(Scenario Editor is unaffected by this commit.) - Menubar converted to a .xib file - Don't include the Info.plist in "Copy Files" stage - Several more dialogs converted; as before, the source resources have had their resource name changed to the new filename - One more converted STR# has been included There were several functions in the PC Editor code that also existed in the BoE game code. I've moved these into the pc.editors.cpp file, so that there's only one copy of each. - display_alchemy() functions changed signatures - moved keyToChar() function into a common file (winutil) - Several constants and globals moved to pc.editors.cpp Supporting changes to dialog framework: - New formatting option to set the frame style; this because the PC editor uses a different frame style in some contexts - Added global default dialog background setting --> This was necessary to correctly set the default text colour --> Will also be needed for the scenario editor, which uses a different default background Other changes: - Add option to load_scenario to skip loading the strings - Fix for crash in soundtool in the event of initialization before playing the first sound
1046 lines
26 KiB
C++
1046 lines
26 KiB
C++
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//#include "item.h"
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#define DIR_ARRAY_DEF
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#include "boe.global.h"
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#include "classes.h"
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#include "boe.graphics.h"
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#include "boe.newgraph.h"
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#include "boe.fileio.h"
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#include "boe.actions.h"
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#include "boe.text.h"
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#include "boe.party.h"
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#include "boe.items.h"
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#include "boe.fields.h"
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#include "boe.town.h"
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#include "boe.startup.h"
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#include "boe.dlgutil.h"
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#include "boe.infodlg.h"
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#include "boe.main.h"
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#include "winutil.h"
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#include "soundtool.h"
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#include "graphtool.h"
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#include "mathutil.h"
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#include "fileio.h"
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#include "dlogutil.h"
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#include "scrollbar.h"
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#include "boe.menus.h"
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#include <CoreFoundation/CFByteOrder.h>
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//extern short arrow_curs[3][3];
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//extern short sword_curs, boot_curs, drop_curs, target_curs;
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//extern short talk_curs, key_curs, look_curs, current_cursor;
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/* Mac stuff globals */
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RECT windRect, Drag_Rect;
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bool All_Done = false;
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sf::Event event;
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sf::RenderWindow mainPtr;
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short had_text_freeze = 0,num_fonts;
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bool app_started_normally = false, skip_boom_delay = false;
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bool first_startup_update = true;
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bool diff_depth_ok = false,first_sound_played = false,spell_forced = false,startup_loaded = false;
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bool save_maps = true,party_in_memory = false;
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std::shared_ptr<cScrollbar> text_sbar, item_sbar, shop_sbar;
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RECT sbar_rect = {283,546,421,562};
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RECT shop_sbar_rect = {67,258,357,274};
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RECT item_sbar_rect = {146,546,253,562};
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bool bgm_on = false,bgm_init = false;
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//short dialog_answer;
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location store_anim_ul;
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cScenario scenario;
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cUniverse univ;
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//piles_of_stuff_dumping_type *data_store;
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//talking_record_type talking;
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bool gInBackground = false;
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bool flushingInput = false;
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long start_time;
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short on_spell_menu[2][62];
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short on_monst_menu[256];
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signed char dir_x_dif[9] = {0,1,1,1,0,-1,-1,-1,0};
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signed char dir_y_dif[9] = {-1,-1,0,1,1,1,0,-1,0};
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extern bool map_visible;
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bool game_run_before = false;
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bool give_intro_hint = true;
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bool in_scen_debug = false;
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bool show_startup_splash = true;
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bool belt_present = false;
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/* Adventure globals */
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//party_record_type party;
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//pc_record_type adven[6];
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//outdoor_record_type outdoors[2][2];
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//current_town_type c_town;
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//big_tr_type t_d;
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//town_item_list t_i;
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//unsigned char out[96][96],out_e[96][96];
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//setup_save_type setup_save;
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//unsigned char misc_i[64][64],sfx[64][64];
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////unsigned char template_terrain[64][64];
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//location monster_targs[60]; // TODO: Integrate this into the town cCreature type
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//outdoor_strs_type outdoor_text[2][2];
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/* Display globals */
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short combat_posing_monster = -1, current_working_monster = -1; // 0-5 PC 100 + x - monster x
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bool fast_bang = false;
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short spec_item_array[60];
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short current_spell_range;
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eGameMode overall_mode = MODE_STARTUP;
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bool first_update = true,anim_onscreen = false,frills_on = true,sys_7_avail,suppress_stat_screen = false;
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short stat_window = 0,store_modifier;
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bool monsters_going = false,boom_anim_active = false;
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short give_delays = 0;
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sf::RenderWindow mini_map;
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//RECT d_rects[80];
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////short d_rect_index[80];
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//short town_size[3] = {64,48,32};
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short which_item_page[6] = {0,0,0,0,0,0}; // Remembers which of the 2 item pages pc looked at
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location ul = {28,10};
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short display_mode = 0; // 0 - center 1- ul 2 - ur 3 - dl 4 - dr 5 - small win
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long stored_key;
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short pixel_depth,old_depth = 8;
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short current_ground = 0,stat_screen_mode = 0;
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short anim_step = -1;
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// Spell casting globals
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short store_mage = 0, store_priest = 0;
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short store_mage_lev = 0, store_priest_lev = 0;
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short store_spell_target = 6,pc_casting;
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short pc_last_cast[2][6] = {{1,1,1,1,1,1},{1,1,1,1,1,1}};
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short num_targets_left = 0;
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location spell_targets[8];
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/* Combat globals */
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short which_combat_type,town_type;
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location center;
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ter_num_t combat_terrain[64][64];
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location pc_pos[6];
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short current_pc;
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short combat_active_pc;
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effect_pat_type current_pat;
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//short monst_target[60]; // 0-5 target that pc 6 - no target 100 + x - target monster x
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// TODO: Integrate this ^ into the town cCreature type
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short spell_caster, missile_firer,current_monst_tactic;
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short store_current_pc = 0;
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////town_record_type anim_town;
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//tiny_tr_type anim_t_d;
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//stored_items_list_type stored_items[3];
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//stored_outdoor_maps_type o_maps;
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// System key
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#ifdef __APPLE__
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bool sf::Event::KeyEvent::*const systemKey = &sf::Event::KeyEvent::system;
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#else
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bool sf::Event::KeyEvent::*const systemKey = &sf::Event::KeyEvent::control;
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#endif
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sf::Clock animTimer;
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// Special stuff booleans
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bool web,crate,barrel,fire_barrier,force_barrier,quickfire,force_wall,fire_wall,antimagic,scloud,ice_wall,blade_wall;
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bool sleep_field;
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//
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// Main body of program Exile
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//
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void check_for_intel();
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bool mac_is_intel;
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int main(void)
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{
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try{
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//data_store = (piles_of_stuff_dumping_type *) NewPtr(sizeof(piles_of_stuff_dumping_type));
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init_menubar(); // Do this first of all because otherwise a default File and Window menu will be seen
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Initialize();
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init_fileio();
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init_graph_tool();
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Set_Window_Drag_Bdry();
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init_buf();
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set_up_apple_events();
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//import_template_terrain();
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//import_anim_terrain(0);
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plop_fancy_startup();
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//PSD[SDF_NO_FRILLS] = 0;
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//PSD[SDF_NO_SOUNDS] = 0;
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init_screen_locs();
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init_snd_tool();
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cDialog::init();
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//init_party(0);
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//PSD[SDF_GAME_SPEED] = 1;
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//init_anim(0);
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flushingInput = true;
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init_spell_menus();
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// if (overall_mode == MODE_STARTUP)
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// overall_mode = MODE_OUTDOORS;
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mainPtr.display();
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if (!game_run_before)
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cChoiceDlog("welcome.xml").show();
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else if (give_intro_hint)
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tip_of_day();
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game_run_before = true;
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check_for_intel();
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init_mini_map();
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menu_activate();
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while (All_Done == false)
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Handle_One_Event();
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close_program();
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return 0;
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} catch(std::exception& x) {
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giveError(x.what());
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throw;
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} catch(std::string& x) {
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giveError(x);
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throw;
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} catch(...) {
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giveError("An unknown error occurred!");
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throw;
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}
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}
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void check_for_intel(){
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int response = CFByteOrderGetCurrent();
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if(response == CFByteOrderUnknown){
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printf("Gestalt error\n");
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exit(1);
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}
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if(response == CFByteOrderLittleEndian) mac_is_intel = true;
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else mac_is_intel = false;
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}
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//
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// Initialize everything for the program, make sure we can run
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//
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//MW specified argument and return type.
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void Initialize(void)
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{
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/* Initialize all the needed managers. */
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//InitCursor();
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//GetKeys(key_state);
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//
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// To make the Random sequences truly random, we need to make the seed start
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// at a different number. An easy way to do this is to put the current time
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// and date into the seed. Since it is always incrementing the starting seed
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// will always be different. Don't for each call of Random, or the sequence
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// will no longer be random. Only needed once, here in the init.
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//
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//unsigned long time;
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//GetDateTime(&time);
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//SetQDGlobalsRandomSeed(time);
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srand(time(NULL));
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//
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// Make a new window for drawing in, and it must be a color window.
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// The window is full screen size, made smaller to make it more visible.
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//
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sf::VideoMode screen = sf::VideoMode::getDesktopMode();
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windRect.left = windRect.top = 0;
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windRect.width() = screen.width;
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windRect.height() = screen.height;
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init_directories();
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// stored_key = open_pref_file();
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// if (stored_key == -100) {
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// stored_key = open_pref_file();
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// if (stored_key == -100) {
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// Alert(983,NULL);
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// ExitToShell();
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// }
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// }
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load_prefs();
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text_sbar.reset(new cScrollbar(mainPtr));
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text_sbar->setBounds(sbar_rect);
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text_sbar->setMaximum(58);
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text_sbar->setPosition(58);
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item_sbar.reset(new cScrollbar(mainPtr));
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item_sbar->setBounds(item_sbar_rect);
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item_sbar->setMaximum(16);
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shop_sbar.reset(new cScrollbar(mainPtr));
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shop_sbar->setBounds(shop_sbar_rect);
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shop_sbar->setMaximum(16);
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adjust_window_mode();
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}
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// TODO: This may be unneeded?
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void Set_Window_Drag_Bdry()
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{
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sf::VideoMode screen = sf::VideoMode::getDesktopMode();
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Drag_Rect.left = Drag_Rect.top = 0;
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Drag_Rect.width() = screen.width;
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Drag_Rect.height() = screen.height;
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// Drag_Rect = (**(GrayRgn)).rgnBBox;
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Drag_Rect.left += DRAG_EDGE;
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Drag_Rect.right -= DRAG_EDGE;
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Drag_Rect.bottom -= DRAG_EDGE;
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}
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void Handle_One_Event()
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{
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static const long fiveTicks = time_in_ticks(5).asMilliseconds();
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static const long twentyTicks = time_in_ticks(20).asMilliseconds();
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static const long fortyTicks = time_in_ticks(40).asMilliseconds();
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bool event_in_dialog = false;
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through_sending();
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Handle_Update();
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//(cur_time - last_anim_time > 42)
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if((animTimer.getElapsedTime().asMilliseconds() >= fortyTicks) && (overall_mode != MODE_STARTUP) && (anim_onscreen == true) && (PSD[SDF_NO_TER_ANIM] == 0)
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&& (isFrontWindow(mainPtr) || isFrontWindow(mini_map)) && (!gInBackground)) {
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animTimer.restart();
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draw_terrain();
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}
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if((animTimer.getElapsedTime().asMilliseconds() > twentyTicks) && (overall_mode == MODE_STARTUP)
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&& app_started_normally && isFrontWindow(mainPtr)) {
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animTimer.restart();
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draw_startup_anim(true);
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}
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clear_sound_memory();
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event_in_dialog = handle_dialog_event();
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if (event_in_dialog == false)
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if(map_visible && mini_map.pollEvent(event)){
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if(event.type == sf::Event::Closed) {
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mini_map.setVisible(false);
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map_visible = false;
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} else if(event.type == sf::Event::GainedFocus)
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makeFrontWindow(mainPtr);
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}
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if(!mainPtr.pollEvent(event)) {
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flushingInput = false;
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mainPtr.display();
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return;
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}
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switch (event.type)
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{
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case sf::Event::KeyPressed:
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if(flushingInput) return;
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if (!(event.key.*systemKey))
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handle_keystroke(event);
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break;
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case sf::Event::MouseButtonPressed:
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if(flushingInput) return;
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Mouse_Pressed();
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break;
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case sf::Event::MouseLeft:
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// Make sure we don't have an invisible or arrow cursor when it's outside the window
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// TODO: Would probably be better to reset the cursor to normal rather than making it a sword
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mainPtr.setMouseCursorVisible(true);
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make_cursor_sword();
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break;
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case sf::Event::MouseMoved:
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// The original game called ObscureCursor in the handle_keystroke function,
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// which hides the mouse cursor until it's moved.
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// SFML's hide cursor function is always permanent, so this is here to balance that out.
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mainPtr.setMouseCursorVisible(true);
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if(!gInBackground && (isFrontWindow(mainPtr) || isFrontWindow(mini_map))) {
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location where(event.mouseMove.x, event.mouseMove.y);
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change_cursor(where);
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// TODO: Probably don't actually need the conditional here?
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if(animTimer.getElapsedTime().asMilliseconds() % fiveTicks <= 60)
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draw_targeting_line(where);
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}
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break;
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case sf::Event::GainedFocus:
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Handle_Update();
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makeFrontWindow(mainPtr);
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break;
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case sf::Event::Closed:
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if(overall_mode == MODE_STARTUP) {
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All_Done = true;
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break;
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}
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if (overall_mode > MODE_TOWN){
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std::string choice = cChoiceDlog("quit-confirm-nosave.xml", {"quit", "cancel"}).show();
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if (choice == "cancel")
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break;
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}
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else {
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std::string choice = cChoiceDlog("quit-confirm-save.xml", {"save", "quit", "cancel"}).show();
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if (choice == "cancel")
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break;
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if (choice == "save")
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save_party(univ.file);
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}
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All_Done = true;
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// TODO: Handle closing of mini-map
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#if 0
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else {
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for (i = 0; i < 18; i++)
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if ((the_window == GetDialogWindow(modeless_dialogs[i])) && (modeless_exists[i] == true)) {
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//CloseDialog(modeless_dialogs[i]);
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HideWindow(GetDialogWindow(modeless_dialogs[i]));
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modeless_exists[i] = false;
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SelectWindow(mainPtr);
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SetPortWindowPort(mainPtr);
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}
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}
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#endif
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}
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flushingInput = false; // TODO: Could there be a case when the key and mouse input that needs to be flushed has other events interspersed?
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mainPtr.display(); // TODO: I'm assuming this needs to be SOMEWHERE, at least.
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}
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// TODO: Not sure what to do here
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bool handle_dialog_event()
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{
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bool event_was_dlog = false;
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#if 0
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short i,item_hit;
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cDialog* event_d;
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if (FrontWindow() != NULL) {
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if (IsDialogEvent(&event)) {
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if (DialogSelect(&event, &event_d, &item_hit))
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for (i = 0; i < 18; i++)
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if (event_d == modeless_dialogs[i]) {
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/*CloseDialog(modeless_dialogs[i]);
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modeless_exists[i] = false;
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event_was_dlog = true;
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SetPort(mainPtr);
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SelectWindow(mainPtr);
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SetPort(mainPtr); */
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}
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}
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}
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// if ((event.what == keyDown) && (FrontWindow() != mainPtr))
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// }
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#endif
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return event_was_dlog;
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}
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void Handle_Update()
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{
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redraw_screen(REFRESH_NONE);
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if(map_visible) draw_map(false);
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else mini_map.setVisible(false);
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}
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// TODO: These three functions should probably be inside the cScrollbar class (the three are almost identical)
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void sbar_action(cScrollbar& bar, short part)
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{
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short old_setting,new_setting,max;
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if (part == 0)
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return;
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old_setting = bar.getPosition();
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new_setting = old_setting;
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max = bar.getMaximum();
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switch (part) {
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case 0/*kControlUpButtonPart*/: new_setting--; break;
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case 1/*kControlDownButtonPart*/: new_setting++; break;
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case 2/*kControlPageUpPart*/: new_setting -= 11; break;
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case 3/*kControlPageDownPart*/: new_setting += 11; break;
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}
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new_setting = minmax(0,max,new_setting);
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bar.setPosition(new_setting);
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if (new_setting != old_setting)
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print_buf();
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}
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void item_sbar_action(cScrollbar& bar, short part)
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{
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short old_setting,new_setting;
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short max;
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if (part == 0)
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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;
|
|
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(overall_mode != MODE_STARTUP)
|
|
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(overall_mode == MODE_STARTUP)
|
|
startup_load();
|
|
else do_load();
|
|
break;
|
|
case 2:
|
|
do_save(0);
|
|
break;
|
|
case 3:
|
|
do_save(1);
|
|
break;
|
|
case 4:
|
|
if(overall_mode != MODE_STARTUP) {
|
|
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();
|
|
overall_mode = MODE_STARTUP;
|
|
draw_startup(0);
|
|
}
|
|
start_new_game();
|
|
draw_startup(0);
|
|
menu_activate();
|
|
break;
|
|
case 6:
|
|
pick_preferences();
|
|
break;
|
|
case 8:
|
|
|
|
if(overall_mode == MODE_STARTUP) {
|
|
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(overall_mode != MODE_STARTUP)
|
|
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();
|
|
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);
|
|
//}
|
|
|
|
static 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;
|
|
|
|
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;
|
|
}
|