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gamewin.cc
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gamewin.cc
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/**
** Gamewin.cc - X-windows Ultima7 map browser.
**
** Written: 7/22/98 - JSF
**/
/*
*
* Copyright (C) 1998-1999 Jeffrey S. Freedman
* Copyright (C) 2000-2013 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <cstdlib>
#include <cstring>
#include <cstdarg>
#include <cstdio>
#include "Astar.h"
#include "Audio.h"
#include "Configuration.h"
#include "chunks.h"
#include "gamemap.h"
#include "Face_stats.h"
#include "Flex.h"
#include "Gump.h"
#include "Gump_manager.h"
#include "actions.h"
#include "monsters.h"
#include "animate.h"
#include "barge.h"
#include "cheat.h"
#include "chunkter.h"
#include "combat_opts.h"
#include "delobjs.h"
#include "dir.h"
#include "effects.h"
#include "egg.h"
#include "exult.h"
#include "files/U7file.h"
#include "flic/playfli.h"
#include "fnames.h"
#include "game.h"
#include "gamewin.h"
#include "gameclk.h"
#include "gamerend.h"
#include "items.h"
//#include "jawbone.h" // CHECKME: this doesn't seem to be needed
#include "keys.h"
#include "mouse.h"
#include "npcnear.h"
#include "objiter.h"
#include "paths.h"
#include "schedule.h"
#include "spellbook.h"
#include "ucmachine.h"
#include "ucsched.h" /* Only used to flush objects. */
#include "utils.h"
#include "virstone.h"
#include "mappatch.h"
#include "version.h"
#include "drag.h"
#include "glshape.h"
#include "party.h"
#include "Notebook_gump.h"
#include "AudioMixer.h"
#include "combat.h"
#include "keyactions.h"
#include "monstinf.h"
#include "usefuns.h"
#include "audio/midi_drivers/XMidiFile.h"
#ifdef USE_EXULTSTUDIO
#include "server.h"
#include "servemsg.h"
#endif
#ifndef UNDER_EMBEDDED_CE
using std::cerr;
using std::cout;
using std::endl;
using std::istream;
using std::ifstream;
using std::ios;
using std::memcpy;
using std::memset;
using std::ofstream;
using std::rand;
using std::strcmp;
using std::strcpy;
using std::string;
using std::strlen;
using std::srand;
using std::vector;
#endif
// THE game window:
Game_window *Game_window::game_window = 0;
/*
* Provide chirping birds.
*/
class Background_noise : public Time_sensitive {
int repeats; // Repeats in quick succession.
int last_sound; // # of last sound played.
Game_window *gwin;
enum Song_states {
Invalid,
Outside,
Dungeon,
Nighttime,
RainStorm,
SnowStorm,
DangerNear
} laststate; // Last state for SFX music tracks,
// 1 outside, 2 dungeon, 3 nighttime, 4 rainstorm,
// 5 snowstorm, 6 for danger nearby
public:
Background_noise(Game_window *gw) : repeats(0), last_sound(-1),
gwin(gw), laststate(Invalid) {
gwin->get_tqueue()->add(5000, this, 0L);
}
virtual ~Background_noise() {
gwin->get_tqueue()->remove(this);
}
virtual void handle_event(unsigned long curtime, uintptr udata);
static bool is_combat_music(int num) {
// Lumping music 16 as if it were a combat music in order to simplify
// the check.
return (num >= Audio::game_music(9) && num <= Audio::game_music(12)) ||
(num >= Audio::game_music(15) && num <= Audio::game_music(18));
}
};
/*
* Play background sound.
*/
void Background_noise::handle_event(
unsigned long curtime,
uintptr udata
) {
#ifndef COLOURLESS_REALLY_HATES_THE_BG_SFX
unsigned long delay = 8000;
Song_states currentstate;
int bghour = gwin->get_clock()->get_hour();
int weather = gwin->get_effects()->get_weather();
bool nighttime = bghour < 6 || bghour > 20;
bool nearby_hostile = gwin->is_hostile_nearby();
if (nearby_hostile && !gwin->in_combat())
currentstate = DangerNear;
else if (gwin->is_in_dungeon())
currentstate = Dungeon;
else if (weather == 2)
currentstate = RainStorm;
else if (weather == 1)
currentstate = SnowStorm;
else if (nighttime)
currentstate = Nighttime; //Night time
else
currentstate = Outside;
MyMidiPlayer *player = Audio::get_ptr()->get_midi();
// Lets allow this for Digital Muisc and MT32Emu only,
// for MT32/FakeMT32 conversion as well.
// if (player) {
//if (player && player->get_ogg_enabled()){
if (player && (player->get_ogg_enabled() || player->is_mt32())) {
delay = 1000; //Quickly get back to this function check
//We've got OGG so play the background SFX tracks
int curr_track = player->get_current_track();
// Testing. Original seems to allow crickets for all songs at night,
// except when in a dungeon. Also, only do it sometimes.
if (nighttime && currentstate != Dungeon && rand() % 6 == 0) {
//Play the cricket sounds at night
Audio::get_ptr()->play_sound_effect(Audio::game_sfx(61),
AUDIO_MAX_VOLUME - 30);
}
if ((curr_track == -1 || laststate != currentstate) &&
Audio::get_ptr()->is_music_enabled()) {
// Don't override bee cave music with dungeon music.
bool notbees = !GAME_BG || curr_track != 54;
// ++++ TODO: Need to come up with a way to replace repeating songs
// here, just so they don't loop forever.
// Conditions: not playing music, playing a background music
if (curr_track == -1 || gwin->is_bg_track(curr_track) ||
(((currentstate == Dungeon && notbees) ||
currentstate == DangerNear) && !is_combat_music(curr_track))) {
//Not already playing music
int tracknum = 255;
//Get the relevant track number.
if (nearby_hostile && !gwin->in_combat()) {
tracknum = Audio::game_music(10);
laststate = DangerNear;
} else if (gwin->is_in_dungeon()) {
//Start the SFX music track then
tracknum = Audio::game_music(52);
laststate = Dungeon;
} else if (weather == 1) { // Snowstorm
tracknum = Audio::game_music(5);
laststate = SnowStorm;
} else if (weather == 2) { // Rainstorm
tracknum = Audio::game_music(4);
laststate = RainStorm;
} else if (bghour < 6 || bghour > 20) {
tracknum = Audio::game_music(7);
laststate = Nighttime;
} else {
//Start the SFX music track then
tracknum = Audio::game_music(6);
laststate = Outside;
}
Audio::get_ptr()->start_music(tracknum, true);
}
}
}else {
Main_actor *ava = gwin->get_main_actor();
//Tests to see if track is playing the SFX tracks, possible
//when the game has been restored
//and the Audio option was changed from OGG to something else
if (player && player->get_current_track() >= Audio::game_music(4) &&
player->get_current_track() <= Audio::game_music(8))
player->stop_music();
//Not OGG so play the SFX sounds manually
// Only if outside.
if (ava && !gwin->is_main_actor_inside() &&
// +++++SI SFX's don't sound right.
Game::get_game_type() == BLACK_GATE) {
int sound; // BG SFX #.
static unsigned char bgnight[] = {61, 61, 255},
bgday[] = {82, 85, 85};
if (repeats > 0) // Repeating?
sound = last_sound;
else {
int hour = gwin->get_clock()->get_hour();
if (hour < 6 || hour > 20)
sound = bgnight[rand() % sizeof(bgnight)];
else
sound = bgday[rand() % sizeof(bgday)];
// Translate BG to SI #'s.
sound = Audio::game_sfx(sound);
last_sound = sound;
}
Audio::get_ptr()->play_sound_effect(sound);
repeats++; // Count it.
if (rand() % (repeats + 1) == 0)
// Repeat.
delay = 500 + rand() % 1000;
else {
delay = 4000 + rand() % 3000;
repeats = 0;
}
}
}
gwin->get_tqueue()->add(curtime + delay, this, udata);
#endif
}
/*
* Set renderer (OpenGL or normal SDL).
*/
void Set_renderer(
Image_window8 *win,
Palette *pal,
bool resize
) {
GL_manager *glman = GL_manager::get_instance();
#ifdef HAVE_OPENGL
delete glman;
glman = 0;
if (win->get_scaler() == Image_window::OpenGL) {
glman = new GL_manager();
glman->set_palette(pal);
if (resize)
glman->resized(win->get_full_width(), win->get_full_height(),
win->get_scale_factor());
}
#endif
// Tell shapes how to render.
Shape_frame::set_to_render(win->get_ib8(), glman);
}
#ifdef HAVE_OPENGL
/*
* Set palette and reset all textures. If given null palette, uses current
* game window palette.
*/
void GL_manager::set_palette(Palette *pal, bool rotation) {
Chunk_terrain::clear_glflats(rotation);
if (rotation) {
// Free only those that rotate.
GL_texshape *next = shapes;
while (next) {
GL_texshape *tex = next;
// Point to next element to be safe.
next = next->lru_next;
if (tex->has_palette_rotation()) {
// Unlink.
if (shapes == tex)
shapes = next;
if (tex->lru_next)
tex->lru_next->lru_prev = tex->lru_prev;
if (tex->lru_prev)
tex->lru_prev->lru_next = tex->lru_next;
delete tex;
}
}
} else // Kill them all.
while (shapes) {
GL_texshape *next = shapes->lru_next;
delete shapes;
shapes = next;
}
if (!palette)
palette = new unsigned char[768];
if (pal) {
for (int i = 0; i < 256; i++) {
// Palette colors are 0-63.
palette[3 * i] = 4 * pal->get_red(i);
palette[3 * i + 1] = 4 * pal->get_green(i);
palette[3 * i + 2] = 4 * pal->get_blue(i);
}
} else {
const unsigned char *cpal =
Game_window::get_instance()->get_win()->get_palette();
std::memcpy(palette, cpal, 768);
}
}
#endif
/*
* Set palette and reset all textures. If given null palette, uses current
* game window palette.
*/
bool Set_glpalette(Palette *pal, bool rotation) {
#ifdef HAVE_OPENGL
if (GL_manager::get_instance()) {
GL_manager::get_instance()->set_palette(pal, rotation);
return true;
}
#endif
return false;
}
/*
* Create game window.
*/
Game_window::Game_window(
int width, int height, bool fullscreen, int gwidth, int gheight, int scale, int scaler, Image_window::FillMode fillmode, unsigned int fillsclr // Window dimensions.
) :
dragging(0), effects(new Effects_manager(this)), map(new Game_map(0)),
render(new Game_render), gump_man(new Gump_manager),
party_man(new Party_manager), win(0),
npc_prox(new Npc_proximity_handler(this)), pal(0),
tqueue(new Time_queue()), background_noise(new Background_noise(this)),
usecode(0), combat(false), focus(true), ice_dungeon(false),
painted(false), ambient_light(false),
skip_above_actor(31), in_dungeon(0),
std_delay(c_std_delay), time_stopped(0), special_light(0),
theft_warnings(0), theft_cx(255), theft_cy(255),
moving_barge(0), main_actor(0), camera_actor(0), npcs(0), bodies(0),
removed(new Deleted_objects()), dirty(0, 0, 0, 0),
mouse3rd(false), fastmouse(false), double_click_closes_gumps(false),
text_bg(false), step_tile_delta(8), allow_right_pathfind(2),
#ifdef RED_PLASMA
load_palette_timer(0), plasma_start_color(0), plasma_cycle_range(0),
#endif
skip_lift(255), paint_eggs(false), armageddon(false),
walk_in_formation(false), debug(0), blits(0),
scrolltx_l(0), scrollty_l(0), scrolltx_lp(0), scrollty_lp(0),
scrolltx_lo(0), scrollty_lo(0), avposx_ld(0), avposy_ld(0),
lerping_enabled(0) {
memset(save_names, 0, sizeof(save_names));
game_window = this; // Set static ->.
clock = new Game_clock(tqueue);
shape_man = new Shape_manager();// Create the single instance.
maps.push_back(map); // Map #0.
// Create window.
win = new Image_window8(width, height, gwidth, gheight, scale, fullscreen, scaler, fillmode, fillsclr);
win->set_title("Exult Ultima7 Engine");
pal = new Palette();
Game_singletons::init(this); // Everything but 'usecode' exists.
Set_renderer(win, pal, true);
string str;
config->value("config/gameplay/textbackground", text_bg, -1);
config->value("config/gameplay/mouse3rd", str, "no");
if (str == "yes")
mouse3rd = true;
config->set("config/gameplay/mouse3rd", str, false);
config->value("config/gameplay/fastmouse", str, "no");
if (str == "yes")
fastmouse = true;
config->set("config/gameplay/fastmouse", str, false);
config->value("config/gameplay/double_click_closes_gumps", str, "no");
if (str == "yes")
double_click_closes_gumps = true;
config->set("config/gameplay/double_click_closes_gumps", str, false);
config->value("config/gameplay/combat/difficulty",
Combat::difficulty, 0);
config->set("config/gameplay/combat/difficulty",
Combat::difficulty, false);
config->value("config/gameplay/combat/charmDifficulty", str, "normal");
Combat::charmed_more_difficult = (str == "hard" ? true : false);
config->set("config/gameplay/combat/charmDifficulty", str, false);
config->value("config/gameplay/combat/mode", str, "original");
if (str == "keypause")
Combat::mode = Combat::keypause;
else
Combat::mode = Combat::original;
config->set("config/gameplay/combat/mode", str, false);
config->value("config/gameplay/combat/show_hits", str, "no");
Combat::show_hits = (str == "yes");
config->set("config/gameplay/combat/show_hits", str, false);
config->value("config/audio/disablepause", str, "no");
config->set("config/audio/disablepause", str, false);
config->value("config/gameplay/step_tile_delta", step_tile_delta, 8);
if (step_tile_delta < 1) step_tile_delta = 1;
config->set("config/gameplay/step_tile_delta", step_tile_delta, false);
config->value("config/gameplay/allow_right_pathfind", str, "double");
if (str == "no")
allow_right_pathfind = 0;
else if (str == "single")
allow_right_pathfind = 1;
config->set("config/gameplay/allow_right_pathfind", str, false);
// New 'formation' walking?
config->value("config/gameplay/formation", str, "yes");
// Assume "yes" on anything but "no".
walk_in_formation = str != "no";
config->set("config/gameplay/formation", walk_in_formation ? "yes" : "no",
false);
config->value("config/gameplay/smooth_scrolling", lerping_enabled, 0);
config->set("config/gameplay/smooth_scrolling", lerping_enabled, false);
config->value("config/gameplay/alternate_drop", str, "no");
alternate_drop = str == "yes";
config->set("config/gameplay/alternate_drop", alternate_drop ? "yes" : "no", false);
config->value("config/gameplay/allow_autonotes", str, "no");
allow_autonotes = str == "yes";
config->set("config/gameplay/allow_autonotes", allow_autonotes ? "yes" : "no", false);
config->value("config/gameplay/scroll_with_mouse", str, "no");
scroll_with_mouse = str == "yes";
config->set("config/gameplay/scroll_with_mouse",
scroll_with_mouse ? "yes" : "no", false);
// ShortcutBar
#ifdef __IPHONEOS__
config->value("config/shortcutbar/use_shortcutbar", str, "translucent");
#else
config->value("config/shortcutbar/use_shortcutbar", str, "no");
#endif
if(str == "no") {
use_shortcutbar = 0;
} else if(str == "yes") {
use_shortcutbar = 2;
} else {
str = "translucent";
use_shortcutbar = 1;
}
config->set("config/shortcutbar/use_shortcutbar", str, false);
#ifdef __IPHONEOS__
config->value("config/shortcutbar/use_outline_color", str, "black");
#else
config->value("config/shortcutbar/use_outline_color", str, "no");
#endif
if(str == "no") {
outline_color = NPIXCOLORS;
} else if(str == "green") {
outline_color = POISON_PIXEL;
} else if(str == "white") {
outline_color = PROTECT_PIXEL;
} else if(str == "yellow") {
outline_color = CURSED_PIXEL;
} else if(str == "blue") {
outline_color = CHARMED_PIXEL;
} else if(str == "red") {
outline_color = HIT_PIXEL;
} else if(str == "purple") {
outline_color = PARALYZE_PIXEL;
} else {
str = "black";
outline_color = BLACK_PIXEL;
}
config->set("config/shortcutbar/use_outline_color", str, false);
config->value("config/shortcutbar/hide_missing_items", str, "yes");
sb_hide_missing = str != "no";
config->set("config/shortcutbar/hide_missing_items", sb_hide_missing ? "yes" : "no", false);
config->write_back();
}
/*
* Blank out screen.
*/
void Game_window::clear_screen(bool update) {
win->fill8(0, win->get_full_width(), win->get_full_height(), win->get_start_x(), win->get_start_y());
// update screen
if (update)
show(1);
}
/*
* Deleting game window.
*/
Game_window::~Game_window(
) {
gump_man->close_all_gumps(true);
clear_world(false); // Delete all objects, chunks.
for (size_t i = 0; i < sizeof(save_names) / sizeof(save_names[0]); i++)
delete [] save_names[i];
delete shape_man;
delete gump_man;
delete party_man;
delete background_noise;
delete tqueue;
delete win;
delete dragging;
delete pal;
for (vector<Game_map *>::iterator it = maps.begin();
it != maps.end(); ++it)
delete *it;
delete usecode;
delete removed;
delete clock;
delete npc_prox;
delete effects;
delete render;
}
/*
* Abort.
*/
void Game_window::abort(
const char *msg,
...
) {
std::va_list ap;
va_start(ap, msg);
char buf[512];
vsprintf(buf, msg, ap); // Format the message.
cerr << "Exult (fatal): " << buf << endl;
delete this;
throw quit_exception(-1);
}
bool Game_window::is_bg_track(int num) { // ripped out of Background_noise
// Have to do it this way because of SI.
if (num == Audio::game_music(4) || num == Audio::game_music(5) ||
num == Audio::game_music(6) || num == Audio::game_music(7) ||
num == Audio::game_music(8) || num == Audio::game_music(52))
return true;
else
return false;
}
#if 0
#define BLEND(alpha, newc, oldc) ((newc*255L) - (oldc*(255L-alpha)))/alpha
void Analyze_xform(unsigned char *xform, int alpha, Palette *pal) {
long br = 0, bg = 0, bb = 0; // Trying to figure out blend color.
for (int i = 0; i < 256; i++) {
int xi = xform[i]; // Index of color mapped to.
br += BLEND(alpha, pal->get_red(xi), pal->get_red(i));
bg += BLEND(alpha, pal->get_green(xi), pal->get_green(i));
bb += BLEND(alpha, pal->get_blue(xi), pal->get_blue(i));
}
br /= 256; // Take average.
bg /= 256;
bb /= 256;
cout << "Blend (r,g,b) = " << br << ',' << bg << ',' << bb << endl;
}
#endif
void Game_window::init_files(bool cycle) {
#ifdef RED_PLASMA
// Display red plasma during load...
if (cycle)
setup_load_palette();
#endif
usecode = Usecode_machine::create();
Game_singletons::init(this); // Everything should exist here.
CYCLE_RED_PLASMA();
shape_man->load(); // All the .vga files!
CYCLE_RED_PLASMA();
unsigned long timer = SDL_GetTicks();
srand(timer); // Use time to seed rand. generator.
// Force clock to start.
tqueue->add(timer, clock, reinterpret_cast<uintptr>(this));
// Go to starting chunk
scrolltx_lp = scrolltx_l = scrolltx = game->get_start_tile_x();
scrollty_lp = scrollty_l = scrollty = game->get_start_tile_y();
scrolltx_lo = scrollty_lo = 0;
avposx_ld = avposy_ld = 0;
// initialize keybinder
delete keybinder;
keybinder = new KeyBinder();
std::string d, keyfilename;
d = "config/disk/game/" + Game::get_gametitle() + "/keys";
config->value(d.c_str(), keyfilename, "(default)");
if (keyfilename == "(default)") {
config->set(d.c_str(), keyfilename, true);
keybinder->LoadDefaults();
} else {
try {
keybinder->LoadFromFile(keyfilename.c_str());
} catch (file_open_exception &err) {
cerr << "Key mappings file '" << keyfilename << "' not found, falling back to default mappings." << endl;
keybinder->LoadDefaults();
}
}
keybinder->LoadFromPatch();
#ifdef UNDER_CE
// Take care of special WinCE D-PAD Options
int dpadopt;
config->value("config/gameplay/dpadopt", dpadopt, 3);
keybinder->WINCE_LoadFromDPADOPT(dpadopt);
#endif
CYCLE_RED_PLASMA();
int fps; // Init. animation speed.
config->value("config/video/fps", fps, 5);
if (fps <= 0)
fps = 5;
std_delay = 1000 / fps; // Convert to msecs. between frames.
}
/*
* Read any map. (This is for "multimap" games, not U7.)
*/
Game_map *Game_window::get_map(
int num // Should be > 0.
) {
if (num >= static_cast<int>(maps.size()))
maps.resize(num + 1);
if (maps[num] == 0) {
Game_map *newmap = new Game_map(num);
maps[num] = newmap;
maps[num]->init();
}
return maps[num];
}
/*
* Set current map to given #.
*/
void Game_window::set_map(
int num
) {
map = get_map(num);
if (!map)
abort("Map #d doesn't exist", num);
Game_singletons::gmap = map;
}
/*
* Get map patch list.
*/
Map_patch_collection *Game_window::get_map_patches() {
return map->get_map_patches();
}
/*
* Set/unset barge mode.
*/
void Game_window::set_moving_barge(
Barge_object *b
) {
if (b && b != moving_barge) {
b->gather(); // Will 'gather' on next move.
if (!b->contains(main_actor))
b->set_to_gather();
} else if (!b && moving_barge)
moving_barge->done(); // No longer 'barging'.
moving_barge = b;
}
/*
* Is character moving?
*/
bool Game_window::is_moving(
) {
return moving_barge ? moving_barge->is_moving()
: main_actor->is_moving();
}
/*
* Are we in dont_move mode?
*/
bool Game_window::main_actor_dont_move() {
return !cheat.in_map_editor() && main_actor != 0 && // Not if map-editing.
((main_actor->get_flag(Obj_flags::dont_move) != 0) ||
(main_actor->get_flag(Obj_flags::dont_render) != 0));
}
/*
* Are we in dont_move mode?
*/
bool Game_window::main_actor_can_act() {
return main_actor->can_act();
}
bool Game_window::main_actor_can_act_charmed() {
return main_actor->can_act_charmed();
}
/*
* Add time for a light spell.
*/
void Game_window::add_special_light(
int units // Light=500, GreatLight=5000.
) {
if (!special_light) { // Nothing in effect now?
special_light = clock->get_total_minutes();
clock->set_palette();
}
special_light += units / 20; // Figure ending time.
}
/*
* Set 'stop time' value.
*/
void Game_window::set_time_stopped(
long delay // Delay in ticks (1/1000 secs.),
// -1 to stop indefinitely, or 0
// to end.
) {
if (delay == -1)
time_stopped = -1;
else if (!delay)
time_stopped = 0;
else {
long new_expire = Game::get_ticks() + delay;
if (new_expire > time_stopped) // Set expiration time.
time_stopped = new_expire;
}
}
/*
* Return delay to expiration (or 3000 if indefinite).
*/
long Game_window::check_time_stopped(
) {
if (time_stopped == -1)
return 3000;
long delay = time_stopped - Game::get_ticks();
if (delay > 0)
return delay;
time_stopped = 0; // Done.
return 0;
}
/*
* Toggle combat mode.
*/
void Game_window::toggle_combat(
) {
combat = !combat;
// Change party member's schedules.
int newsched = combat ? Schedule::combat : Schedule::follow_avatar;
int cnt = party_man->get_count();
for (int i = 0; i < cnt; i++) {
int party_member = party_man->get_member(i);
Actor *person = get_npc(party_member);
if (!person)
continue;
if (!person->can_act_charmed())
newsched = Schedule::combat;
int sched = person->get_schedule_type();
if (sched != newsched && sched != Schedule::wait &&
sched != Schedule::loiter)
person->set_schedule_type(newsched);
}
if (!main_actor_can_act_charmed())
newsched = Schedule::combat;
if (main_actor->get_schedule_type() != newsched)
main_actor->set_schedule_type(newsched);
if (combat) { // Get rid of flee modes.
main_actor->ready_best_weapon();
set_moving_barge(0); // And get out of barge mode.
Actor *all[9];
int cnt = get_party(all, 1);
for (int i = 0; i < cnt; i++) {
// Did Usecode set to flee?
Actor *act = all[i];
if (act->get_attack_mode() == Actor::flee &&
!act->did_user_set_attack())
act->set_attack_mode(Actor::nearest);
// And avoid attacking party members,
// in case of Usecode bug.
Game_object *targ = act->get_target();
if (targ && targ->get_flag(Obj_flags::in_party))
act->set_target(0);
}
} else // Ending combat.
Combat::resume(); // Make sure not still paused.
if(g_shortcutBar)
g_shortcutBar->set_changed();
}
/*
* Add an NPC.
*/
void Game_window::add_npc(
Actor *npc,
int num // Number. Has to match npc->num.
) {
assert(num == npc->get_npc_num());
assert(num <= static_cast<int>(npcs.size()));
if (num == static_cast<int>(npcs.size())) // Add at end.
npcs.push_back(npc);
else {
// Better be unused.
assert(!npcs[num] || npcs[num]->is_unused());
delete npcs[num];
npcs[num] = npc;
}
}
/*
* Show desired NPC.
*/
void Game_window::locate_npc(
int npc_num
) {
char msg[80];
Actor *npc = get_npc(npc_num);
if (!npc) {
snprintf(msg, 80, "NPC %d does not exist.", npc_num);
effects->center_text(msg);
} else if (npc->is_pos_invalid()) {
snprintf(msg, 80, "NPC %d is not on the map.", npc_num);
effects->center_text(msg);
} else {
// ++++WHAT IF on a different map???
Tile_coord pos = npc->get_tile();
center_view(pos);
cheat.clear_selected();
cheat.append_selected(npc);
snprintf(msg, 80, "NPC %d: '%s'.", npc_num,
npc->get_npc_name().c_str());
int above = pos.tz + npc->get_info().get_3d_height() - 1;
if (skip_above_actor > above)
set_above_main_actor(above);
effects->center_text(msg);
}
}
/*
* Find first unused NPC #.
*/
int Game_window::get_unused_npc(
) {
int cnt = npcs.size(); // Get # in list.
int i = 0;
for (; i < cnt; i++) {
if (i >= 356 && i <= 359)
continue; // Never return these.
if (!npcs[i] || npcs[i]->is_unused())
break;
}
if (i >= 356 && i <= 359) {
// Special, 'reserved' cases.
i = 360;
do {
npcs.push_back(new Npc_actor("Reserved", 0));
npcs[cnt]->set_schedule_type(Schedule::wait);
npcs[cnt]->set_unused(true);
} while (++cnt < 360);
}
return i; // First free one is past the end.
}
/*
* Resize event occurred.
*/
void Game_window::resized(
unsigned int neww,
unsigned int newh,
bool newfs,
unsigned int newgw,
unsigned int newgh,
unsigned int newsc,
unsigned int newsclr,
Image_window::FillMode newfill,
unsigned int newfillsclr
) {
win->resized(neww, newh, newfs, newgw, newgh, newsc, newsclr, newfill, newfillsclr);
pal->apply(false);
Set_renderer(win, pal, true);
if (!main_actor) // In case we're before start.
return;
center_view(main_actor->get_tile());
paint();
// Do the following only if in game (not for menus)
if (!gump_man->gump_mode()) {
char msg[80];
snprintf(msg, 80, "%ux%ux%u", neww, newh, newsc);
effects->center_text(msg);
}
if(g_shortcutBar)
g_shortcutBar->set_changed();
Face_stats::UpdateButtons();
}
/*
* Clear out world's contents. Should be used during a 'restore'.
*/
void Game_window::clear_world(
bool restoremapedit
) {
bool edit = cheat.in_map_editor();
cheat.set_map_editor(false);
Combat::resume();
tqueue->clear(); // Remove all entries.
clear_dirty();
removed->flush(); // Delete.
Usecode_script::clear(); // Clear out all scheduled usecode.
// Most NPCs were deleted when the map is cleared; we have to deal with some stragglers.
for (vector<Actor *>::iterator it = npcs.begin();
it != npcs.end(); ++it)
if ((*it)->is_unused())
delete *it;
for (vector<Game_map *>::iterator it = maps.begin();
it != maps.end(); ++it)
(*it)->clear();
set_map(0); // Back to main map.
Monster_actor::delete_all(); // To be safe, del. any still around.
Notebook_gump::clear();
main_actor = 0;
camera_actor = 0;
num_npcs1 = 0;
theft_cx = theft_cy = -1;
combat = 0;
npcs.resize(0); // NPC's already deleted above.
bodies.resize(0);
moving_barge = 0; // Get out of barge mode.
special_light = 0; // Clear out light spells.
ambient_light = false; // And ambient lighting.
effects->remove_all_effects(false);
Schedule_change::clear();
cheat.set_map_editor(edit && restoremapedit);
}