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

1865 lines
55 KiB
C++

#include "boe.global.hpp"
#include "tools/replay.hpp"
#include "universe/universe.hpp"
#include "cli.hpp"
#include <boost/filesystem/operations.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/optional.hpp>
#include <unordered_map>
#include <string>
#include <memory>
#include <iostream>
#include <ctime>
#include <deque>
#include "boe.graphics.hpp"
#include "boe.newgraph.hpp"
#include "boe.fileio.hpp"
#include "boe.actions.hpp"
#include "boe.text.hpp"
#include "boe.party.hpp"
#include "boe.items.hpp"
#include "boe.locutils.hpp"
#include "boe.town.hpp"
#include "boe.dlgutil.hpp"
#include "boe.infodlg.hpp"
#include "boe.main.hpp"
#include "boe.consts.hpp"
#include "boe.ui.hpp"
#include "boe.specials.hpp"
#include "tools/winutil.hpp"
#include "sounds.hpp"
#include "gfx/render_image.hpp"
#include "gfx/tiling.hpp"
#include "mathutil.hpp"
#include "fileio/fileio.hpp"
#include "fileio/resmgr/res_font.hpp"
#include "fileio/resmgr/res_dialog.hpp"
#include "dialogxml/dialogs/strdlog.hpp"
#include "dialogxml/dialogs/choicedlog.hpp"
#include "dialogxml/widgets/scrollbar.hpp"
#include "boe.menus.hpp"
#include "tools/cursors.hpp"
#include "tools/keymods.hpp"
#include "tools/prefs.hpp"
#include "dialogxml/widgets/button.hpp"
#include "tools/enum_map.hpp"
#include "tools/event_listener.hpp"
#include "tools/drawable_manager.hpp"
#include "gfx/gfxsheets.hpp"
using clara::ParserResult;
using clara::ParseResultType;
bool All_Done = false;
short num_fonts;
bool first_startup_update = true;
bool first_sound_played = false,spell_forced = false,spell_recast = false;
bool party_in_memory = false;
std::shared_ptr<cScrollbar> text_sbar, item_sbar, shop_sbar;
std::shared_ptr<cButton> done_btn, help_btn;
// TODO: move these 3 to boe.ui.cpp ?
extern const rectangle sbar_rect = {285,560,423,576};
extern const rectangle shop_sbar_rect = {69,272,359,288};
extern const rectangle item_sbar_rect = {148,560,255,576};
bool bgm_on = false,bgm_init = false;
location store_anim_ul;
cUniverse univ;
extern cCustomGraphics spec_scen_g;
bool flushingInput = false, ae_loading = false;
long start_time;
std::deque<sf::Event> fake_event_queue;
short on_spell_menu[2][62];
short on_monst_menu[256];
extern bool map_visible;
extern sf::View mainView;
extern rectangle shop_frame;
extern enum_map(eGuiArea, rectangle) win_to_rects;
std::string scenario_temp_dir_name = "scenario";
extern fs::path tempDir;
std::vector<fs::path> extra_scen_dirs;
boost::optional<std::string> scen_arg_path;
bool scen_arg_start = false;
boost::optional<short> scen_arg_town, scen_arg_town_entrance;
boost::optional<location> scen_arg_out_sec, scen_arg_loc;
extern std::string last_load_file;
std::string help_text_rsrc = "help";
std::string last_tooltip_text = "";
/*
// Example feature flags:
{
// A build which supports both V2 and V3 of the updated graphics sheet:
{"graphics-sheet", {"V2", "V3"}}
}
*/
std::map<std::string,std::vector<std::string>> feature_flags = {
// Legacy scenario flags
{"resurrection-balm", {"required"}}, // This means it CAN be supported, if the scenario has the flag.
{"conveyor-belts", {"V2"}}, // Diagonal conveyor belts and big monster physics
// Legacy behavior of the T debug action (used by some replays)
// does not change the party's outdoors location
{"debug-enter-town", {"move-outdoors"}},
// Legacy behavior of the X debug action (used by the OneOfEverything replay)
// kills the whole party with 'Absent' status
{"debug-kill-party", {"V2"}},
// Legacy behavior of pacifist spellcasting (used by some replays)
// lets the player select combat spells and click 'Cast' which will fail.
{"pacifist-spellcast-check", {"V2"}},
// Target lock
// V1: Shift screen to show the maximum number of enemies in range
// V2: Like V1, but don't shift if it hides any enemies that are already visible
{"target-lock", {"V1", "V2"}},
// New in-game save file picker
{"file-picker-dialog", {"V1"}},
{"scenario-meta-format", {"V2"}},
// Talk mode
{"talk-go-back", {"StackV1"}},
// Bugs required for several VoDT test replays to run faithfully
{"empty-wandering-monster-bug", {"fixed"}},
{"too-many-extra-wandering-monsters-bug", {"fixed"}},
{"store-spell-target", {"fixed"}},
{"store-spell-caster", {"fixed"}},
// Game balance
{"magic-resistance", {"fixed"}} // Resist Magic used to not help with magic damage!
};
struct cParseEntrance {
boost::optional<short>& opt;
cParseEntrance(boost::optional<short>& opt) : opt(opt) {}
ParserResult operator()(std::string v) const {
ParserResult error = ParserResult::logicError( "Invalid entrance: '" + v + "'. Try N, S, E, or W.");
if(v.size() == 1){
switch(v.at(0)){
case 'N': case 'n': case '0':
opt = 0;
break;
case 'E': case 'e': case '1':
opt = 1;
break;
case 'S': case 's': case '2':
opt = 2;
break;
case 'W': case 'w': case '3':
opt = 3;
break;
default:
return error;
}
return ParserResult::ok( ParseResultType::Matched );
}
return error;
}
};
struct cParseLocation {
boost::optional<location>& opt;
cParseLocation(boost::optional<location>& opt) : opt(opt) {}
ParserResult operator()(std::string v) const {
try{
opt = boost::lexical_cast<location>(v);
return ParserResult::ok( ParseResultType::Matched );
}catch(boost::bad_lexical_cast){
return ParserResult::logicError( "Invalid location: '" + v + "'. Try 'x,y' format.");
}
}
};
/* Display globals */
short combat_posing_monster = -1, current_working_monster = -1; // 0-5 PC 100 + x - monster x
short fast_bang = false; // Note: This mostly behaves as a boolean variable, but values other than 1 are assigned to it, so I made it a short
std::vector<int> spec_item_array;
short current_spell_range;
eGameMode overall_mode = MODE_STARTUP;
bool changed_display_mode = false;
eItemWinMode stat_window = ITEM_WIN_PC1;
bool monsters_going = false,boom_anim_active = false;
bool finished_init = false;
short which_item_page[6] = {0,0,0,0,0,0}; // Remembers which of the 2 item pages pc looked at
short current_ground = 0;
eStatMode stat_screen_mode;
short anim_step = -1;
// Spell casting globals
eSpell store_mage = eSpell::NONE, store_priest = eSpell::NONE;
short store_mage_lev = 0, store_priest_lev = 0;
short store_mage_target = 6, store_priest_target = 6;
short store_mage_caster = 6, store_priest_caster = 6;
short store_spell_target = 6,pc_casting;
short num_targets_left = 0;
location spell_targets[8];
extern void spell_cast_hit_return();
/* Combat globals */
short which_combat_type;
location center;
short combat_active_pc;
effect_pat_type current_pat;
short missile_firer,current_monst_tactic;
short store_current_pc = 0;
// TODO: these should be members of some global entity instead of being here
std::unordered_map <std::string, std::shared_ptr <iEventListener>> event_listeners;
cDrawableManager drawable_mgr;
sf::Clock animTimer;
extern long ter_anim_ticks;
static void init_boe(int, char*[]);
static void handle_scenario_args();
static void showWelcome();
static void replay_next_action();
void handle_quit_event();
void handle_help_toc();
void menu_give_help(short help1);
extern void edit_stuff_done();
#ifdef __APPLE__
eMenuChoice menuChoice=eMenuChoice::MENU_CHOICE_NONE;
short menuChoiceId=-1;
#endif
static void handleFatalError(std::string what) {
bool was_recording = recording;
if(recording){
record_action("error", what);
recording = false; // Don't record click_control on the error message
}
replaying = false; // Don't try to run replay actions in the fatal error dialog
showFatalError(what);
if(was_recording){
extern fs::path log_file;
if(log_file.empty() && cChoiceDlog("ask-save-replay", {"yes", "no"}).show() == "yes") {
save_replay_log();
}
}
}
static void dialog_lost_focus(sf::RenderWindow&) {
setWindowFloating(mini_map(), false);
}
static void dialog_gained_focus(sf::RenderWindow&) {
setWindowFloating(mini_map(), true);
if(map_visible){
makeFrontWindow(mini_map());
}
makeFrontWindow(mainPtr(), mini_map());
}
// Comment this line out for exact exception callstacks:
#define CATCH_ERRORS
int main(int argc, char* argv[]) {
#if 0
void debug_oldstructs();
debug_oldstructs();
#endif
#ifdef CATCH_ERRORS
try{
#endif
cDialog::redraw_everything = &redraw_everything;
cDialog::onLostFocus = &dialog_lost_focus;
cDialog::onGainedFocus = &dialog_gained_focus;
init_boe(argc, argv);
if(!get_bool_pref("GameRunBefore"))
showWelcome();
else if(get_bool_pref("GiveIntroHint", true))
tip_of_day();
set_pref("GameRunBefore", true);
finished_init = true;
if(ae_loading) {
finish_load_party();
if(overall_mode != MODE_STARTUP)
post_load();
}
menu_activate();
restore_cursor();
handle_scenario_args();
handle_events();
close_program();
return 0;
#ifdef CATCH_ERRORS
} catch(std::exception& x) {
handleFatalError(x.what());
throw;
} catch(std::string& x) {
handleFatalError(x);
throw;
} catch(...) {
handleFatalError("An unknown error occurred!");
throw;
}
#endif
}
static void init_sbar(std::shared_ptr<cScrollbar>& sbar, const std::string& name, rectangle rect, rectangle events_rect, int max, int pgSz, int start = 0) {
static cParentless mainWin(mainPtr());
sbar.reset(new cScrollbar(mainWin));
sbar->setName(name);
sbar->setBounds(rect);
sbar->setMaximum(max);
sbar->setPosition(start);
sbar->setPageSize(pgSz);
sbar->setWheelEventRect(events_rect);
sbar->hide();
drawable_mgr.add_drawable(UI_LAYER_DEFAULT, name, sbar);
event_listeners[name] = std::dynamic_pointer_cast<iEventListener>(sbar);
}
static void init_scrollbars() {
// Cover entire transcript + scrollbar
const rectangle transcript_events_rect {
win_to_rects[WINRECT_TRANSCRIPT].top,
win_to_rects[WINRECT_TRANSCRIPT].left,
sbar_rect.bottom,
sbar_rect.right
};
// Cover entire inventory + scrollbar
const rectangle inventory_events_rect {
win_to_rects[WINRECT_INVEN].top,
win_to_rects[WINRECT_INVEN].left,
item_sbar_rect.bottom,
item_sbar_rect.right
};
// MAGIC NUMBERS: max size, page size, initial position - all in abstract "step" units
init_sbar(text_sbar, "transcript-scrollbar", sbar_rect, transcript_events_rect, 58, 11, 58);
init_sbar(item_sbar, "inventory-scrollbar", item_sbar_rect, inventory_events_rect, 16, 8);
init_sbar(shop_sbar, "shop-scrollbar", shop_sbar_rect, shop_frame, 16, 8);
}
static void init_btn(std::shared_ptr<cButton>& btn, eBtnType type, location loc) {
static cParentless mainWin(mainPtr());
btn.reset(new cButton(mainWin));
btn->setBtnType(type);
btn->relocate(loc);
btn->hide();
}
static void init_buttons() {
// MAGIC NUMBERS: move to boe.ui.cpp ?
init_btn(done_btn, BTN_DONE, {231,395});
init_btn(help_btn, BTN_HELP, {273,12});
}
// Spell dialog is slow to open on Windows, so keep it prepared and reuse it.
std::unique_ptr<cDialog> storeCastSpell;
// NOTE: this should possibly be moved to boe.ui.cpp at some point
static void init_ui() {
cDialog::init();
init_scrollbars();
init_buttons();
storeCastSpell.reset(new cDialog(*ResMgr::dialogs.get("cast-spell")));
}
extern bool record_verbose;
extern bool replay_verbose;
extern bool replay_strict;
bool record_in_memory = true;
static void process_args(int argc, char* argv[]) {
preprocess_args(argc, argv);
clara::Args args(argc, argv);
clara::Parser cli;
bool record_unique = false;
boost::optional<std::string> record_to, replay, scen_file, saved_game;
boost::optional<double> replay_speed;
// Replay system options:
cli |= clara::Opt(record_to, "record")["--record"]("Records a replay of your session to the specified XML file.");
cli |= clara::Opt(record_unique)["--unique"]("When recording, automatically insert a timestamp into the filename to guarantee uniqueness.");
cli |= clara::Opt(record_verbose)["--verbose"]("Record extra information for internal testing of the replay system.");
cli |= clara::Opt(replay, "replay-file")["--replay"]("Replays a previously-recorded session from the specified XML file.");
cli |= clara::Opt(replay_strict)["--strict"]("Enforces strictly identical replay behavior, even where this is only cosmetic");
cli |= clara::Opt(replay_speed, "fps")["--replay-speed"]("Specifies how quickly actions are processed while replaying");
// Scenario options:
// Loading and entering a scenario has to happen after other initialization steps,
// so we just save these options for later.
cli |= clara::Opt(scen_arg_path, "scen-path")["--scenario"]("Launch a scenario, with the default party if no party is loaded.");
cli |= clara::Opt(scen_arg_start)["--start"]("Put the party at the starting location of the scenario.");
cli |= clara::Opt(scen_arg_town, "town")["--town"]("Put the party in a town.");
cli |= clara::Opt(cParseEntrance(scen_arg_town_entrance), "entrance")["--entrance"]("Put the party at a town entrance point.");
cli |= clara::Opt(cParseLocation(scen_arg_out_sec), "x,y")["--out-sec"]("Put the party in an outdoor section.");
cli |= clara::Opt(cParseLocation(scen_arg_loc), "x,y")["--loc"]("Put the party at a location.");
// Party option:
cli |= clara::Arg(saved_game, "save-file")("Launch and load a saved game file.");
bool show_help = false;
cli |= clara::Help(show_help);
if(auto result = cli.parse(args)); else {
std::cerr << "Error in command line: " << result.errorMessage() << std::endl;
exit(1);
}
if(show_help) {
cli.writeToStream(std::cout);
exit(0);
}
// This obsolete preference should always be true unless running an old replay
// (which will set it false after this line if it needs to)
set_pref("DrawTerrainFrills", true);
if(replay){
if(record_to){
std::cout << "Warning: flag --record conflicts with --replay and will be ignored." << std::endl;
}
if(saved_game){
std::cout << "Warning: save file argument conflicts with --replay and will be ignored." << std::endl;
}
if(!init_action_log("replay", *replay)) {
std::cerr << "Failed to load replay: " << *replay << std::endl;
exit(1);
}
if(replay_speed) {
extern boost::optional<cFramerateLimiter> replay_fps_limit;
replay_fps_limit.emplace(*replay_speed);
}
// Handle replays that loaded a savegame from the command line
if(has_next_action("load_party")){
replay_next_action();
}
return;
}
else if(record_to){
if(!init_action_log(record_unique || record_to->empty() ? "record-unique" : "record", *record_to)){
std::cerr << "Failed to start recording: " << *record_to << std::endl;
exit(1);
}
// Don't return, because we want to support recording a run that starts with a party from the CLI.
}else if(record_in_memory){
if(!init_action_log("record", "")){
std::cerr << "Failed to start recording in memory." << std::endl;
exit(1);
}
}
if(saved_game){
if(!load_party(*saved_game, univ, spec_scen_g)) {
std::cout << "Failed to load save file: " << *saved_game << std::endl;
return;
}
if(!finished_init) {
ae_loading = true;
overall_mode = MODE_STARTUP;
} else finish_load_party();
if(overall_mode != MODE_STARTUP)
end_startup();
if(overall_mode != MODE_STARTUP)
post_load();
}
if(scen_arg_town && scen_arg_out_sec){
std::cout << "Warning: --out-sec conflicts with --town and will be ignored." << std::endl;
}
if(scen_arg_town_entrance && scen_arg_loc){
std::cout << "Warning: --loc conflicts with --entrance and will be ignored." << std::endl;
}
}
static void handle_scenario_args() {
bool resetting = false;
if(scen_arg_path){
// When changing the command-line party's scenario status, clear last_load_file
// so the player will be prompted to Save As.
last_load_file = "Blades of Exile Save";
fs::path path = *scen_arg_path;
if(!path.parent_path().empty()){
// Add the scenario's path to the search paths put_party_in_scen() uses
extra_scen_dirs.push_back(path.parent_path());
}else{
path = locate_scenario(*scen_arg_path, true);
}
cScenario scenario;
if(load_scenario(path, scenario)){
if(!party_in_memory){
start_new_game(true);
}
if(univ.party.is_in_scenario()){
// This check is correct, because the scen_name field of cScenario is the actual title,
// not header.exs or *.boes as univ.party.scen_name would be
if(univ.scenario.scen_name == scenario.scen_name){
// The party is already in the correct scenario.
// Ask whether to clear SDFs or not
if(cChoiceDlog("reset-story",{"reset","keep"}).show() == "reset"){
resetting = true;
handle_victory(true);
}
}else{
// The party is in a different scenario.
// TODO maybe the player should be warned before they're removed from it?
handle_victory(true);
}
}else{
resetting = true;
}
if(!univ.party.is_in_scenario()){
put_party_in_scen(path.string(), scen_arg_town || scen_arg_out_sec, true);
}
}else{
std::cerr << "Failed to load scenario: " << *scen_arg_path << std::endl;
exit(1);
}
}
if(scen_arg_town){
if(!party_in_memory || !univ.party.is_in_scenario() || univ.scenario.towns.size() < (*scen_arg_town + 1)){
std::cerr << "Expected a scenario with at least " << (*scen_arg_town + 1) << " towns" << std::endl;
exit(1);
}
outd_move_to_first_town_entrance(*scen_arg_town);
short town_entrance = 0;
location town_location;
if(scen_arg_town_entrance){
town_entrance = *scen_arg_town_entrance;
}else if(scen_arg_loc){
town_entrance = 9;
town_location = *scen_arg_loc;
}
force_town_enter(*scen_arg_town, town_location);
start_town_mode(*scen_arg_town, town_entrance, true);
}else if(scen_arg_out_sec){
if(!party_in_memory || !univ.party.is_in_scenario() ||
univ.scenario.outdoors.width() < (scen_arg_out_sec->x + 1) ||
univ.scenario.outdoors.height() < (scen_arg_out_sec->y + 1)){
std::cerr << "Expected a scenario with at least " << (scen_arg_out_sec->x + 1) << "x" << (scen_arg_out_sec->y + 1) << " outdoor sections" << std::endl;
exit(1);
}
if(scen_arg_loc){
overall_mode = MODE_OUTDOORS;
position_party(scen_arg_out_sec->x,scen_arg_out_sec->y,scen_arg_loc->x,scen_arg_loc->y);
clear_map();
update_explored(univ.party.out_loc);
redraw_screen(REFRESH_ALL);
}else{
std::cerr << "--x and --y are required when loading a scenario outdoors" << std::endl;
exit(1);
}
}else if(scen_arg_start){
// If restarting the scenario completely, this isn't needed:
if(!resetting){
debug_return_to_start();
}
}
}
std::map<std::string, int> startup_button_indices = {
// Button layout since 11/30/24
{"Tutorial", 0}, {"Make New Party", 3},
{"Load Game", 1}, {"Start Scenario", 4},
{"Preferences", 2},
// Buttons that don't exist anymore
{"Custom Scenario", -1},
};
std::map<int, std::string> startup_button_names = {
{0, "Tutorial"}, {3, "Make New Party"},
{1, "Load Game"}, {4, "Start Scenario"},
{2, "Preferences"}, {5, ""},
};
// Map legacy int indices onto new string-mapped layout
std::map<int, std::string> startup_button_names_v1 = {
{0, "Load Game"}, {3, "Start Scenario"},
{1, "Make New Party"}, {4, "Custom Scenario"},
{2, "Preferences"},
};
static void replay_action(Element& action) {
bool did_something = false, need_redraw = false, need_reprint = false;
std::string _last_action_type = last_action_type;
std::string t = action.Value();
// NOTE: Action replay blocks need to return early unless the action advances time
if(overall_mode == MODE_STARTUP && t == "startup_button_click"){
auto info = info_from_action(action);
int btn_idx = -1;
try{
// Legacy replays use ints to encode startup buttons
btn_idx = std::stoi(info["btn"]);
btn_idx = startup_button_indices[startup_button_names_v1[btn_idx]];
}catch(std::invalid_argument& err){
// Newer replays use strings to encode startup buttons
btn_idx = startup_button_indices[info["btn"]];
}
// No-op button
if(btn_idx == -1){
return;
}
eStartButton btn = static_cast<eStartButton>(btn_idx);
eKeyMod mods = static_cast<eKeyMod>(std::stoi(info["mods"]));
handle_startup_button_click(btn, mods);
return;
}else if(t == "change_fps"){
extern boost::optional<cFramerateLimiter> replay_fps_limit;
// default new fps: slow the replay down substantially
int new_fps = 2;
if(!action.GetText().empty()){
new_fps = boost::lexical_cast<int>(action.GetText());
}
replay_fps_limit.emplace(new_fps);
}else if(t == "fancy_file_picker"){
bool saving = str_to_bool(action.GetText());
fancy_file_picker(saving);
}else if(t == "load_party"){
decode_file(action.GetText(), tempDir / "temp.exg");
load_party(tempDir / "temp.exg", univ, spec_scen_g);
finish_load_party();
if(overall_mode != MODE_STARTUP)
post_load();
menu_activate();
return;
}else if(t == "move"){
location l = location_from_action(action);
handle_move(l, did_something, need_redraw, need_reprint);
}else if(t == "handle_switch_pc"){
short which_pc = short_from_action(action);
handle_switch_pc(which_pc, need_redraw, need_reprint);
}else if(t == "handle_switch_pc_items"){
short which_pc = short_from_action(action);
handle_switch_pc_items(which_pc, need_redraw);
update_item_stats_area(need_reprint);
}else if(t == "handle_equip_item"){
short item_hit = short_from_action(action);
handle_equip_item(item_hit, need_redraw);
update_item_stats_area(need_reprint);
}else if(t == "handle_use_item"){
short item_hit = short_from_action(action);
handle_use_item(item_hit, did_something, need_redraw);
update_item_stats_area(need_reprint);
}else if(t == "handle_item_shop_action"){
short item_hit = short_from_action(action);
handle_item_shop_action(item_hit);
update_item_stats_area(need_reprint);
}else if(t == "handle_alchemy"){
handle_alchemy(need_redraw, need_reprint);
return;
}else if(t == "handle_wait"){
handle_wait(did_something, need_redraw, need_reprint);
return;
}else if(t == "handle_combat_switch"){
handle_combat_switch(did_something, need_redraw, need_reprint);
}else if(t == "handle_missile"){
handle_missile(need_redraw, need_reprint);
}else if(t == "handle_get_items"){
handle_get_items(did_something, need_redraw, need_reprint);
}else if(t == "handle_drop_item_id"){
short item_hit = short_from_action(action);
handle_drop_item(item_hit, need_redraw);
update_item_stats_area(need_reprint);
}else if(t == "handle_drop_item_location"){
location destination = location_from_action(action);
handle_drop_item(destination, need_redraw);
}else if(t == "handle_give_item"){
short item_hit = short_from_action(action);
handle_give_item(item_hit, did_something, need_redraw);
update_item_stats_area(need_reprint);
}else if(t == "close_window"){
handle_quit_event();
return;
}else if(t == "arrow_button_click"){
rectangle button_rect = boost::lexical_cast<rectangle>(action.GetText());
arrow_button_click(button_rect);
return;
}else if(t == "show_dialog_action"){
show_dialog_action(action.GetText());
return;
}else if(t == "handle_drop_pc"){
handle_drop_pc();
return;
}else if(t == "new_party"){
new_party();
return;
}else if(t == "pick_preferences"){
pick_preferences();
return;
}else if(t == "do_abort"){
do_abort();
return;
}else if(t == "handle_new_pc_graphic"){
handle_new_pc_graphic();
return;
}else if(t == "handle_rename_pc"){
handle_rename_pc();
return;
}else if(t == "handle_new_pc"){
handle_new_pc();
return;
}else if(t == "journal"){
journal();
return;
}else if(t == "talk_notes"){
talk_notes();
return;
}else if(t == "adventure_notes"){
adventure_notes();
return;
}else if(t == "print_party_stats"){
print_party_stats();
return;
}else if(t == "display_alchemy"){
display_alchemy();
return;
}else if(t == "display_spells"){
auto info = info_from_action(action);
eSkill mode = boost::lexical_cast<eSkill>(info["mode"]);
short force_spell = boost::lexical_cast<short>(info["force_spell"]);
display_spells(mode, force_spell, nullptr);
return;
}else if(t == "display_skills"){
eSkill force_skill = boost::lexical_cast<eSkill>(action.GetText());
display_skills(force_skill, nullptr);
return;
}else if(t == "tip_of_day"){
tip_of_day();
return;
}else if(t == "showWelcome"){
showWelcome();
return;
}else if(t == "display_map"){
display_map();
return;
}else if(t == "handle_help_toc"){
handle_help_toc();
return;
}else if(t == "menu_give_help"){
short help1 = short_from_action(action);
menu_give_help(help1);
return;
}else if(t == "handle_begin_look"){
bool right_button = str_to_bool(action.GetText());
handle_begin_look(right_button, need_redraw, need_reprint);
if (right_button){
return;
}
}else if(t == "handle_look"){
auto info = info_from_action(action);
location destination = boost::lexical_cast<location>(info["destination"]);
bool right_button = str_to_bool(info["right_button"]);
eKeyMod mods = static_cast<eKeyMod>(std::stoi(info["mods"]));
handle_look(destination, right_button, mods, need_redraw, need_reprint);
}else if(t == "screen_shift"){
auto info = info_from_action(action);
int dx = std::stoi(info["dx"]);
int dy = std::stoi(info["dy"]);
screen_shift(dx, dy, need_redraw);
}else if(t == "handle_rest"){
handle_rest(need_redraw, need_reprint);
}else if(t == "handle_menu_spell"){
eSpell spell_picked = static_cast<eSpell>(std::stoi(action.GetText()));
handle_menu_spell(spell_picked);
return;
}else if(t == "handle_spellcast"){
auto info = info_from_action(action);
eSkill which_type = boost::lexical_cast<eSkill>(info["which_type"]);
spell_forced = spell_recast = str_to_bool(info["spell_forced"]);
handle_spellcast(which_type, did_something, need_redraw, need_reprint);
}else if(t == "handle_target_space"){
auto info = info_from_action(action);
location destination = boost::lexical_cast<location>(info["destination"]);
num_targets_left = boost::lexical_cast<short>(info["num_targets_left"]);
handle_target_space(destination, did_something, need_redraw, need_reprint);
}else if(t == "spell_cast_hit_return"){
spell_cast_hit_return();
return;
}else if(t == "handle_pause"){
handle_pause(did_something, need_redraw);
}else if(t == "handle_bash_select"){
handle_bash_pick_select(need_reprint, true);
return;
}else if(t == "handle_pick_select"){
handle_bash_pick_select(need_reprint, false);
return;
}else if(t == "handle_bash"){
location destination = location_from_action(action);
handle_bash_pick(destination, did_something, need_redraw, true);
}else if(t == "handle_pick"){
location destination = location_from_action(action);
handle_bash_pick(destination, did_something, need_redraw, false);
}else if(t == "handle_use_space_select"){
handle_use_space_select(need_reprint);
}else if(t == "handle_use_space"){
location destination = location_from_action(action);
handle_use_space(destination, did_something, need_redraw);
}else if(t == "show_inventory"){
show_inventory();
return;
}else if(t == "give_help"){
auto info = info_from_action(action);
short help1 = boost::lexical_cast<short>(info["help1"]);
short help2 = boost::lexical_cast<short>(info["help2"]);
bool help_forced;
// Legacy replays may have the text indices offset by 200 to indicate
// help_forced true.
if(info.find("help_forced") == info.end()){
help_forced = help1 >= 200;
help1 -= 200;
}else{
help_forced = str_to_bool(info["help_forced"]);
}
give_help(help1, help2, help_forced);
}else if(t == "toggle_debug_mode"){
toggle_debug_mode();
return;
}else if(t == "debug_launch_scen"){
debug_launch_scen(action.GetText());
return;
}else if(t == "debug_give_item"){
debug_give_item();
return;
}else if(t == "debug_overburden"){
debug_overburden();
return;
}else if(t == "debug_print_location"){
debug_print_location();
return;
}else if(t == "debug_step_through"){
debug_step_through();
return;
}else if(t == "debug_leave_town"){
debug_leave_town();
return;
}else if(t == "debug_kill"){
debug_kill();
return;
}else if(t == "debug_kill_party"){
debug_kill_party();
return;
}else if(t == "debug_hurt_party"){
debug_hurt_party();
return;
}else if(t == "debug_give_status"){
debug_give_status();
return;
}else if(t == "debug_magic_map"){
debug_magic_map();
return;
}else if(t == "debug_enter_town"){
debug_enter_town();
return;
}else if(t == "debug_refresh_stores"){
debug_refresh_stores();
return;
}else if(t == "debug_clean_up"){
debug_clean_up();
return;
}else if(t == "debug_stealth_detect_life_firewalk"){
debug_stealth_detect_life_firewalk();
return;
}else if(t == "debug_fly"){
debug_fly();
return;
}else if(t == "debug_ghost_mode"){
debug_ghost_mode();
return;
}else if(t == "debug_return_to_start"){
debug_return_to_start();
return;
}else if(t == "handle_victory"){
handle_victory(true); // This is for the debug action which forces it.
return;
}else if(t == "debug_increase_age"){
debug_increase_age();
return;
}else if(t == "debug_towns_forget"){
debug_towns_forget();
return;
}else if(t == "edit_stuff_done"){
edit_stuff_done();
return;
}else if(t == "debug_heal"){
debug_heal();
return;
}else if(t == "debug_heal_plus_extra"){
debug_heal_plus_extra();
return;
}else if(t == "handle_print_pc_hp"){
handle_print_pc_hp(boost::lexical_cast<int>(action.GetText()), need_reprint);
}else if(t == "handle_print_pc_sp"){
handle_print_pc_sp(boost::lexical_cast<int>(action.GetText()), need_reprint);
}else if(t == "give_pc_info"){
give_pc_info(boost::lexical_cast<short>(action.GetText()));
return;
}else if(t == "handle_trade_places"){
handle_trade_places(boost::lexical_cast<short>(action.GetText()), need_reprint);
}else if(t == "handle_begin_talk"){
handle_begin_talk(need_reprint);
}else if(t == "handle_talk"){
handle_talk(location_from_action(action), did_something, need_redraw, need_reprint);
}else if(t == "click_talk_rect"){
word_rect_t word_rect = word_rect_from_action(action);
click_talk_rect(word_rect);
handle_talk_node(word_rect.node);
return;
}
// Legacy action: clicking any shop button used to highlight both the info
// button and the item text (which was a bug)
else if(t == "click_shop_rect"){
rectangle rect = boost::lexical_cast<rectangle>(action.GetText());
click_shop_rect(rect);
return;
}
// Fixed versions:
else if(t == "click_shop_item"){
rectangle rect = boost::lexical_cast<rectangle>(action.GetText());
click_shop_rect(rect, false);
}else if(t == "click_shop_item_help"){
rectangle rect = boost::lexical_cast<rectangle>(action.GetText());
click_shop_rect(rect, true);
}
else if(t == "end_shop_mode"){
end_shop_mode();
return;
}else if(t == "scrollbar_setPosition"){
auto info = info_from_action(action);
std::string name = info["name"];
long newPos = boost::lexical_cast<long>(info["newPos"]);
std::shared_ptr<cScrollbar> sbar = std::dynamic_pointer_cast<cScrollbar>(event_listeners[name]);
sbar->setPosition(newPos);
return;
}else if(t == "use_spec_item"){
use_spec_item(boost::lexical_cast<short>(action.GetText()), need_redraw);
update_item_stats_area(need_reprint);
}else if(t == "show_item_info"){
show_item_info(boost::lexical_cast<short>(action.GetText()));
update_item_stats_area(need_reprint);
return;
}else if(t == "set_stat_window"){
set_stat_window(static_cast<eItemWinMode>(boost::lexical_cast<int>(action.GetText())));
update_item_stats_area(need_reprint);
}else if(t == "handle_sale"){
handle_sale(boost::lexical_cast<int>(action.GetText()));
}else if(t == "handle_info_request"){
handle_info_request(boost::lexical_cast<int>(action.GetText()));
}else if(t == "close_map"){
close_map(true);
return;
}else if(t == "handle_toggle_active"){
handle_toggle_active(need_reprint);
}else if(t == "handle_parry"){
handle_parry(did_something, need_redraw, need_reprint);
}else if(t == "handle_monster_info_menu"){
handle_monster_info_menu(boost::lexical_cast<int>(action.GetText()));
return;
}else if(t == "cancel_item_target"){
cancel_item_target(did_something, need_redraw, need_reprint);
}else if(t == "easter_egg"){
easter_egg(boost::lexical_cast<int>(action.GetText()));
}else if(t == "show_debug_help"){
show_debug_help();
return;
}else if(t == "debug_fight_encounter"){
debug_fight_encounter(str_to_bool(action.GetText()));
}else if(t == "preview_every_dialog_xml"){
preview_every_dialog_xml();
}else if(t == "clear_trapped_monst"){
clear_trapped_monst();
}else if(t == "error"){
// The error is recorded for debugging only. It should be triggered by replaying the actions.
}else if(t == "debug_crash"){
debug_crash();
}else if(t == "advance_time"){
// This is bad regardless of strictness, because visual changes may have occurred which won't get redrawn/reprinted
throw std::string { "Replay system internal error! advance_time() was supposed to be called by the last action, but wasn't: " } + _last_action_type;
}else{
std::ostringstream sstr;
sstr << "Couldn't replay action: " << action << " on line " << action.Row();
replaying = false;
throw sstr.str();
}
// NOTE: commands that do not advance time must return early
advance_time(did_something, need_redraw, need_reprint);
}
static void replay_next_action() {
replay_action(pop_next_action());
}
static void record_feature_flags() {
Element next_action("feature_flags");
for(auto& p : feature_flags){
Element next_flag(p.first);
std::vector<std::string> supported_versions = p.second;
for(std::string version : supported_versions){
Element next_version("version");
Text version_text(version);
next_version.InsertEndChild(version_text);
next_flag.InsertEndChild(next_version);
}
next_action.InsertEndChild(next_flag);
}
record_action(next_action);
}
static void replay_feature_flags() {
std::map<std::string,std::vector<std::string>> recorded_flags = {};
if(has_next_action("feature_flags")){
Element action = pop_next_action();
Element* next_flag = action.FirstChildElement(false);
while(next_flag){
std::string flag = next_flag->Value();
std::vector<std::string> supported_versions;
Element* next_version = next_flag->FirstChildElement(false);
while(next_version){
std::string version = next_version->GetText();
// The game build needs to support the feature version that the replay had
if(!has_feature_flag(flag, version)){
std::string error = "This replay requires a feature that is not supported in your version of Blades of Exile: " + flag + " should support '" + version + "'";
throw error;
}
supported_versions.push_back(version);
next_version = next_version->NextSiblingElement(false);
}
recorded_flags[flag] = supported_versions;
next_flag = next_flag->NextSiblingElement(false);
}
}
feature_flags = recorded_flags;
}
void init_boe(int argc, char* argv[]) {
set_up_apple_events();
init_directories(argv[0]);
process_args(argc, argv);
#ifdef __APPLE__
init_menubar(); // Do this first of all because otherwise a default File and Window menu will be seen
#endif
sync_prefs();
init_shaders();
init_tiling();
init_snd_tool();
// see fallback_scale() in winutil.cpp for where the default UI scale is calculated based on screen size
adjust_window_mode();
init_ui();
// If we don't do this now it'll flash white to start with
mainPtr().clear(sf::Color::Black);
mainPtr().display();
set_cursor(watch_curs);
init_buf();
if(recording){
record_feature_flags();
}else if(replaying){
replay_feature_flags();
}
// Seed the RNG
if(replaying) {
Element& srand_element = pop_next_action("srand");
std::string ts(srand_element.GetText());
game_rand.seed(std::stoi(ts));
} else {
auto t = time(nullptr);
if (recording) {
std::string ts = boost::lexical_cast<std::string>(t);
record_action("srand", ts);
}
game_rand.seed(t);
}
std::cout << game_rand() << std::endl;
init_screen_locs();
init_startup();
flushingInput = true;
cFramerateLimiter fps_limiter;
// Hidden preference to hide the startup logo - should be kept hidden
if(get_bool_pref("ShowStartupLogo", true))
show_logo(fps_limiter);
// The preference to hide the startup splash is exposed however.
if(get_bool_pref("ShowStartupSplash", true))
plop_fancy_startup(fps_limiter);
cUniverse::print_result = iLiving::print_result = add_string_to_buf;
cPlayer::give_help_enabled = true;
init_fileio();
init_debug_actions();
init_spell_menus();
init_mini_map();
redraw_screen(REFRESH_NONE);
showMenuBar();
}
void showWelcome() {
show_dialog_action("welcome");
}
using Key = sf::Keyboard::Key;
std::map<Key,int> delayed_keys;
const int ARROW_SIMUL_FRAMES = 3;
// Directional deltas ordered to correspond with eDirection
// TODO directional_delta is duplicated (with different ordering) in boe.actions.cpp
location directional_delta[8] = {
{0,-1}, // north
{1,-1}, // northeast
{1,0}, // east
{1,1}, // southeast
{0,1}, // south
{-1,1}, // southwest
{-1,0}, // west
{-1,-1}, // northwest
};
static void fire_delayed_key(Key code) {
bool isUpPressed = delayed_keys[Key::Up] > 0;
bool isDownPressed = delayed_keys[Key::Down] > 0;
bool isLeftPressed = delayed_keys[Key::Left] > 0;
bool isRightPressed = delayed_keys[Key::Right] > 0;
delayed_keys[Key::Up] = 0;
delayed_keys[Key::Down] = 0;
delayed_keys[Key::Left] = 0;
delayed_keys[Key::Right] = 0;
bool diagonal = false;
int dir = -1;
if(code == Key::Up && !isDownPressed) {
if(isLeftPressed){ dir = DIR_NW; diagonal = true; }
else if(isRightPressed){ dir = DIR_NE; diagonal = true; }
else dir = DIR_N;
} else if(code == Key::Down && !isUpPressed) {
if(isLeftPressed){ dir = DIR_SW; diagonal = true; }
else if(isRightPressed){ dir = DIR_SE; diagonal = true; }
else dir = DIR_S;
} else if(code == Key::Left && !isRightPressed) {
if(isUpPressed){ dir = DIR_NW; diagonal = true; }
else if(isDownPressed){ dir = DIR_SW; diagonal = true; }
else dir = DIR_W;
} else if(code == Key::Right && !isLeftPressed) {
if(isUpPressed){ dir = DIR_NE; diagonal = true; }
else if(isDownPressed){ dir = DIR_SE; diagonal = true; }
else dir = DIR_E;
} else {
return;
}
if(diagonal){
mainPtr().setKeyRepeatEnabled(false);
}else{
mainPtr().setKeyRepeatEnabled(true);
}
if(dir != -1){
bool did_something = false;
bool need_redraw = false;
bool need_reprint = false;
location delta = directional_delta[dir];
if(!handle_screen_shift(delta, need_redraw)){
// TODO this was deferred to the next frame before. Is that still necessary when not spoofing an event?
handle_terrain_screen_actions(delta, false, false, did_something, need_redraw, need_reprint);
}
advance_time(did_something, need_redraw, need_reprint);
}
}
static void handle_delayed_key(Key code) {
// a keypress of this code is already delayed, so push it through:
if(delayed_keys[code] > 0)
fire_delayed_key(code);
delayed_keys[code] = ARROW_SIMUL_FRAMES;
}
static void update_delayed_keys() {
for(auto elem : delayed_keys){
Key code = elem.first;
int countdown = elem.second;
if(countdown > 0){
--countdown;
delayed_keys[code] = countdown;
if(countdown == 0){
fire_delayed_key(code);
}
}
}
}
bool game_has_focus = true;
bool game_had_focus = true;
bool main_window_lost_focus = false;
bool main_window_gained_focus = false;
bool map_window_lost_focus = false;
bool map_window_gained_focus = false;
void handle_events() {
sf::Event currentEvent;
cFramerateLimiter fps_limiter;
delayed_keys[Key::Left] = 0;
delayed_keys[Key::Right] = 0;
delayed_keys[Key::Up] = 0;
delayed_keys[Key::Down] = 0;
while(!All_Done) {
if(replaying && has_next_action()){
if(check_for_interrupt("confirm-interrupt-replay")){
replaying = false;
continue;
}
replay_next_action();
}else{
replaying = false;
#ifdef __APPLE__
if (menuChoiceId>=0) {
eMenuChoice aMenuChoice=menuChoice;
menuChoice=eMenuChoice::MENU_CHOICE_NONE;
switch(aMenuChoice) {
case eMenuChoice::MENU_CHOICE_GENERIC:
handle_menu_choice(eMenu(menuChoiceId));
break;
case eMenuChoice::MENU_CHOICE_SPELL:
handle_menu_spell(eSpell(menuChoiceId));
break;
case eMenuChoice::MENU_CHOICE_MONSTER_INFO:
handle_monster_info_menu(menuChoiceId);
break;
case eMenuChoice::MENU_CHOICE_NONE:
break;
}
menuChoiceId=-1;
}
#endif
update_delayed_keys();
while(!fake_event_queue.empty()){
const sf::Event& next_event = fake_event_queue.front();
fake_event_queue.pop_front();
handle_one_event(next_event, fps_limiter);
}
while(pollEvent(mainPtr(), currentEvent)) handle_one_event(currentEvent, fps_limiter);
// It would be nice to have minimap inside the main game window (we have lots of screen space in fullscreen mode).
// Alternatively, minimap could live on its own thread.
// But for now we just handle events from both windows on this thread.
while(map_visible && pollEvent(mini_map(), currentEvent)) handle_one_minimap_event(currentEvent);
}
if(changed_display_mode) {
changed_display_mode = false;
// Force reload fonts for possible new UI scale
ResMgr::fonts.drain();
adjust_window_mode();
storeCastSpell.reset(new cDialog(*ResMgr::dialogs.get("cast-spell")));
init_mini_map();
}
// Still no idea what this does. It's possible that this does not work at all.
flushingInput = false;
// Ideally this call should update all of the things that are happening in the world current tick.
// NOTE that update does not mean draw.
update_everything();
// Ideally, this should be the only draw call that is done in a cycle.
redraw_everything();
bool any_lost_focus = main_window_lost_focus || map_window_lost_focus;
bool any_gained_focus = main_window_gained_focus || map_window_gained_focus;
if(game_had_focus && any_lost_focus && !any_gained_focus){
game_has_focus = false;
// The game completely lost focus. The map floating is going to block
// other applications and be annoying.
setWindowFloating(mini_map(), false);
}else if(!game_had_focus && any_gained_focus){
game_has_focus = true;
// The game regained focus
setWindowFloating(mini_map(), true);
if(map_visible){
makeFrontWindow(mini_map());
}
makeFrontWindow(mainPtr(), mini_map());
}
main_window_lost_focus = main_window_gained_focus =
map_window_lost_focus = map_window_gained_focus = false;
game_had_focus = game_has_focus;
// Prevent the loop from executing too fast.
fps_limiter.frame_finished();
}
}
void handle_quit_event() {
if(recording){
record_action("close_window", "");
}
if(overall_mode == MODE_STARTUP) {
if(party_in_memory) {
std::string choice = cChoiceDlog("quit-confirm-save", {"save","quit","cancel"}).show();
if(choice == "cancel") return;
if(choice == "save") {
do_save();
}
}
All_Done = true;
}else if(overall_mode == MODE_TOWN || overall_mode == MODE_OUTDOORS){
std::string choice = cChoiceDlog("quit-confirm-save", {"save", "quit", "cancel"}).show();
if(choice == "cancel")
return;
if(choice == "save")
do_save();
} else {
std::string choice = cChoiceDlog("quit-confirm-nosave", {"quit", "cancel"}).show();
if(choice == "cancel")
return;
}
All_Done = true;
}
int last_window_x = 0;
int last_window_y = 0;
void handle_one_event(const sf::Event& event, cFramerateLimiter& fps_limiter) {
// What does this do and should it be here?
clear_sound_memory();
// Check if any of the event listeners want this event.
for(auto & listener : event_listeners) {
if(listener.second->handle_event(event)) return;
}
switch(event.type) {
case sf::Event::KeyPressed:
if(flushingInput) return;
if (!noDelayKeyModes.count(overall_mode) && delayed_keys.find(event.key.code) != delayed_keys.end()){
handle_delayed_key(event.key.code);
} else if(!(event.key.*systemKey)) {
mainPtr().setKeyRepeatEnabled(true);
handle_keystroke(event, fps_limiter);
}
break;
case sf::Event::MouseButtonPressed:
if(flushingInput) return;
Mouse_Pressed(event, fps_limiter);
break;
case sf::Event::MouseLeft:
// Make sure we don't have an arrow cursor when it's outside the window
set_cursor(sword_curs);
break;
case sf::Event::GainedFocus:
check_window_moved(mainPtr(), last_window_x, last_window_y, "MainWindow");
main_window_gained_focus = true;
makeFrontWindow(mainPtr(), mini_map());
change_cursor();
return;
case sf::Event::LostFocus:
main_window_lost_focus = true;
return;
case sf::Event::MouseMoved:
check_window_moved(mainPtr(), last_window_x, last_window_y, "MainWindow");
change_cursor();
return;
// TODO: EVENT TYPE DEPRECATED IN SFML 2.5.1
case sf::Event::MouseWheelMoved:
if(flushingInput) return;
handle_scroll(event);
break;
case sf::Event::Closed:
handle_quit_event();
break;
default:
break; // There's several events we don't need to handle at all
}
}
void queue_fake_event(const sf::Event& event) {
fake_event_queue.push_back(event);
}
int last_map_x = 0;
int last_map_y = 0;
void handle_one_minimap_event(const sf::Event& event) {
if(event.type == sf::Event::Closed) {
close_map(true);
}else if(event.type == sf::Event::GainedFocus){
map_window_gained_focus = true;
check_window_moved(mini_map(), last_map_x, last_map_y, "MapWindow");
makeFrontWindow(mainPtr(), mini_map());
}else if(event.type == sf::Event::LostFocus){
map_window_lost_focus = true;
}else if(event.type == sf::Event::MouseMoved){
check_window_moved(mini_map(), last_map_x, last_map_y, "MapWindow");
// Check if something interesting is hovered
location tile = minimap_view_rect().topLeft();
int x = event.mouseMove.x;
int y = event.mouseMove.y;
tile.x += (x - (47 * get_ui_scale_map())) / get_ui_scale_map() / 6;
tile.y += (y - (29 * get_ui_scale_map())) / get_ui_scale_map() / 6;
std::string tooltip_text = "";
bool is_on_map;
if(is_out()) is_on_map = tile.x >= 0 && tile.y >= 0 && tile.x < 48 && tile.y < 48;
else is_on_map = univ.town->is_on_map(tile);
location real_tile = tile;
if(is_out()) real_tile = local_to_global(tile);
if(is_on_map && is_explored(real_tile.x, real_tile.y)){
// Area rectangle hovered
const std::vector<info_rect_t>& area_desc = is_out() ? univ.out->area_desc : univ.town->area_desc;
for(info_rect_t area : area_desc){
if(area.contains(tile)){
tooltip_text += area.descr + " |";
}
}
// Sign hovered
const std::vector<sign_loc_t>& sign_locs = is_out() ? univ.out->sign_locs : univ.town->sign_locs;
for(sign_loc_t sign : sign_locs){
if(sign == tile){
tooltip_text += "Sign: " + sign.text + " |";
}
}
// Town entrance hovered
if(is_out()){
const std::vector<spec_loc_t>& city_locs = univ.out->city_locs;
for(spec_loc_t city : city_locs){
if(city == tile){
tooltip_text += univ.scenario.towns[city.spec]->name + " |";
}
}
}
// Vehicle hovered
for(auto& boat : univ.party.boats) {
if(!vehicle_is_here(boat)) continue;
if(boat.loc == tile){
tooltip_text += (boat.property ? "Boat (Not Yours)" : "Your Boat");
tooltip_text += " |";
}
}
for(auto& horse : univ.party.horses) {
if(!vehicle_is_here(horse)) continue;
if(horse.loc == tile){
tooltip_text += (horse.property ? "Horses (Not Yours)" : "Your Horses");
tooltip_text += " |";
}
}
// Party hovered
if(tile == (is_out() ? univ.party.loc_in_sec : univ.party.town_loc)){
tooltip_text += "Your Party";
}
}
if(tooltip_text != last_tooltip_text)
draw_map(false, tooltip_text);
last_tooltip_text = tooltip_text;
}else if(event.type == sf::Event::KeyPressed){
switch(event.key.code){
case sf::Keyboard::Escape:
close_map(true);
return;
break;
default: break;
}
char chr = keyToChar(event.key.code, event.key.shift);
switch(chr){
case 'a':
close_map(true);
return;
break;
default:
break;
}
}
}
void update_terrain_animation() {
static const long fortyTicks = time_in_ticks(40).asMilliseconds();
if(overall_mode == MODE_STARTUP) return;
if(animTimer.getElapsedTime().asMilliseconds() < fortyTicks) return;
ter_anim_ticks++;
animTimer.restart();
}
void update_startup_animation() {
static const long interval = time_in_ticks(10).asMilliseconds();
if(overall_mode != MODE_STARTUP) return;
if(animTimer.getElapsedTime().asMilliseconds() < interval) return;
draw_startup_anim(true);
animTimer.restart();
}
void update_everything() {
update_terrain_animation();
update_startup_animation();
}
void redraw_everything() {
redraw_screen(REFRESH_ALL);
if(map_visible) draw_map(false, last_tooltip_text);
}
void Mouse_Pressed(const sf::Event& event, cFramerateLimiter& fps_limiter) {
if(overall_mode == MODE_STARTUP) {
All_Done = handle_startup_press({event.mouseButton.x, event.mouseButton.y});
} else {
All_Done = handle_action(event, fps_limiter);
}
// Why does every mouse click activate a menu?
menu_activate();
}
void close_program() {
// TODO: Ultimately we would like to have cleanup happen automatically, negating the need for this function
// On the Mac, prefs are synced automatically. However, doing it manually won't hurt.
// On other platforms, we need to do it manually.
sync_prefs();
}
void handle_help_toc() {
if(recording){
record_action("handle_help_toc", "");
}
launchDocs("game/Contents.html");
}
void menu_give_help(short help1){
if(recording){
record_action("menu_give_help", boost::lexical_cast<std::string>(help1));
}
give_help(help1, 0, true);
}
void handle_menu_choice(eMenu item_hit) {
std::string dialogToShow;
bool did_something = false, need_redraw = false, need_reprint = false;
switch(item_hit) {
case eMenu::NONE: break;
case eMenu::FILE_OPEN:
do_load();
break;
case eMenu::FILE_SAVE:
do_save();
break;
case eMenu::FILE_SAVE_AS:
do_save(true);
break;
case eMenu::FILE_NEW:
new_party();
break;
case eMenu::FILE_ABORT:
do_abort();
break;
case eMenu::PREFS:
pick_preferences();
break;
case eMenu::QUIT:
handle_quit_event();
break;
case eMenu::OPTIONS_PC_GRAPHIC:
handle_new_pc_graphic();
break;
case eMenu::OPTIONS_DELETE_PC:
handle_drop_pc();
break;
case eMenu::OPTIONS_RENAME_PC:
handle_rename_pc();
break;
case eMenu::OPTIONS_NEW_PC:
handle_new_pc();
break;
case eMenu::OPTIONS_JOURNAL:
journal();
break;
case eMenu::OPTIONS_TALK_NOTES:
talk_notes();
break;
case eMenu::OPTIONS_ENCOUNTER_NOTES:
adventure_notes();
break;
case eMenu::OPTIONS_STATS:
print_party_stats();
break;
case eMenu::HELP_OUT:
dialogToShow = "help-outdoor";
break;
case eMenu::HELP_TOWN:
dialogToShow = "help-town";
break;
case eMenu::HELP_COMBAT:
dialogToShow = "help-combat";
break;
case eMenu::HELP_BARRIER:
dialogToShow = "help-fields";
break;
case eMenu::HELP_HINTS:
dialogToShow = "help-hints";
break;
case eMenu::HELP_SPELLS:
dialogToShow = "help-magic";
break;
case eMenu::ABOUT:
dialogToShow = "about-boe";
break;
case eMenu::LIBRARY_MAGE:
display_spells(eSkill::MAGE_SPELLS,100,nullptr,true);
break;
case eMenu::LIBRARY_PRIEST:
display_spells(eSkill::PRIEST_SPELLS,100,nullptr,true);
break;
case eMenu::LIBRARY_SKILLS:
display_skills(eSkill::INVALID,nullptr,true);
break;
case eMenu::LIBRARY_ALCHEMY:
// TODO: Create a dedicated dialog for alchemy info
display_alchemy();
break;
case eMenu::LIBRARY_TIPS:
tip_of_day();
break;
case eMenu::LIBRARY_INTRO:
showWelcome();
break;
case eMenu::ACTIONS_ALCHEMY:
handle_alchemy(need_redraw, need_reprint);
break;
case eMenu::ACTIONS_WAIT:
handle_wait(did_something, need_redraw, need_reprint);
break;
case eMenu::ACTIONS_AUTOMAP:
display_map();
break;
case eMenu::HELP_TOC:
handle_help_toc();
break;
case eMenu::ABOUT_MAGE:
case eMenu::ABOUT_PRIEST:
menu_give_help(9);
break;
case eMenu::ABOUT_MONSTERS:
menu_give_help(12);
break;
}
if(!dialogToShow.empty()) {
show_dialog_action(dialogToShow);
}
if(did_something || need_redraw || need_reprint){
advance_time(did_something, need_redraw, need_reprint);
}
}
// TODO: Let this function take a cMonster* instead of the item_hit
void handle_monster_info_menu(int item_hit) {
if(recording){
record_action("handle_monster_info_menu", boost::lexical_cast<std::string>(item_hit));
}
display_monst(item_hit - 1, nullptr,1);
}
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() {
cursor_type cursor_needed;
location where_curs = mouse_window_coords();
location cursor_direction;
extern enum_map(eGuiArea, rectangle) win_to_rects;
rectangle world_screen = win_to_rects[WINRECT_TERVIEW];
world_screen.inset(13, 13);
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)){
location tile;
mouse_to_terrain_coords(tile, true);
if(tile.x != 4 || tile.y != 4){
cursor_direction = get_cur_direction();
cursor_needed = arrow_curs[cursor_direction.y + 1][cursor_direction.x + 1];
}else{
cursor_needed = wait_curs;
}
}
if(cursor_needed != Cursor::current)
set_cursor(cursor_needed);
}
void move_sound(ter_num_t ter,short step){
static bool on_swamp = false;
eTerSpec spec = univ.scenario.ter_types[ter].special;
eStepSnd snd = univ.scenario.ter_types[ter].step_sound;
// if on swamp don't play squish sound : BoE legacy behavior, can be removed safely
if(snd == eStepSnd::SPLASH && !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 && !is_combat() && (univ.party.in_boat >= 0)) {
if(spec == eTerSpec::TOWN_ENTRANCE)
return;
play_sound(48); //play boat sound
} else if(!monsters_going && !is_combat() && (univ.party.in_horse >= 0)) {
play_sound(85); //so play horse sound
} else switch(univ.scenario.ter_types[ter].step_sound){
case eStepSnd::SQUISH:
play_sound(55);
break;
case eStepSnd::CRUNCH:
play_sound(47);
break;
case eStepSnd::NONE:
break;
case eStepSnd::SPLASH:
play_sound(17);
break;
case eStepSnd::STEP:
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;
// Before pausing, make sure the screen is updated.
redraw_screen(REFRESH_NONE);
sf::sleep(time_in_ticks(len));
}