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cheat_screen.h
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cheat_screen.h
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/*
* Copyright (C) 2000-2022 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.
*/
#ifndef CHEAT_SCREEN_H
#define CHEAT_SCREEN_H
#include "imagebuf.h"
#include "palette.h"
#include "rect.h"
#include <SDL.h>
#include <climits>
#include <memory>
#include <unordered_set>
#include <vector>
class Game_window;
class Image_buffer8;
class Font;
class Game_clock;
class Actor;
class CheatScreen {
Actor* grabbed = nullptr;
static const char* schedules[33];
static const char* flag_names[64];
static const char* alignments[4];
public:
CheatScreen() : highlighttable(), hovertable(), buttons_down() {}
void show_screen();
void SetGrabbedActor(Actor* g) {
grabbed = g;
}
void ClearThisGrabbedActor(Actor* g) const {
if (g == grabbed) {
g = nullptr;
}
}
private:
enum Cheat_Prompt {
CP_Command = 0,
CP_HitKey = 1,
CP_NotAvail = 2,
CP_InvalidNPC = 3,
CP_InvalidCom = 4,
CP_Canceled = 5,
CP_ClockSet = 6,
CP_InvalidTime = 7,
CP_InvalidShape = 8,
CP_InvalidValue = 9,
CP_Created = 10,
CP_ShapeSet = 11,
CP_ValueSet = 12,
CP_NameSet = 13,
CP_WrongShapeFile = 14,
CP_ChooseNPC = 16,
CP_EnterValue = 17,
CP_Minute = 18,
CP_Hour = 19,
CP_Day = 20,
CP_Shape = 21,
CP_Activity = 22,
CP_XCoord = 23,
CP_YCoord = 24,
CP_Lift = 25,
CP_GFlagNum = 26,
CP_NFlagNum = 27,
CP_TempNum = 28,
CP_NLatitude = 29,
CP_SLatitude = 30,
CP_WLongitude = 31,
CP_ELongitude = 32,
CP_Name = 33,
CP_NorthSouth = 34,
CP_WestEast = 35,
CP_HexXCoord = 37,
CP_HexYCoord = 38,
CP_EnterValueNoCancel = 39,
CP_CustomValue
};
struct Hotspot : TileRect {
SDL_Keycode keycode;
Hotspot(SDL_Keycode keycode, int x, int y, int w, int h)
: TileRect(x, y, w, h), keycode(keycode) {}
};
std::vector<Hotspot> hotspots;
struct {
int highlight = 0;
Uint32 highlighttime = 0;
char input[17] = {0};
int command = 0;
bool activate = false;
const char* custom_prompt = nullptr;
int saved_value = 0;
long val_min = LONG_MIN;
long val_max = LONG_MAX;
long value;
Uint32 last_swipe = 0;
// Accumulated swipe deltas. We treat these as a vector
float swipe_dx = 0;
float swipe_dy = 0;
private:
Cheat_Prompt mode = CP_Command;
public:
Cheat_Prompt GetMode() {
return mode;
}
void SetMode(Cheat_Prompt newmode, bool clearinput=true) {
// Clear the input if changing to or from a text/value input mode
if (clearinput) {
input[0] = 0;
}
mode = newmode;
}
} state;
template <class T>
struct ClearState {
T* ptr = nullptr;
ClearState() = delete;
ClearState(T& obj, bool now = true, bool on_destruct = true)
: ptr(&obj) {
if (now) {
*ptr = T();
}
if (!on_destruct) {
ptr = nullptr;
}
}
~ClearState() {
if (ptr) {
*ptr = T();
}
}
};
Game_window* gwin = nullptr;
Image_buffer8* ibuf = nullptr;
std::shared_ptr<Font> font = nullptr;
Game_clock* clock = nullptr;
int maxx = 0, maxy = 0;
int centerx = 0, centery = 0;
Palette pal;
Xform_palette highlighttable;
Xform_palette hovertable;
// Turn off clang-format so it doesn't wrap the long comments
// clang-format off
// Constants used for touch input
const float swipe_threshold = 0.075f; // Threshold for Swipes to be converted into key inputs.
// clang-format on
void SharedPrompt();
bool SharedInput();
void SharedMenu();
SDL_Keycode CheckHotspots(int mx, int my, int radius = 4);
void PaintHotspots();
void NormalLoop();
void NormalDisplay();
void NormalMenu();
void NormalActivate();
bool NormalCheck();
void ActivityDisplay();
// Paint an arrow using the font, type is one of '^' 'v' '<' '>'
void PaintArrow(int offsetx, int offsety, int type);
Cheat_Prompt GlobalFlagLoop(int num);
Cheat_Prompt TimeSetLoop();
Cheat_Prompt NPCLoop(int num);
void NPCDisplay(Actor* actor, int& num);
void NPCMenu(Actor* actor, int& num);
void NPCActivate(Actor* actor, int& num);
bool NPCCheck(Actor* actor, int& num);
void FlagLoop(Actor* actor);
void FlagMenu(Actor* actor);
void FlagActivate(Actor* actor);
bool FlagCheck(Actor* actor);
Cheat_Prompt AdvancedFlagLoop(int flagnum, Actor* actor);
void BusinessLoop(Actor* actor);
void BusinessDisplay(Actor* actor);
void BusinessMenu(Actor* actor);
void BusinessActivate(Actor* actor, int& time, int& prev);
bool BusinessCheck(Actor* actor, int& time);
void StatLoop(Actor* actor);
void StatMenu(Actor* actor);
void StatActivate(Actor* actor);
bool StatCheck(Actor* actor);
void PalEffectLoop(Actor*);
void PalEffectMenu(Actor* actor);
void PalEffectActivate(Actor* actor);
bool PalEffectCheck(Actor* actor);
void TeleportLoop();
void TeleportDisplay();
void TeleportMenu();
void TeleportActivate(int& prev);
bool TeleportCheck();
//! @brief Add a menu item with a hotspot for the Specified key
//! @param offsetx X coord for the menu item
//! @param offsety Y coord for the menu item
//! @param keycode Keycode used to activate the menuitem
//! @param label Label of the Menu item
//! @return Width in pixels of the menu item
int AddMenuItem(
int offsetx, int offsety, SDL_Keycode keycode, const char* label);
//! @brief Add a menuitem for left and right cursor keys
//! @param offsetx X coord for the menu item
//! @param offsety Y coord for the menu item
//! @param label Label of the Menu item
//! @param left Flag for if the left arrow should be shown
//! @param right Flag for if the right arrow should be shown
//! @param leaveempty Flag to indicate that blank space should be used
//! inplace of missing arrows
//! @param fixedlabel Flag to indicate the label should be drawn at a fixed
//! position if arrows are mising and !leaveempty
//! @return Width in pixels of the menu item
int AddLeftRightMenuItem(
int offsetx, int offsety, const char* label, bool left, bool right,
bool leaveempty, bool fixedlabel = false);
int highest_map = INT_MIN;
int Get_highest_map();
void EndFrame();
//
static const int button_down_finger = -1;
std::unordered_multiset<int> buttons_down;
void WaitButtonsUp();
};
#endif