-
Notifications
You must be signed in to change notification settings - Fork 41
/
boe.newgraph.cpp
957 lines (851 loc) · 30.9 KB
/
boe.newgraph.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
#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;
}