Files
oboe/src/game/boe.newgraph.cpp
ALONSO Laurent c02dde4925 talk: try to make "Go Back" and the keys work again,
shopping: try to make work again,
2023-01-21 22:21:52 -05:00

958 lines
31 KiB
C++

#include <cstring>
#include <cstdio>
#include <vector>
#include <iostream>
#include "boe.global.hpp"
#include "universe/universe.hpp"
#include "boe.graphics.hpp"
#include "boe.graphutil.hpp"
#include "boe.monster.hpp"
#include "boe.newgraph.hpp"
#include "boe.fileio.hpp"
#include "boe.locutils.hpp"
#include "boe.text.hpp"
#include "boe.consts.hpp"
#include "sounds.hpp"
#include "mathutil.hpp"
#include "gfx/render_image.hpp"
#include "gfx/render_shapes.hpp"
#include "gfx/render_text.hpp"
#include "gfx/tiling.hpp"
#include "utility.hpp"
#include "dialogxml/widgets/scrollbar.hpp"
#include <memory>
#include "location.hpp"
#include "scenario/shop.hpp"
#include "spell.hpp"
#include "dialogxml/widgets/button.hpp"
#include "fileio/resmgr/res_image.hpp"
#include "tools/prefs.hpp"
#include "tools/enum_map.hpp"
short monsters_faces[190] = {
0,1,2,3,4,5,6,7,8,9,
10,0,12,11,11,12,13,13,2,11,
11,14,15,14,59,59,59,14,17,16,
18,27,20,30,31,32,19,19,25,25,
45,45,45,45,45, 24,24,53,53,53,
53,53,53,53,24, 24,24,24,22,22, // 50
22,22,22,22,22,22,22,22,22,21,
0,0,0,0,0, 0,0,0,0,0,
0,0,0,23,0, 0,0,0,0,0,
47,47,47,47,47, 49,49,49,49,0,
0,0,0,0,0, 0,0,26,0,0, // 100
0,0,0,0,0, 0,0,0,46,46,
0,0,0,0,0, 0,0,0,0,0,
0,0,0,0,0, 0,0,0,0,0,
0,0,0,48,48,48,48,48,48,51,
51,51,52,52,52,54,54,54,54,0, // 150
0,0,0,0,26,26,0,0,0,50,
23,0,0,0,0,0,0,0,23,23,
0,0,0,55,23,36,31,0,0,0};
extern rectangle windRect;
extern long anim_ticks;
extern tessel_ref_t bg[];
extern sf::RenderWindow mainPtr;
extern short which_combat_type;
extern eGameMode overall_mode;
extern bool boom_anim_active;
extern sf::RenderTexture terrain_screen_gworld;
extern rectangle sbar_rect,item_sbar_rect,shop_sbar_rect;
extern std::shared_ptr<cScrollbar> text_sbar,item_sbar,shop_sbar;
extern std::shared_ptr<cButton> done_btn, help_btn;
extern location center;
extern location store_anim_ul;
extern char light_area[13][13];
extern char unexplored_area[13][13];
extern tessel_ref_t bw_pats[6];
extern short combat_posing_monster , current_working_monster ; // 0-5 PC 100 + x - monster x
extern short store_talk_face_pic;
extern cUniverse univ;
extern cCustomGraphics spec_scen_g;
extern bool fog_lifted;
extern const short alch_difficulty[20];
extern const eItemAbil alch_ingred1[20];
extern const eItemAbil alch_ingred2[20];
extern enum_map(eGuiArea, rectangle) win_to_rects;
// Talk vars
extern eGameMode store_pre_talk_mode;
extern short store_personality,store_personality_graphic;
extern sf::RenderTexture talk_gworld;
extern bool talk_end_forced;
extern std::string old_str1,old_str2,one_back1,one_back2;
extern rectangle talk_area_rect, word_place_rect;
extern std::string title_string;
extern mon_num_t store_monst_type;
std::vector<word_rect_t> talk_words;
// Shop vars
extern cShop active_shop;
extern eGameMode store_pre_shop_mode;
extern enum_map(eShopArea, rectangle) shopping_rects[8];
extern rectangle bottom_help_rects[4];
extern rectangle shop_name_str;
extern rectangle shop_frame ;
extern rectangle shop_done_rect;
extern char *heal_types[];
extern short heal_costs[8];
extern std::vector<int> shop_array;
// Missile anim vars
struct store_missile_type {
location dest;
miss_num_t missile_type; // -1 no miss
short path_type,x_adj,y_adj;
};
struct store_boom_type {
location dest;
short val_to_place,offset;
short place_type; // 0 - on spot, 1 - random area near spot
short boom_type; // -1 no miss
short x_adj,y_adj;
};
store_missile_type store_missiles[30];
store_boom_type store_booms[30];
bool have_missile,have_boom;
rectangle explode_place_rect[30];
char last_light_mask[13][13];
void apply_unseen_mask() {
rectangle base_rect = {9,9,53,45},to_rect,big_to = {13,13,337,265};
bool need_bother = false;
if(!get_bool_pref("DrawTerrainFrills", true) || fog_lifted)
return;
if((is_combat()) && (which_combat_type == 0))
return;
if(!(is_out()) && (univ.town->lighting_type > 0))
return;
for(short i = 0; i < 11; i++)
for(short j = 0; j < 11; j++)
if(unexplored_area[i + 1][j + 1] == 1)
need_bother = true;
if(!need_bother)
return;
for(short i = 0; i < 11; i++)
for(short j = 0; j < 11; j++)
if(unexplored_area[i + 1][j + 1] == 1) {
to_rect = base_rect;
to_rect.offset(-28 + i * 28,-36 + 36 * j);
to_rect &= big_to;
tileImage(terrain_screen_gworld, to_rect, bw_pats[3], sf::BlendAlpha);
}
}
void apply_light_mask(bool onWindow) {
static Region dark_mask_region;
rectangle temp = {0,0,108,84},paint_rect,base_rect = {0,0,36,28};
rectangle big_to = {13,13,337,265};
bool same_mask = true;
if(!get_bool_pref("DrawTerrainFrills", true) || fog_lifted)
return;
if(is_out() || overall_mode == MODE_RESTING)
return;
if(univ.town->lighting_type == 0)
return;
if(onWindow) {
mainPtr.setActive(false);
fill_region(mainPtr, dark_mask_region, sf::Color::Black);
mainPtr.setActive();
return;
}
// Process the light array
for(short i = 1; i < 12; i++)
for(short j = 1; j < 12; j++)
if((light_area[i - 1][j - 1] >= 1) && (light_area[i + 1][j - 1] >= 1) &&
(light_area[i - 1][j] >= 1) && (light_area[i + 1][j] >= 1) &&
(light_area[i - 1][j + 1] >= 1) && (light_area[i + 1][j + 1] >= 1) &&
(light_area[i][j - 1] >= 1) && (light_area[i][j + 1] >= 1)) {
light_area[i][j] = 2;
}
for(short i = 1; i < 12; i++)
for(short j = 1; j < 12; j++)
if((light_area[i - 1][j - 1] >= 2) && (light_area[i + 1][j - 1] >= 2) &&
(light_area[i - 1][j] >= 2) && (light_area[i + 1][j] >= 2) &&
(light_area[i - 1][j + 1] >= 2) && (light_area[i + 1][j + 1] >= 2) &&
(light_area[i][j - 1] >= 2) && (light_area[i][j + 1] >= 2)) {
light_area[i][j] = 3;
}
for(short i = 0; i < 13; i++)
for(short j = 0; j < 13; j++)
if(last_light_mask[i][j] != light_area[i][j])
same_mask = false;
if(same_mask) {
return;
}
std::cout << "Current light mask:\n";
for(short i = 0; i < 13; i++) {
for(short j = 0; j < 13; j++)
std::cout << int(light_area[j][i]) << ' ';
std::cout << '\n';
}
dark_mask_region.clear();
dark_mask_region.addRect(big_to);
for(short i = 0; i < 13; i++)
for(short j = 0; j < 13; j++)
last_light_mask[i][j] = light_area[i][j];
for(short i = 1; i < 12; i++)
for(short j = 1; j < 12; j++) {
if(light_area[i][j] == 2) {
int xOffset = 13 + 28 * (i - 3), yOffset = 13 + 36 * (j - 3);
Region oval_region;
oval_region.addEllipse(temp);
oval_region.offset(xOffset, yOffset);
dark_mask_region -= oval_region;
}
if(light_area[i][j] == 3) {
paint_rect = base_rect;
paint_rect.offset(13 + 28 * (i - 2),13 + 36 * (j - 2));
paint_rect.right += 28;
paint_rect.bottom += 36;
Region temp_rect_rgn;
temp_rect_rgn.addRect(paint_rect);
dark_mask_region -= temp_rect_rgn;
if(light_area[i + 1][j] == 3) light_area[i + 1][j] = 0;
if(light_area[i + 1][j + 1] == 3) light_area[i + 1][j + 1] = 0;
if(light_area[i][j + 1] == 3) light_area[i][j + 1] = 0;
}
}
dark_mask_region.offset(5,5);
}
void start_missile_anim() {
if(boom_anim_active)
return;
boom_anim_active = true;
for(short i = 0; i < 30; i++) {
store_missiles[i].missile_type = -1;
store_booms[i].boom_type = -1;
}
for(short i = 0; i < 6; i++)
univ.party[i].marked_damage = 0;
for(short i = 0; i < univ.town.monst.size(); i++)
univ.town.monst[i].marked_damage = 0;
have_missile = false;
have_boom = false;
}
void end_missile_anim() {
boom_anim_active = false;
}
void add_missile(location dest,miss_num_t missile_type,short path_type,short x_adj,short y_adj) {
if(!boom_anim_active)
return;
if(!get_bool_pref("DrawTerrainFrills", true))
return;
// lose redundant missiles
for(short i = 0; i < 30; i++)
if((store_missiles[i].missile_type >= 0) && (dest == store_missiles[i].dest))
return;
for(short i = 0; i < 30; i++)
if(store_missiles[i].missile_type < 0) {
have_missile = true;
store_missiles[i].dest = dest;
store_missiles[i].missile_type =missile_type;
store_missiles[i].path_type =path_type;
store_missiles[i].x_adj =x_adj;
store_missiles[i].y_adj =y_adj;
return;
}
}
void run_a_missile(location from,location fire_to,miss_num_t miss_type,short path,short sound_num,short x_adj,short y_adj,short len) {
start_missile_anim();
add_missile(fire_to,miss_type,path, x_adj, y_adj);
do_missile_anim(len,from, sound_num);
end_missile_anim();
}
void run_a_boom(location boom_where,short type,short x_adj,short y_adj,short snd) {
if((type < 0) || (type > 2))
return;
start_missile_anim();
add_explosion(boom_where,-1,0,type, x_adj, y_adj);
do_explosion_anim(5,0,snd);
end_missile_anim();
}
void mondo_boom(location l,short type,short snd) {
start_missile_anim();
for(short i = 0; i < 12; i++)
add_explosion(l,-1,1,type,0,0);
do_explosion_anim(5,0,snd);
end_missile_anim();
}
void add_explosion(location dest,short val_to_place,short place_type,short boom_type,short x_adj,short y_adj) {
if(!get_bool_pref("DrawTerrainFrills", true))
return;
if(!boom_anim_active)
return;
// lose redundant explosions
for(short i = 0; i < 30; i++)
if((store_booms[i].boom_type >= 0) && (dest == store_booms[i].dest)
&& (place_type == 0)) {
if(val_to_place > 0)
store_booms[i].val_to_place = val_to_place;
return;
}
for(short i = 0; i < 30; i++)
if(store_booms[i].boom_type < 0) {
have_boom = true;
store_booms[i].offset = (i == 0) ? 0 : -1 * get_ran(1,0,2);
store_booms[i].dest = dest;
store_booms[i].val_to_place = val_to_place;
store_booms[i].place_type = place_type;
store_booms[i].boom_type = boom_type;
store_booms[i].x_adj =x_adj;
store_booms[i].y_adj =y_adj;
return;
}
}
void do_missile_anim(short num_steps,location missile_origin,short sound_num) {
// TODO: Get rid of temp_rect, at least
rectangle temp_rect, missile_origin_base = {1,1,17,17},to_rect,from_rect;
short store_missile_dir;
location start_point,finish_point[30];
location screen_ul;
short x1[30],x2[30],y1[30],y2[30]; // for path paramaterization
rectangle missile_place_rect[30],missile_origin_rect[30];
location current_terrain_ul = win_to_rects[WINRECT_TERVIEW].topLeft();
if(!have_missile || !boom_anim_active) {
boom_anim_active = false;
return;
}
if(std::all_of(store_missiles, store_missiles + 30, [](const store_missile_type& m) {
return m.missile_type == 0;
})) return;
// make terrain_template contain current terrain all nicely
draw_terrain(1);
to_rect = rectangle(terrain_screen_gworld);
to_rect.bottom -= 10; // Adjust for pointing buttons
rectangle oldBounds = to_rect;
to_rect.offset(current_terrain_ul);
rect_draw_some_item(terrain_screen_gworld.getTexture(),oldBounds,mainPtr,to_rect);
mainPtr.setActive(false);
// init missile paths
for(short i = 0; i < 30; i++) {
if((store_missiles[i].missile_type >= 0) && (missile_origin == store_missiles[i].dest))
store_missiles[i].missile_type = -1;
}
screen_ul.x = center.x - 4; screen_ul.y = center.y - 4;
start_point.x = 13 + 14 + 28 * (short) (missile_origin.x - screen_ul.x);
start_point.y = 13 + 18 + 36 * (short) (missile_origin.y - screen_ul.y);
for(short i = 0; i < 30; i++)
if(store_missiles[i].missile_type >= 0) {
finish_point[i].x = 1 + 13 + 14 + store_missiles[i].x_adj + 28 * (short) (store_missiles[i].dest.x - screen_ul.x);
finish_point[i].y = 1 + 13 + 18 + store_missiles[i].y_adj + 36 * (short) (store_missiles[i].dest.y - screen_ul.y);
// note ... +1 at beginning is put in to prevent infinite slope
if(store_missiles[i].missile_type < 7) {
store_missile_dir = get_missile_direction(start_point,finish_point[i]);
missile_origin_rect[i] = missile_origin_base;
missile_origin_rect[i].offset(18 * store_missile_dir,18 * store_missiles[i].missile_type);
}
else {
missile_origin_rect[i] = missile_origin_base;
missile_origin_rect[i].offset(0,18 * store_missiles[i].missile_type);
}
// x1 slope x2 start pt
x1[i] = finish_point[i].x - start_point.x;
x2[i] = start_point.x;
y1[i] = finish_point[i].y - start_point.y;
y2[i] = start_point.y;
}
else missile_place_rect[i] = rectangle();
play_sound(-1 * sound_num);
sf::Texture& missiles_gworld = *ResMgr::graphics.get("missiles");
// Now, at last, launch missile
for(short t = 0; t < num_steps; t++) {
draw_terrain();
for(short i = 0; i < 30; i++)
if(store_missiles[i].missile_type >= 0) {
// Where place?
temp_rect = missile_origin_base;
temp_rect.offset(-8 + x2[i] + (x1[i] * t) / num_steps,
-8 + y2[i] + (y1[i] * t) / num_steps);
temp_rect.offset(current_terrain_ul);
// now adjust for different paths
if(store_missiles[i].path_type == 1)
temp_rect.offset(0, -1 * (t * (num_steps - t)) / 100);
missile_place_rect[i] = temp_rect;
// Now put in missile
if(store_missiles[i].missile_type < 1000) {
from_rect = missile_origin_rect[i];
if(store_missiles[i].missile_type >= 7)
from_rect.offset(18 * (t % 8),0);
rect_draw_some_item(missiles_gworld,from_rect, mainPtr,temp_rect,sf::BlendAlpha);
} else {
// Custom missile graphics
// TODO: Test this!
int step = missile_origin_rect[i].left / 18;
miss_num_t base = store_missiles[i].missile_type;
bool isParty = false;
if(base >= 10000) {
isParty = true;
base -= 10000;
} else base -= 1000;
base += step % 4;
std::shared_ptr<const sf::Texture> from_gw = nullptr;
graf_pos_ref(from_gw, from_rect) = spec_scen_g.find_graphic(base, isParty);
if(from_gw == nullptr) continue;
from_rect.width() = 18;
from_rect.height() = 18;
if(step >= 4)
from_rect.offset(0,18);
rect_draw_some_item(*from_gw,from_rect, mainPtr,temp_rect,sf::BlendAlpha);
}
}
mainPtr.setActive();
mainPtr.display();
sf::sleep(sf::milliseconds(2 + 5 * get_int_pref("GameSpeed")));
}
// Exit gracefully, and clean up screen
for(short i = 0; i < 30; i++)
store_missiles[i].missile_type = -1;
to_rect = rectangle(terrain_screen_gworld);
to_rect.bottom -= 10; // Adjust for pointing buttons
rectangle oldRect = to_rect;
to_rect.offset(current_terrain_ul);
rect_draw_some_item(terrain_screen_gworld.getTexture(),oldRect,mainPtr,to_rect);
}
short get_missile_direction(location origin_point,location the_point) {
location store_dir;
short dir = 0;
// To reuse legacy code, will renormalize the_point, which is missile destination,
// so that origin_point is moved to (149,185) and the_point is moved in proportion
the_point.x += 149 - origin_point.x;
the_point.y += 185 - origin_point.y;
if((the_point.x < 135) & (the_point.y >= ((the_point.x * 34) / 10) - 293)
& (the_point.y <= (-1 * ((the_point.x * 34) / 10) + 663)))
store_dir.x--;
if((the_point.x > 163) & (the_point.y <= ((the_point.x * 34) / 10) - 350)
& (the_point.y >= (-1 * ((the_point.x * 34) / 10) + 721)))
store_dir.x++;
if((the_point.y < 167) & (the_point.y <= (the_point.x / 2) + 102)
& (the_point.y <= (-1 * (the_point.x / 2) + 249)))
store_dir.y--;
if((the_point.y > 203) & (the_point.y >= (the_point.x / 2) + 123)
& (the_point.y >= (-1 * (the_point.x / 2) + 268)))
store_dir.y++;
switch(store_dir.y) {
case 0:
dir = 4 - 2 * (store_dir.x); break;
case -1:
dir = (store_dir.x == -1) ? 7 : store_dir.x; break;
case 1:
dir = 4 - store_dir.x; break;
}
return dir;
}
// sound_num currently ignored
// special_draw - 0 normal 1 - first half 2 - second half
void do_explosion_anim(short /*sound_num*/,short special_draw, short snd) {
rectangle active_area_rect,to_rect,from_rect;
rectangle base_rect = {0,0,36,28},text_rect;
short temp_val,temp_val2;
location screen_ul;
short cur_boom_type = 0;
location current_terrain_ul = win_to_rects[WINRECT_TERVIEW].topLeft();;
short boom_type_sound[6] = {5,10,53,53,53,75};
if(!have_boom || !boom_anim_active) {
boom_anim_active = false;
return;
}
if(std::all_of(store_booms, store_booms + 30, [](const store_boom_type& b) {
return b.boom_type == 0;
})) return;
// make terrain_template contain current terrain all nicely
draw_terrain(1);
if(special_draw != 2) {
to_rect = rectangle(terrain_screen_gworld);
to_rect.bottom -= 10; // Adjust for pointing buttons
rectangle oldRect = to_rect;
to_rect.offset(current_terrain_ul);
rect_draw_some_item(terrain_screen_gworld.getTexture(),oldRect,mainPtr,to_rect);
}
TextStyle style;
style.font = FONT_BOLD;
style.pointSize = 10;
style.lineHeight = 10;
mainPtr.setActive(false);
// init missile paths
screen_ul.x = center.x - 4; screen_ul.y = center.y - 4;
for(short i = 0; i < 30; i++)
if((store_booms[i].boom_type >= 0) && (special_draw < 2)) {
cur_boom_type = store_booms[i].boom_type;
explode_place_rect[i] = base_rect;
explode_place_rect[i].offset(13 + 28 * (store_booms[i].dest.x - screen_ul.x) + store_booms[i].x_adj,
13 + 36 * (store_booms[i].dest.y - screen_ul.y) + store_booms[i].y_adj);
explode_place_rect[i].offset(current_terrain_ul);
if((store_booms[i].place_type == 1) && (special_draw < 2)) {
temp_val = get_ran(1,0,50) - 25;
temp_val2 = get_ran(1,0,50) - 25;
explode_place_rect[i].offset(temp_val,temp_val2);
}
}
else if(special_draw < 2)
explode_place_rect[i] = rectangle();
if(special_draw < 2) {
snd_num_t snd_num = snd;
if(snd == -1 && cur_boom_type < 6)
snd_num = boom_type_sound[cur_boom_type];
play_sound(-1 * snd_num);
}
sf::Texture& boom_gworld = *ResMgr::graphics.get("booms");
// Now, at last, do explosion
for(short t = (special_draw == 2) ? 6 : 0; t < ((special_draw == 1) ? 6 : 11); t++) { // t goes up to 10 to make sure screen gets cleaned up
draw_terrain();
// Now put in explosions
for(short i = 0; i < 30; i++)
if(store_booms[i].boom_type >= 0) {
if((t + store_booms[i].offset >= 0) && (t + store_booms[i].offset <= 7)) {
if(cur_boom_type >= 1000) {
std::shared_ptr<const sf::Texture> src_gworld;
graf_pos_ref(src_gworld, from_rect) = spec_scen_g.find_graphic(cur_boom_type - 1000 + t);
rect_draw_some_item(*src_gworld, from_rect, mainPtr, explode_place_rect[i], sf::BlendAlpha);
} else {
from_rect = base_rect;
from_rect.offset(28 * (t + store_booms[i].offset),36 * (1 + store_booms[i].boom_type));
rect_draw_some_item(boom_gworld,from_rect,mainPtr,explode_place_rect[i],sf::BlendAlpha);
}
if(store_booms[i].val_to_place > 0) {
text_rect = explode_place_rect[i];
text_rect.top += 13;
text_rect.height() = 10;
std::string dam_str = std::to_string(store_booms[i].val_to_place);
style.colour = Colours::WHITE;
text_rect.offset(-1,-1);
win_draw_string(mainPtr,text_rect,dam_str,eTextMode::CENTRE,style);
text_rect.offset(2,2);
win_draw_string(mainPtr,text_rect,dam_str,eTextMode::CENTRE,style);
style.colour = Colours::BLACK;
text_rect.offset(-1,-1);
win_draw_string(mainPtr,text_rect,dam_str,eTextMode::CENTRE,style);
mainPtr.setActive();
}
}
}
//if(((PSD[SDF_GAME_SPEED] == 1) && (t % 3 == 0)) || ((PSD[SDF_GAME_SPEED] == 2) && (t % 2 == 0)))
mainPtr.setActive();
mainPtr.display();
sf::sleep(time_in_ticks(2 * (1 + get_int_pref("GameSpeed"))));
}
// Exit gracefully, and clean up screen
for(short i = 0; i < 30; i++)
if(special_draw != 1)
store_booms[i].boom_type = -1;
}
void click_shop_rect(rectangle area_rect) {
draw_shop_graphics(1,area_rect);
mainPtr.display();
play_sound(37, time_in_ticks(5));
draw_shop_graphics(0,area_rect);
}
graf_pos calc_item_rect(int num,rectangle& to_rect) {
if(num >= 1000) return spec_scen_g.find_graphic(num - 1000);
rectangle from_rect = {0,0,18,18};
std::shared_ptr<const sf::Texture> from_gw;
if(num < 55) {
from_gw = &ResMgr::graphics.get("objects");
from_rect = calc_rect(num % 5, num / 5);
}else{
from_gw = &ResMgr::graphics.get("tinyobj");
to_rect.inset(5,9);
from_rect.offset(18 * (num % 10), 18 * (num / 10));
}
return std::make_pair(from_gw, from_rect);
}
// mode 1 - drawing dark for button press
void draw_shop_graphics(bool pressed,rectangle clip_area_rect) {
rectangle area_rect,item_info_from = {11,42,24,56};
rectangle face_rect = {6,6,38,38};
rectangle title_rect = {15,48,42,260};
rectangle dest_rect,help_from = {85,36,101,54};
rectangle shopper_name = {44,6,56,260};
long current_pos;
short cur_cost;
static const char*const cost_strs[] = {
"Extremely Cheap","Very Reasonable","Pretty Average","Somewhat Pricey",
"Expensive","Exorbitant","Utterly Ridiculous"};
cItem base_item;
if(overall_mode != MODE_SHOPPING) {
return;
}
TextStyle style;
style.font = FONT_DUNGEON;
style.pointSize = 18;
talk_gworld.setActive(false);
if(pressed) {
clip_rect(talk_gworld, clip_area_rect);
}
area_rect = rectangle(talk_gworld);
frame_rect(talk_gworld, area_rect, Colours::BLACK);
area_rect.inset(1,1);
tileImage(talk_gworld, area_rect,bg[12]);
frame_rect(talk_gworld, shop_frame, Colours::BLACK);
// Place store icon
if(!pressed) {
rectangle from_rect = {0,0,32,32};
std::shared_ptr<const sf::Texture> from_gw;
int i = std::max<int>(0, active_shop.getFace());
if(i >= 1000) {
graf_pos_ref(from_gw, from_rect) = spec_scen_g.find_graphic(i - 1000);
} else {
from_rect.offset(32 * (i % 10),32 * (i / 10));
from_gw = &ResMgr::graphics.get("talkportraits");
}
rect_draw_some_item(*from_gw, from_rect, talk_gworld, face_rect);
}
// Place name of store and shopper name
style.colour = Colours::SHADOW;
style.lineHeight = 18;
dest_rect = title_rect;
dest_rect.offset(1,1);
win_draw_string(talk_gworld,dest_rect,active_shop.getName(),eTextMode::LEFT_TOP,style);
dest_rect.offset(-1,-1);
style.colour = Colours::TITLE_BLUE;
win_draw_string(talk_gworld,dest_rect,active_shop.getName(),eTextMode::LEFT_TOP,style);
style.font = FONT_BOLD;
style.pointSize = 12;
style.colour = Colours::SHADOW;
std::ostringstream title;
switch(active_shop.getPrompt()) {
case eShopPrompt::HEALING:
title << "Healing for " << univ.current_pc().name << '.';
break;
case eShopPrompt::MAGE:
title << "Mage Spells for " << univ.current_pc().name << '.';
break;
case eShopPrompt::PRIEST:
title << "Priest Spells for " << univ.current_pc().name << '.';
break;
case eShopPrompt::SPELLS:
title << "Spells for " << univ.current_pc().name << '.';
break;
case eShopPrompt::TRAINING:
title << "Training for " << univ.current_pc().name << '.';
break;
case eShopPrompt::ALCHEMY:
title << "Buying Alchemy.";
break;
case eShopPrompt::SHOPPING:
title << "Shopping for " << univ.current_pc().name << '.';
break;
}
win_draw_string(talk_gworld,shopper_name,title.str(),eTextMode::LEFT_TOP,style);
if(pressed)
style.colour = Colours::TITLE_BLUE;
else
style.colour = Colours::BLACK;
sf::Texture& invenbtn_gworld = *ResMgr::graphics.get("invenbtns");
// Place all the items
for(short i = 0; i < 8; i++) {
current_pos = i + shop_sbar->getPosition();
if(current_pos >= shop_array.size() || shop_array[current_pos] < 0)
break; // theoretically, the second condition shouldn't happen
cShopItem item = active_shop.getItem(shop_array[current_pos]);
eSpell spell;
cur_cost = item.getCost(active_shop.getCostAdjust());
base_item = item.item;
std::string cur_name = base_item.full_name, cur_info_str;
rectangle from_rect, to_rect = shopping_rects[i][SHOPRECT_GRAPHIC];
std::shared_ptr<const sf::Texture> from_gw;
switch(item.type) {
case eShopItemType::ITEM:
base_item.ident = true;
cur_info_str = base_item.interesting_string();
break;
case eShopItemType::ALCHEMY:
cur_info_str = get_str("item-abilities", int(alch_ingred1[base_item.item_level]) + 1);
if(alch_ingred2[base_item.item_level] != eItemAbil::NONE) {
cur_info_str += " and " + get_str("item-abilities", int(alch_ingred2[base_item.item_level]) + 1);
}
break;
case eShopItemType::MAGE_SPELL:
spell = cSpell::fromNum(eSkill::MAGE_SPELLS, base_item.item_level);
cur_info_str = "Level: " + std::to_string((*spell).level) + " SP: " + std::to_string((*spell).cost);
break;
case eShopItemType::PRIEST_SPELL:
spell = cSpell::fromNum(eSkill::PRIEST_SPELLS, base_item.item_level);
cur_info_str = "Level: " + std::to_string((*spell).level) + " SP: " + std::to_string((*spell).cost);
break;
case eShopItemType::SKILL:
cur_info_str = "Increase skill by 1";
break;
default: // Healing
cur_info_str = "";
break;
}
graf_pos_ref(from_gw, from_rect) = calc_item_rect(base_item.graphic_num,to_rect);
rect_draw_some_item(*from_gw, from_rect, talk_gworld, to_rect, sf::BlendAlpha);
// Now draw item
style.pointSize = 12;
style.lineHeight = 12;
win_draw_string(talk_gworld,shopping_rects[i][SHOPRECT_ITEM_NAME],cur_name,eTextMode::WRAP,style);
cur_name = std::to_string(cur_cost);
rectangle cost_rect = shopping_rects[i][SHOPRECT_ITEM_COST];
cost_rect.left = cost_rect.right - string_length(cur_name, style) - 10;
win_draw_string(talk_gworld,cost_rect,cur_name,eTextMode::WRAP,style);
cost_rect.left = cost_rect.right - 7;
cost_rect.top += 3;
cost_rect.height() = 7;
rect_draw_some_item(invenbtn_gworld, {0, 29, 7, 36}, talk_gworld, cost_rect, sf::BlendAlpha);
style.pointSize = 10;
win_draw_string(talk_gworld,shopping_rects[i][SHOPRECT_ITEM_EXTRA],cur_info_str,eTextMode::WRAP,style);
rect_draw_some_item(invenbtn_gworld,item_info_from,talk_gworld,shopping_rects[i][SHOPRECT_ITEM_HELP],pressed ? sf::BlendNone : sf::BlendAlpha);
}
// Finally, cost info and help strs
title.str("");
title << "Prices here are " << cost_strs[active_shop.getCostAdjust()] << '.';
style.pointSize = 10;
style.lineHeight = 12;
win_draw_string(talk_gworld,bottom_help_rects[0],title.str(),eTextMode::WRAP,style);
win_draw_string(talk_gworld,bottom_help_rects[1],"Click on item name (or type 'a'-'h') to buy.",eTextMode::WRAP,style);
win_draw_string(talk_gworld,bottom_help_rects[2],"Hit done button (or Esc.) to quit.",eTextMode::WRAP,style);
win_draw_string(talk_gworld,bottom_help_rects[3],"'I' button brings up description.",eTextMode::WRAP,style);
undo_clip(talk_gworld);
talk_gworld.setActive();
talk_gworld.display();
refresh_shopping();
if(shop_sbar->getMaximum() > 0)
shop_sbar->show();
else shop_sbar->hide();
done_btn->show();
}
void refresh_shopping() {
rectangle from_rect(talk_gworld);
rectangle to_rect = from_rect;
to_rect.offset(talk_gword_offset_x, talk_gword_offset_y);
rect_draw_some_item(talk_gworld.getTexture(),from_rect,mainPtr,to_rect);
}
static void place_talk_face() {
rectangle face_rect = {6,6,38,38};
face_rect.offset(talk_area_rect.topLeft());
mainPtr.setActive();
short face_to_draw = univ.scenario.scen_monsters[store_monst_type].default_facial_pic;
if(store_talk_face_pic >= 0)
face_to_draw = store_talk_face_pic;
if(store_talk_face_pic >= 1000) {
cPict::drawAt(mainPtr, face_rect, store_talk_face_pic, PIC_CUSTOM_TALK, false);
}
else {
if(face_to_draw == NO_PIC) {
short i = get_monst_picnum(store_monst_type);
cPict::drawAt(mainPtr, face_rect, i, get_monst_pictype(store_monst_type), false);
} else cPict::drawAt(mainPtr, face_rect, face_to_draw, PIC_TALK, false);
}
}
void click_talk_rect(word_rect_t word) {
rectangle talkRect(talk_gworld), wordRect(word.rect);
mainPtr.setActive();
rect_draw_some_item(talk_gworld.getTexture(),talkRect,mainPtr,talk_area_rect);
wordRect.offset(talk_area_rect.topLeft());
TextStyle style;
style.font = FONT_DUNGEON;
style.pointSize = 18;
style.lineHeight = 18;
style.colour = word.on;
win_draw_string(mainPtr, wordRect, word.word, eTextMode::WRAP, style);
place_talk_face();
mainPtr.display();
play_sound(37, time_in_ticks(5));
rect_draw_some_item(talk_gworld.getTexture(),talkRect,mainPtr,talk_area_rect);
place_talk_face();
}
// color 0 - regular 1 - darker
void place_talk_str(std::string str_to_place,std::string str_to_place2,short color,rectangle c_rect) {
rectangle area_rect;
rectangle title_rect = {19,48,42,260};
rectangle dest_rect,help_from = {46,60,59,76};
sf::Text str_to_draw;
talk_gworld.setActive(false);
TextStyle style;
style.font = FONT_DUNGEON;
style.pointSize = 18;
if(c_rect.right > 0) {
mainPtr.setActive(false);
c_rect.offset(talk_area_rect.topLeft());
clip_rect(mainPtr, c_rect);
}
area_rect = rectangle(talk_gworld);
frame_rect(talk_gworld, area_rect, sf::Color::Black);
area_rect.inset(1,1);
tileImage(talk_gworld, area_rect,bg[12]);
// Place name oftalkee
style.colour = Colours::SHADOW;
style.lineHeight = 18;
dest_rect = title_rect;
dest_rect.offset(1,1);
win_draw_string(talk_gworld,dest_rect,title_string,eTextMode::LEFT_TOP,style);
dest_rect.offset(-1,-1);
style.colour = Colours::TITLE_BLUE;
win_draw_string(talk_gworld,dest_rect,title_string,eTextMode::LEFT_TOP,style);
// Place buttons at bottom.
if(color == 0)
style.colour = Colours::DARK_GREEN;
else
style.colour = Colours::LIGHT_GREEN;
for(short i = 0; i < 9; i++) {
if(!talk_end_forced || i == 6 || i == 5)
win_draw_string(talk_gworld,talk_words[i].rect,talk_words[i].word,eTextMode::LEFT_TOP,style);
}
style.colour = Colours::NAVY;
// First determine the offsets of clickable words.
// The added spaces ensure that end-of-word boundaries are found
std::string str = str_to_place + " |" + str_to_place2 + " ";
std::vector<hilite_t> hilites;
std::vector<int> nodes;
int wordStart = 0, wordEnd = 0;
for(size_t i = 0; i < str.length(); i++) {
char c = str[i];
if(isalpha(c) || c == '-' || c == '\'') {
if(wordStart <= wordEnd) wordStart = i;
} else if(wordEnd <= wordStart) {
wordEnd = i;
short node = scan_for_response(str.c_str() + wordStart);
if(node >= 0) {
nodes.push_back(node);
hilites.push_back({wordStart, wordEnd});
}
}
}
std::vector<rectangle> word_rects = draw_string_hilite(talk_gworld, word_place_rect, str, style, hilites, color ? Colours::DARK_BLUE : Colours::DARK_RED);
if(!talk_end_forced) {
// Now build the list of word rects
for(size_t i = 0; i < hilites.size(); i++) {
word_rect_t thisRect;
thisRect.word = str.substr(hilites[i].first, hilites[i].second - hilites[i].first);
thisRect.rect = word_rects[i];
thisRect.node = nodes[i];
thisRect.on = Colours::DARK_BLUE;
thisRect.off = Colours::NAVY; // Note: "off" is never used
talk_words.push_back(thisRect);
}
}
talk_gworld.setActive();
rectangle oldRect(talk_gworld);
undo_clip(talk_gworld);
talk_gworld.display();
// Finally place processed graphics
mainPtr.setActive();
rect_draw_some_item(talk_gworld.getTexture(),oldRect,mainPtr,talk_area_rect);
// I have no idea what this check is for; I'm jsut preserving it in case it was important
if(c_rect.right == 0) place_talk_face();
}
void refresh_talking() {
rectangle tempRect(talk_gworld);
rect_draw_some_item(talk_gworld.getTexture(),tempRect,mainPtr,talk_area_rect);
place_talk_face();
}
short scan_for_response(const char *str) {
if(strnicmp(str, " ", 4) == 0) return -1;
cSpeech talk = univ.town.cur_talk();
for(short i = 0; i < talk.talk_nodes.size(); i++) {
cSpeech::cNode node = talk.talk_nodes[i];
short personality = node.personality;
if(personality == -1) continue;
if(personality != store_personality && personality != -2)
continue;
if(strnicmp(str, node.link1, 4) == 0) return i;
if(strnicmp(str, node.link2, 4) == 0) return i;
}
return -1;
}