Files
oboe-original/Windows Code Release 3/TOWNSPEC.CPP
2025-05-14 09:16:02 -05:00

313 lines
7.3 KiB
C++
Executable File

#include <Windows.h>
#include "global.h"
#include "party.h"
#include "town.h"
#include "items.h"
#include "combat.h"
#include "monster.h"
#include "infodlgs.h"
#include "locutils.h"
#include "fields.h"
#include "text.h"
#include "itemdata.h"
#include "townspec.h"
#include "exlsound.h"
#include "small.h"
#include "medium.h"
#include "large.h"
extern short overall_mode;
extern party_record_type far party;
extern piles_of_stuff_dumping_type *data_store;
extern piles_of_stuff_dumping_type2 *data_store2;
extern talking_record_type far talking;
extern scenario_data_type far scenario;
extern current_town_type far c_town;
extern unsigned char far out[96][96];
extern unsigned char far out_e[96][96];
extern unsigned char far combat_terrain[64][64];
extern short current_pc,stat_window;
extern outdoor_record_type far outdoors[2][2];
extern location pc_pos[6],center;
extern town_item_list far t_i;
extern pc_record_type far adven[6];
extern big_tr_type far t_d;
extern Boolean registered;
extern HWND mainPtr;
item_record_type null_thing = {0,0, 0,0,0,0,0,0, 0,0,0,0,0,0, 0, 0,0, {0,0},"", "",0,0,0,0};
char answer[256];
void activate_monster_enc(short enc_num,short str1,short str2,short strsnd,short *flip_bit)
{
if (*flip_bit == 0) {
display_enc_string(str1,str2,strsnd);
activate_monsters(enc_num,1);
*flip_bit = 20;
}
}
// OTS = One Time Strings
void OTS(short str1b,short str2b,short str12a,short sound,unsigned char *flip_bit)
{
if (*flip_bit > 0)
return;
else *flip_bit = 20;
if (str2b == 0)
D2ES(str12a,str1b,0,0,sound);
else D2ES(str12a,str1b,str12a,str2b,sound);
}
// GFI go for it ... do simple dialog check
Boolean GFI(short dialog_num)
{
if (FCD(dialog_num,0) > 1)
return TRUE;
else return FALSE;
}
//DSG = Do Special Give
void DSG(short item_num,unsigned char *flip_bit,short dialog_num,short what_spec,short amt_gold,short amt_food)
//short special; // 0 - nah 3** - Set spec item 1000 + * give food 2000 + * give cash
{
short choice;
Boolean did_give;
item_record_type item;
item = get_stored_item(item_num);
if (item_num == 0)
item.variety = 0;
if (*flip_bit == 0) {
choice = fancy_choice_dialog(dialog_num,0);
if (choice == 1)
return;
if (item.variety == 0)
did_give = TRUE;
else did_give = give_to_party(item,0);
if (did_give == TRUE) {
party.food += amt_food;
party.gold += amt_gold;
if (what_spec >= 0) {
if (party.spec_items[what_spec] > 0) {
ASB("You already have this special item.");
return;
}
party.spec_items[what_spec] += 1;
put_item_screen(stat_window,0);
}
*flip_bit = 20;
put_pc_screen();
}
else choice = fancy_choice_dialog(1049,0);
}
}
Boolean run_trap(short pc_num,short trap_type,short trap_level,short diff)
//short pc_num; // 6 - BOOM! 7 - pick here
//short trap_type; // 0 - random 1 - blade 2 - dart 3 - gas 4 - boom 5,6 - no
// 7 - level drain 8 - alert 9 - big flames 10 - dumbfound 11 - town hostile
// 20 + * - trap *, but nasty
{
short r1,skill,i,num_hits = 1,i_level;
short trap_odds[30] = {5,30,35,42,48, 55,63,69,75,77,
78,80,82,84,86, 88,90,92,94,96,98,99,99,99,99,99,99,99,99,99};
if (pc_num > 7) { // Debug
SysBeep(50);
ASB("TRAP ERROR! REPORT!");
return TRUE;
}
if (pc_num == 7) {
pc_num = select_pc(1,0);
if (pc_num == 6)
return FALSE;
}
num_hits += trap_level;
if (trap_type == 0)
trap_type = get_ran(1,1,4);
if ((trap_type == 5) || (trap_type == 6))
return TRUE;
if (pc_num < 6) {
i = stat_adj(pc_num,1);
if ((i_level = get_prot_level(pc_num,42)) > 0)
i = i + i_level / 2;
skill = minmax(0,20,adven[pc_num].skills[14] +
+ adven[pc_num].skills[18] / 2 + 1 - c_town.difficulty + 2 * i);
r1 = get_ran(1,0,100) + diff;
// Nimble?
if (adven[pc_num].traits[3] == FALSE)
r1 -= 6;
if (r1 < trap_odds[skill]) {
add_string_to_buf(" Trap disarmed. ");
return TRUE;
}
else add_string_to_buf(" Disarm failed. ");
}
switch (trap_type) {
case 1:
for (i = 0; i < num_hits; i++) {
add_string_to_buf(" A knife flies out! ");
r1 = get_ran(2 + c_town.difficulty / 14,1,10);
damage_pc(pc_num,r1,0,-1);
}
break;
case 2:
add_string_to_buf(" A dart flies out. ");
r1 = 3 + c_town.difficulty / 14;
r1 = r1 + trap_level * 2;
poison_pc(pc_num,r1);
break;
case 3:
add_string_to_buf(" Poison gas pours out. ");
r1 = 2 + c_town.difficulty / 14;
r1 = r1 + trap_level * 2;
for(i = 0; i < 6; i++)
poison_pc(i,r1);
break;
case 4:
for (i = 0; i < num_hits; i++) {
add_string_to_buf(" There is an explosion. ");
r1 = get_ran(3 + c_town.difficulty / 13,1,8);
hit_party(r1,1);
}
break;
case 5:
add_string_to_buf(" A purple ray flies out. ");
r1 = 200 + c_town.difficulty * 100;
r1 = r1 + trap_level * 400;
sleep_pc(pc_num,r1,12,50);
break;
case 7:
add_string_to_buf(" You feel weak. ");
r1 = 40;
r1 = r1 + trap_level * 30;
adven[pc_num].experience = max (0,adven[pc_num].experience - r1);
break;
case 8:
add_string_to_buf(" An alarm goes off!!! ");
make_town_hostile();
break;
case 9:
add_string_to_buf(" Flames shoot from the walls. ");
r1 = get_ran(10 + trap_level * 5,1,8);
hit_party(r1,1);
break;
case 10:
add_string_to_buf(" You feel disoriented. ");
for(i = 0; i < 6; i++)
dumbfound_pc(i,2 + trap_level * 2);
break;
case 11:
add_string_to_buf(" You prick your finger. ");
r1 = 3 + c_town.difficulty / 14;
r1 = r1 + trap_level * 2;
disease_pc(pc_num,r1);
break;
case 12:
add_string_to_buf(" A foul substance sprays out.");
r1 = 2 + c_town.difficulty / 14;
r1 = r1 + trap_level * 2;
for(i = 0; i < 6; i++)
disease_pc(i,r1);
break;
}
put_pc_screen();
put_item_screen(stat_window,0);
return TRUE;
}
location get_spec_loc(short which)
{
location where = {0,0};
short i;
for (i = 0; i < 50; i++)
if (c_town.town.spec_id[i] == which)
return c_town.town.special_locs[i];
return where;
}
void start_split(short a,short b,short noise)
{
short i;
party.stuff_done[304][0] = 1;
party.stuff_done[304][1] = c_town.p_loc.x;
party.stuff_done[304][2] = c_town.p_loc.y;
c_town.p_loc.x = a;
c_town.p_loc.y = b;
for (i = 0; i < 6; i++)
if (i != party.stuff_done[304][3])
adven[i].main_status += 10;
current_pc = party.stuff_done[304][3];
update_explored(c_town.p_loc);
center = c_town.p_loc;
if (noise > 0)
play_sound(10);
}
void end_split(short noise)
{
short i;
if (party.stuff_done[304][0] == 0) {
ASB("Party already together!");
return;
}
c_town.p_loc.x = party.stuff_done[304][1];
c_town.p_loc.y = party.stuff_done[304][2];
party.stuff_done[304][0] = 0;
for (i = 0; i < 6; i++)
if (adven[i].main_status >= 10)
adven[i].main_status -= 10;
update_explored(c_town.p_loc);
center = c_town.p_loc;
if (noise > 0)
play_sound(10);
add_string_to_buf("You are reunited.");
}
// 0 if no pull.
// 1 if in right position now.
// 2 if in left position
// levers should always start to left.
short handle_lever(location w)
{
if (FCD(1020,0) == 1)
return 0;
play_sound(94);
switch_lever(w);
return 1;
}
void switch_lever(location w)
{
alter_space(w.x,w.y,scenario.ter_types[t_d.terrain[w.x][w.y]].trans_to_what);
}