1800 lines
60 KiB
C++
1800 lines
60 KiB
C++
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#include <cstring>
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#include <cstdio>
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#include <list>
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#include "boe.global.hpp"
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#include "universe.hpp"
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#include "boe.graphics.hpp"
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#include "boe.newgraph.hpp"
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#include "boe.graphutil.hpp"
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#include "boe.monster.hpp"
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#include "boe.locutils.hpp"
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#include "boe.text.hpp"
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#include "graphtool.hpp"
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#include "soundtool.hpp"
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#include "mathutil.hpp"
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#include "button.hpp"
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#include "boe.party.hpp"
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#include "boe.town.hpp"
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#include "boe.items.hpp"
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#include "boe.dlgutil.hpp"
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#include "boe.infodlg.hpp"
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#include "scrollbar.hpp"
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#include "restypes.hpp"
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#include "boe.menus.hpp"
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#include "winutil.hpp"
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extern sf::RenderWindow mainPtr;
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extern short stat_window;
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extern bool give_delays;
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extern eGameMode overall_mode;
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extern short current_spell_range;
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extern bool anim_onscreen,play_sounds,frills_on,startup_loaded,party_in_memory;
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extern bool flushingInput;
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extern bool cartoon_happening, fog_lifted;
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extern short anim_step;
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extern effect_pat_type current_pat;
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extern location ul;
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extern location center;
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extern short which_combat_type,current_pc;
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extern bool monsters_going,boom_anim_active,skip_boom_delay;
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extern sf::Image spell_pict;
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extern short current_ground;
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extern short num_targets_left;
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extern location spell_targets[8];
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extern short display_mode;
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extern std::shared_ptr<cScrollbar> text_sbar,item_sbar,shop_sbar;
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extern std::shared_ptr<cButton> done_btn, help_btn;
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extern sf::Texture bg_gworld;
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extern rectangle sbar_rect,item_sbar_rect,shop_sbar_rect,startup_top;
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extern rectangle talk_area_rect, word_place_rect;
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extern tessel_ref_t map_pat[];
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extern location store_anim_ul;
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extern long register_flag;
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extern long ed_flag,ed_key;
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extern short fast_bang;
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extern tessel_ref_t bg[];
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extern cUniverse univ;
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extern cCustomGraphics spec_scen_g;
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extern sf::RenderWindow mini_map;
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bool map_visible = false;
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extern bool show_startup_splash;
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extern std::string save_talk_str1, save_talk_str2;
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rectangle menuBarRect;
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Region originalGrayRgn, newGrayRgn, underBarRgn;
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long anim_ticks = 0;
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// 0 - terrain 1 - buttons 2 - pc stats
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// 3 - item stats 4 - text bar 5 - text area (not right)
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// TODO: The duplication of rectangle here shouldn't be necessary...
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rectangle win_from_rects[6] = {rectangle{0,0,350,278},rectangle{0,0,37,258},rectangle{0,0,115,288},rectangle{0,0,143,288},rectangle{0,0,21,279},rectangle{0,0,0,288}};
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rectangle win_to_rects[6] = {rectangle{5,5,356,284},rectangle{383,5,421,271},rectangle{0,0,116,271},rectangle{0,0,144,271},rectangle{358,5,379,284},rectangle{0,0,138,256}};
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// 0 - title 1 - button 2 - credits 3 - base button
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rectangle startup_from[4] = {rectangle{0,0,274,602},rectangle{274,0,322,301},rectangle{0,301,67,579},rectangle{274,301,314,341}}; ////
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extern rectangle startup_button[6];
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// rectangle trim_rects[8] = {{0,0,5,28},{31,0,36,28},{0,0,36,5},{0,24,36,28},
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// {0,0,5,5},{0,24,5,28},{31,24,36,28},{31,0,36,5}};
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rectangle top_left_rec = {0,0,36,28};
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short which_graphic_index[6] = {50,50,50,50,50,50};
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char combat_graphics[5] = {28,29,36,79,2};
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short debug_nums[6] = {0,0,0,0,0,0};
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char light_area[13][13];
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char unexplored_area[13][13];
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// Declare the graphics
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sf::Texture status_gworld;
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sf::Texture invenbtn_gworld;
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sf::Texture vehicle_gworld;
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sf::RenderTexture pc_stats_gworld;
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sf::RenderTexture item_stats_gworld;
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sf::RenderTexture text_area_gworld;
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sf::RenderTexture terrain_screen_gworld;
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sf::RenderTexture text_bar_gworld;
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sf::Texture orig_text_bar_gworld;
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sf::Texture buttons_gworld;
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sf::Texture items_gworld;
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sf::Texture tiny_obj_gworld;
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sf::Texture fields_gworld;
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sf::Texture boom_gworld;
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sf::Texture roads_gworld;
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sf::RenderTexture map_gworld;
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sf::Texture small_ter_gworld;
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sf::Texture missiles_gworld;
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sf::Texture dlogpics_gworld;
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sf::Texture anim_gworld;
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sf::Texture talkfaces_gworld;
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sf::Texture pc_gworld;
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sf::Texture monst_gworld[NUM_MONST_SHEETS];
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sf::Texture terrain_gworld[NUM_TER_SHEETS];
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// Startup graphics, will die when play starts
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// TODO: The way this is done now, they won't; fix this
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sf::Texture startup_gworld;
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sf::Texture startup_button_orig;
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sf::Texture anim_mess;
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bool has_run_anim = false,currently_loading_graphics = false;
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rectangle main_win_rect = {0,0,410,250};
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rectangle main_win2_source_rect = {0,0,410,265};
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rectangle main_win2_rect = {0,250,410,515};
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rectangle tiny_world_1_source_rect = {0,0,190,145},
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tiny_world_1_rect = {195,242,385,475};
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rectangle share_mess_source_rect = {0,0,59,120},
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share_mess_rect = {120,384,179,504};
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rectangle start_buttons_source_rect = {0,0,186,190},
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start_buttons_rect = {214,30,400,220};
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// Array to store which spots have been seen. Time-saver for drawing fields
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char spot_seen[9][9];
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char anim_str[60];
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location anim_str_loc;
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extern tessel_ref_t bw_pats[6];
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extern short combat_posing_monster , current_working_monster ; // 0-5 PC 100 + x - monster x
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bool supressing_some_spaces = false;
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location ok_space[4] = {loc(),loc(),loc(),loc()};
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sf::Image hold_pict;
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void adjust_window_mode() {
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sf::FloatRect r;
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sf::ContextSettings winSettings;
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winSettings.stencilBits = 1;
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sf::VideoMode desktop = sf::VideoMode::getDesktopMode();
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hideMenuBar();
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int menubarHeight = getMenubarHeight();
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// TODO: Make display_mode an enum
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if(display_mode == 5) {
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ul.x = 14; ul.y = 2;
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int height = 430 + menubarHeight;
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mainPtr.create(sf::VideoMode(605, height, 32), "Blades of Exile", sf::Style::Titlebar | sf::Style::Close, winSettings);
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mainPtr.setPosition({static_cast<int>((desktop.width - 605) / 2), static_cast<int>((desktop.height - height) / 2)});
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r = rectangle(mainPtr);
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}
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else {
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mainPtr.create(desktop, "Blades of Exile", sf::Style::None, winSettings);
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mainPtr.setPosition({0,0});
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rectangle windRect(mainPtr);
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switch(display_mode) {
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case 0: ul.x = (windRect.right - 560) / 2; ul.y = (windRect.bottom - 422) / 2 + 14; break;
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case 1: ul.x = 10; ul.y = 28; break;
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case 2: ul.x = windRect.right - 570 - 6; ul.y = 28; break; // was 560. not 570
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case 3: ul.x = 10; ul.y = windRect.bottom - 422 - 6; break;
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case 4: ul.x = windRect.right - 570 - 6; ul.y = windRect.bottom - 422 - 6; break;
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}
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r = windRect;
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}
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redraw_screen(REFRESH_NONE);
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if(text_sbar) {
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text_sbar->relocate({ul.x + 546,ul.y + 283});
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item_sbar->relocate({ul.x + 546,ul.y + 146});
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shop_sbar->relocate({ul.x + 258,ul.y + 67});
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done_btn->relocate({ul.x + 217,ul.y + 393});
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help_btn->relocate({ul.x + 259,ul.y + 10});
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}
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init_menubar();
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showMenuBar();
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}
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// TODO: Move to boe.startup.cpp
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void plop_fancy_startup() {
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sf::Texture pict_to_draw;
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sf::Event event;
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rectangle whole_window,from_rect;
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rectangle logo_from = {0,0,350,350};
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rectangle intro_from = {0,0,480,640};
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if(display_mode != 5) {
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hideMenuBar();
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mainPtr.setMouseCursorVisible(false);
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}
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// for(i = 0;i < 8; i++)
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// OffsetRect(&trim_rects[i],61,37);
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win_to_rects[5].offset(TEXT_WIN_UL_X,TEXT_WIN_UL_Y);
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win_to_rects[2].offset(PC_WIN_UL_X,PC_WIN_UL_Y);
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win_to_rects[3].offset(ITEM_WIN_UL_X,ITEM_WIN_UL_Y);
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whole_window = rectangle(mainPtr);
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logo_from.offset((whole_window.right - logo_from.right) / 2,(whole_window.bottom - logo_from.bottom) / 2);
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pict_to_draw.loadFromImage(*ResMgr::get<ImageRsrc>("spidlogo"));
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from_rect = rectangle(pict_to_draw);
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// TODO: Looping 10 times here is a bit of a hack; fix it
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for(int k = 0; k < 10; k++) {
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make_cursor_watch();
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mainPtr.clear(sf::Color::Black);
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rect_draw_some_item(pict_to_draw, from_rect, mainPtr, logo_from);
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mainPtr.display();
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mainPtr.pollEvent(event);
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}
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play_sound(95); // Was originally negative, meaning async
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// Do bulk of graphics loading!!!
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Set_up_win();
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init_startup();
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int delay = 220;
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if(show_startup_splash){
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for(int k = 0; k < 5; k++) {
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mainPtr.clear(sf::Color::Black);
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intro_from.offset((whole_window.right - intro_from.right) / 2,(whole_window.bottom - intro_from.bottom) / 2);
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pict_to_draw.loadFromImage(*ResMgr::get<ImageRsrc>("startsplash"));
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from_rect = rectangle(pict_to_draw);
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rect_draw_some_item(pict_to_draw, from_rect, mainPtr, intro_from);
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mainPtr.display();
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mainPtr.pollEvent(event);
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}
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} else delay = 60;
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delay = time_in_ticks(delay).asMilliseconds();
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sf::Clock timer;
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if(show_startup_splash) play_sound(-22);
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while(timer.getElapsedTime().asMilliseconds() < delay) {
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if(mainPtr.pollEvent(event)) {
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if(event.type == sf::Event::MouseButtonPressed || event.type == sf::Event::KeyPressed)
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break;
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}
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}
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if(display_mode != 5) {
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showMenuBar();
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mainPtr.setMouseCursorVisible(true);
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}
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}
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void init_startup() {
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startup_loaded = true;
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startup_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("startup"));
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startup_button_orig.loadFromImage(*ResMgr::get<ImageRsrc>("startbut"));
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anim_mess.loadFromImage(*ResMgr::get<ImageRsrc>("startanim"));
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}
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void init_animation() {}
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void next_animation_step() {}
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void draw_startup(short but_type) {
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rectangle to_rect;
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rectangle r1 = {-1000,-1000,5,1000},r2 = {-1000,-1000,1000,5},r3 = {418,-1000,2000,1000},
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r4 = {-1000,579,1000,2500};
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short i;
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if(!startup_loaded)
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return;
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to_rect = startup_from[0];
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to_rect.offset(-13,5);
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rect_draw_some_item(startup_gworld,startup_from[0],to_rect,ul);
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to_rect = startup_top;
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to_rect.offset(ul);
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for(i = 0; i < 5; i++) {
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rect_draw_some_item(startup_gworld,startup_from[1],startup_button[i],ul);
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draw_start_button(i,but_type);
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}
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draw_startup_anim(false);
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draw_startup_stats();
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}
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void draw_startup_anim(bool advance) {
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static short startup_anim_pos = 43; // was a global variable, but since it's only used in this function I moved it here
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rectangle anim_to = {4,1,44,276},anim_from;
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rectangle anim_size = {0,0,48,301};
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anim_from = anim_to;
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anim_from.offset(-1,-4 + startup_anim_pos);
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if(advance) startup_anim_pos = (startup_anim_pos + 1) % 542;
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rect_draw_some_item(startup_button_orig,anim_size,startup_button[5],ul);
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anim_to.offset(startup_button[5].left, startup_button[5].top);
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rect_draw_some_item(anim_mess,anim_from,anim_to,ul,sf::BlendAlpha);
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}
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void draw_startup_stats() {
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rectangle from_rect,to_rect,party_to = {0,0,36,28},pc_rect,frame_rect;
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short i;
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TextStyle style;
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style.font = FONT_DUNGEON;
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style.pointSize = 24;
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to_rect = startup_top;
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to_rect.offset(20 - 18, 35);
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style.colour = sf::Color::White;
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style.lineHeight = 18;
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if(!party_in_memory) {
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style.pointSize = 20;
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to_rect.offset(175,40);
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win_draw_string(mainPtr,to_rect,"No Party in Memory",eTextMode::WRAP,style,ul);
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} else {
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frame_rect = startup_top;
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frame_rect.inset(50,50);
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frame_rect.top += 30;
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frame_rect.offset(ul.x - 9,ul.y + 10);
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// TODO: Maybe I should rename that variable
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::frame_rect(mainPtr, frame_rect, sf::Color::White);
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to_rect.offset(203,37);
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win_draw_string(mainPtr,to_rect,"Your party:",eTextMode::WRAP,style,ul);
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style.pointSize = 12;
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style.font = FONT_BOLD;
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for(i = 0; i < 6; i++) {
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pc_rect = startup_top;
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pc_rect.right = pc_rect.left + 300;
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pc_rect.bottom = pc_rect.top + 79;
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pc_rect.offset(60 + 232 * (i / 3) - 9,95 + 45 * (i % 3));
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if(univ.party[i].main_status != eMainStatus::ABSENT) {
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to_rect = party_to;
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to_rect.offset(pc_rect.left,pc_rect.top);
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pic_num_t pic = univ.party[i].which_graphic;
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if(pic >= 1000) {
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sf::Texture* gw;
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graf_pos_ref(gw, from_rect) = spec_scen_g.find_graphic(pic % 1000, pic >= 10000);
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rect_draw_some_item(*gw,from_rect,to_rect,ul,sf::BlendAlpha);
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} else if(pic >= 100) {
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pic -= 100;
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// Note that we assume it's a 1x1 graphic.
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// PCs can't be larger than that, but we leave it to the scenario designer to avoid assigning larger graphics.
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from_rect = get_monster_template_rect(pic, 0, 0);
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rect_draw_some_item(monst_gworld[m_pic_index[pic].i / 20],from_rect,to_rect,ul,sf::BlendAlpha);
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} else {
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from_rect = calc_rect(2 * (pic / 8), pic % 8);
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rect_draw_some_item(pc_gworld,from_rect,to_rect,ul,sf::BlendAlpha);
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}
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style.pointSize = 14;
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pc_rect.offset(35,0);
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win_draw_string(mainPtr,pc_rect,univ.party[i].name,eTextMode::WRAP,style,ul);
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to_rect.offset(pc_rect.left + 8,pc_rect.top + 8);
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}
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style.pointSize = 12;
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pc_rect.offset(12,16);
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std::string status = "Level " + std::to_string(univ.party[i].level);
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switch(univ.party[i].main_status) {
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case eMainStatus::ALIVE:
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switch(univ.party[i].race) {
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case eRace::HUMAN: status += " Human"; break;
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case eRace::NEPHIL: status += " Nephilim"; break;
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case eRace::SLITH: status += " Slithzerikai"; break;
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case eRace::VAHNATAI: status += " Vahnatai"; break;
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case eRace::REPTILE: status += " Reptile"; break;
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case eRace::BEAST: status += " Beast"; break;
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case eRace::IMPORTANT: status += " V.I.P."; break;
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case eRace::MAGE: status += " Human Mage"; break;
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case eRace::PRIEST: status += " Human Priest"; break;
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case eRace::HUMANOID: status += " Humanoid"; break;
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case eRace::DEMON: status += " Demon"; break;
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case eRace::UNDEAD: status += " Undead"; break;
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case eRace::GIANT: status += " Giant"; break;
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case eRace::SLIME: status += " Slime"; break;
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case eRace::STONE: status += " Golem"; break;
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case eRace::BUG: status += " Bug"; break;
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case eRace::DRAGON: status += " Dragon"; break;
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case eRace::MAGICAL: status += " Magical Creature"; break;
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case eRace::PLANT: status += " Plant"; break;
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case eRace::BIRD: status += " Bird"; break;
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default: status += " *ERROR INVALID RACE*"; break;
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}
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win_draw_string(mainPtr,pc_rect,status,eTextMode::WRAP,style,ul);
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pc_rect.offset(0,13);
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status = "Health " + std::to_string(univ.party[i].max_health);
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status += ", Spell pts. " + std::to_string(univ.party[i].max_sp);
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break;
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case eMainStatus::DEAD:
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status = "Dead";
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break;
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case eMainStatus::DUST:
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status = "Dust";
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break;
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case eMainStatus::STONE:
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status = "Stone";
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break;
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case eMainStatus::FLED:
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status = "Fled";
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break;
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default: //absent, and all variations thereof; do nothing
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status.clear();
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break;
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}
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if(!status.empty())
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win_draw_string(mainPtr,pc_rect,status,eTextMode::WRAP,style,ul);
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}
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}
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style.font = FONT_BOLD;
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style.pointSize = 10;
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pc_rect = startup_from[0];
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pc_rect.offset(5,5);
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pc_rect.top = pc_rect.bottom - 25;
|
|
pc_rect.left = pc_rect.right - 270;
|
|
// TODO: Should replace this with a more appropriate copyright string
|
|
// Windows replaced it with "That is not dead which can eternally lie..." - I don't think that's quite appropriate though.
|
|
win_draw_string(mainPtr,pc_rect,"Copyright 1997, All Rights Reserved, v" + oboeVersionString(),eTextMode::WRAP,style,ul);
|
|
}
|
|
|
|
|
|
|
|
void draw_start_button(short which_position,short which_button) {
|
|
rectangle from_rect,to_rect;
|
|
// TODO: Change third button (Windows calls it "Support and Downloads")
|
|
const char *button_labels[] = {"Load Game","Make New Party","How To Order",
|
|
"Start Scenario","Custom Scenario","Quit"};
|
|
// The 0..65535 version of the blue component was 14472; the commented version was 43144431
|
|
sf::Color base_color = {0,0,57};
|
|
|
|
from_rect = startup_from[3];
|
|
from_rect.offset((which_button > 0) ? 40 : 0,0);
|
|
to_rect = startup_button[which_position];
|
|
to_rect.left += 4; to_rect.top += 4;
|
|
to_rect.right = to_rect.left + 40;
|
|
to_rect.bottom = to_rect.top + 40;
|
|
rect_draw_some_item(startup_gworld,from_rect,to_rect,ul);
|
|
|
|
TextStyle style;
|
|
style.font = FONT_DUNGEON;
|
|
style.pointSize = 24;
|
|
to_rect = startup_button[which_position];
|
|
//to_rect.left += 80;
|
|
to_rect.offset(10, 5);
|
|
if(which_button == 5)
|
|
which_button = 4;
|
|
// In the 0..65535 range, this was 14472 + (12288 * which_button)
|
|
base_color.b += (48 * which_button);
|
|
style.colour = base_color;
|
|
style.lineHeight = 18;
|
|
win_draw_string(mainPtr,to_rect,button_labels[which_position],eTextMode::CENTRE,style,ul);
|
|
}
|
|
|
|
void main_button_click(int which_button) {
|
|
mainPtr.setActive();
|
|
// TODO: Mini-event loop so that the click doesn't happen until releasing the mouse button
|
|
|
|
draw_buttons(which_button);
|
|
mainPtr.display();
|
|
if(play_sounds)
|
|
play_sound(37);
|
|
else sf::sleep(time_in_ticks(5));
|
|
draw_buttons(-1);
|
|
undo_clip(mainPtr);
|
|
}
|
|
|
|
void arrow_button_click(rectangle button_rect) {
|
|
button_rect.offset(ul);
|
|
mainPtr.setActive();
|
|
clip_rect(mainPtr, button_rect);
|
|
// TODO: Mini-event loop so that the click doesn't happen until releasing the mouse button
|
|
|
|
refresh_stat_areas(1);
|
|
mainPtr.display();
|
|
if(play_sounds)
|
|
play_sound(37);
|
|
else sf::sleep(time_in_ticks(5));
|
|
undo_clip(mainPtr);
|
|
refresh_stat_areas(0);
|
|
}
|
|
|
|
|
|
void reload_startup() {
|
|
if(startup_loaded)
|
|
return;
|
|
|
|
mini_map.setVisible(false);
|
|
map_visible = false;
|
|
mainPtr.setActive();
|
|
init_startup();
|
|
|
|
startup_loaded = true;
|
|
//load_main_screen();
|
|
}
|
|
|
|
void end_startup() {
|
|
if(!startup_loaded)
|
|
return;
|
|
|
|
startup_gworld.create(1,1);
|
|
startup_button_orig.create(1,1);
|
|
anim_mess.create(1,1);
|
|
|
|
startup_loaded = false;
|
|
load_main_screen();
|
|
}
|
|
|
|
static void loadImageToRenderTexture(sf::RenderTexture& tex, std::string imgName) {
|
|
sf::Texture temp_gworld;
|
|
temp_gworld.loadFromImage(*ResMgr::get<ImageRsrc>(imgName));
|
|
rectangle texrect(temp_gworld);
|
|
tex.create(texrect.width(), texrect.height());
|
|
rect_draw_some_item(temp_gworld, texrect, tex, texrect, sf::BlendNone);
|
|
}
|
|
|
|
// This loads the graphics at the top of the game.
|
|
void Set_up_win () {
|
|
rectangle temp_rect = {0,0,0,280},map_world_rect;
|
|
rectangle map_rect = {0,0,384,384};
|
|
rectangle pc_rect = {0,0,216,113};
|
|
rectangle r;
|
|
|
|
// TODO: I think this is a relic of the Exile III demo screen at the main menu; we don't actually need to load it until the function below
|
|
loadImageToRenderTexture(terrain_screen_gworld, "terscreen");
|
|
|
|
// Create and initialize map gworld
|
|
|
|
if(!map_gworld.create(map_rect.width(), map_rect.height())) {
|
|
play_sound(2,3);
|
|
exit(1);
|
|
} else {
|
|
map_world_rect = rectangle(map_gworld);
|
|
fill_rect(map_gworld, map_world_rect, sf::Color::White);
|
|
}
|
|
|
|
}
|
|
|
|
void load_main_screen() {
|
|
if(invenbtn_gworld.getSize().x > 0)
|
|
return;
|
|
|
|
invenbtn_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("invenbtns"));
|
|
loadImageToRenderTexture(pc_stats_gworld, "statarea");
|
|
loadImageToRenderTexture(item_stats_gworld, "inventory");
|
|
loadImageToRenderTexture(text_area_gworld, "transcript");
|
|
loadImageToRenderTexture(text_bar_gworld, "textbar");
|
|
orig_text_bar_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("textbar"));
|
|
buttons_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("buttons"));
|
|
}
|
|
|
|
void redraw_screen(int refresh) {
|
|
// We may need to update some of the offscreen textures
|
|
if(refresh & REFRESH_TERRAIN) draw_terrain(1);
|
|
if(refresh & REFRESH_STATS) put_pc_screen();
|
|
if(refresh & REFRESH_INVEN) put_item_screen(stat_window, 0);
|
|
if(refresh & REFRESH_TRANS) print_buf();
|
|
|
|
put_background();
|
|
switch(overall_mode) {
|
|
case MODE_STARTUP:
|
|
draw_startup(0);
|
|
break;
|
|
case MODE_TALKING:
|
|
if(refresh & REFRESH_DLOG)
|
|
place_talk_str(save_talk_str1, save_talk_str2, 0, rectangle());
|
|
refresh_talking();
|
|
break;
|
|
case MODE_SHOPPING:
|
|
if(refresh & REFRESH_DLOG) draw_shop_graphics(0,{0,0,0,0});
|
|
refresh_shopping();
|
|
break;
|
|
default:
|
|
redraw_terrain();
|
|
if(refresh & REFRESH_BAR)
|
|
draw_text_bar();
|
|
refresh_text_bar();
|
|
draw_buttons(-1);
|
|
break;
|
|
}
|
|
if(overall_mode == MODE_COMBAT)
|
|
draw_pcs(univ.party[current_pc].combat_pos,1);
|
|
if(overall_mode == MODE_FANCY_TARGET)
|
|
draw_targets(center);
|
|
if(overall_mode != MODE_STARTUP) {
|
|
if(!is_out())
|
|
draw_targeting_line(sf::Mouse::getPosition(mainPtr));
|
|
refresh_stat_areas(0);
|
|
text_sbar->draw();
|
|
item_sbar->draw();
|
|
shop_sbar->draw();
|
|
done_btn->draw();
|
|
help_btn->draw();
|
|
}
|
|
mainPtr.display();
|
|
}
|
|
|
|
void put_background() {
|
|
tessel_ref_t bg_pict;
|
|
|
|
if(overall_mode == MODE_STARTUP)
|
|
bg_pict = bg[4];
|
|
else if(overall_mode == MODE_RESTING)
|
|
bg_pict = bg[4];
|
|
else if(is_out()) {
|
|
if(univ.out->bg_out >= 0)
|
|
bg_pict = bg[univ.out->bg_out];
|
|
else bg_pict = bg[univ.scenario.bg_out];
|
|
} else if(is_combat()) {
|
|
if(which_combat_type == 1 && univ.town->bg_fight >= 0) // TODO: Verify this means town combat
|
|
bg_pict = bg[univ.town->bg_fight];
|
|
else if(univ.out->bg_fight >= 0)
|
|
bg_pict = bg[univ.out->bg_fight];
|
|
else bg_pict = bg[univ.scenario.bg_fight];
|
|
} else if(univ.town->lighting_type != LIGHT_NORMAL) {
|
|
if(univ.town->bg_town >= 0)
|
|
bg_pict = bg[univ.town->bg_town];
|
|
else if(univ.out->bg_dungeon >= 0)
|
|
bg_pict = bg[univ.out->bg_dungeon];
|
|
else bg_pict = bg[univ.scenario.bg_dungeon];
|
|
} else {
|
|
if(univ.town->bg_town >= 0)
|
|
bg_pict = bg[univ.town->bg_town];
|
|
else if(univ.out->bg_town >= 0)
|
|
bg_pict = bg[univ.out->bg_town];
|
|
else bg_pict = bg[univ.scenario.bg_town];
|
|
}
|
|
tileImage(mainPtr, rectangle(mainPtr), bg_pict);
|
|
}
|
|
|
|
// mode; -1 - all buttons, normal; otherwise draw this button pressed
|
|
void draw_buttons(short mode) {
|
|
rectangle lg_rect = {0,0,38,38}, sm_rect[2] = {{0,38,19,76}, {19,38,38,76}}, dest_rec;
|
|
static const int MAX_TOOLBAR_BUTTONS = 14;
|
|
static const location null_loc(-1,-1);
|
|
static const location out_buttons[MAX_TOOLBAR_BUTTONS] = {
|
|
{0,0}, {1,0}, {2,0}, {3,0}, {4,0}, {5,0}, {5,1}, null_loc, null_loc, null_loc, null_loc, null_loc, null_loc, null_loc
|
|
};
|
|
static const location town_buttons[MAX_TOOLBAR_BUTTONS] = {
|
|
{0,0}, {1,0}, {2,0}, {2,1}, {3,1}, {4,2}, {5,2}, {4,1}, null_loc, null_loc, null_loc, null_loc, null_loc, null_loc
|
|
};
|
|
static const location combat_buttons[MAX_TOOLBAR_BUTTONS] = {
|
|
{0,0}, {1,0}, {2,0}, {0,1}, {1,1}, {0,2}, {2,2}, {1,2}, {3,2}, null_loc, null_loc, null_loc, null_loc, null_loc
|
|
};
|
|
extern rectangle bottom_buttons[MAX_TOOLBAR_BUTTONS];
|
|
|
|
const location* toolbar = is_combat() ? combat_buttons : (is_town() ? town_buttons : out_buttons);
|
|
|
|
static bool inited = false;
|
|
static sf::RenderTexture button_gw;
|
|
if(!inited) {
|
|
inited = true;
|
|
button_gw.create(266,38);
|
|
}
|
|
|
|
dest_rec = lg_rect;
|
|
|
|
bool bottom_half = false;
|
|
std::fill_n(bottom_buttons, MAX_TOOLBAR_BUTTONS, rectangle());
|
|
for(int i = 0; i < MAX_TOOLBAR_BUTTONS && toolbar[i] != null_loc; i++) {
|
|
rectangle source_rect = {0, 0, 32, 32};
|
|
rectangle to_rect = dest_rec, btn_rect, icon_rect;
|
|
source_rect.offset(32 * toolbar[i].x, 38 + 32 * toolbar[i].y);
|
|
if(toolbar[i].y == 2) {
|
|
// Small button
|
|
btn_rect = sm_rect[bottom_half];
|
|
source_rect.height() = 13;
|
|
to_rect.height() = 19;
|
|
if(bottom_half) {
|
|
to_rect.offset(0,19);
|
|
bottom_half = false;
|
|
} else bottom_half = true;
|
|
icon_rect = {3,3,13,13};
|
|
} else {
|
|
// Large button
|
|
btn_rect = lg_rect;
|
|
if(bottom_half) {
|
|
dest_rec.offset(38,0);
|
|
bottom_half = false;
|
|
}
|
|
icon_rect = {3,3,32,32};
|
|
}
|
|
if(mode == -1) {
|
|
rect_draw_some_item(buttons_gworld, btn_rect, button_gw, to_rect);
|
|
to_rect.inset(3,3);
|
|
rect_draw_some_item(buttons_gworld, source_rect, button_gw, to_rect, sf::BlendAlpha);
|
|
to_rect.inset(-3,-3);
|
|
}
|
|
to_rect.offset(win_to_rects[1].topLeft());
|
|
to_rect.offset(ul);
|
|
if(i == mode)
|
|
fill_rect(mainPtr, to_rect, sf::Color::Blue);
|
|
else fill_rect(mainPtr, to_rect, sf::Color::Black);
|
|
bottom_buttons[i] = to_rect;
|
|
if(toolbar[i].y != 2 || !bottom_half) {
|
|
dest_rec.offset(38,0);
|
|
bottom_half = false;
|
|
}
|
|
}
|
|
button_gw.display();
|
|
|
|
dest_rec = win_to_rects[1];
|
|
dest_rec.offset(ul);
|
|
rect_draw_some_item(button_gw.getTexture(), rectangle(button_gw), mainPtr, dest_rec, sf::BlendAdd);
|
|
}
|
|
|
|
void draw_text_bar() {
|
|
short i;
|
|
location loc;
|
|
|
|
loc = (is_out()) ? global_to_local(univ.party.p_loc) : univ.town.p_loc;
|
|
|
|
bool in_area = false;
|
|
if(is_out()) {
|
|
for(i = 0; i < univ.out->info_rect.size(); i++)
|
|
if(loc.in(univ.out->info_rect[i])) {
|
|
put_text_bar(univ.out->info_rect[i].descr);
|
|
in_area = true;
|
|
}
|
|
if(!in_area) {
|
|
put_text_bar(univ.out->out_name);
|
|
}
|
|
}
|
|
if(is_town()) {
|
|
for(i = 0; i < univ.town->room_rect.size(); i++)
|
|
if(loc.in(univ.town->room_rect[i])) {
|
|
put_text_bar(univ.town->room_rect[i].descr);
|
|
in_area = true;
|
|
}
|
|
if(!in_area) {
|
|
put_text_bar(univ.town->town_name);
|
|
}
|
|
|
|
}
|
|
if((is_combat()) && (current_pc < 6) && !monsters_going) {
|
|
std::ostringstream sout;
|
|
sout << univ.party[current_pc].name << " (ap: " << univ.party[current_pc].ap << ')';
|
|
put_text_bar(sout.str());
|
|
}
|
|
if((is_combat()) && (monsters_going))
|
|
// Print bar for 1st monster with >0 ap - that is monster that is going
|
|
for(i = 0; i < univ.town.monst.size(); i++)
|
|
if((univ.town.monst[i].active > 0) && (univ.town.monst[i].ap > 0)) {
|
|
put_text_bar(print_monster_going(univ.town.monst[i].number,univ.town.monst[i].ap));
|
|
i = 400;
|
|
}
|
|
}
|
|
|
|
void put_text_bar(std::string str) {
|
|
text_bar_gworld.setActive();
|
|
rect_draw_some_item(orig_text_bar_gworld, win_from_rects[4], text_bar_gworld, win_from_rects[4]);
|
|
TextStyle style;
|
|
style.colour = sf::Color::White;
|
|
style.font = FONT_BOLD;
|
|
style.pointSize = 12;
|
|
style.lineHeight = 12;
|
|
rectangle to_rect = rectangle(text_bar_gworld);
|
|
to_rect.top += 7;
|
|
to_rect.left += 5;
|
|
win_draw_string(text_bar_gworld, to_rect, str, eTextMode::LEFT_TOP, style);
|
|
|
|
if(!monsters_going) {
|
|
to_rect.top -= 2;
|
|
to_rect.left = to_rect.right - 15;
|
|
to_rect.width() = 12;
|
|
to_rect.height() = 12;
|
|
if(univ.party.status[ePartyStatus::STEALTH] > 0) {
|
|
rect_draw_some_item(status_gworld, get_stat_effect_rect(25), text_bar_gworld, to_rect, sf::BlendAlpha);
|
|
to_rect.offset(-15, 0);
|
|
}
|
|
if(univ.party.status[ePartyStatus::FLIGHT] > 0) {
|
|
rect_draw_some_item(status_gworld, get_stat_effect_rect(23), text_bar_gworld, to_rect, sf::BlendAlpha);
|
|
to_rect.offset(-15, 0);
|
|
}
|
|
if(univ.party.status[ePartyStatus::DETECT_LIFE] > 0) {
|
|
rect_draw_some_item(status_gworld, get_stat_effect_rect(24), text_bar_gworld, to_rect, sf::BlendAlpha);
|
|
to_rect.offset(-15, 0);
|
|
}
|
|
if(univ.party.status[ePartyStatus::FIREWALK] > 0) {
|
|
rect_draw_some_item(status_gworld, get_stat_effect_rect(26), text_bar_gworld, to_rect, sf::BlendAlpha);
|
|
to_rect.offset(-15, 0);
|
|
}
|
|
}
|
|
|
|
text_bar_gworld.display();
|
|
}
|
|
|
|
void refresh_text_bar() {
|
|
mainPtr.setActive();
|
|
rect_draw_some_item(text_bar_gworld.getTexture(), win_from_rects[4], win_to_rects[4],ul);
|
|
}
|
|
|
|
// this is used for determinign whether to round off walkway corners
|
|
// right now, trying a restrictive rule (just cave floor and grass, mainly)
|
|
bool is_nature(short x, short y, unsigned short ground_t) {
|
|
ter_num_t ter_type;
|
|
|
|
ter_type = coord_to_ter((short) x,(short) y);
|
|
return ground_t == univ.scenario.ter_types[ter_type].ground_type;
|
|
}
|
|
|
|
std::vector<location> forcecage_locs;
|
|
extern std::list<text_label_t> posted_labels;
|
|
|
|
//mode ... if 1, don't place on screen after redoing
|
|
// if 2, only redraw over active monst
|
|
void draw_terrain(short mode) {
|
|
char q,r;
|
|
location where_draw;
|
|
location sector_p_in,view_loc;
|
|
char can_draw;
|
|
ter_num_t spec_terrain;
|
|
bool off_terrain = false,draw_frills = true;
|
|
short i,j;
|
|
|
|
if(overall_mode == MODE_TALKING || overall_mode == MODE_SHOPPING || overall_mode == MODE_STARTUP)
|
|
return;
|
|
|
|
if(mode == 2) {
|
|
if(current_working_monster < 0) return;
|
|
supressing_some_spaces = true;
|
|
for(i = 0; i < 4; i++) ok_space[i].x = -1;
|
|
if(current_working_monster >= 100) {
|
|
for(i = 0; i < univ.town.monst[current_working_monster - 100].x_width; i++)
|
|
for(j = 0; j < univ.town.monst[current_working_monster - 100].y_width; j++) {
|
|
ok_space[i + 2 * j].x = univ.town.monst[current_working_monster - 100].cur_loc.x + i;
|
|
ok_space[i + 2 * j].y = univ.town.monst[current_working_monster - 100].cur_loc.y + j;
|
|
ok_space[i + 2 * j].x = ok_space[i + 2 * j].x - center.x + 4;
|
|
ok_space[i + 2 * j].y = ok_space[i + 2 * j].y - center.y + 4;
|
|
}
|
|
}
|
|
if(current_working_monster < 6) {
|
|
ok_space[0] = univ.party[current_working_monster].combat_pos;
|
|
ok_space[0].x = ok_space[0].x - center.x + 4;
|
|
ok_space[0].y = ok_space[0].y - center.y + 4;
|
|
}
|
|
mode = 0;
|
|
}
|
|
|
|
mainPtr.setActive();
|
|
|
|
for(i = 0; i < 13; i++)
|
|
for(j = 0; j < 13; j++) {
|
|
light_area[i][j] = 0;
|
|
unexplored_area[i][j] = 0;
|
|
}
|
|
|
|
|
|
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;
|
|
|
|
anim_ticks++;
|
|
anim_onscreen = false;
|
|
|
|
if(is_town())
|
|
view_loc = univ.town.p_loc;
|
|
if(is_combat())
|
|
view_loc = univ.party[(current_pc < 6) ? current_pc : first_active_pc()].combat_pos;
|
|
|
|
for(i = 0; i < 13; i++)
|
|
for(j = 0; j < 13; j++) {
|
|
where_draw = (is_out()) ? univ.party.p_loc : center;
|
|
where_draw.x += i - 6;
|
|
where_draw.y += j - 6;
|
|
if(!(is_out()))
|
|
light_area[i][j] = (is_town()) ? pt_in_light(view_loc,where_draw) : combat_pt_in_light(where_draw);
|
|
if(!(is_out()) && ((where_draw.x < 0) || (where_draw.x > univ.town->max_dim() - 1)
|
|
|| (where_draw.y < 0) || (where_draw.y > univ.town->max_dim() - 1)))
|
|
unexplored_area[i][j] = 0;
|
|
else unexplored_area[i][j] = 1 - is_explored(where_draw.x,where_draw.y);
|
|
}
|
|
|
|
forcecage_locs.clear();
|
|
for(q = 0; q < 9; q++) {
|
|
for(r = 0; r < 9; r++) {
|
|
where_draw = (is_out()) ? univ.party.p_loc : center;
|
|
where_draw.x += q - 4;
|
|
where_draw.y += r - 4;
|
|
off_terrain = false;
|
|
|
|
draw_frills = true;
|
|
if(!(is_out()) && ((where_draw.x < 0) || (where_draw.x > univ.town->max_dim() - 1)
|
|
|| (where_draw.y < 0) || (where_draw.y > univ.town->max_dim() - 1))) {
|
|
draw_frills = false;
|
|
// Warning - this section changes where_draw
|
|
if(where_draw.x < 0)
|
|
where_draw.x = -1;
|
|
if(where_draw.x > univ.town->max_dim() - 1)
|
|
where_draw.x = univ.town->max_dim();
|
|
if(where_draw.y < 0)
|
|
where_draw.y = -1;
|
|
if(where_draw.y > univ.town->max_dim() - 1)
|
|
where_draw.y = univ.town->max_dim();
|
|
if(can_see_light(view_loc,where_draw,sight_obscurity) < 5)
|
|
can_draw = 1;
|
|
else can_draw = 0;
|
|
spec_terrain = 0;
|
|
}
|
|
else if(is_out()) {
|
|
if((where_draw.x < 0) || (where_draw.x > 95)
|
|
|| (where_draw.y < 0) || (where_draw.y > 95))
|
|
can_draw = 0;
|
|
else {
|
|
spec_terrain = univ.out[where_draw.x][where_draw.y];
|
|
can_draw = univ.out.out_e[where_draw.x][where_draw.y];
|
|
}
|
|
}
|
|
else if(is_combat()) {
|
|
spec_terrain = univ.town->terrain(where_draw.x,where_draw.y);
|
|
can_draw = (((is_explored(where_draw.x,where_draw.y)) ||
|
|
(which_combat_type == 0) || (monsters_going) || (overall_mode != MODE_COMBAT))
|
|
&& (party_can_see(where_draw) < 6)) ? 1 : 0;
|
|
}
|
|
else {
|
|
spec_terrain = univ.town->terrain(where_draw.x,where_draw.y);
|
|
can_draw = is_explored(where_draw.x,where_draw.y);
|
|
|
|
if(can_draw > 0) {
|
|
if(!pt_in_light(univ.town.p_loc,where_draw))
|
|
can_draw = 0;
|
|
}
|
|
if((overall_mode == MODE_LOOK_TOWN) && (can_draw == 0))
|
|
can_draw = (party_can_see(where_draw) < 6) ? 1 : 0;
|
|
}
|
|
spot_seen[q][r] = can_draw;
|
|
|
|
if(fog_lifted) can_draw = true;
|
|
|
|
if((can_draw != 0) && (overall_mode != MODE_RESTING)) { // if can see, not a pit, and not resting
|
|
if(is_combat()) anim_ticks = 0;
|
|
|
|
eTrimType trim = univ.scenario.ter_types[spec_terrain].trim_type;
|
|
|
|
// Finally, draw this terrain spot
|
|
if(trim == eTrimType::WALKWAY){
|
|
int trim = -1;
|
|
unsigned short ground_t = univ.scenario.ter_types[spec_terrain].trim_ter;
|
|
ter_num_t ground_ter = univ.scenario.get_ter_from_ground(ground_t);
|
|
if(!loc_off_act_area(where_draw)) {
|
|
if(is_nature(where_draw.x - 1,where_draw.y,ground_t)){ // check left
|
|
if(is_nature(where_draw.x,where_draw.y - 1,ground_t)){ // check up
|
|
if(is_nature(where_draw.x + 1,where_draw.y,ground_t)){ // check right
|
|
if(is_nature(where_draw.x,where_draw.y + 1,ground_t)) // check down
|
|
trim = 8;
|
|
else trim = 4;
|
|
}else if(is_nature(where_draw.x,where_draw.y + 1,ground_t)) // check down
|
|
trim = 7;
|
|
else trim = 1;
|
|
}else if(is_nature(where_draw.x,where_draw.y + 1,ground_t)){ // check down
|
|
if(is_nature(where_draw.x + 1,where_draw.y,ground_t)) // check right
|
|
trim = 6;
|
|
else trim = 0;
|
|
}
|
|
}else if(is_nature(where_draw.x,where_draw.y - 1,ground_t)){ // check up
|
|
if(is_nature(where_draw.x + 1,where_draw.y,ground_t)){ // check right
|
|
if(is_nature(where_draw.x,where_draw.y + 1,ground_t)) // check down
|
|
trim = 5;
|
|
else trim = 2;
|
|
}
|
|
}else if(is_nature(where_draw.x + 1,where_draw.y,ground_t)){ // check right
|
|
if(is_nature(where_draw.x,where_draw.y + 1,ground_t)) // check down
|
|
trim = 3;
|
|
}
|
|
}
|
|
draw_one_terrain_spot(q,r,trim < 0 ? spec_terrain : ground_ter);
|
|
if(trim >= 0)
|
|
draw_trim(q,r,trim + 50,spec_terrain);
|
|
}else if(trim == eTrimType::ROAD || trim == eTrimType::N || trim == eTrimType::S ||
|
|
trim == eTrimType::W || trim == eTrimType::E) {
|
|
draw_one_terrain_spot(q,r,spec_terrain);
|
|
place_road(q,r,where_draw,trim == eTrimType::ROAD);
|
|
}else if(spec_terrain == 65535) {
|
|
draw_one_terrain_spot(q,r,-1);
|
|
}else{
|
|
current_ground = univ.scenario.get_ground_from_ter(spec_terrain);
|
|
draw_one_terrain_spot(q,r,spec_terrain);
|
|
}
|
|
}
|
|
else { // Can't see. Place darkness.
|
|
draw_one_terrain_spot(q,r,-1);
|
|
}
|
|
|
|
if((can_draw != 0) && (overall_mode != MODE_RESTING) && frills_on && draw_frills)
|
|
place_trim((short) q,(short) r,where_draw,spec_terrain);
|
|
// if((is_town() && univ.town.is_spot(where_draw.x,where_draw.y)) ||
|
|
// (is_out() && univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].special_spot[where_draw.x][where_draw.y]))
|
|
// Draw_Some_Item(roads_gworld, calc_rect(6, 0), terrain_screen_gworld, loc(q,r), 1, 0);
|
|
// TODO: Move draw_sfx, draw_items, draw_fields, draw_spec_items, etc to here
|
|
|
|
if(is_town() || is_combat())
|
|
draw_items(where_draw);
|
|
draw_fields(where_draw);
|
|
//draw_monsters(where_draw);
|
|
//draw_vehicles(where_draw);
|
|
//if(is_combat) draw_pcs(where_draw); else draw_party(where_draw);
|
|
}
|
|
}
|
|
|
|
// if((overall_mode != MODE_RESTING) && (!is_out()))
|
|
// draw_sfx();
|
|
//
|
|
// // Now place items
|
|
// if((overall_mode > MODE_OUTDOORS) && (overall_mode != MODE_LOOK_OUTDOORS) && (overall_mode != MODE_RESTING))
|
|
// draw_items();
|
|
//
|
|
// // Now place fields
|
|
// if((overall_mode != MODE_RESTING) && (!is_out())) {
|
|
// draw_fields();
|
|
// draw_spec_items();
|
|
// }
|
|
//
|
|
// Not camping. Place misc. stuff
|
|
if(overall_mode != MODE_RESTING) {
|
|
if(is_out())
|
|
draw_outd_boats(univ.party.p_loc);
|
|
else if((is_town()) || (which_combat_type == 1))
|
|
draw_town_boat(center);
|
|
draw_monsters();
|
|
}
|
|
|
|
if((overall_mode < MODE_COMBAT) || (overall_mode == MODE_LOOK_OUTDOORS) || ((overall_mode == MODE_LOOK_TOWN) && (point_onscreen(univ.town.p_loc,center)))
|
|
|| (overall_mode == MODE_RESTING))
|
|
draw_party_symbol(center);
|
|
else if(overall_mode != MODE_LOOK_TOWN)
|
|
draw_pcs(center,0);
|
|
// Draw top half of forcecages (this list is populated by draw_fields)
|
|
// TODO: Move into the above loop to eliminate global variable
|
|
for(location fc_loc : forcecage_locs)
|
|
Draw_Some_Item(fields_gworld,calc_rect(2,0),terrain_screen_gworld,fc_loc,1,0);
|
|
// Draw any posted labels, then clear them out
|
|
clip_rect(terrain_screen_gworld, {13, 13, 337, 265});
|
|
for(text_label_t lbl : posted_labels)
|
|
draw_text_label(lbl);
|
|
undo_clip(terrain_screen_gworld);
|
|
posted_labels.clear();
|
|
|
|
// Now do the light mask thing
|
|
apply_light_mask(false);
|
|
apply_unseen_mask();
|
|
|
|
terrain_screen_gworld.display();
|
|
|
|
if(mode == 0) {
|
|
redraw_terrain();
|
|
draw_text_bar();
|
|
if((overall_mode >= MODE_COMBAT) && (overall_mode != MODE_LOOK_OUTDOORS) && (overall_mode != MODE_LOOK_TOWN) && (overall_mode != MODE_RESTING))
|
|
draw_pcs(center,1);
|
|
if(overall_mode == MODE_FANCY_TARGET)
|
|
draw_targets(center);
|
|
}
|
|
supressing_some_spaces = false;
|
|
}
|
|
|
|
|
|
static ter_num_t get_ground_for_shore(ter_num_t ter){
|
|
if(univ.scenario.ter_types[ter].block_horse) return current_ground;
|
|
else if(blocksMove(univ.scenario.ter_types[ter].blockage)) return current_ground;
|
|
else return ter;
|
|
}
|
|
|
|
void place_trim(short q,short r,location where,ter_num_t ter_type) {
|
|
bool at_top = false,at_bot = false,at_left = false,at_right = false;
|
|
location targ;
|
|
|
|
// FIrst quick check ... if a pit or barrier in outdoor combat, no trim
|
|
if((is_combat()) && (which_combat_type == 0) && (ter_type == 90))
|
|
return;
|
|
if(PSD[SDF_NO_SHORE_FRILLS] > 0)
|
|
return;
|
|
|
|
targ.x = q;
|
|
targ.y = r;
|
|
if(supressing_some_spaces && (targ != ok_space[0]) && (targ != ok_space[1]) &&
|
|
(targ != ok_space[2]) && (targ != ok_space[3]))
|
|
return;
|
|
|
|
|
|
if(where.x == 0)
|
|
at_left = true;
|
|
if(where.y == 0)
|
|
at_top = true;
|
|
if((overall_mode == MODE_OUTDOORS) || (overall_mode == MODE_LOOK_OUTDOORS)) {
|
|
if(where.x == 95)
|
|
at_right = true;
|
|
if(where.y == 95)
|
|
at_bot = true;
|
|
}
|
|
else {
|
|
// TODO: Shouldn't we subtract one here?
|
|
if(where.x == univ.town->max_dim())
|
|
at_right = true;
|
|
if(where.y == univ.town->max_dim())
|
|
at_bot = true;
|
|
}
|
|
|
|
// First, trim for fluids
|
|
if(is_fluid(ter_type)){
|
|
short trim = get_fluid_trim(where, ter_type);
|
|
if(trim != 0) {
|
|
ter_num_t shore;
|
|
if(trim & 2){ // upper right
|
|
shore = coord_to_ter(where.x + 1, where.y - 1);
|
|
shore = get_ground_for_shore(shore);
|
|
draw_trim(q,r,5,shore);
|
|
}if(trim & 8){ // lower right
|
|
shore = coord_to_ter(where.x + 1, where.y + 1);
|
|
shore = get_ground_for_shore(shore);
|
|
draw_trim(q,r,7,shore);
|
|
}if(trim & 32){ // lower left
|
|
shore = coord_to_ter(where.x - 1, where.y + 1);
|
|
shore = get_ground_for_shore(shore);
|
|
draw_trim(q,r,6,shore);
|
|
}if(trim & 128){ // upper left
|
|
shore = coord_to_ter(where.x - 1, where.y - 1);
|
|
shore = get_ground_for_shore(shore);
|
|
draw_trim(q,r,4,shore);
|
|
}if(trim & 1){ // top
|
|
shore = coord_to_ter(where.x, where.y - 1);
|
|
shore = get_ground_for_shore(shore);
|
|
draw_trim(q,r,2,shore);
|
|
}if(trim & 4){ // right
|
|
shore = coord_to_ter(where.x + 1, where.y);
|
|
shore = get_ground_for_shore(shore);
|
|
draw_trim(q,r,1,shore);
|
|
}if(trim & 16){ // bottom
|
|
shore = coord_to_ter(where.x, where.y + 1);
|
|
shore = get_ground_for_shore(shore);
|
|
draw_trim(q,r,3,shore);
|
|
}if(trim & 64){ // left
|
|
shore = coord_to_ter(where.x - 1, where.y);
|
|
shore = get_ground_for_shore(shore);
|
|
draw_trim(q,r,0,shore);
|
|
}
|
|
}
|
|
}
|
|
|
|
if(is_wall(ter_type) && !at_top && !at_bot && !at_left && !at_right){
|
|
//if(((ter_type >= 100) && (ter_type <= 137)) && !at_top &&
|
|
// !at_bot && !at_left && !at_right) {
|
|
ter_num_t to_left = coord_to_ter(where.x - 1,where.y);
|
|
ter_num_t above = coord_to_ter(where.x,where.y - 1);
|
|
ter_num_t to_right = coord_to_ter(where.x + 1,where.y);
|
|
ter_num_t below = coord_to_ter(where.x,where.y + 1);
|
|
if(is_wall(to_left) && is_wall(above) && is_ground(to_right) && is_ground(below))
|
|
draw_trim(q,r,11,to_right);
|
|
|
|
if(is_wall(to_left) && is_wall(below) && is_ground(to_right) && is_ground(above))
|
|
draw_trim(q,r,9,to_right);
|
|
|
|
if(is_wall(to_right) && is_wall(above) && is_ground(to_left) && is_ground(below))
|
|
draw_trim(q,r,10,to_left);
|
|
|
|
if(is_wall(to_right) && is_wall(below) && is_ground(to_left) && is_ground(above))
|
|
draw_trim(q,r,8,to_left);
|
|
|
|
if(is_ground(to_left) && is_ground(above) && is_ground(to_right) && is_wall(below)) {
|
|
draw_trim(q,r,8,to_right);
|
|
draw_trim(q,r,9,to_right);
|
|
}
|
|
|
|
if(is_wall(to_left) && is_ground(below) && is_ground(to_right) && is_ground(above)) {
|
|
draw_trim(q,r,9,to_right);
|
|
draw_trim(q,r,11,to_right);
|
|
}
|
|
|
|
if(is_ground(to_right) && is_wall(above) && is_ground(to_left) && is_ground(below)) {
|
|
draw_trim(q,r,10,to_left);
|
|
draw_trim(q,r,11,to_left);
|
|
}
|
|
|
|
if(is_wall(to_right) && is_ground(below) && is_ground(to_left) && is_ground(above)) {
|
|
draw_trim(q,r,8,to_left);
|
|
draw_trim(q,r,10,to_left);
|
|
}
|
|
|
|
if(is_ground(to_right) && is_ground(below) && is_ground(to_left) && is_ground(above)) {
|
|
draw_trim(q,r,8,to_left);
|
|
draw_trim(q,r,9,to_right);
|
|
draw_trim(q,r,10,to_left);
|
|
draw_trim(q,r,11,to_right);
|
|
}
|
|
// }
|
|
}
|
|
}
|
|
|
|
static void init_trim_mask(std::unique_ptr<sf::Texture>& mask, rectangle src_rect) {
|
|
sf::RenderTexture render;
|
|
rectangle dest_rect;
|
|
dest_rect.top = src_rect.top % 36;
|
|
dest_rect.bottom = (src_rect.bottom - 1) % 36 + 1;
|
|
dest_rect.left = src_rect.left % 28;
|
|
dest_rect.right = (src_rect.right - 1) % 28 + 1;
|
|
std::tie(dest_rect.top, dest_rect.bottom) = std::make_tuple(36 - dest_rect.top, 36 - dest_rect.bottom);
|
|
render.create(28, 36);
|
|
render.clear(sf::Color::White);
|
|
rect_draw_some_item(roads_gworld, src_rect, render, dest_rect);
|
|
render.display();
|
|
mask.reset(new sf::Texture);
|
|
mask->create(28, 36);
|
|
mask->update(render.getTexture().copyToImage());
|
|
}
|
|
|
|
//which_trim is 3 -> drawing wall trim -> might shift down if ground is grass
|
|
//short which_mode; // 0 top 1 bottom 2 left 3 right 4 up left 5 up right 6 down right 7 down left
|
|
void draw_trim(short q,short r,short which_trim,ter_num_t ground_ter) {
|
|
/* TODO: Windows has a check for frills being enabled:
|
|
if(!frills_on || (((current_ground == 2) || (current_ground == 36)) && (PSD[SDF_COMPATIBILITY_FULL_TRIMS] == 0)))
|
|
return;
|
|
*/
|
|
// which_trim
|
|
// 0 - left, 1 - right, 2 - top, 3 - bottom, 4 - tl, 5 - tr, 6 - bl, 7 - br
|
|
// 8 - wall tl, 9 - wall tr, 10 - wall bl, 11 - wall br
|
|
// 50 - walkway bl, 51 - walkway tl, 52 - walkway tr, 53 - walkway br
|
|
// 54 - walkway top, 55 - walkway right, 56 - walkway bottom, 57 - walkway left
|
|
// 58 - lone walkway
|
|
// TODO: The duplication of rectangle here shouldn't be necessary...
|
|
static rectangle trim_rects[12] = {
|
|
rectangle{0,0,36,14}, rectangle{0,0,36,14},
|
|
rectangle{0,0,18,28}, rectangle{0,0,18,28},
|
|
rectangle{0,0,18,14}, rectangle{0,0,18,14}, rectangle{0,0,18,14}, rectangle{0,0,18,14},
|
|
rectangle{0,0,18,14}, rectangle{0,0,18,14}, rectangle{0,0,18,14}, rectangle{0,0,18,14},
|
|
};
|
|
static rectangle walkway_rects[9] = {
|
|
rectangle{0,0,36,28}, rectangle{0,0,36,28}, rectangle{0,0,36,28}, rectangle{0,0,36,28},
|
|
rectangle{0,0,36,28}, rectangle{0,0,36,28}, rectangle{0,0,36,28}, rectangle{0,0,36,28},
|
|
rectangle{0,0,36,28},
|
|
};
|
|
static std::unique_ptr<sf::Texture> trim_masks[12], walkway_masks[9];
|
|
rectangle from_rect = {0,0,36,28},to_rect;
|
|
sf::Texture* from_gworld;
|
|
sf::Texture* mask;
|
|
static bool inited = false;
|
|
if(!inited){
|
|
inited = true;
|
|
trim_rects[1].offset(14,0);
|
|
trim_rects[2].offset(28,0);
|
|
trim_rects[3].offset(28,18);
|
|
trim_rects[4].offset(56,0);
|
|
trim_rects[5].offset(70,0);
|
|
trim_rects[6].offset(56,18);
|
|
trim_rects[7].offset(70,18);
|
|
trim_rects[8].offset(84,0);
|
|
trim_rects[9].offset(98,0);
|
|
trim_rects[10].offset(84,18);
|
|
trim_rects[11].offset(98,18);
|
|
int i;
|
|
for(i = 0; i < 12; i++) trim_rects[i].offset(112,36);
|
|
for(i = 0; i < 8 ; i++) walkway_rects[i].offset((i%4)*28,(i/4)*36);
|
|
walkway_rects[8].offset(196,0);
|
|
}
|
|
sf::Color test_color = {0,0,0}, store_color;
|
|
|
|
if(!frills_on)
|
|
return;
|
|
|
|
unsigned short pic = univ.scenario.ter_types[ground_ter].picture;
|
|
if(pic < 960){
|
|
from_gworld = &terrain_gworld[pic / 50];
|
|
pic %= 50;
|
|
from_rect.offset(28 * (pic % 10), 36 * (pic / 10));
|
|
}else if(pic < 1000){
|
|
from_gworld = &anim_gworld;
|
|
pic -= 960;
|
|
from_rect.offset(112 * (pic / 5),36 * (pic % 5));
|
|
}else{
|
|
pic %= 1000;
|
|
graf_pos_ref(from_gworld, from_rect) = spec_scen_g.find_graphic(pic);
|
|
}
|
|
if(which_trim < 50) {
|
|
if(!trim_masks[which_trim])
|
|
init_trim_mask(trim_masks[which_trim], trim_rects[which_trim]);
|
|
mask = trim_masks[which_trim].get();
|
|
} else {
|
|
int which = which_trim - 50;
|
|
if(!walkway_masks[which])
|
|
init_trim_mask(walkway_masks[which], walkway_rects[which]);
|
|
mask = walkway_masks[which].get();
|
|
}
|
|
to_rect = coord_to_rect(q,r);
|
|
|
|
rect_draw_some_item(*from_gworld, from_rect, *mask, terrain_screen_gworld, to_rect);
|
|
}
|
|
|
|
|
|
bool extend_road_terrain(ter_num_t ter) {
|
|
eTrimType trim = univ.scenario.ter_types[ter].trim_type;
|
|
eTerSpec spec = univ.scenario.ter_types[ter].special;
|
|
ter_num_t flag = univ.scenario.ter_types[ter].flag1;
|
|
if(trim == eTrimType::ROAD || trim == eTrimType::CITY || trim == eTrimType::WALKWAY)
|
|
return true;
|
|
if(spec == eTerSpec::BRIDGE)
|
|
return true;
|
|
if(spec == eTerSpec::TOWN_ENTRANCE && trim != eTrimType::NONE)
|
|
return true; // cave entrance, most likely
|
|
if(spec == eTerSpec::UNLOCKABLE || spec == eTerSpec::CHANGE_WHEN_STEP_ON)
|
|
return true; // closed door, possibly locked; or closed portcullis
|
|
if(spec == eTerSpec::CHANGE_WHEN_USED && univ.scenario.ter_types[flag].special == eTerSpec::CHANGE_WHEN_STEP_ON && univ.scenario.ter_types[flag].flag1 == ter)
|
|
return true; // open door (I think) TODO: Verify this works
|
|
if(spec == eTerSpec::LOCKABLE)
|
|
return true; // open portcullis (most likely)
|
|
return false;
|
|
}
|
|
|
|
static bool can_build_roads_on(ter_num_t ter) {
|
|
if(impassable(ter)) return false;
|
|
if(univ.scenario.ter_types[ter].special == eTerSpec::BRIDGE) return false;
|
|
return true;
|
|
}
|
|
|
|
static bool superextend_road_terrain(int x, int y) {
|
|
// Connect road to trim?
|
|
ter_num_t ter = coord_to_ter(x,y);
|
|
eTrimType trim = univ.scenario.ter_types[ter].trim_type;
|
|
if(trim == eTrimType::N || trim == eTrimType::S) {
|
|
ter_num_t up = coord_to_ter(x,y-1);
|
|
ter_num_t down = coord_to_ter(x,y+1);
|
|
eTrimType trimUp = univ.scenario.ter_types[up].trim_type;
|
|
eTrimType trimDn = univ.scenario.ter_types[down].trim_type;
|
|
if((trimUp == eTrimType::ROAD || trimUp == eTrimType::CITY) && (trimDn == eTrimType::ROAD || trimDn == eTrimType::CITY))
|
|
return can_build_roads_on(ter);
|
|
if((trimUp == eTrimType::ROAD || trimUp == eTrimType::CITY) && trim == eTrimType::N && trimDn == eTrimType::S)
|
|
return can_build_roads_on(ter);
|
|
if((trimDn == eTrimType::ROAD || trimDn == eTrimType::CITY) && trim == eTrimType::S && trimUp == eTrimType::N)
|
|
return can_build_roads_on(ter);
|
|
} else if(trim == eTrimType::E || trim == eTrimType::W) {
|
|
ter_num_t left = coord_to_ter(x-1,y);
|
|
ter_num_t right = coord_to_ter(x+1,y);
|
|
eTrimType trimLeft = univ.scenario.ter_types[left].trim_type;
|
|
eTrimType trimRight = univ.scenario.ter_types[right].trim_type;
|
|
if((trimLeft == eTrimType::ROAD || trimLeft == eTrimType::CITY) && (trimRight == eTrimType::ROAD || trimRight == eTrimType::CITY))
|
|
return can_build_roads_on(ter);
|
|
if((trimLeft == eTrimType::ROAD || trimLeft == eTrimType::CITY) && trim == eTrimType::W && trimRight == eTrimType::E)
|
|
return can_build_roads_on(ter);
|
|
if((trimRight == eTrimType::ROAD || trimRight == eTrimType::CITY) && trim == eTrimType::E && trimLeft == eTrimType::W)
|
|
return can_build_roads_on(ter);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool connect_roads(ter_num_t ter){
|
|
eTrimType trim = univ.scenario.ter_types[ter].trim_type;
|
|
eTerSpec spec = univ.scenario.ter_types[ter].special;
|
|
if(trim == eTrimType::ROAD || trim == eTrimType::CITY)
|
|
return true;
|
|
if(spec == eTerSpec::TOWN_ENTRANCE && trim != eTrimType::NONE)
|
|
return true; // cave entrance, most likely
|
|
return false;
|
|
}
|
|
|
|
void place_road(short q,short r,location where, bool here) {
|
|
location draw_loc;
|
|
ter_num_t ter = coord_to_ter(where.x, where.y);
|
|
rectangle to_rect;
|
|
//rectangle road_rects[2] = {{76,112,80,125},{72,144,90,148}}; // 0 - rl partial 1 - ud partial
|
|
// TODO: The duplication of rectangle here shouldn't be necessary...
|
|
static const rectangle road_rects[4] = {
|
|
rectangle{4,112,8,125}, // horizontal partial
|
|
rectangle{0,144,18,148}, // vertical partial
|
|
rectangle{0,112,4,140}, // horizontal full
|
|
rectangle{0,140,36,144}, // vertical full
|
|
};
|
|
//rectangle road_dest_rects[4] = {{0,12,18,16},{16,15,20,28},{18,12,36,16},{16,0,20,13}}; // top right bottom left
|
|
static const rectangle road_dest_rects[6] = {
|
|
rectangle{0,12,18,16}, // top
|
|
rectangle{16,15,20,28}, // right
|
|
rectangle{18,12,36,16}, // bottom
|
|
rectangle{16,0,20,13}, // left
|
|
rectangle{0,12,36,16}, // top + bottom
|
|
rectangle{16,0,20,28}, // right + left
|
|
};
|
|
draw_loc.x = q;
|
|
draw_loc.y = r;
|
|
|
|
if(here){
|
|
if(where.y > 0)
|
|
ter = coord_to_ter(where.x,where.y - 1);
|
|
if((where.y == 0) || extend_road_terrain(ter) || superextend_road_terrain(where.x, where.y - 1)) {
|
|
to_rect = road_dest_rects[0];
|
|
to_rect.offset(13 + q * 28,13 + r * 36);
|
|
rect_draw_some_item (roads_gworld, road_rects[1], terrain_screen_gworld, to_rect);
|
|
}
|
|
|
|
if(((is_out()) && (where.x < 96)) || (!(is_out()) && (where.x < univ.town->max_dim() - 1)))
|
|
ter = coord_to_ter(where.x + 1,where.y);
|
|
if(((is_out()) && (where.x == 96)) || (!(is_out()) && (where.x == univ.town->max_dim() - 1))
|
|
|| extend_road_terrain(ter) || superextend_road_terrain(where.x + 1, where.y)) {
|
|
to_rect = road_dest_rects[1];
|
|
to_rect.offset(13 + q * 28,13 + r * 36);
|
|
rect_draw_some_item (roads_gworld, road_rects[0], terrain_screen_gworld, to_rect);
|
|
}
|
|
|
|
if(((is_out()) && (where.y < 96)) || (!(is_out()) && (where.y < univ.town->max_dim() - 1)))
|
|
ter = coord_to_ter(where.x,where.y + 1);
|
|
if(((is_out()) && (where.y == 96)) || (!(is_out()) && (where.y == univ.town->max_dim() - 1))
|
|
|| extend_road_terrain(ter) || superextend_road_terrain(where.x, where.y + 1)) {
|
|
to_rect = road_dest_rects[2];
|
|
to_rect.offset(13 + q * 28,13 + r * 36);
|
|
rect_draw_some_item (roads_gworld, road_rects[1], terrain_screen_gworld, to_rect);
|
|
}
|
|
|
|
if(where.x > 0)
|
|
ter = coord_to_ter(where.x - 1,where.y);
|
|
if((where.x == 0) || extend_road_terrain(ter) || superextend_road_terrain(where.x - 1, where.y)) {
|
|
to_rect = road_dest_rects[3];
|
|
to_rect.offset(13 + q * 28,13 + r * 36);
|
|
rect_draw_some_item (roads_gworld, road_rects[0], terrain_screen_gworld, to_rect);
|
|
}
|
|
}else{
|
|
ter_num_t ref = coord_to_ter(where.x,where.y);
|
|
bool horz = false, vert = false;
|
|
eTrimType trim = univ.scenario.ter_types[ref].trim_type;
|
|
if(where.y > 0)
|
|
ter = coord_to_ter(where.x,where.y - 1);
|
|
// TODO: ter could be uninitialized here!
|
|
eTrimType vertTrim = univ.scenario.ter_types[ter].trim_type;
|
|
if((where.y == 0) || connect_roads(ter))
|
|
vert = can_build_roads_on(ref);
|
|
else if((vertTrim == eTrimType::S && trim == eTrimType::N) || (vertTrim == eTrimType::N && trim == eTrimType::S))
|
|
vert = can_build_roads_on(ref);
|
|
|
|
if(((is_out()) && (where.x < 96)) || (!(is_out()) && (where.x < univ.town->max_dim() - 1)))
|
|
ter = coord_to_ter(where.x + 1,where.y);
|
|
eTrimType horzTrim = univ.scenario.ter_types[ter].trim_type;
|
|
if(((is_out()) && (where.x == 96)) || (!(is_out()) && (where.x == univ.town->max_dim() - 1))
|
|
|| connect_roads(ter))
|
|
horz = can_build_roads_on(ref);
|
|
else if((horzTrim == eTrimType::W && trim == eTrimType::E) || (horzTrim == eTrimType::E && trim == eTrimType::W))
|
|
horz = can_build_roads_on(ref);
|
|
|
|
if(vert){
|
|
if(((is_out()) && (where.y < 96)) || (!(is_out()) && (where.y < univ.town->max_dim() - 1)))
|
|
ter = coord_to_ter(where.x,where.y + 1);
|
|
eTrimType vertTrim = univ.scenario.ter_types[ter].trim_type;
|
|
if(((is_out()) && (where.y == 96)) || (!(is_out()) && (where.y == univ.town->max_dim() - 1))
|
|
|| connect_roads(ter))
|
|
vert = can_build_roads_on(ref);
|
|
else if((vertTrim == eTrimType::S && trim == eTrimType::N) || (vertTrim == eTrimType::N && trim == eTrimType::S))
|
|
vert = can_build_roads_on(ref);
|
|
else vert = false;
|
|
}
|
|
|
|
if(horz){
|
|
if(where.x > 0)
|
|
ter = coord_to_ter(where.x - 1,where.y);
|
|
eTrimType horzTrim = univ.scenario.ter_types[ter].trim_type;
|
|
if((where.x == 0) || connect_roads(ter))
|
|
horz = can_build_roads_on(ref);
|
|
else if((horzTrim == eTrimType::W && trim == eTrimType::E) || (horzTrim == eTrimType::E && trim == eTrimType::W))
|
|
horz = can_build_roads_on(ref);
|
|
else horz = false;
|
|
}
|
|
|
|
if(horz){
|
|
to_rect = road_dest_rects[5];
|
|
to_rect.offset(13 + q * 28,13 + r * 36);
|
|
rect_draw_some_item (roads_gworld, road_rects[2], terrain_screen_gworld, to_rect);
|
|
}
|
|
if(vert){
|
|
to_rect = road_dest_rects[4];
|
|
to_rect.offset(13 + q * 28,13 + r * 36);
|
|
rect_draw_some_item (roads_gworld, road_rects[3], terrain_screen_gworld, to_rect);
|
|
}
|
|
}
|
|
}
|
|
|
|
void draw_rest_screen() {
|
|
eGameMode store_mode;
|
|
|
|
store_mode = overall_mode;
|
|
overall_mode = MODE_RESTING;
|
|
|
|
for(int q = 0; q < 9; q++) {
|
|
for(int r = 0; r < 9; r++) {
|
|
draw_one_terrain_spot(q,r,-1);
|
|
}
|
|
}
|
|
draw_party_symbol(center);
|
|
terrain_screen_gworld.display();
|
|
|
|
overall_mode = store_mode ;
|
|
}
|
|
|
|
// if mode is 100, force
|
|
//short type; // 0 - flame 1 - magic 2 - poison 3 - blood 4 - cold
|
|
// 10s digit indicates sound 0 - normal ouch 1 - small sword 2 - loud sword
|
|
// 3 - pole 4 - club 5 - fireball hit 6 - squish 7 - cold
|
|
// 8 - acid 9 - claw 10 - bite 11 - slime 12 - zap 13 - missile hit
|
|
void boom_space(location where,short mode,short type,short damage,short sound) {
|
|
location where_draw(4,4);
|
|
rectangle source_rect = {0,0,36,28},text_rect,dest_rect = {13,13,49,41},big_to = {13,13,337,265},store_rect;
|
|
short del_len;
|
|
short x_adj = 0,y_adj = 0;
|
|
short sound_lookup[20] = {
|
|
97,69,70,71,72, 73,55,75,42,86,
|
|
87,88,89,98,0, 0,0,0,0,0};
|
|
short sound_to_play = sound < 0 ? -sound : sound_lookup[sound];
|
|
|
|
//sound_key = type / 10;
|
|
//type = type % 10;
|
|
|
|
// if((cartoon_happening) && (anim_step < 140))
|
|
// return;
|
|
if((mode != 100) && (party_can_see(where) == 6))
|
|
return;
|
|
if(type < 0 || type > 5)
|
|
return;
|
|
if((boom_anim_active) && (type != 3))
|
|
return;
|
|
if((PSD[SDF_NO_FRILLS] > 0) && fast_bang)
|
|
return;
|
|
if(is_out())
|
|
return;
|
|
|
|
// Redraw terrain in proper position
|
|
if(((!point_onscreen(center,where) && (overall_mode >= MODE_COMBAT)) || (overall_mode == MODE_OUTDOORS))
|
|
) {
|
|
play_sound(sound_to_play);
|
|
|
|
return;
|
|
}
|
|
else if(is_combat()) {
|
|
if(which_combat_type == 1)
|
|
draw_terrain(0);
|
|
else draw_terrain(0);
|
|
}
|
|
else if(fast_bang < 2) {
|
|
draw_terrain(0);
|
|
if(fast_bang == 1)
|
|
fast_bang = 2;
|
|
}
|
|
refresh_stat_areas(0);
|
|
|
|
where_draw.x = where.x - center.x + 4;
|
|
where_draw.y = where.y - center.y + 4;
|
|
// source_rect.left += 28 * type;
|
|
// source_rect.right += 28 * type;
|
|
|
|
// adjust for possible big monster
|
|
if(iLiving* who = univ.target_there(where, TARG_MONST)) {
|
|
cCreature* monst = dynamic_cast<cCreature*>(who);
|
|
x_adj += 14 * (monst->x_width - 1);
|
|
y_adj += 18 * (monst->y_width - 1);
|
|
}
|
|
dest_rect.offset(where_draw.x * 28,where_draw.y * 36);
|
|
source_rect = store_rect = dest_rect;
|
|
dest_rect.offset(x_adj,y_adj);
|
|
dest_rect |= big_to;
|
|
|
|
dest_rect.offset(win_to_rects[0].left,win_to_rects[0].top);
|
|
|
|
source_rect.offset(-store_rect.left + 28 * type,-store_rect.top);
|
|
rect_draw_some_item(boom_gworld,source_rect,dest_rect,ul,sf::BlendAlpha);
|
|
|
|
if(damage > 0 && dest_rect.right - dest_rect.left >= 28 && dest_rect.bottom - dest_rect.top >= 36) {
|
|
TextStyle style;
|
|
style.lineHeight = 10;
|
|
text_rect = dest_rect;
|
|
text_rect.top += 13;
|
|
text_rect.height() = 10;
|
|
text_rect.offset(x_adj,y_adj);
|
|
std::string dam_str = std::to_string(damage);
|
|
style.colour = sf::Color::White;
|
|
text_rect.offset(-1,-1);
|
|
win_draw_string(mainPtr,text_rect,dam_str,eTextMode::CENTRE,style,ul);
|
|
text_rect.offset(2,2);
|
|
win_draw_string(mainPtr,text_rect,dam_str,eTextMode::CENTRE,style,ul);
|
|
style.colour = sf::Color::Black;
|
|
text_rect.offset(-1,-1);
|
|
win_draw_string(mainPtr,text_rect,dam_str,eTextMode::CENTRE,style,ul);
|
|
}
|
|
mainPtr.display();
|
|
play_sound((skip_boom_delay?-1:1)*sound_to_play);
|
|
if((sound == 6) && (fast_bang == 0) && (!skip_boom_delay))
|
|
sf::sleep(time_in_ticks(12));
|
|
|
|
|
|
if(fast_bang == 0 && !skip_boom_delay) {
|
|
del_len = PSD[SDF_GAME_SPEED] * 3 + 4;
|
|
if(!play_sounds)
|
|
sf::sleep(time_in_ticks(del_len));
|
|
}
|
|
redraw_terrain();
|
|
if((overall_mode >= MODE_COMBAT/*9*/) && (overall_mode != MODE_LOOK_OUTDOORS) && (overall_mode != MODE_LOOK_TOWN) && (overall_mode != MODE_RESTING))
|
|
draw_pcs(center,1);
|
|
}
|
|
|
|
|
|
void draw_pointing_arrows() {
|
|
// TODO: The duplication of rectangle here shouldn't be necessary...
|
|
rectangle sources[4] = {
|
|
rectangle{351,28,359,36}, // up
|
|
rectangle{351,10,359,18}, // left
|
|
rectangle{351,01,359,9}, // down
|
|
rectangle{351,19,359,27} // right
|
|
};
|
|
rectangle dests[8] = {rectangle{7,100,15,108},rectangle{7,170,15,178},rectangle{140,7,148,15},rectangle{212,7,220,15},
|
|
rectangle{346,100,354,108},rectangle{346,170,354,178},rectangle{140,274,148,282},rectangle{212,274,220,282}};
|
|
short i;
|
|
|
|
if(monsters_going || !scrollableModes.count(overall_mode))
|
|
return;
|
|
for(i = 0; i < 4; i++) {
|
|
rect_draw_some_item(terrain_screen_gworld.getTexture(),sources[i],dests[i * 2],ul,sf::BlendAlpha);
|
|
rect_draw_some_item(terrain_screen_gworld.getTexture(),sources[i],dests[i * 2 + 1],ul,sf::BlendAlpha);
|
|
}
|
|
}
|
|
|
|
void redraw_terrain() {
|
|
rectangle to_rect;
|
|
|
|
to_rect = win_to_rects[0];
|
|
rect_draw_some_item(terrain_screen_gworld.getTexture(), win_from_rects[0], to_rect,ul);
|
|
apply_light_mask(true);
|
|
|
|
|
|
// Now place arrows
|
|
draw_pointing_arrows();
|
|
|
|
|
|
}
|
|
|
|
|
|
void draw_targets(location center) {
|
|
rectangle source_rect = {74,36,85,47},dest_rect;
|
|
short i = 0;
|
|
|
|
if(!univ.party.is_alive())
|
|
return;
|
|
|
|
for(i = 0; i < 8; i++)
|
|
if((spell_targets[i].x != 120) && (point_onscreen(center,spell_targets[i]))) {
|
|
dest_rect = coord_to_rect(spell_targets[i].x - center.x + 4,spell_targets[i].y - center.y + 4);
|
|
rect_draw_some_item(roads_gworld,calc_rect(6,0),dest_rect,ul,sf::BlendAlpha);
|
|
}
|
|
}
|
|
|
|
//mode; // 0 - red 1 - green
|
|
void frame_space(location where,short mode,short width,short height) {
|
|
location where_put;
|
|
rectangle to_frame;
|
|
|
|
if(!point_onscreen(center,where))
|
|
return;
|
|
|
|
where_put.x = 4 + where.x - center.x;
|
|
where_put.y = 4 + where.y - center.y;
|
|
|
|
to_frame.top = 18 + where_put.y * 36;
|
|
to_frame.left = 18 + where_put.x * 28;
|
|
to_frame.bottom = 54 + where_put.y * 36 + 36 * (height - 1);
|
|
to_frame.right = 46 + where_put.x * 28 + 28 * (width - 1);
|
|
to_frame.offset(ul);
|
|
|
|
frame_roundrect(mainPtr, to_frame, 8, (mode == 0) ? sf::Color::Red : sf::Color::Green);
|
|
}
|
|
|
|
|
|
void erase_spot(short i,short j) {
|
|
rectangle to_erase;
|
|
|
|
to_erase = coord_to_rect(i,j);
|
|
fill_rect(mainPtr, to_erase, sf::Color::Black);
|
|
|
|
}
|
|
|
|
void draw_targeting_line(location where_curs) {
|
|
location which_space,store_loc;
|
|
short i,j,k,l;
|
|
rectangle redraw_rect,redraw_rect2,terrain_rect = {0,0,351,279},target_rect;
|
|
location from_loc;
|
|
rectangle on_screen_terrain_area = {23, 23, 346, 274};
|
|
|
|
if(overall_mode >= MODE_COMBAT)
|
|
from_loc = univ.party[current_pc].combat_pos;
|
|
else from_loc = univ.town.p_loc;
|
|
if((overall_mode == MODE_SPELL_TARGET) || (overall_mode == MODE_FIRING) || (overall_mode == MODE_THROWING) || (overall_mode == MODE_FANCY_TARGET)
|
|
|| ((overall_mode == MODE_TOWN_TARGET) && (current_pat.pattern[4][4] != 0))) {
|
|
|
|
on_screen_terrain_area.offset(ul);
|
|
if(where_curs.in(on_screen_terrain_area)) {
|
|
// && (point_onscreen(center,univ.party[current_pc].combat_pos))){
|
|
i = (where_curs.x - 23 - ul.x) / 28;
|
|
j = (where_curs.y - 23 - ul.y) / 36;
|
|
which_space.x = center.x + (short) i - 4;
|
|
which_space.y = center.y + (short) j - 4;
|
|
|
|
k = (short) (from_loc.x - center.x + 4);
|
|
l = (short) (from_loc.y - center.y + 4);
|
|
k = (k * 28) + 32 + ul.x;
|
|
l = (l * 36) + 36 + ul.y;
|
|
|
|
if((can_see_light(from_loc,which_space,sight_obscurity) < 5)
|
|
&& (dist(from_loc,which_space) <= current_spell_range)) {
|
|
terrain_rect.inset(13,13);
|
|
terrain_rect.offset(5 + ul.x,5 + ul.y);
|
|
mainPtr.setActive();
|
|
clip_rect(mainPtr, terrain_rect);
|
|
draw_line(mainPtr, where_curs, location(k, l), 2, {128,128,128}, sf::BlendAdd);
|
|
redraw_rect.left = min(where_curs.x,k) - 4;
|
|
redraw_rect.right = max(where_curs.x,k) + 4;
|
|
redraw_rect.top = min(where_curs.y,l) - 4;
|
|
redraw_rect.bottom = max(where_curs.y,l) + 4;
|
|
redraw_rect2 = redraw_rect | terrain_rect;
|
|
|
|
// Now place targeting pattern
|
|
for(i = 0; i < 9; i++)
|
|
for(j = 0; j < 9; j++) {
|
|
store_loc.x = center.x + i - 4;
|
|
store_loc.y = center.y + j - 4;
|
|
if((abs(store_loc.x - which_space.x) <= 4) &&
|
|
(abs(store_loc.y - which_space.y) <= 4) &&
|
|
(current_pat.pattern[store_loc.x - which_space.x + 4][store_loc.y - which_space.y + 4] != 0)) {
|
|
target_rect.left = 13 + BITMAP_WIDTH * i + 5 + ul.x;
|
|
target_rect.right = target_rect.left + BITMAP_WIDTH;
|
|
target_rect.top = 13 + BITMAP_HEIGHT * j + 5 + ul.y;
|
|
target_rect.bottom = target_rect.top + BITMAP_HEIGHT;
|
|
frame_rect(mainPtr, target_rect, sf::Color::White);
|
|
target_rect.inset(-5,-5);
|
|
redraw_rect2 = rectunion(target_rect,redraw_rect2);
|
|
|
|
// Now place number of shots left, if drawing center of target
|
|
if((overall_mode == MODE_FANCY_TARGET) && (store_loc.x - which_space.x + 4 == 4)
|
|
&& (store_loc.y - which_space.y + 4 == 4)) {
|
|
TextStyle style;
|
|
style.colour = sf::Color::White;
|
|
style.lineHeight = 12;
|
|
const char chr[2] = {static_cast<char>(num_targets_left + '0')};
|
|
int x = ((target_rect.left + target_rect.right) / 2) - 3;
|
|
int y = (target_rect.top + target_rect.bottom) / 2;
|
|
win_draw_string(mainPtr, rectangle(y, x, y + 12, x + 12), chr, eTextMode::CENTRE, style);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
redraw_rect2.inset(-5,-5);
|
|
undo_clip(mainPtr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void redraw_partial_terrain(rectangle redraw_rect) {
|
|
rectangle from_rect;
|
|
|
|
from_rect = redraw_rect;
|
|
from_rect.offset(-ul.x,-ul.y);
|
|
|
|
// as rect_draw_some_item will shift redraw_rect before drawing, we need to compensate
|
|
redraw_rect.offset(-ul.x + 5,-ul.y + 5);
|
|
|
|
rect_draw_some_item(terrain_screen_gworld.getTexture(),from_rect,redraw_rect,ul);
|
|
|
|
}
|
|
|
|
/*
|
|
void HideShowMenuBar( ) {
|
|
GDHandle mainScreen;
|
|
|
|
// store current gray region that displays
|
|
// menu bar and the current height of the menu bar
|
|
originalGrayRgn = LMGetGrayRgn();
|
|
menuBarHeight = LMGetMBarHeight();
|
|
|
|
// calculate the rect of the menu bar to test
|
|
// if mouse down is in if desired
|
|
mainScreen = GetMainDevice();
|
|
menuBarRect = (**mainScreen).gdRect;
|
|
menuBarRect.bottom = menuBarHeight;
|
|
|
|
HideMenuBar();
|
|
|
|
while( !Button() );
|
|
|
|
ShowMenuBar();
|
|
|
|
// restore the original gray region to
|
|
// make the menu bar visible
|
|
LMSetGrayRgn( originalGrayRgn );
|
|
}
|
|
|
|
*/ |