Some TODO notes regarding sounds, and fix incorrect door closing sound

This commit is contained in:
2014-12-26 02:03:34 -05:00
parent bdcd2fc67c
commit b7d909aaf2
6 changed files with 18 additions and 1 deletions

View File

@@ -2638,6 +2638,7 @@ void monst_fire_missile(short m_num,short bless,short level,location source,shor
web_space(targ_space.x,targ_space.y);
}
else if(level == 23) { // paral
// TODO: This sound doesn't seem right?
play_sound(51);
if(target < 100) { // on PC
sprintf (create_line, " Fires ray at %s. ",univ.party[target].name.c_str());
@@ -4694,6 +4695,7 @@ static void process_force_cage(location loc, short i) {
short m = i - 100;
cCreature& which_m = univ.town.monst[m];
if(which_m.attitude % 2 == 1 && get_ran(1,1,100) < which_m.mu * 10 + which_m.cl * 4 + 5) {
// TODO: This sound is not right
play_sound(60);
monst_spell_note(m, 50);
univ.town.set_force_cage(loc.x,loc.y,false);

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@@ -255,6 +255,7 @@ void handle_sale(short what_chosen,short cost) {
else if(!take_gold(cost,false))
ASB("Not enough gold.");
else {
// TODO: This seems like the wrong sound
play_sound(62);
ASB("You buy an alchemical recipe.");
univ.party.alchemy[base_item.item_level] = true;
@@ -316,6 +317,7 @@ void handle_sale(short what_chosen,short cost) {
else if(!take_gold(cost,false))
ASB("Not enough gold.");
else {
// TODO: This seems like the wrong sound
play_sound(62);
ASB("You buy a spell.");
univ.party[current_pc].mage_spells[base_item.item_level] = true;
@@ -334,6 +336,7 @@ void handle_sale(short what_chosen,short cost) {
else if(!take_gold(cost,false))
ASB("Not enough gold.");
else {
// TODO: This seems like the wrong sound
play_sound(62);
ASB("You buy a spell.");
univ.party[current_pc].priest_spells[base_item.item_level] = true;

View File

@@ -970,6 +970,7 @@ bool monst_check_special_terrain(location where_check,short mode,short which_mon
}
if(univ.town.is_fire_barr(where_check.x,where_check.y)) {
if((which_m->attitude % 2 == 1) && (get_ran(1,1,100) < (which_m->mu * 10 + which_m->cl * 4))) {
// TODO: Are these barrier sounds right?
play_sound(60);
monst_spell_note(which_monst, 49);
univ.town.set_fire_barr(where_check.x,where_check.y,false);
@@ -1236,6 +1237,7 @@ void record_monst(cCreature *which_m) {
if((which_m->x_width > 1) || (which_m->y_width > 1)) {
ASB("Capture Soul: Monster is too big.");
}
// TODO: Are these two sounds right?
else if((r1 > charm_odds[which_m->level / 2]) || (which_m->spec_skill == 12)
|| which_m->m_type == eRace::IMPORTANT) {
monst_spell_note(which_m->number,10);

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@@ -906,6 +906,7 @@ void give_party_spell(short which) {
giveError("The scenario has tried to give you a non-existant spell.");
return;}
// TODO: This seems like the wrong sounds
if(which < 100)
for(i = 0; i < 6; i++)
if(!univ.party[i].mage_spells[which]) {
@@ -1659,6 +1660,7 @@ void crumble_wall(location where) { // TODO: Add something like this to the spre
return;
ter = univ.town->terrain(where.x,where.y);
if(univ.scenario.ter_types[ter].special == eTerSpec::CRUMBLING && univ.scenario.ter_types[ter].flag3.u < 2) {
// TODO: This seems like the wrong sound
play_sound(60);
univ.town->terrain(where.x,where.y) = univ.scenario.ter_types[ter].flag1.u;
add_string_to_buf(" Barrier crumbles.");

View File

@@ -682,6 +682,7 @@ void use_item(short pc,short item) {
else affect_pc(pc,which_stat,str);
break;
case eItemAbil::HASTE_SLOW:
// TODO: Is this the right sound?
play_sound(75);
which_stat = eStatus::HASTE_SLOW;
if(type % 2 == 1) {
@@ -693,6 +694,7 @@ void use_item(short pc,short item) {
else affect_pc(pc,which_stat,str);
break;
case eItemAbil::AFFECT_INVULN:
// TODO: Is this the right sound?
play_sound(68);
which_stat = eStatus::INVULNERABLE;
if(type % 2 == 1) {
@@ -704,6 +706,7 @@ void use_item(short pc,short item) {
else affect_pc(pc,which_stat,str);
break;
case eItemAbil::AFFECT_MAGIC_RES:
// TODO: Is this the right sound?
play_sound(51);
which_stat = eStatus::MAGIC_RESISTANCE;
if(type % 2 == 1) {
@@ -727,6 +730,7 @@ void use_item(short pc,short item) {
else affect_pc(pc,which_stat,str);
break;
case eItemAbil::AFFECT_SANCTUARY:
// TODO: Is this the right sound?
play_sound(43);
which_stat = eStatus::INVISIBLE;
if(type % 2 == 1) {
@@ -738,6 +742,7 @@ void use_item(short pc,short item) {
else affect_pc(pc,which_stat,str);
break;
case eItemAbil::AFFECT_MARTYRS_SHIELD:
// TODO: Is this the right sound?
play_sound(43);
which_stat = eStatus::MARTYRS_SHIELD;
if(type % 2 == 1) {
@@ -911,6 +916,7 @@ void use_item(short pc,short item) {
}
break;
case eItemAbil::AFFECT_SKILL_POINTS:
// TODO: Is this the right sound?
play_sound(68);
switch(type) {
case 0:
@@ -1351,6 +1357,7 @@ void out_move_party(char x,char y) {
// mode - 0=full teleport flash 1=no teleport flash 2=only fade flash 3=only arrival flash
void teleport_party(short x,short y,short mode) {
// TODO: Teleport sound? (Sound 10)
short i;
location l;
bool fadeIn = false, fadeOut = false;
@@ -3572,6 +3579,7 @@ void townmode_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
check_mess = false;
}
else {
// TODO: This is missing some additions that the non-generic stair has
*a = 1;
if(spec.ex2b < 0) spec.ex2b = 0;
if((spec.ex2b >= 8) || (cChoiceDlog(stairDlogs[spec.ex2b],{"climb","leave"}).show() == "climb"))

View File

@@ -240,7 +240,7 @@ void cTerrain::append(legacy::terrain_type_type& old){
break;
case 22:
special = eTerSpec::CHANGE_WHEN_USED;
flag2.u = 3;
flag2.u = 59;
flag3.u = 0;
break;
case 23: