Files
oboe/osx/boe.main.cpp
Celtic Minstrel 672d4b88d0 Address major lag issues
- Now waits for events instead of busy polling
- Changes the cursor on receiving a mouse move rather than before checking for an event
- Make cursor sword when it's out of window
- Temporarily disable unseen mask as it didn't work properly and was the main cause of the lag
- Don't reset text bar on every loop
2014-04-14 13:55:49 -04:00

1073 lines
27 KiB
C++

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