MenuManager::MenuManager(PowerManager *_powers, StatBlock *_stats, CampaignManager *_camp, ItemManager *_items) { powers = _powers; stats = _stats; powers = _powers; camp = _camp; items = _items; loadIcons(); hp = new MenuStatBar("hp"); menus.push_back(hp); // menus[0] mp = new MenuStatBar("mp"); menus.push_back(mp); // menus[1] xp = new MenuStatBar("xp"); menus.push_back(xp); // menus[2] effects = new MenuActiveEffects(icons); menus.push_back(effects); // menus[3] hudlog = new MenuHUDLog(); menus.push_back(hudlog); // menus[4] act = new MenuActionBar(powers, stats, icons); menus.push_back(act); // menus[5] enemy = new MenuEnemy(); menus.push_back(enemy); // menus[6] vendor = new MenuVendor(items, stats); menus.push_back(vendor); // menus[7] talker = new MenuTalker(camp); menus.push_back(talker); // menus[8] exit = new MenuExit(); menus.push_back(exit); // menus[9] mini = new MenuMiniMap(); menus.push_back(mini); // menus[10] chr = new MenuCharacter(stats); menus.push_back(chr); // menus[11] inv = new MenuInventory(items, stats, powers); menus.push_back(inv); // menus[12] pow = new MenuPowers(stats, powers, icons); menus.push_back(pow); // menus[13] log = new MenuLog(); menus.push_back(log); // menus[14] stash = new MenuStash(items, stats); menus.push_back(stash); // menus[15] tip = new WidgetTooltip(); // Load the menu positions and alignments from menus/menus.txt int x,y,w,h; std::string align; int menu_index; FileParser infile; if (infile.open(mods->locate("menus/menus.txt"))) { while (infile.next()) { infile.val = infile.val + ','; x = eatFirstInt(infile.val, ','); y = eatFirstInt(infile.val, ','); w = eatFirstInt(infile.val, ','); h = eatFirstInt(infile.val, ','); align = eatFirstString(infile.val, ','); menu_index = -1; if (infile.key == "hp") menu_index = 0; else if (infile.key == "mp") menu_index = 1; else if (infile.key == "xp") menu_index = 2; else if (infile.key == "effects") menu_index = 3; else if (infile.key == "hudlog") menu_index = 4; else if (infile.key == "actionbar") menu_index = 5; else if (infile.key == "enemy") menu_index = 6; else if (infile.key == "vendor") menu_index = 7; else if (infile.key == "talker") menu_index = 8; else if (infile.key == "exit") menu_index = 9; else if (infile.key == "minimap") menu_index = 10; else if (infile.key == "character") menu_index = 11; else if (infile.key == "inventory") menu_index = 12; else if (infile.key == "powers") menu_index = 13; else if (infile.key == "log") menu_index = 14; else if (infile.key == "stash") menu_index = 15; if (menu_index != -1) { menus[menu_index]->window_area.x = x; menus[menu_index]->window_area.y = y; menus[menu_index]->window_area.w = w; menus[menu_index]->window_area.h = h; menus[menu_index]->alignment = align; menus[menu_index]->align(); } } infile.close(); } else fprintf(stderr, "Unable to open menus/menus.txt!\n"); // Some menus need to be updated to apply their new dimensions act->update(); vendor->update(); vendor->buyback_stock.init(NPC_VENDOR_MAX_STOCK, items); talker->update(); exit->update(); chr->update(); inv->update(); pow->update(); log->update(); stash->update(); pause = false; dragging = false; drag_stack.item = 0; drag_stack.quantity = 0; drag_power = 0; drag_src = 0; drop_stack.item = 0; drop_stack.quantity = 0; loadSounds(); done = false; closeAll(false); // make sure all togglable menus start closed }
/** * load */ int MapIso::load(string filename) { FileParser infile; string val; string cur_layer; string data_format; clearEvents(); event_count = 0; bool collider_set = false; if (infile.open(PATH_DATA + "maps/" + filename)) { while (infile.next()) { if (infile.new_section) { data_format = "dec"; // default if (enemy_awaiting_queue) { enemies.push(new_enemy); enemy_awaiting_queue = false; } if (npc_awaiting_queue) { npcs.push(new_npc); npc_awaiting_queue = false; } if (group_awaiting_queue){ push_enemy_group(new_group); group_awaiting_queue = false; } // for sections that are stored in collections, add a new object here if (infile.section == "enemy") { clearEnemy(new_enemy); enemy_awaiting_queue = true; } else if (infile.section == "enemygroup") { clearGroup(new_group); group_awaiting_queue = true; } else if (infile.section == "npc") { clearNPC(new_npc); npc_awaiting_queue = true; } else if (infile.section == "event") { event_count++; } } if (infile.section == "header") { if (infile.key == "title") { this->title = infile.val; } else if (infile.key == "width") { this->w = atoi(infile.val.c_str()); } else if (infile.key == "height") { this->h = atoi(infile.val.c_str()); } else if (infile.key == "tileset") { this->tileset = infile.val; } else if (infile.key == "music") { if (this->music_filename == infile.val) { this->new_music = false; } else { this->music_filename = infile.val; this->new_music = true; } } else if (infile.key == "spawnpoint") { spawn.x = atoi(infile.nextValue().c_str()) * UNITS_PER_TILE + UNITS_PER_TILE/2; spawn.y = atoi(infile.nextValue().c_str()) * UNITS_PER_TILE + UNITS_PER_TILE/2; spawn_dir = atoi(infile.nextValue().c_str()); } } else if (infile.section == "layer") { if (infile.key == "id") { cur_layer = infile.val; } else if (infile.key == "format") { data_format = infile.val; } else if (infile.key == "data") { // layer map data handled as a special case // The next h lines must contain layer data. TODO: err if (data_format == "hex") { for (int j=0; j<h; j++) { val = infile.getRawLine() + ','; for (int i=0; i<w; i++) { if (cur_layer == "background") background[i][j] = eatFirstHex(val, ','); else if (cur_layer == "object") object[i][j] = eatFirstHex(val, ','); else if (cur_layer == "collision") collision[i][j] = eatFirstHex(val, ','); } } } else if (data_format == "dec") { for (int j=0; j<h; j++) { val = infile.getRawLine() + ','; for (int i=0; i<w; i++) { if (cur_layer == "background") background[i][j] = eatFirstInt(val, ','); else if (cur_layer == "object") object[i][j] = eatFirstInt(val, ','); else if (cur_layer == "collision") collision[i][j] = eatFirstInt(val, ','); } } } if ((cur_layer == "collision") && !collider_set) { collider.setmap(collision); collider.map_size.x = w; collider.map_size.y = h; } } } else if (infile.section == "enemy") { if (infile.key == "type") { new_enemy.type = infile.val; } else if (infile.key == "spawnpoint") { new_enemy.pos.x = atoi(infile.nextValue().c_str()) * UNITS_PER_TILE + UNITS_PER_TILE/2; new_enemy.pos.y = atoi(infile.nextValue().c_str()) * UNITS_PER_TILE + UNITS_PER_TILE/2; new_enemy.direction = atoi(infile.nextValue().c_str()); } } else if (infile.section == "enemygroup") { if (infile.key == "category") { new_group.category = infile.val; } else if (infile.key == "level") { new_group.levelmin = atoi(infile.nextValue().c_str()); new_group.levelmax = atoi(infile.nextValue().c_str()); } else if (infile.key == "area") { new_group.pos.x = atoi(infile.nextValue().c_str()); new_group.pos.y = atoi(infile.nextValue().c_str()); new_group.area.x = atoi(infile.nextValue().c_str()); new_group.area.y = atoi(infile.nextValue().c_str()); } else if (infile.key == "number") { new_group.numbermin = atoi(infile.nextValue().c_str()); new_group.numbermax = atoi(infile.nextValue().c_str()); } } else if (infile.section == "npc") { if (infile.key == "id") { new_npc.id = infile.val; } else if (infile.key == "position") { new_npc.pos.x = atoi(infile.nextValue().c_str()) * UNITS_PER_TILE + UNITS_PER_TILE/2; new_npc.pos.y = atoi(infile.nextValue().c_str()) * UNITS_PER_TILE + UNITS_PER_TILE/2; } } else if (infile.section == "event") { if (infile.key == "type") { events[event_count-1].type = infile.val; } else if (infile.key == "location") { events[event_count-1].location.x = atoi(infile.nextValue().c_str()); events[event_count-1].location.y = atoi(infile.nextValue().c_str()); events[event_count-1].location.w = atoi(infile.nextValue().c_str()); events[event_count-1].location.h = atoi(infile.nextValue().c_str()); } else if (infile.key == "hotspot") { events[event_count-1].hotspot.x = atoi(infile.nextValue().c_str()); events[event_count-1].hotspot.y = atoi(infile.nextValue().c_str()); events[event_count-1].hotspot.w = atoi(infile.nextValue().c_str()); events[event_count-1].hotspot.h = atoi(infile.nextValue().c_str()); } else if (infile.key == "tooltip") { events[event_count-1].tooltip = infile.val; } else if (infile.key == "power_path") { events[event_count-1].power_src.x = atoi(infile.nextValue().c_str()); events[event_count-1].power_src.y = atoi(infile.nextValue().c_str()); string dest = infile.nextValue(); if (dest == "hero") { events[event_count-1].targetHero = true; } else { events[event_count-1].power_dest.x = atoi(dest.c_str()); events[event_count-1].power_dest.y = atoi(infile.nextValue().c_str()); } } else if (infile.key == "power_damage") { events[event_count-1].damagemin = atoi(infile.nextValue().c_str()); events[event_count-1].damagemax = atoi(infile.nextValue().c_str()); } else if (infile.key == "power_cooldown") { events[event_count-1].power_cooldown = atoi(infile.val.c_str()); } else { // new event component Event_Component *e = &events[event_count-1].components[events[event_count-1].comp_num]; e->type = infile.key; if (infile.key == "intermap") { e->s = infile.nextValue(); e->x = atoi(infile.nextValue().c_str()); e->y = atoi(infile.nextValue().c_str()); } else if (infile.key == "mapmod") { e->s = infile.nextValue(); e->x = atoi(infile.nextValue().c_str()); e->y = atoi(infile.nextValue().c_str()); e->z = atoi(infile.nextValue().c_str()); } else if (infile.key == "soundfx") { e->s = infile.val; } else if (infile.key == "loot") { e->s = infile.nextValue(); e->x = atoi(infile.nextValue().c_str()) * UNITS_PER_TILE + UNITS_PER_TILE/2; e->y = atoi(infile.nextValue().c_str()) * UNITS_PER_TILE + UNITS_PER_TILE/2; e->z = atoi(infile.nextValue().c_str()); } else if (infile.key == "msg") { e->s = infile.val; } else if (infile.key == "shakycam") { e->x = atoi(infile.val.c_str()); } else if (infile.key == "requires_status") { e->s = infile.val; } else if (infile.key == "requires_not") { e->s = infile.val; } else if (infile.key == "requires_item") { e->x = atoi(infile.val.c_str()); } else if (infile.key == "set_status") { e->s = infile.val; } else if (infile.key == "unset_status") { e->s = infile.val; } else if (infile.key == "remove_item") { e->x = atoi(infile.val.c_str()); } else if (infile.key == "reward_xp") { e->x = atoi(infile.val.c_str()); } else if (infile.key == "power") { e->x = atoi(infile.val.c_str()); } events[event_count-1].comp_num++; } } } infile.close(); // reached end of file. Handle any final sections. if (enemy_awaiting_queue) { enemies.push(new_enemy); enemy_awaiting_queue = false; } if (npc_awaiting_queue) { npcs.push(new_npc); npc_awaiting_queue = false; } if (group_awaiting_queue){ push_enemy_group(new_group); group_awaiting_queue = false; } } if (this->new_music) { loadMusic(); this->new_music = false; } tset.load(this->tileset); return 0; }
/** * All powers are defined in powers/powers.txt */ void PowerManager::loadPowers() { ifstream infile; string line; string key; string val; string starts_with; int input_id = 0; infile.open("powers/powers.txt", ios::in); if (infile.is_open()) { while (!infile.eof()) { line = getLine(infile); if (line.length() > 0) { starts_with = line.at(0); if (starts_with == "#") { // skip comments } if (starts_with == "[") { // not actually necessary. We know we're at a new power when // we see a new id key. } else { // this is data. treatment depends on key parse_key_pair(line, key, val); key = trim(key, ' '); val = trim(val, ' '); // id needs to be the first component of each power. That is how we write // data to the correct power. if (key == "id") { input_id = atoi(val.c_str()); } else if (key == "type") { if (val == "single") powers[input_id].type = POWTYPE_SINGLE; else if (val == "effect") powers[input_id].type = POWTYPE_EFFECT; else if (val == "missile") powers[input_id].type = POWTYPE_MISSILE; else if (val == "repeater") powers[input_id].type = POWTYPE_REPEATER; } else if (key == "name") { powers[input_id].name = val; } else if (key == "description") { powers[input_id].description = val; } else if (key == "icon") { powers[input_id].icon = atoi(val.c_str()); } else if (key == "new_state") { if (val == "swing") powers[input_id].new_state = POWSTATE_SWING; else if (val == "shoot") powers[input_id].new_state = POWSTATE_SHOOT; else if (val == "cast") powers[input_id].new_state = POWSTATE_CAST; else if (val == "block") powers[input_id].new_state = POWSTATE_BLOCK; } else if (key == "face") { if (val == "true") powers[input_id].face = true; } // power requirements else if (key == "requires_physical_weapon") { if (val == "true") powers[input_id].requires_physical_weapon = true; } else if (key == "requires_mental_weapon") { if (val == "true") powers[input_id].requires_mental_weapon = true; } else if (key == "requires_offense_weapon") { if (val == "true") powers[input_id].requires_offense_weapon = true; } else if (key == "requires_mp") { powers[input_id].requires_mp = atoi(val.c_str()); } else if (key == "requires_los") { if (val == "true") powers[input_id].requires_los = true; } else if (key == "requires_empty_target") { if (val == "true") powers[input_id].requires_empty_target = true; } else if (key == "requires_item") { powers[input_id].requires_item = atoi(val.c_str()); } // animation info else if (key == "gfx") { powers[input_id].gfx_index = loadGFX(val); } else if (key == "sfx") { powers[input_id].sfx_index = loadSFX(val); } else if (key == "rendered") { if (val == "true") powers[input_id].rendered = true; } else if (key == "directional") { if (val == "true") powers[input_id].directional = true; } else if (key == "visual_random") { powers[input_id].visual_random = atoi(val.c_str()); } else if (key == "visual_option") { powers[input_id].visual_option = atoi(val.c_str()); } else if (key == "aim_assist") { powers[input_id].aim_assist = atoi(val.c_str()); } else if (key == "speed") { powers[input_id].speed = atoi(val.c_str()); } else if (key == "lifespan") { powers[input_id].lifespan = atoi(val.c_str()); } else if (key == "frame_loop") { powers[input_id].frame_loop = atoi(val.c_str()); } else if (key == "frame_duration") { powers[input_id].frame_duration = atoi(val.c_str()); } else if (key == "frame_size") { val = val + ","; powers[input_id].frame_size.x = eatFirstInt(val, ','); powers[input_id].frame_size.y = eatFirstInt(val, ','); } else if (key == "frame_offset") { val = val + ","; powers[input_id].frame_offset.x = eatFirstInt(val, ','); powers[input_id].frame_offset.y = eatFirstInt(val, ','); } else if (key == "floor") { if (val == "true") powers[input_id].floor = true; } else if (key == "active_frame") { powers[input_id].active_frame = atoi(val.c_str()); } else if (key == "complete_animation") { if (val == "true") powers[input_id].complete_animation = true; } // hazard traits else if (key == "use_hazard") { if (val == "true") powers[input_id].use_hazard = true; } else if (key == "no_attack") { if (val == "true") powers[input_id].no_attack = true; } else if (key == "radius") { powers[input_id].radius = atoi(val.c_str()); } else if (key == "base_damage") { if (val == "none") powers[input_id].base_damage = BASE_DAMAGE_NONE; else if (val == "melee") powers[input_id].base_damage = BASE_DAMAGE_MELEE; else if (val == "ranged") powers[input_id].base_damage = BASE_DAMAGE_RANGED; else if (val == "ment") powers[input_id].base_damage = BASE_DAMAGE_MENT; } else if (key == "damage_multiplier") { powers[input_id].damage_multiplier = atoi(val.c_str()); } else if (key == "starting_pos") { if (val == "source") powers[input_id].starting_pos = STARTING_POS_SOURCE; else if (val == "target") powers[input_id].starting_pos = STARTING_POS_TARGET; else if (val == "melee") powers[input_id].starting_pos = STARTING_POS_MELEE; } else if (key == "multitarget") { if (val == "true") powers[input_id].multitarget = true; } else if (key == "trait_armor_penetration") { if (val == "true") powers[input_id].trait_armor_penetration = true; } else if (key == "trait_crits_impaired") { powers[input_id].trait_crits_impaired = atoi(val.c_str()); } else if (key == "trait_elemental") { if (val == "wood") powers[input_id].trait_elemental = ELEMENT_WOOD; else if (val == "metal") powers[input_id].trait_elemental = ELEMENT_METAL; else if (val == "wind") powers[input_id].trait_elemental = ELEMENT_WIND; else if (val == "water") powers[input_id].trait_elemental = ELEMENT_WATER; else if (val == "earth") powers[input_id].trait_elemental = ELEMENT_EARTH; else if (val == "fire") powers[input_id].trait_elemental = ELEMENT_FIRE; else if (val == "shadow") powers[input_id].trait_elemental = ELEMENT_SHADOW; else if (val == "light") powers[input_id].trait_elemental = ELEMENT_LIGHT; } //steal effects else if (key == "hp_steal") { powers[input_id].hp_steal = atoi(val.c_str()); } else if (key == "mp_steal") { powers[input_id].mp_steal = atoi(val.c_str()); } //missile modifiers else if (key == "missile_num") { powers[input_id].missile_num = atoi(val.c_str()); } else if (key == "missile_angle") { powers[input_id].missile_angle = atoi(val.c_str()); } else if (key == "angle_variance") { powers[input_id].angle_variance = atoi(val.c_str()); } else if (key == "speed_variance") { powers[input_id].speed_variance = atoi(val.c_str()); } //repeater modifiers else if (key == "delay") { powers[input_id].delay = atoi(val.c_str()); } else if (key == "start_frame") { powers[input_id].start_frame = atoi(val.c_str()); } else if (key == "repeater_num") { powers[input_id].repeater_num = atoi(val.c_str()); } // buff/debuff durations else if (key == "bleed_duration") { powers[input_id].bleed_duration = atoi(val.c_str()); } else if (key == "stun_duration") { powers[input_id].stun_duration = atoi(val.c_str()); } else if (key == "slow_duration") { powers[input_id].slow_duration = atoi(val.c_str()); } else if (key == "immobilize_duration") { powers[input_id].immobilize_duration = atoi(val.c_str()); } else if (key == "immunity_duration") { powers[input_id].immunity_duration = atoi(val.c_str()); } else if (key == "haste_duration") { powers[input_id].haste_duration = atoi(val.c_str()); } else if (key == "hot_duration") { powers[input_id].hot_duration = atoi(val.c_str()); } else if (key == "hot_value") { powers[input_id].hot_value = atoi(val.c_str()); } // buffs else if (key == "buff_heal") { if (val == "true") powers[input_id].buff_heal = true; } else if (key == "buff_shield") { if (val == "true") powers[input_id].buff_shield = true; } else if (key == "buff_teleport") { if (val == "true") powers[input_id].buff_teleport = true; } else if (key == "buff_immunity") { if (val == "true") powers[input_id].buff_immunity = true; } else if (key == "buff_restore_hp") { powers[input_id].buff_restore_hp = atoi(val.c_str()); } else if (key == "buff_restore_mp") { powers[input_id].buff_restore_mp = atoi(val.c_str()); } // pre and post power effects else if (key == "post_power") { powers[input_id].post_power = atoi(val.c_str()); } else if (key == "wall_power") { powers[input_id].wall_power = atoi(val.c_str()); } else if (key == "allow_power_mod") { if (val == "true") powers[input_id].allow_power_mod = true; } } } } } infile.close(); }