:
handle_switch_pc_items(i, need_redraw);
break;
}
}
if(stat_window <= ITEM_WIN_QUESTS) {
for(int i = 0; i < 8; i++)
for(auto j : item_buttons[i].keys())
if(item_area_button_active[i][j] && point_in_area.in(item_buttons[i][j])) {
rectangle button_rect = item_buttons[i][j];
button_rect.offset(item_win_ul);
arrow_button_click(button_rect);
item_hit = item_sbar->getPosition() + i;
switch(j) {
case ITEMBTN_NAME: case ITEMBTN_ICON: // equip
handle_equip_item(item_hit, need_redraw);
break;
case ITEMBTN_USE:
handle_use_item(item_hit, did_something, need_redraw);
break;
case ITEMBTN_GIVE:
handle_give_item(item_hit, did_something, need_redraw);
break;
case ITEMBTN_DROP:
if(stat_window == ITEM_WIN_SPECIAL) {
use_spec_item(spec_item_array[item_hit]);
need_redraw = true;
} else handle_drop_item(item_hit, need_redraw);
break;
case ITEMBTN_INFO:
if(stat_window == ITEM_WIN_SPECIAL)
put_spec_item_info(spec_item_array[item_hit]);
else if(stat_window == ITEM_WIN_QUESTS)
put_quest_info(spec_item_array[item_hit]);
else display_pc_item(stat_window, item_hit,univ.party[stat_window].items[item_hit],0);
break;
case ITEMBTN_SPEC: // sell? That this code was reached indicates that the item was sellable
// (Based on item_area_button_active)
handle_item_shop_action(item_hit);
break;
case MAX_eItemButton:
break; // Not a button
}
}
}
put_pc_screen();
put_item_screen(stat_window);
need_reprint = true;
}
advance_time(did_something, need_redraw, need_reprint);
are_done = All_Done;
return are_done;
}
void advance_time(bool did_something, bool need_redraw, bool need_reprint) {
// MARK: At this point, see if any specials have been queued up, and deal with them
// Note: We just check once here instead of looping because run_special also pulls from the queue.
if(!special_queue.empty()) {
pending_special_type pending = special_queue.front();
special_queue.pop();
run_special(pending, nullptr, nullptr, &need_redraw);
}
// MARK: Handle non-PC stuff (like monsters) if the party actually did something
if(did_something) handle_monster_actions(need_redraw, need_reprint);
if(fog_lifted) need_redraw = true;
if(cartoon_happening) {
need_redraw = true;
if(!is_combat()) {
for(cPlayer& pc : univ.party)
pc.combat_pos.x = pc.combat_pos.y = -1;
}
}
fog_lifted = false;
cartoon_happening = false;
if(need_redraw) draw_terrain();
if(need_reprint || need_redraw) print_buf();
if(!univ.party.is_alive())
handle_party_death();
else if(end_scenario)
handle_victory();
}
void handle_monster_actions(bool& need_redraw, bool& need_reprint) {
draw_map(true);
play_ambient_sound();
if(is_combat() && overall_mode != MODE_LOOK_COMBAT) {
if(!univ.party.is_alive()) {
end_combat();
if(which_combat_type == 0) {
end_town_mode(0,univ.party.out_loc);
add_string_to_buf("Fled the combat.");
handle_wandering_specials(2);
}
} else {
if(need_redraw) {
draw_terrain();
if((combat_active_pc == 6) || (univ.party[combat_active_pc].ap > 0))
need_redraw = false;
}
//pause(2);
if(combat_next_step())
need_redraw = true;
}
} else {
increase_age();
if(!is_out() || (is_out() && univ.party.age % 10 == 0)) // no monst move if party outdoors and on horse
do_monsters();
if(overall_mode != MODE_OUTDOORS)
do_monster_turn();
// Wand monsts
if(overall_mode == MODE_OUTDOORS && univ.party.is_alive() && univ.party.age % 10 == 0) {
if(get_ran(1,1,70 + univ.party.less_wm * 200) == 10)
create_wand_monst();
for(int i = 0; i < 10; i++)
if(univ.party.out_c[i].exists)
if((adjacent(univ.party.out_loc,univ.party.out_c[i].m_loc) || univ.party.out_c[i].what_monst.forced)
&& univ.party.in_boat < 0 && !flying()) {
store_wandering_special = univ.party.out_c[i].what_monst;
if(handle_wandering_specials(0))
initiate_outdoor_combat(i);
univ.party.out_c[i].exists = false;
// Get rid of excess keyclicks
flushingInput = true;
need_reprint = false;
i = 20;
}
}
if(overall_mode == MODE_TOWN) {
if(get_ran(1,1,160 - univ.town->difficulty + univ.party.less_wm * 200) == 2)
create_wand_monst();
}
}
}
bool someone_awake() {
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE &&
pc.status[eStatus::ASLEEP] <= 0 && pc.status[eStatus::PARALYZED] <= 0)
return true;
return false;
}
void handle_menu_spell(eSpell spell_picked) {
eSkill spell_type = (*spell_picked).type;
if(!prime_time()) {
ASB("Finish what you're doing first.");
print_buf();
return;
}
spell_forced = true;
pc_casting = univ.cur_pc;
univ.current_pc().last_cast[spell_type] = spell_picked;
if(spell_type == eSkill::MAGE_SPELLS)
store_mage = spell_picked;
else store_priest = spell_picked;
if(spell_type == eSkill::MAGE_SPELLS && (*spell_picked).need_select != SELECT_NO) {
if((store_spell_target = char_select_pc((*spell_picked).need_select == SELECT_ANY ? 1 : 0,"Cast spell on who?")) == 6)
return;
}
else {
if(spell_type == eSkill::PRIEST_SPELLS && (*spell_picked).need_select != SELECT_NO)
if((store_spell_target = char_select_pc((*spell_picked).need_select == SELECT_ANY ? 1 : 0,"Cast spell on who?")) == 6)
return;
}
bool did_something = false, need_redraw = false, need_reprint = false;
handle_spellcast(spell_type, did_something, need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
void initiate_outdoor_combat(short i) {
location to_place;
draw_terrain();
// Is combat too easy?
if((univ.party.get_level() > ((out_enc_lev_tot(i) * 5) / 3) ) && (out_enc_lev_tot(i) < 200)
&& !univ.party.out_c[i].what_monst.cant_flee) {
add_string_to_buf("Combat: Monsters fled!");
univ.party.out_c[i].exists = false;
return;
}
// Delay((long) 100,&dummy);
start_outdoor_combat(univ.party.out_c[i], univ.party.out_loc,count_walls(univ.party.out_loc));
univ.party.out_c[i].exists = false;
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE)
to_place = pc.combat_pos;
else for(cItem& item : pc.items)
if(item.variety != eItemType::NO_ITEM) {
place_item(item,to_place);
item.variety = eItemType::NO_ITEM;
}
overall_mode = MODE_COMBAT;
center = univ.current_pc().combat_pos;
draw_terrain();
}
bool handle_keystroke(const sf::Event& event){
bool are_done = false;
location pass_point; // TODO: This isn't needed
std::ostringstream sout;
using Key = sf::Keyboard::Key;
Key keypad[10] = {
Key::Numpad0,Key::Numpad1,Key::Numpad2,Key::Numpad3,
Key::Numpad4,Key::Numpad5,Key::Numpad6,
Key::Numpad7,Key::Numpad8,Key::Numpad9
};
location terrain_click[10] = {
{150,185},{120,215},{150,215},{180,215},
{120,185},{150,185},{180,185},
{120,155},{150,155},{180,135}
};
Key talk_chars[9] = {Key::L,Key::N,Key::J,Key::B,Key::S,Key::R,Key::D,Key::G,Key::A};
Key shop_chars[8] = {Key::A,Key::B,Key::C,Key::D,Key::E,Key::F,Key::G,Key::H};
if(map_visible && event.key.code == Key::Escape
&& (overall_mode != MODE_TALKING) && (overall_mode != MODE_SHOPPING)) {
mini_map.setVisible(false);
map_visible = false;
mainPtr.setActive();
return false;
}
if(overall_mode == MODE_STARTUP)
return false;
obscureCursor();
// DEBUG
// sprintf((char *) debug, "%d ",(short) chr2);
// add_string_to_buf((char *) debug);
// print_buf();
Key chr2 = event.key.code;
if(chr2 == Key::LShift || chr2 == Key::LAlt || chr2 == Key::LControl || chr2 == Key::LSystem) return false;
if(chr2 == Key::RShift || chr2 == Key::RAlt || chr2 == Key::RControl || chr2 == Key::RSystem) return false;
if(chr2 == Key::Up && !kb.isDownPressed()) {
if(kb.isLeftPressed()) chr2 = Key::Numpad7;
else if(kb.isRightPressed()) chr2 = Key::Numpad9;
else chr2 = Key::Numpad8;
} else if(chr2 == Key::Down && !kb.isUpPressed()) {
if(kb.isLeftPressed()) chr2 = Key::Numpad1;
else if(kb.isRightPressed()) chr2 = Key::Numpad3;
else chr2 = Key::Numpad2;
} else if(chr2 == Key::Left && !kb.isRightPressed()) {
if(kb.isUpPressed()) chr2 = Key::Numpad7;
else if(kb.isDownPressed()) chr2 = Key::Numpad1;
else chr2 = Key::Numpad4;
} else if(chr2 == Key::Right && !kb.isLeftPressed()) {
if(kb.isUpPressed()) chr2 = Key::Numpad9;
else if(kb.isDownPressed()) chr2 = Key::Numpad3;
else chr2 = Key::Numpad6;
} else if(chr2 == Key::Home) chr2 = Key::Numpad7;
else if(chr2 == Key::End) chr2 = Key::Numpad1;
else if(chr2 == Key::PageUp) chr2 = Key::Numpad9;
else if(chr2 == Key::PageDown) chr2 = Key::Numpad3;
sf::Event pass_event = {sf::Event::MouseButtonPressed};
extern rectangle talk_area_rect;
if(overall_mode == MODE_TALKING) {
if(chr2 == Key::Escape)
chr2 = Key::D;
if(chr2 == Key::Space)
chr2 = Key::G;
for(short i = 0; i < 9; i++)
if(chr2 == talk_chars[i] && (!talk_end_forced || i == 6 || i == 5)) {
// related to talk_area_rect, unsure why adding +9 is needed?
pass_point = talk_words[i].rect.topLeft();
pass_point.x += talk_area_rect.left+9;
pass_point.y += talk_area_rect.top+9;
pass_point = mainPtr.mapCoordsToPixel(pass_point, mainView);
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
}
}
else if(overall_mode == MODE_SHOPPING) { // shopping keystrokes
if(chr2 == Key::Escape) {
play_sound(37);
end_shop_mode();
}
for(short i = 0; i < 8; i++)
if(chr2 == shop_chars[i]) {
pass_point = shopping_rects[i][SHOPRECT_ACTIVE_AREA].topLeft();
// related to talk_area_rect
pass_point.x += talk_area_rect.left+9;
pass_point.y += talk_area_rect.top+9;
pass_point = mainPtr.mapCoordsToPixel(pass_point, mainView);
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
}
} else {
for(short i = 0; i < 10; i++)
if(chr2 == keypad[i]) {
if(i == 0) {
chr2 = Key::Z;
}
else {
pass_point = mainPtr.mapCoordsToPixel(terrain_click[i], mainView);
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
return are_done;
}
}
}
bool did_something = false, need_redraw = false, need_reprint = false;
char chr = keyToChar(chr2, event.key.shift);
// F1 should bring up help.
// TODO: So should the help key, if it exists (but SFML doesn't support the help key)
if(chr2 == Key::F1) chr = '?';
switch(chr) {
case '&':
add_string_to_buf("If Valorim ...");
print_buf();
break;
case '*':
add_string_to_buf("You want to save ...");
print_buf();
break;
case '(':
add_string_to_buf("Back up your save files ...");
print_buf();
break;
case ')':
add_string_to_buf("Burma Shave.");
print_buf();
break;
case '?':
if(overall_mode == MODE_SHOPPING) {
give_help(226,27);
break;
}
if(overall_mode == MODE_TALKING) {
give_help(205,6);
break;
}
if(is_out()) cChoiceDlog("help-outdoor").show();
if(is_town()) cChoiceDlog("help-town").show();
if(is_combat()) cChoiceDlog("help-combat").show();
break;
case '1': case '2': case '3': case '4': case '5': case '6':
handle_switch_pc(((short) chr) - 49, need_redraw, need_reprint);
break;
case '9': // Special items
set_stat_window(ITEM_WIN_SPECIAL);
break;
case '0': // Jobs/quests
set_stat_window(ITEM_WIN_QUESTS);
break;
case ' ':
if(overall_mode == MODE_FANCY_TARGET) {
// cast multi-target spell, set # targets to 0 so that space clicked doesn't matter
num_targets_left = 0;
handle_target_space(center, did_something, need_redraw, need_reprint);
} else if(overall_mode == MODE_SPELL_TARGET)
// Rotate a force wall
spell_cast_hit_return();
else if(overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT || overall_mode == MODE_OUTDOORS) {
// Pause (skip turn)
handle_pause(did_something, need_redraw);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 'D':
if(univ.debug_mode) {
univ.debug_mode = false;
ASB("Debug mode OFF.");
} else {
univ.debug_mode = true;
ASB("Debug mode ON.");
}
print_buf();
break;
case 'z': // Show active PC's inventory
if(is_combat()) {
set_stat_window_for_pc(univ.cur_pc);
put_item_screen(stat_window);
} else {
// ... or first PC's inventory... why?
set_stat_window(ITEM_WIN_PC1);
put_item_screen(stat_window);
}
break;
case '=':
if(!univ.debug_mode) break;
univ.party.gold += 100;
univ.party.food += 100;
for(cPlayer& pc : univ.party) {
pc.main_status = eMainStatus::ALIVE;
pc.cur_health = pc.max_health;
pc.cur_sp = 100;
}
award_party_xp(25);
for(cPlayer& who : univ.party) {
who.priest_spells.set();
who.mage_spells.set();
}
univ.refresh_store_items();
add_string_to_buf("Debug: Add stuff and heal.");
print_buf();
put_pc_screen();
break;
case 'B':
if(!univ.debug_mode) break;
if(overall_mode == MODE_OUTDOORS){
add_string_to_buf("Debug - Leave Town: You're not in town!");
print_buf();
break;
}
univ.party.end_split(0);
overall_mode = MODE_OUTDOORS;
position_party(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y,univ.party.out_loc.x,univ.party.out_loc.y);
clear_map();
add_string_to_buf("Debug: Reunite party and leave town.");
print_buf();
redraw_screen(REFRESH_ALL);
break;
case 'C':
if(!univ.debug_mode) break;
univ.party.clear_bad_status();
add_string_to_buf("Debug: You get cleaned up!");
print_buf();
put_pc_screen();
break;
case 'E':
if(!univ.debug_mode) break;
univ.party.status[ePartyStatus::STEALTH] += 10;
univ.party.status[ePartyStatus::DETECT_LIFE] += 10;
univ.party.status[ePartyStatus::FIREWALK] += 10;
add_string_to_buf("Debug: Stealth, Detect Life, Firewalk!");
draw_text_bar();
print_buf();
put_pc_screen();
break;
case 'F':
if(!univ.debug_mode) break;
if(overall_mode != MODE_OUTDOORS){
add_string_to_buf("Debug: Can only fly outdoors.");
}else{
univ.party.status[ePartyStatus::FLIGHT] += 10;
add_string_to_buf("Debug: You start flying!");
}
print_buf();
put_pc_screen();
break;
case 'G':
if(!univ.debug_mode) break;
if(univ.ghost_mode){
univ.ghost_mode = false;
ASB("Debug: Ghost mode OFF.");
}else{
univ.ghost_mode = true;
ASB("Debug:Ghost mode ON.");
}
print_buf();
break;
case 'H':
if(!univ.debug_mode) break;
univ.party.gold += 100;
univ.party.food += 100;
for(cPlayer& pc : univ.party) {
if(isDead(pc.main_status))
pc.main_status = eMainStatus::ALIVE;
}
univ.party.heal(250);
univ.party.restore_sp(100);
add_string_to_buf("Debug: Heal party.");
print_buf();
put_pc_screen();
break;
case 'K':
if(!univ.debug_mode) break;
for(short i = 0; i < univ.town.monst.size(); i++) {
if(is_combat() && univ.town.monst[i].active > 0 && !univ.town.monst[i].is_friendly())
univ.town.monst[i].active = 0;
if(univ.town.monst[i].active > 0 && !univ.town.monst[i].is_friendly()
&& (dist(univ.town.monst[i].cur_loc,univ.party.town_loc) <= 10) )
damage_monst(univ.town.monst[i], 7,1000,eDamageType::SPECIAL,0);
}
// kill_monst(&univ.town.monst[i],6);
draw_terrain();
add_string_to_buf("Debug: Kill things.");
print_buf();
break;
case 'N':
if(!univ.debug_mode) break;
handle_victory();
break;
case 'O':
if(!univ.debug_mode) break;
if(is_town()) {
sout << "Debug: You're at x " << (short) univ.party.town_loc.x << ", y " << (short) univ.party.town_loc.y
<< " in town " << univ.party.town_num << '.';
} else if(is_out()) {
short x = univ.party.out_loc.x;
short y = univ.party.out_loc.y;
x += 48 * univ.party.outdoor_corner.x;
y += 48 * univ.party.outdoor_corner.y;
sout << "Debug: You're outside at x " << x << ", y " << y << '.';
} else if(is_combat()) {
location loc = univ.current_pc().combat_pos;
sout << "Debug: You're in combat at x " << loc.x << ", y " << loc.y << '.';
}
add_string_to_buf(sout.str());
print_buf();
break;
case 'I':
if(univ.debug_mode) {
int i = get_num_response(0, univ.scenario.scen_items.size()-1, "Which item?");
int j = univ.scenario.scen_items[i].ident;
univ.scenario.scen_items[i].ident = true;
univ.party.give_item(univ.scenario.scen_items[i], true);
univ.scenario.scen_items[i].ident = j;
print_buf();
put_item_screen(stat_window);
put_pc_screen(); // In case the item was food or gold
}
break;
case 'Q':
if(!univ.debug_mode) break;
if(overall_mode == MODE_OUTDOORS) {
for(short i = 0; i < univ.out.max_dim; i++)
for(short j = 0; j < univ.out.max_dim; j++)
make_explored(i,j);
} else {
for(short i = 0; i < univ.town->max_dim; i++)
for(short j = 0; j < univ.town->max_dim; j++)
make_explored(i,j);
}
clear_map();
add_string_to_buf("Debug: Magic Map.");
print_buf();
break;
case 'R':
if(!univ.debug_mode) break;
if(univ.party.in_boat >= 0) {
add_string_to_buf(" Not while in boat.");
break;
}
if(univ.party.in_horse >= 0) {
add_string_to_buf(" Not while on horse.");
break;
}
force_town_enter(univ.scenario.which_town_start,univ.scenario.where_start);
start_town_mode(univ.scenario.which_town_start,9);
position_party(univ.scenario.out_sec_start.x,univ.scenario.out_sec_start.y,
univ.scenario.out_start.x,univ.scenario.out_start.y);
center = univ.party.town_loc = univ.scenario.where_start;
redraw_screen(REFRESH_ALL);
add_string_to_buf("Debug: You return to the start.");
print_buf();
break;
case 'S':
if(!univ.debug_mode) break;
edit_stuff_done();
break;
case 'T':
if(!univ.debug_mode) break;
short find_direction_from;
if(univ.party.direction == 0) find_direction_from = 2;
else if(univ.party.direction == 4) find_direction_from = 0;
else if(univ.party.direction < 4) find_direction_from = 3;
else find_direction_from = 1;
start_town_mode(get_num_response(0, univ.scenario.towns.size() - 1, "Enter Town Number"), find_direction_from);
break;
case 'W':
if(!univ.debug_mode) break;
univ.refresh_store_items();
add_string_to_buf("Debug: Refreshed jobs/shops.");
print_buf();
break;
case '<':
if(!univ.debug_mode) break;
ASB("Debug: Increase age.");
ASB(" It is now 1 day later.");
print_buf();
univ.party.age += 3700;
put_pc_screen();
break;
case '>':
if(!univ.debug_mode) break;
ASB("DEBUG: Towns have short memory.");
ASB("Your deeds have been forgotten.");
print_buf();
for(auto& pop : univ.party.creature_save)
pop.which_town = 200;
break;
case '!':
if(!univ.debug_mode) break;
if(univ.node_step_through) {
univ.node_step_through = false;
add_string_to_buf("Debug: Step-through disabled");
} else {
univ.node_step_through = true;
add_string_to_buf("Debug: Step-through enabled");
}
print_buf();
break;
case '/':
if(!univ.debug_mode) break;
cChoiceDlog("help-debug").show();
break;
case 'a': // Show automap
if(overall_mode == MODE_TOWN || overall_mode == MODE_OUTDOORS)
display_map();
break;
case 'u': // Use space
if(overall_mode == MODE_TOWN || overall_mode == MODE_USE_TOWN)
handle_use_space_select(need_reprint);
break;
case 'b': // Bash door
if(overall_mode == MODE_TOWN || overall_mode == MODE_BASH_TOWN)
handle_bash_pick_select(need_reprint, true);
break;
case 'L': // Pick lock
if(overall_mode == MODE_TOWN || overall_mode == MODE_PICK_TOWN)
handle_bash_pick_select(need_reprint, false);
break;
case 'A': // Alchemy
handle_alchemy(need_redraw, need_reprint);
break;
// Spells (cast/cancel)
case 'M': spell_forced = true; BOOST_FALLTHROUGH;
case 'm':
if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FANCY_TARGET || overall_mode == MODE_TOWN_TARGET || overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) {
handle_spellcast(eSkill::MAGE_SPELLS, did_something, need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 'P': spell_forced = true; BOOST_FALLTHROUGH;
case 'p':
if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FANCY_TARGET || overall_mode == MODE_TOWN_TARGET || overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) {
handle_spellcast(eSkill::PRIEST_SPELLS, did_something, need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 'l': // Look
if((overall_mode == MODE_OUTDOORS) || (overall_mode == MODE_TOWN) || (overall_mode == MODE_COMBAT)) {
handle_begin_look(need_redraw);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 'r': // Rest (outdoors)
if(overall_mode == MODE_OUTDOORS) {
handle_rest(need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 't': // Talk
if(overall_mode == MODE_TOWN) {
handle_begin_talk(need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 'w': // Wait / delay
if(overall_mode == MODE_TOWN) {
handle_town_wait(need_redraw, need_reprint);
} else if(overall_mode == MODE_COMBAT) {
handle_stand_ready(need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
} else if(overall_mode == MODE_OUTDOORS) {
add_string_to_buf("Wait: In town only.");
print_buf();
return false;
}
break;
case 'd': // Parry
if(overall_mode == MODE_COMBAT) {
handle_parry(did_something, need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 'g': // Get items
if(overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) {
handle_get_items(did_something, need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 's': // Shoot
if(overall_mode == MODE_COMBAT || overall_mode == MODE_FIRING || overall_mode == MODE_THROWING) {
handle_missile(need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 'x': // Toggle active
if(overall_mode == MODE_COMBAT) {
handle_toggle_active(need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 'e': // End combat
if(overall_mode == MODE_COMBAT) {
handle_combat_switch(did_something, need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
break;
case 'f': // Toggle combat
if(overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) {
handle_combat_switch(did_something, need_redraw, need_reprint);
advance_time(did_something, need_redraw, need_reprint);
}
break;
}
spell_forced = false;
return are_done;
}
bool handle_scroll(const sf::Event& event) {
rectangle world_screen = win_to_rects[WINRECT_TERVIEW];
world_screen.inset(13, 13);
fill_rect(mainPtr, world_screen, sf::Color::Magenta);
// TODO: centralize this translation somewhere
location pos(event.mouseWheel.x, event.mouseWheel.y);
pos = mainPtr.mapPixelToCoords(pos, mainView);
int amount = event.mouseWheel.delta;
if(scrollableModes.count(overall_mode) && pos.in(world_screen)) {
if(kb.isCtrlPressed())
center.x = minmax(4, univ.town->max_dim - 5, center.x - amount);
else center.y = minmax(4, univ.town->max_dim - 5, center.y - amount);
}
return true;
}
void do_load() {
fs::path file_to_load = nav_get_or_decode_party();
if(file_to_load.empty()) return;
if(!load_party(file_to_load, univ))
return;
finish_load_party();
if(overall_mode != MODE_STARTUP)
post_load();
univ.file = file_to_load;
menu_activate();
}
void post_load() {
current_switch = 6;
if(!is_out())
reset_item_max();
if(overall_mode == MODE_OUTDOORS)
update_explored(univ.party.out_loc);
// if(overall_mode == MODE_TOWN) {
// make_town_trim(0);
// }
// make_out_trim();
text_sbar->show();
item_sbar->show();
shop_sbar->hide();
set_stat_window(ITEM_WIN_PC1);
put_pc_screen();
draw_terrain();
UI::toolbar.draw(mainPtr);
draw_text_bar();
print_buf();
clear_map();
adjust_spell_menus();
adjust_monst_menu();
}
//mode; // 0 - normal 1 - save as
void do_save(short mode) {
if(overall_mode != MODE_TOWN && overall_mode != MODE_OUTDOORS && overall_mode != MODE_STARTUP) {
add_string_to_buf("Save: Only while outdoors, or in town and not looking/casting.", 2);
print_buf();
return;
}
if(univ.party.is_in_scenario()) save_outdoor_maps();
fs::path file = univ.file;
if(mode == 1 || file.empty())
file = nav_put_or_temp_party(file);
bool saved = false;
if(!file.empty()) {
univ.file = file;
saved = save_party(univ.file, univ);
}
if(saved)
add_string_to_buf("Save: Game saved");
pause(6);
redraw_screen(REFRESH_TEXT);
}
void do_rest(long length, int hp_restore, int mp_restore) {
unsigned long age_before = univ.party.age;
univ.party.age += length;
if(univ.scenario.is_legacy) {
univ.party.heal(hp_restore);
univ.party.restore_sp(mp_restore);
put_pc_screen();
return;
}
// If some players diseased, allow it to progress a bit
handle_disease();
handle_disease();
handle_disease();
// Clear party spell effects
univ.party.status[ePartyStatus::STEALTH] = 0;
univ.party.status[ePartyStatus::DETECT_LIFE] = 0;
univ.party.status[ePartyStatus::FIREWALK] = 0;
univ.party.status[ePartyStatus::FLIGHT] = 0; // This one shouldn't be nonzero anyway, since you can't rest while flying.
for(cPlayer& pc : univ.party)
pc.status.clear();
// Specials countdowns
if((length > 500 || age_before / 500 < univ.party.age / 500) && univ.party.has_abil(eItemAbil::OCCASIONAL_STATUS)) {
// TODO: There used to be a "display strings" here; should we hook in a special node call?
for(cPlayer& pc : univ.party)
for(const cItem& item : pc.items) {
if(item.ability != eItemAbil::OCCASIONAL_STATUS) continue;
if(item.abil_data.value > 15) continue;
if(!item.abil_group()) continue;
if(get_ran(1,0,5) != 3) continue;
int how_much = item.abil_strength;
if(item.abil_harms()) how_much *= -1;
if(isStatusNegative(item.abil_data.status))
how_much *= -1;
univ.party.apply_status(item.abil_data.status, how_much);
}
}
// Plants and magic shops
if(length > 4000 || age_before / 4000 < univ.party.age / 4000)
univ.refresh_store_items();
// Heal party
univ.party.heal(hp_restore);
univ.party.restore_sp(mp_restore);
// Recuperation and chronic disease disads
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE) {
if(pc.traits[eTrait::RECUPERATION] && pc.cur_health < pc.max_health) {
pc.heal(hp_restore / 5);
}
if(pc.traits[eTrait::CHRONIC_DISEASE] && get_ran(1,0,110) == 1) {
pc.disease(6);
}
cInvenSlot item = pc.has_abil_equip(eItemAbil::REGENERATE);
if(item && pc.cur_health < pc.max_health && (overall_mode != MODE_OUTDOORS || get_ran(1,0,10) == 5)){
int j = get_ran(1,0,item->abil_strength / 3);
if(item->abil_strength / 3 == 0)
j = get_ran(1,0,1);
if(is_out()) j = j * 4;
pc.heal(j);
}
// Bonus SP and HP wear off
if(pc.cur_sp > pc.max_sp)
pc.cur_sp = pc.max_sp;
if(pc.cur_health > pc.max_health)
pc.cur_health = pc.max_health;
}
special_increase_age(length, true);
put_pc_screen();
adjust_spell_menus();
}
void increase_age() {
short how_many_short = 0,r1;
// Increase age, adjust light level & stealth
if(is_out()) {
if(univ.party.in_horse < 0)
univ.party.age -= univ.party.age % 10;
else univ.party.age -= univ.party.age % 5;
univ.party.age += 5;
if(univ.party.in_horse < 0)
univ.party.age += 5;
}
else univ.party.age++;
move_to_zero(univ.party.light_level);
// decrease monster present counter
move_to_zero(univ.party.hostiles_present);
// Party spell effects
if(univ.party.status[ePartyStatus::STEALTH] == 1) {
add_string_to_buf("Your footsteps grow louder.");
}
move_to_zero(univ.party.status[ePartyStatus::STEALTH]);
if(univ.party.status[ePartyStatus::DETECT_LIFE] == 1) {
add_string_to_buf("You stop detecting monsters.");
}
move_to_zero(univ.party.status[ePartyStatus::DETECT_LIFE]);
if(univ.party.status[ePartyStatus::FIREWALK] == 1) {
add_string_to_buf("Your feet stop glowing.");
}
move_to_zero(univ.party.status[ePartyStatus::FIREWALK]);
if(univ.party.status[ePartyStatus::FLIGHT] == 2)
add_string_to_buf("You are starting to descend.");
if(univ.party.status[ePartyStatus::FLIGHT] == 1) {
if(univ.scenario.ter_types[univ.out[univ.party.out_loc.x][univ.party.out_loc.y]].blocksMove()) {
add_string_to_buf(" You plummet to your deaths.");
slay_party(eMainStatus::DEAD);
print_buf();
pause(150);
}
else add_string_to_buf(" You land safely.");
}
move_to_zero(univ.party.status[ePartyStatus::FLIGHT]);
if(overall_mode != MODE_OUTDOORS && univ.town->lighting_type >= LIGHT_DRAINS) {
increase_light(-9);
if(univ.town->lighting_type == LIGHT_NONE) {
if(univ.party.light_level > 0)
ASB("Your light is drained.");
univ.party.light_level = 0;
}
}
if(is_town() && univ.town->lighting_type != LIGHT_NORMAL) {
int radiance = 0;
for(cPlayer& pc : univ.party)
radiance += pc.get_prot_level(eItemAbil::RADIANT);
if(radiance > 0 && univ.party.light_level < radiance && get_ran(1,1,10) < radiance) {
ASB("One of your items is glowing softly!");
univ.party.light_level += radiance * 3;
}
}
// Specials countdowns
if(univ.party.age % 500 == 0 && univ.party.has_abil(eItemAbil::OCCASIONAL_STATUS)) {
// TODO: There used to be a "display strings" here; should we hook in a special node call?
for(cPlayer& pc : univ.party)
for(const cItem& item : pc.items) {
if(item.ability != eItemAbil::OCCASIONAL_STATUS) continue;
if(item.abil_data.value > 15) continue;
if(!item.abil_group()) continue;
if(get_ran(1,0,5) != 3) continue;
int how_much = item.abil_strength;
if(item.abil_harms()) how_much *= -1;
eStatus status = item.abil_data.status;
if(isStatusNegative(status))
how_much *= -1;
univ.party.apply_status(status, how_much);
}
}
// Plants and magic shops
if(univ.party.age % 4000 == 0) {
univ.refresh_store_items();
}
// Protection, etc.
for(cPlayer& pc : univ.party) { // Process some status things, and check if stats updated
if(pc.status[eStatus::INVULNERABLE] == 1 || abs(pc.status[eStatus::MAGIC_RESISTANCE]) == 1
|| pc.status[eStatus::INVISIBLE] == 1 || pc.status[eStatus::MARTYRS_SHIELD] == 1
|| abs(pc.status[eStatus::ASLEEP]) == 1 || pc.status[eStatus::PARALYZED] == 1)
move_to_zero(pc.status[eStatus::INVULNERABLE]);
move_to_zero(pc.status[eStatus::MAGIC_RESISTANCE]);
move_to_zero(pc.status[eStatus::INVISIBLE]);
move_to_zero(pc.status[eStatus::MARTYRS_SHIELD]);
move_to_zero(pc.status[eStatus::ASLEEP]);
move_to_zero(pc.status[eStatus::PARALYZED]);
if(univ.party.age % 40 == 0 && pc.status[eStatus::POISONED_WEAPON] > 0) {
move_to_zero(pc.status[eStatus::POISONED_WEAPON]);
}
}
// Food
if(univ.party.age % 1000 == 0 && !is_combat()) {
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE)
how_many_short++;
how_many_short = take_food (how_many_short,false);
if(how_many_short > 0) {
add_string_to_buf("Starving!");
play_sound(66);
r1 = get_ran(3,1,6);
hit_party(r1,eDamageType::SPECIAL);
// Might seem redudant but maybe hit_party could change the mode if TPK?
if(!is_combat())
boom_space(univ.party.out_loc,overall_mode,0,r1,0);
}
else {
play_sound(6);
add_string_to_buf("You eat.");
}
}
// Poison, acid, disease damage
for(cPlayer& pc : univ.party) // Poison
if(pc.status[eStatus::POISON] > 0) {
if(((overall_mode == MODE_OUTDOORS) && (univ.party.age % 50 == 0)) || ((overall_mode == MODE_TOWN) && (univ.party.age % 20 == 0))) {
do_poison();
}
break;
}
for(cPlayer& pc : univ.party) // Disease
if(pc.status[eStatus::DISEASE] > 0) {
if(((overall_mode == MODE_OUTDOORS) && (univ.party.age % 100 == 0)) || ((overall_mode == MODE_TOWN) && (univ.party.age % 25 == 0))) {
handle_disease();
}
break;
}
for(cPlayer& pc : univ.party) // Acid
if(pc.status[eStatus::ACID] > 0) {
handle_acid();
break;
}
// Healing and restoration of spell pts.
if(is_out()) {
if(univ.party.age % 100 == 0) {
univ.party.heal(2);
}
}
else {
if(univ.party.age % 50 == 0) {
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE && pc.cur_health > pc.max_health)
pc.cur_health--; // Bonus HP wears off
univ.party.heal(1);
}
}
if(is_out()) {
if(univ.party.age % 80 == 0) {
univ.party.restore_sp(2);
for(cPlayer& pc : univ.party)
if(pc.status[eStatus::DUMB] < 0)
pc.status[eStatus::DUMB]++;
}
}
else {
if(univ.party.age % 40 == 0) {
for(cPlayer& pc : univ.party) {
if(pc.main_status == eMainStatus::ALIVE && pc.cur_sp > pc.max_sp)
pc.cur_sp--; // Bonus SP wears off
if(pc.status[eStatus::DUMB] < 0)
pc.status[eStatus::DUMB]++;
}
univ.party.restore_sp(1);
}
}
// Recuperation and chronic disease disads
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE) {
if(pc.traits[eTrait::RECUPERATION] && get_ran(1,0,10) == 1 && pc.cur_health < pc.max_health) {
pc.heal(2);
}
if(pc.traits[eTrait::CHRONIC_DISEASE] && get_ran(1,0,110) == 1) {
pc.disease(4);
}
}
// Blessing, slowed,etc.
if(univ.party.age % 4 == 0)
for(cPlayer& pc : univ.party) {
move_to_zero(pc.status[eStatus::BLESS_CURSE]);
move_to_zero(pc.status[eStatus::HASTE_SLOW]);
if(cInvenSlot item = pc.has_abil_equip(eItemAbil::REGENERATE)) {
if(pc.cur_health < pc.max_health && (overall_mode != MODE_OUTDOORS || get_ran(1,0,10) == 5)) {
int j = get_ran(1,0,item->abil_strength / 3);
if(item->abil_strength / 3 == 0)
j = get_ran(1,0,1);
if(is_out()) j = j * 4;
pc.heal(j);
}
}
}
dump_gold(1);
special_increase_age();
push_things();
if(is_town()) {
process_fields();
}
// Cancel switching PC order
current_switch = 6;
// If a change, draw stat screen
put_pc_screen();
adjust_spell_menus();
}
void handle_hunting() {
if(!is_out())
return;
if(flying())
return;
if(univ.out.is_road(univ.party.out_loc.x, univ.party.out_loc.y))
return;
ter_num_t ter = univ.out[univ.party.out_loc.x][univ.party.out_loc.y];
if(!wilderness_lore_present(ter))
return;
eTrait trait = eTrait::PACIFIST;
if(univ.scenario.ter_types[ter].special == eTerSpec::WILDERNESS_CAVE)
trait = eTrait::CAVE_LORE;
else if(univ.scenario.ter_types[ter].special == eTerSpec::WILDERNESS_SURFACE)
trait = eTrait::WOODSMAN;
if(trait == eTrait::PACIFIST)
return;
for(cPlayer& pc : univ.party)
if(pc.is_alive() && pc.traits[trait] && get_ran(1,0,12) == 5) {
univ.party.food += get_ran(univ.scenario.ter_types[ter].flag1,1,6);
add_string_to_buf(pc.name + "hunts.");
put_pc_screen();
}
}
void switch_pc(short which) {
if(current_switch < 6) {
if(current_switch != which) {
add_string_to_buf("Switch: OK.");
univ.party.swap_pcs(which, current_switch);
if(univ.cur_pc == current_switch)
univ.cur_pc = which;
else if(univ.cur_pc == which)
univ.cur_pc = current_switch;
set_stat_window_for_pc(univ.cur_pc);
} else ASB("Switch: Not with self.");
current_switch = 6;
}
else {
add_string_to_buf("Switch: Switch with who?");
current_switch = which;
}
}
void drop_pc(short which) {
std::string choice;
choice = cChoiceDlog("delete-pc-confirm",{"yes","no"}).show();
if(choice == "no") {
add_string_to_buf("Delete PC: Cancelled.");
return;
}
add_string_to_buf("Delete PC: OK.");
kill_pc(univ.party[which],eMainStatus::ABSENT);
for(short i = which; i < 5; i++)
univ.party.swap_pcs(i, i + 1);
univ.party[5].main_status = eMainStatus::ABSENT;
set_stat_window(ITEM_WIN_PC1);
put_pc_screen();
}
void handle_death() {
std::string choice;
overall_mode = MODE_STARTUP;
while(true) {
// Use death (or leave Exile) dialog
choice = cChoiceDlog("party-death",{"load","new","quit"}).show();
if(choice == "quit") {
All_Done = true;
return;
}
else if(choice == "load") {
fs::path file_to_load = nav_get_or_decode_party();
if(!file_to_load.empty()) load_party(file_to_load, univ);
if(univ.party.is_alive()) {
if(overall_mode != MODE_STARTUP)
post_load(), finish_load_party();
return;
}
}
else if(choice == "new") {
// TODO: Windows version dumps to main screen without creating a party; which is better?
start_new_game();
reload_startup();
return;
}
}
}
void start_new_game(bool force) {
std::string choice;
if(!force)
choice = cChoiceDlog("new-party",{"okay","cancel"}).show();
if(choice == "cancel")
return;
// Destroy the universe
univ.~cUniverse();
ePartyPreset party_type = PARTY_DEFAULT;
// display_intro();
// If system key held down, create debug party
if(kb.isSystemPressed()) party_type = PARTY_DEBUG;
// And now, reconstruct the universe.
new(&univ) cUniverse(party_type);
// Destroy party graphics
extern cCustomGraphics spec_scen_g;
spec_scen_g.party_sheet.reset();
// The original code called build_outdoors here, but they're not even in a scenario, so I removed it.
// It was probably a relic of Exile III.
// (It also refreshed stores... with uninitialized items.)
if(!force)
edit_party();
// if no PCs left, forget it
if(!univ.party.is_alive()) {
party_in_memory = false;
return;
}
// everyone gets a weapon
for(cPlayer& pc : univ.party) {
if(pc.main_status == eMainStatus::ALIVE) {
pc.finish_create();
}
}
party_in_memory = true;
if(force) return;
fs::path file = nav_put_or_temp_party();
if(!file.empty()) save_party(file, univ);
univ.file = file;
}
location get_cur_direction(location the_point) {
location store_dir;
// This is a kludgy adjustment to adjust for the screen shifting between Exile I & II
the_point.x += 5;
the_point.y += 5;
if((the_point.x < 135) & (the_point.y >= ((the_point.x * 34) / 10) - 293)
& (the_point.y <= (-1 * ((the_point.x * 34) / 10) + 663)))
store_dir.x--;
if((the_point.x > 163) & (the_point.y <= ((the_point.x * 34) / 10) - 350)
& (the_point.y >= (-1 * ((the_point.x * 34) / 10) + 721)))
store_dir.x++;
if((the_point.y < 167) & (the_point.y <= (the_point.x / 2) + 102)
& (the_point.y <= (-1 * (the_point.x / 2) + 249)))
store_dir.y--;
if((the_point.y > 203) & (the_point.y >= (the_point.x / 2) + 123)
& (the_point.y >= (-1 * (the_point.x / 2) + 268)))
store_dir.y++;
return store_dir;
}
static eDirection find_waterfall(short x, short y, short mode){
// If more than one waterfall adjacent, randomly selects
std::bitset<8> to_dir;
for(eDirection i = DIR_N; i < DIR_HERE; i++){
if(mode == 0){
eTerSpec spec = univ.scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].special;
to_dir[i] = spec == eTerSpec::WATERFALL_CAVE || spec == eTerSpec::WATERFALL_SURFACE;
if(univ.scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].flag1 != i) to_dir[i] = false;
}else{
eTerSpec spec = univ.scenario.ter_types[univ.out[x + dir_x_dif[i]][y + dir_y_dif[i]]].special;
to_dir[i] = spec == eTerSpec::WATERFALL_CAVE || spec == eTerSpec::WATERFALL_SURFACE;
if(univ.scenario.ter_types[univ.out[x + dir_x_dif[i]][y + dir_y_dif[i]]].flag1 != i) to_dir[i] = false;
}
}
short count = 0;
for(int i = DIR_N; i < DIR_HERE; i++)
count += to_dir[i];
if(count > 0) count = get_ran(1,1,count);
else return DIR_HERE;
for(eDirection i = DIR_N; i < DIR_HERE; i++){
if(to_dir[i]){
count--;
if(count == 0) return i;
}
}
return DIR_HERE; // just in case something wonky happens
}
static void run_waterfalls(short mode){ // mode 0 - town, 1 - outdoors
short x,y;
if(mode == 0){
x = univ.party.town_loc.x;
y = univ.party.town_loc.y;
}else{
x = univ.party.out_loc.x;
y = univ.party.out_loc.y;
}
eDirection dir;
while((dir = find_waterfall(x,y,mode)) != DIR_HERE){
add_string_to_buf(" Waterfall!");
if(mode == 0){
x += 2 * dir_x_dif[dir];
y += 2 * dir_y_dif[dir];
univ.party.town_loc.x += 2 * dir_x_dif[dir];
univ.party.town_loc.y += 2 * dir_y_dif[dir];
update_explored(univ.party.town_loc);
}else{
x += 2 * dir_x_dif[dir];
y += 2 * dir_y_dif[dir];
univ.party.out_loc.x += 2 * dir_x_dif[dir];
univ.party.loc_in_sec.x += 2 * dir_x_dif[dir];
univ.party.out_loc.y += 2 * dir_y_dif[dir];
univ.party.loc_in_sec.y += 2 * dir_y_dif[dir];
update_explored(univ.party.out_loc);
}
draw_terrain();
print_buf();
if(wilderness_lore_present(coord_to_ter(x - dir_x_dif[dir], y - dir_y_dif[dir]) > 0) && get_ran(1,0,1) == 0)
add_string_to_buf(" (No supplies lost.)");
else {
cTerrain& ter = univ.scenario.ter_types[coord_to_ter(x, y)];
int lost = percent(univ.party.food, ter.flag2);
if(lost >= ter.flag3) {
lost = ter.flag3;
add_string_to_buf(" (Many supplies lost.)");
} else add_string_to_buf(" (" + std::to_string(lost) + " supplies lost.)");
univ.party.food -= lost;
}
put_pc_screen();
play_sound(28);
pause(8);
}
if(mode == 0){
univ.party.boats[univ.party.in_boat].loc = univ.party.town_loc;
univ.party.boats[univ.party.in_boat].which_town = univ.party.town_num;
}else{
univ.party.boats[univ.party.in_boat].which_town = 200;
univ.party.boats[univ.party.in_boat].loc = global_to_local(univ.party.out_loc);
univ.party.boats[univ.party.in_boat].sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
univ.party.boats[univ.party.in_boat].sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
}
}
bool outd_move_party(location destination,bool forced) {
location real_dest, sector_p_in;
bool keep_going = true,check_f;
location store_corner,store_iwc;
ter_num_t ter;
if(!univ.out.is_on_map(destination.x, destination.y)) return false;
keep_going = check_special_terrain(destination,eSpecCtx::OUT_MOVE,univ.party[0],&check_f);
if(check_f)
forced = true;
if(univ.debug_mode && univ.ghost_mode)
forced = keep_going = true;
// If not blocked and not put in town by a special, process move
if(keep_going && overall_mode == MODE_OUTDOORS) {
real_dest.x = destination.x - univ.party.out_loc.x;
real_dest.y = destination.y - univ.party.out_loc.y;
sector_p_in.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
sector_p_in.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
store_corner = univ.party.outdoor_corner;
store_iwc = univ.party.i_w_c;
// Check if party moves into new sector
if((destination.x < 6) && (univ.party.outdoor_corner.x > 0))
shift_universe_left();
if(destination.x > 90 && univ.party.outdoor_corner.x < univ.scenario.outdoors.width() - 1)
shift_universe_right();
if((destination.y < 6) && (univ.party.outdoor_corner.y > 0)) {
shift_universe_up();
}
else if(destination.y > 90 && univ.party.outdoor_corner.y < univ.scenario.outdoors.height() - 1)
shift_universe_down();
// Now stop from going off the world's edge
real_dest.x = univ.party.out_loc.x + real_dest.x;
real_dest.y = univ.party.out_loc.y + real_dest.y;
if((real_dest.x < 1 /*4*/) && (univ.party.outdoor_corner.x <= 0)) {
ASB("You've reached the world's edge.");
return false;
}
if((real_dest.x > 94 /*92*/ && univ.party.outdoor_corner.x >= univ.scenario.outdoors.width() - 2) ||
(real_dest.x > 46 /*44*/ && univ.party.outdoor_corner.x >= univ.scenario.outdoors.width() - 1)) {
ASB("You've reached the world's edge.");
return false;
}
if((real_dest.y < 1 /*4*/) && (univ.party.outdoor_corner.y <= 0)) {
ASB("You've reached the world's edge.");
return false;
}
else if((real_dest.y > 94 /*92*/ && univ.party.outdoor_corner.y >= univ.scenario.outdoors.height() - 2) ||
(real_dest.y > 46 /*44*/ && univ.party.outdoor_corner.y >= univ.scenario.outdoors.height() - 1)) {
ASB("You've reached the world's edge.");
return false;
}
// if((store_corner.x != party.outdoor_corner.x) || (store_corner.y != party.outdoor_corner.y) ||
// (store_iwc.x != party.i_w_c.x) || (store_iwc.y != party.i_w_c.y))
// clear_map();
// if(forced)
// for(short i = 0; i < 10; i++)
// if(same_point(destination,party.out_c[i].m_loc))
// party.out_c[i].exists = false;
ter = univ.out[real_dest.x][real_dest.y];
if(univ.party.in_boat >= 0) {
if(!outd_is_blocked(real_dest) //&& !outd_is_special(real_dest)
// not in towns
&& (!univ.scenario.ter_types[ter].boat_over
|| ((real_dest.x != univ.party.out_loc.x) && (real_dest.y != univ.party.out_loc.y)))
&& univ.scenario.ter_types[ter].special != eTerSpec::TOWN_ENTRANCE) {
add_string_to_buf("You leave the boat.");
univ.party.in_boat = -1;
}
else if(((real_dest.x != univ.party.out_loc.x) && (real_dest.y != univ.party.out_loc.y))
|| (!forced && out_boat_there(destination)))
return false;
else if(!outd_is_blocked(real_dest)
&& univ.scenario.ter_types[ter].boat_over
&& univ.scenario.ter_types[ter].special != eTerSpec::TOWN_ENTRANCE) {
// TODO: It kinda looks like there should be a check for eTerSpec::BRIDGE here?
// Note: Maybe not though, since this is where boating over lava was once hard-coded...?
if(cChoiceDlog("boat-bridge",{"under","land"}).show() == "under")
forced = true;
else {
add_string_to_buf("You leave the boat.");
univ.party.in_boat = -1;
}
}
else if(univ.scenario.ter_types[ter].boat_over)
forced = true;
}
univ.party.direction = set_direction(univ.party.out_loc, destination);
std::string dir_str = dir_string[univ.party.direction];
cVehicle* enter;
if((enter = out_boat_there(real_dest)) && univ.party.in_boat < 0 && univ.party.in_horse < 0) {
if(flying()) {
add_string_to_buf("You land first.");
univ.party.status[ePartyStatus::FLIGHT] = 0;
}
give_help(61,0);
add_string_to_buf("Move: You board the boat.");
univ.party.in_boat = enter - &univ.party.boats[0];
univ.party.out_loc = real_dest;
univ.party.i_w_c.x = (univ.party.out_loc.x > 48) ? 1 : 0;
univ.party.i_w_c.y = (univ.party.out_loc.y > 48) ? 1 : 0;
univ.party.loc_in_sec = global_to_local(univ.party.out_loc);
if((store_corner.x != univ.party.outdoor_corner.x) || (store_corner.y != univ.party.outdoor_corner.y) ||
(store_iwc.x != univ.party.i_w_c.x) || (store_iwc.y != univ.party.i_w_c.y))
clear_map();
return true;
}
else if((enter = out_horse_there(real_dest)) && univ.party.in_boat < 0 && univ.party.in_horse < 0) {
if(flying()) {
add_string_to_buf("Land before mounting horses.");
return false;
}
give_help(60,0);
add_string_to_buf("Move: You mount the horses.");
play_sound(84);
univ.party.in_horse = enter - &univ.party.horses[0];
univ.party.out_loc = real_dest;
univ.party.i_w_c.x = (univ.party.out_loc.x > 48) ? 1 : 0;
univ.party.i_w_c.y = (univ.party.out_loc.y > 48) ? 1 : 0;
univ.party.loc_in_sec = global_to_local(univ.party.out_loc);
if((store_corner.x != univ.party.outdoor_corner.x) || (store_corner.y != univ.party.outdoor_corner.y) ||
(store_iwc.x != univ.party.i_w_c.x) || (store_iwc.y != univ.party.i_w_c.y))
clear_map();
return true;
}
else if(!outd_is_blocked(real_dest) || forced
// Check if can fly over
|| (flying() && univ.scenario.ter_types[ter].fly_over)) {
if(univ.party.in_horse >= 0) {
if(univ.scenario.ter_types[ter].special == eTerSpec::DAMAGING || univ.scenario.ter_types[ter].special == eTerSpec::DANGEROUS) {
ASB("Your horses quite sensibly refuse.");
return false;
}
if(univ.scenario.ter_types[ter].block_horse) {
ASB("You can't take horses there!");
return false;
}
}
// TODO: But I though you automatically landed when entering?
if(flying() && univ.scenario.ter_types[ter].special == eTerSpec::TOWN_ENTRANCE) {
add_string_to_buf("Moved: You have to land first.");
return false;
}
univ.party.out_loc = real_dest;
univ.party.i_w_c.x = (univ.party.out_loc.x > 47) ? 1 : 0;
univ.party.i_w_c.y = (univ.party.out_loc.y > 47) ? 1 : 0;
univ.party.loc_in_sec = global_to_local(univ.party.out_loc);
add_string_to_buf("Moved: " + dir_str);
move_sound(univ.out[real_dest.x][real_dest.y],num_out_moves);
num_out_moves++;
if(univ.party.in_boat >= 0) { // Waterfall!!!
run_waterfalls(1);
}
if(univ.party.in_horse >= 0) {
univ.party.horses[univ.party.in_horse].which_town = 200;
univ.party.horses[univ.party.in_horse].loc = global_to_local(univ.party.out_loc);
univ.party.horses[univ.party.in_horse].sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
univ.party.horses[univ.party.in_horse].sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
}
if((store_corner.x != univ.party.outdoor_corner.x) || (store_corner.y != univ.party.outdoor_corner.y) ||
(store_iwc.x != univ.party.i_w_c.x) || (store_iwc.y != univ.party.i_w_c.y))
clear_map();
return true;
}
else {
add_string_to_buf("Blocked: " + dir_str);
return false;
}
}
return false;
}
bool town_move_party(location destination,short forced) {
bool keep_going = true;
bool check_f = false;
if(univ.town.is_force_cage(univ.party.town_loc.x, univ.party.town_loc.y)) {
add_string_to_buf("Move: Can't escape.");
return false;
}
if(!univ.town.is_on_map(destination.x, destination.y)) return false;
if(univ.target_there(destination, TARG_MONST) == nullptr)
keep_going = check_special_terrain(destination,eSpecCtx::TOWN_MOVE,univ.party[0],&check_f);
if(check_f)
forced = true;
if(univ.debug_mode && univ.ghost_mode)
forced = keep_going = true;
if(keep_going) {
ter_num_t ter = univ.town->terrain(destination.x,destination.y);
if(univ.party.in_boat >= 0) {
if((!is_blocked(destination)) && (!is_special(destination))
// If to bridge, exit if heading diagonal, keep going if heading horiz or vert
&& (!univ.scenario.ter_types[ter].boat_over
|| ((destination.x != univ.party.town_loc.x) && (destination.y != univ.party.town_loc.y)))) {
add_string_to_buf("You leave the boat.");
univ.party.in_boat = -1;
}
else if((destination.x != univ.party.town_loc.x) && (destination.y != univ.party.town_loc.y))
return false;
// Crossing bridge: land or go through
else if(!is_blocked(destination) && univ.scenario.ter_types[ter].boat_over && univ.scenario.ter_types[ter].special == eTerSpec::BRIDGE) {
if(cChoiceDlog("boat-bridge",{"under","land"}).show() == "under")
forced = true;
else if(!is_blocked(destination)) {
add_string_to_buf("You leave the boat.");
univ.party.in_boat = -1;
}
}
// boat in destination
else if(town_boat_there(destination)) {
add_string_to_buf(" Boat there already.");
return false;
}
// water or lava
else if(univ.scenario.ter_types[ter].boat_over)
forced = true;
}
univ.party.direction = set_direction(univ.party.town_loc, destination);
std::string dir_str = dir_string[univ.party.direction];
cVehicle* there;
if((there = town_boat_there(destination)) && univ.party.in_boat < 0 && univ.party.in_horse < 0) {
if(there->property) {
add_string_to_buf(" Not your boat.");
return false;
}
give_help(61,0);
add_string_to_buf("Move: You board the boat.");
univ.party.in_boat = there - &univ.party.boats[0];
univ.party.town_loc = destination;
center = univ.party.town_loc;
return true;
}
else if((there = town_horse_there(destination)) && univ.party.in_boat < 0 && univ.party.in_horse < 0) {
if(there->property) {
add_string_to_buf(" Not your horses.");
return false;
}
give_help(60,0);
add_string_to_buf("Move: You mount the horses.");
play_sound(84);
univ.party.in_horse = there - &univ.party.horses[0];
univ.party.town_loc = destination;
center = univ.party.town_loc;
return true;
}
else if(!is_blocked(destination) || forced) {
if(univ.party.in_horse >= 0) {
if(univ.scenario.ter_types[ter].special == eTerSpec::DAMAGING || univ.scenario.ter_types[ter].special == eTerSpec::DANGEROUS) {
ASB("Your horses quite sensibly refuse.");
return false;
}
if(univ.scenario.ter_types[ter].block_horse) {
ASB("You can't take horses there!");
return false;
}
if((univ.town->lighting_type > 0) && (get_ran(1,0,1) == 0)) {
ASB("The darkness spooks your horses.");
return false;
}
}
univ.party.town_loc = destination;
add_string_to_buf("Moved: " + dir_str);
// place_treasure(destination,5,3);
move_sound(univ.town->terrain(destination.x,destination.y),(short) univ.party.age);
if(univ.party.in_boat >= 0) {
// Waterfall!!!
run_waterfalls(0);
}
if(univ.party.in_horse >= 0) {
univ.party.horses[univ.party.in_horse].loc = univ.party.town_loc;
univ.party.horses[univ.party.in_horse].which_town = univ.party.town_num;
}
center = univ.party.town_loc;
return true;
}
else {
add_string_to_buf((is_door(destination) ? "Door locked: " : "Blocked: ") + dir_str);
return false;
}
}
return false;
}
bool someone_poisoned() {
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE && (pc.status[eStatus::POISON] > 0))
return true;
return false;
}
short nearest_monster() {
short i = 100;
for(short j = 0; j < 10; j++)
if(univ.party.out_c[j].exists) {
short s = dist(univ.party.out_loc,univ.party.out_c[j].m_loc);
i = min(i,s);
}
return i;
}
void setup_outdoors(location where) {
update_explored(where);
}
short get_outdoor_num() {
return (univ.scenario.outdoors.width() * (univ.party.outdoor_corner.y + univ.party.i_w_c.y) + univ.party.outdoor_corner.x + univ.party.i_w_c.x);
}
short count_walls(location loc) { // TODO: Generalize this function
unsigned char walls[31] = {5,6,7,8,9, 10,11,12,13,14, 15,16,17,18,19, 20,21,22,23,24,
25,26,27,28,29, 30,31,32,33,34, 35};
short answer = 0;
for(short k = 0; k < 31 ; k++) {
if(univ.out[loc.x + 1][loc.y] == walls[k])
answer++;
if(univ.out[loc.x - 1][loc.y] == walls[k])
answer++;
if(univ.out[loc.x][loc.y + 1] == walls[k])
answer++;
if(univ.out[loc.x][loc.y - 1] == walls[k])
answer++;
}
return answer;
}
bool is_sign(ter_num_t ter) {
if(univ.scenario.ter_types[ter].special == eTerSpec::IS_A_SIGN)
return true;
return false;
}
bool check_for_interrupt(){
using kb = sf::Keyboard;
bool interrupt = false;
sf::Event evt;
if(mainPtr.pollEvent(evt) && evt.type == sf::Event::KeyPressed) {
// TODO: I wonder if there are other events we should handle here? Resize maybe?
#ifdef __APPLE__
if(evt.key.code == kb::Period && evt.key.system)
interrupt = true;
#endif
if(evt.key.code == kb::C && evt.key.control)
interrupt = true;
}
if(interrupt) {
cChoiceDlog confirm("confirm-interrupt", {"quit","cancel"});
if(confirm.show() == "quit") return true;
}
return false;
}