#include #include #include #include "global.h" #include "boe.party.h" #include "boe.town.h" #include "boe.text.h" #include "boe.infodlg.h" #include "boe.items.h" #include "boe.itemdata.h" #include "boe.combat.h" #include "boe.monster.h" #include "boe.locutils.h" #include "boe.fields.h" #include "tools/soundtool.h" #include "boe.graphics.h" #include "boe.fileio.h" #include "boe.specials.h" #include "boe.newgraph.h" #include "boe.dlgutil.h" #include "boe.actions.h" #include "boe.graphutil.h" #include "tools/dlogtool.h" #include "tools/mathutil.h" #include "globvar.h" void start_split(short a, short b, short noise) { party.stuff_done[SDF_IS_PARTY_SPLIT] = 1; party.stuff_done[SDF_PARTY_SPLIT_WHERE_PARTY_X] = c_town.p_loc.x; party.stuff_done[SDF_PARTY_SPLIT_WHERE_PARTY_Y] = c_town.p_loc.y; c_town.p_loc.x = a; c_town.p_loc.y = b; for (int i = 0; i < NUM_OF_PCS; i++) if (i != party.stuff_done[SDF_PARTY_SPLIT_PC] && adven[i].main_status > 0) adven[i].main_status += MAIN_STATUS_SPLIT; current_pc = party.stuff_done[SDF_PARTY_SPLIT_PC]; update_explored(c_town.p_loc); center = c_town.p_loc; if (noise > 0) play_sound(10); } void end_split(short noise) { if (party.stuff_done[SDF_IS_PARTY_SPLIT] == 0) { ASB("Party already together!"); return; } c_town.p_loc.x = party.stuff_done[SDF_PARTY_SPLIT_WHERE_PARTY_X]; c_town.p_loc.y = party.stuff_done[SDF_PARTY_SPLIT_WHERE_PARTY_Y]; party.stuff_done[SDF_IS_PARTY_SPLIT] = 0; for (int i = 0; i < NUM_OF_PCS; i++) if (adven[i].main_status >= MAIN_STATUS_SPLIT) adven[i].main_status -= MAIN_STATUS_SPLIT; update_explored(c_town.p_loc); center = c_town.p_loc; if (noise > 0) play_sound(10); add_string_to_buf("You are reunited."); } Boolean handle_wandering_specials (short mode) //short mode; // 0 - pre 1 - end by victory 2 - end by flight // wanderin spec 99 -> generic spec { short s1 = 0,s2 = 0,s3 = 0; location null_loc; if ((mode == 0) && (store_wandering_special.spec_on_meet >= 0)) { // When encountering run_special(SPEC_OUTDOOR_ENC,1,store_wandering_special.spec_on_meet,null_loc,&s1,&s2,&s3); if (s1 > 0) return false; } if ((mode == 1) && (store_wandering_special.spec_on_win >= 0)) {// After defeating run_special(SPEC_WIN_ENCOUNTER,1,store_wandering_special.spec_on_win,null_loc,&s1,&s2,&s3); } if ((mode == 2) && (store_wandering_special.spec_on_flee >= 0)) {// After fleeing like a buncha girly men run_special(SPEC_FLEE_ENCOUNTER,1,store_wandering_special.spec_on_flee,null_loc,&s1,&s2,&s3); } if(s3 > 0) initiate_redraw(); return true; } Boolean check_special_terrain(location where_check,short mode,short which_pc,short *spec_num, Boolean *forced) //short mode; // 0 - out 1 - town 2 - combat { unsigned char ter; short r1,i,choice,door_pc,ter_special,ter_flag1,ter_flag2,dam_type = 0,ter_pic = 0; Boolean can_enter = true; location out_where,from_loc,to_loc; short s1 = 0,s2 = 0,s3 = 0; char create_line[128]; *spec_num = -1; *forced = false; switch (mode) { case 0: ter = out[where_check.x][where_check.y]; from_loc = party.p_loc; break; case 1: ter = t_d.terrain[where_check.x][where_check.y]; from_loc = c_town.p_loc; break; case 2: ter = combat_terrain[where_check.x][where_check.y]; from_loc = pc_pos[current_pc]; break; } ter_special = scenario.ter_types[ter].special; ter_flag1 = scenario.ter_types[ter].flag1; ter_flag2 = scenario.ter_types[ter].flag2; ter_pic = scenario.ter_types[ter].picture; if ((mode > 0) && (ter_special >= TER_SPEC_CONVEYOR_NORTH) && (ter_special <= TER_SPEC_CONVEYOR_WEST)) { if ( ((ter_special == TER_SPEC_CONVEYOR_NORTH) && (where_check.y > from_loc.y)) || ((ter_special == TER_SPEC_CONVEYOR_EAST) && (where_check.x < from_loc.x)) || ((ter_special == TER_SPEC_CONVEYOR_SOUTH) && (where_check.y < from_loc.y)) || ((ter_special == TER_SPEC_CONVEYOR_WEST) && (where_check.x > from_loc.x)) ) { ASB("The moving floor prevents you."); return false; } } if (mode == 0) { out_where = where_check.toLocal(); for (i = 0; i < 18; i++) if (same_point(out_where,outdoors[party.i_w_c.x][party.i_w_c.y].special_locs[i]) == true) { *spec_num = outdoors[party.i_w_c.x][party.i_w_c.y].special_id[i]; if ((*spec_num >= 0) && (outdoors[party.i_w_c.x][party.i_w_c.y].specials[*spec_num].type == SPEC_SECRET_PASSAGE)) *forced = true; // call special run_special(mode,1,outdoors[party.i_w_c.x][party.i_w_c.y].special_id[i],out_where,&s1,&s2,&s3); if (s1 > 0) can_enter = false; erase_out_specials(); put_pc_screen(); put_item_screen(stat_window,0); } } if ((is_combat()) && (((ter_pic <= 207) && (ter_pic >= 212)) || (ter_pic == 406))) { ASB("Move: Can't trigger this special in combat."); return false; } if (((mode == 1) || ((mode == 2) && (which_combat_type == 1))) && (special(where_check.x,where_check.y))) { if (is_force_barrier(where_check.x,where_check.y)) { add_string_to_buf(" Magic barrier! "); return false; } for (i = 0; i < 50; i++) if ((same_point(where_check,c_town.town.special_locs[i]) == true)) //GK && (c_town.town.spec_id[i] >= 0)) { if (c_town.town.specials[c_town.town.spec_id[i]].type == SPEC_SECRET_PASSAGE) { *forced = true; } *spec_num = c_town.town.spec_id[i]; if ((is_blocked(where_check) == false) || (ter_special == TER_SPEC_CHANGE_WHEN_STEP_ON) //is_blocked doesn't check if aboard a boat... || (ter_special == TER_SPEC_CALL_LOCAL_SPECIAL) || (ter_special == TER_SPEC_CALL_SCENARIO_SPECIAL) || ((PSD[SDF_COMPATIBILITY_TRIGGER_SPECIALS_ON_BOAT] == true) && (party.in_boat >= 0) && (scenario.ter_types[ter].boat_over == true))) { //...so, check if in boat and terrain allows to boat over give_help(54,0,0); run_special(mode,2,c_town.town.spec_id[i],where_check,&s1,&s2,&s3); if (s1 > 0) can_enter = false; } } put_pc_screen(); put_item_screen(stat_window,0); } if((mode == 2) && town_boat_there(where_check) < 30){//can't enter boats while in combat mode sprintf (create_line, "Blocked: %s",dir_string[set_direction(pc_pos[current_pc], where_check)]); add_string_to_buf(create_line); can_enter = false; } if (can_enter == false) return false; if ((!is_out()) && (overall_mode < MODE_TALKING)) { check_fields(where_check,mode,which_pc); if (is_web(where_check.x,where_check.y)) { add_string_to_buf(" Webs! "); if (mode < 2) { suppress_stat_screen = true; for (i = 0; i < 6; i++) { r1 = get_ran(1,2,3); adven[i].web(r1); } suppress_stat_screen = true; put_pc_screen(); } else adven[current_pc].web(get_ran(1,2,3)); take_web(where_check.x,where_check.y); } if (is_force_barrier(where_check.x,where_check.y)) { add_string_to_buf(" Magic barrier! "); can_enter = false; } if (is_crate(where_check.x,where_check.y)) { add_string_to_buf(" You push the crate."); to_loc = push_loc(from_loc,where_check); take_crate((short) where_check.x,(short) where_check.y); if (to_loc.x > 0) make_crate((short) to_loc.x,(short) to_loc.y); for (i = 0; i < NUM_TOWN_ITEMS; i++) if ((t_i.items[i].variety > ITEM_TYPE_NO_ITEM) && (same_point(t_i.items[i].item_loc,where_check)) && (t_i.items[i].isContained())) t_i.items[i].item_loc = to_loc; } if (is_barrel(where_check.x,where_check.y)) { add_string_to_buf(" You push the barrel."); to_loc = push_loc(from_loc,where_check); take_barrel((short) where_check.x,(short) where_check.y); if (to_loc.x > 0) make_barrel((short) to_loc.x,(short) to_loc.y); for (i = 0; i < NUM_TOWN_ITEMS; i++) if ((t_i.items[i].variety > ITEM_TYPE_NO_ITEM) && (same_point(t_i.items[i].item_loc,where_check)) && (t_i.items[i].isContained())) t_i.items[i].item_loc = to_loc; } } switch (ter_special) { case TER_SPEC_CHANGE_WHEN_STEP_ON: alter_space(where_check.x,where_check.y,ter_flag1); if (ter_flag2 < 200) { play_sound(-1 * ter_flag2); } give_help(47,65,0); if (scenario.ter_types[ter].blockage > 2) can_enter = false; break; case TER_SPEC_DOES_FIRE_DAMAGE: case TER_SPEC_DOES_COLD_DAMAGE: case TER_SPEC_DOES_MAGIC_DAMAGE: if (party.isFlying() || party.in_boat >= 0 || party.in_horse >= 0 || (mode ? town_boat_there(where_check) : out_boat_there(where_check)) < 30) break; if (ter_special == TER_SPEC_DOES_FIRE_DAMAGE) { add_string_to_buf(" It's hot!"); dam_type = DAMAGE_FIRE; if (party.stuff_done[SDF_LAVAWALK] > 0) { add_string_to_buf(" It doesn't affect you."); break; } } if (ter_special == TER_SPEC_DOES_COLD_DAMAGE) { add_string_to_buf(" You feel cold!"); dam_type = DAMAGE_COLD; } if (ter_special == TER_SPEC_DOES_MAGIC_DAMAGE) { add_string_to_buf(" Something shocks you!"); dam_type = DAMAGE_MAGIC; } r1 = get_ran(ter_flag2,dam_type,ter_flag1); if (mode < 2) adven.damage(r1,dam_type); fast_bang = 1; if (mode == 2) adven[which_pc].damage(r1,dam_type,-1); fast_bang = 0; break; case TER_SPEC_POISON_LAND: case TER_SPEC_DISEASED_LAND: if (party.isFlying() || party.in_boat >= 0 || (mode ? town_boat_there(where_check) : out_boat_there(where_check)) < 30) break; one_sound(17); if (mode < 2) { for (i = 0; i < 6; i++) if (adven[i].isAlive()) { if (get_ran(1,1,100) <= ter_flag2) { if (ter_special == TER_SPEC_POISON_LAND) adven[i].poison(ter_flag1); else adven[i].disease(ter_flag1); } } } //print_nums(1,which_pc,current_pc); if (mode == 2) { if (get_ran(1,1,100) <= ter_flag2){ if (ter_special == TER_SPEC_POISON_LAND) adven[which_pc].poison(ter_flag1); else adven[which_pc].disease(ter_flag1); } } break; case TER_SPEC_CALL_LOCAL_SPECIAL: // local special if(mode == 0){ run_special(mode,1,ter_flag1,where_check,&s1,&s2,&s3); if (s1 > 0) can_enter = false; } else if(mode == 1){ run_special(mode,2,ter_flag1,where_check,&s1,&s2,&s3); if (s1 > 0) can_enter = false; } else if(mode == 2){ if(which_combat_type == 0)//outdoor combat run_special(mode,1,ter_flag1,where_check,&s1,&s2,&s3); else run_special(mode,2,ter_flag1,where_check,&s1,&s2,&s3); } break; case TER_SPEC_CALL_SCENARIO_SPECIAL: // global special run_special(mode,0,ter_flag1,where_check,&s1,&s2,&s3); if (s1 > 0) can_enter = false; break; // Locked doors case TER_SPEC_UNLOCKABLE_TERRAIN: case TER_SPEC_UNLOCKABLE_BASHABLE: if (is_combat()) { // No lockpicking in combat add_string_to_buf(" Can't enter: It's locked."); break; } // See what party wants to do. choice = fancy_choice_dialog(993,0); can_enter = false; if (choice == 1) break; if ((door_pc = select_pc(1,0)) < 6) { if (choice == 2) where_check.pickLock(door_pc); else where_check.bashDoor(door_pc); } break; } // Action may change terrain, so update what's been seen if (is_town()) update_explored(c_town.p_loc); if (is_combat()) update_explored(pc_pos[current_pc]); if (s3 > 0) initiate_redraw(); return can_enter; } // This procedure find the effects of fields that would affect a PC who moves into // a space or waited in that same space void check_fields(location where_check,short mode,short which_pc) //mode; // 0 - out 1 - town 2 - combat { short r1,i; if (is_out()) return; if (is_town()) fast_bang = 1; if (is_fire_wall(where_check.x,where_check.y)) { add_string_to_buf(" Fire wall! "); r1 = get_ran(1,1,6) + 1; if (mode == 2) adven[which_pc].damage(r1,1,-1); if (overall_mode < MODE_COMBAT) boom_space(party.p_loc,overall_mode,0,r1,5); } if (is_force_wall(where_check.x,where_check.y)) { add_string_to_buf(" Force wall! "); r1 = get_ran(2,1,6); if (mode == 2) adven[which_pc].damage(r1,3,-1); if (overall_mode < MODE_COMBAT) boom_space(party.p_loc,overall_mode,1,r1,12); } if (is_ice_wall(where_check.x,where_check.y)) { add_string_to_buf(" Ice wall! "); r1 = get_ran(2,1,6); if (mode == 2) adven[which_pc].damage(r1,5,-1); if (overall_mode < MODE_COMBAT) boom_space(party.p_loc,overall_mode,4,r1,7); } if (is_blade_wall(where_check.x,where_check.y)) { add_string_to_buf(" Blade wall! "); r1 = get_ran(4,1,8); if (mode == 2) adven[which_pc].damage(r1,0,-1); if (overall_mode < MODE_COMBAT) boom_space(party.p_loc,overall_mode,3,r1,2); } if (is_quickfire(where_check.x,where_check.y)) { add_string_to_buf(" Quickfire! "); r1 = get_ran(2,1,8); if (mode == 2) adven[which_pc].damage(r1,1,-1); if (overall_mode < MODE_COMBAT) boom_space(party.p_loc,overall_mode,0,r1,5); } if (is_scloud(where_check.x,where_check.y)) { add_string_to_buf(" Stinking cloud! "); if (mode < 2) { suppress_stat_screen = true; for (i = 0; i < 6; i++) { r1 = get_ran(1,2,3); adven[i].curse(r1); } suppress_stat_screen = false; put_pc_screen(); } else adven[current_pc].curse(get_ran(1,2,3)); } if (is_sleep_cloud(where_check.x,where_check.y)) { add_string_to_buf(" Sleep cloud! "); if (mode < 2) { suppress_stat_screen = true; for (i = 0; i < NUM_OF_PCS; i++) { adven[i].sleep(3,11,0); } suppress_stat_screen = false; put_pc_screen(); } else adven[current_pc].sleep(3,11,0); } if (is_fire_barrier(where_check.x,where_check.y)) { add_string_to_buf(" Magic barrier! "); r1 = get_ran(2,1,10); if (mode < 2) adven.damage(r1,3); if (mode == 2) adven[which_pc].damage(r1,3,-1); if (overall_mode < MODE_COMBAT) boom_space(party.p_loc,overall_mode,1,r1,12); } fast_bang = 0; } void use_item(short pc,short item) { Boolean take_charge = true,inept_ok = false; short abil,i,j,item_use_code,str,type,which_stat,r1; char to_draw[60]; location user_loc; //creature_data_type *which_m; effect_pat_type s = {{{0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0}}}; abil = adven[pc].items[item].ability; item_use_code = abil_chart[abil]; if (item_use_code >= 10) { item_use_code -= 10; inept_ok = true; } if (is_out()) user_loc = party.p_loc; if (is_town()) user_loc = c_town.p_loc; if (is_combat()) user_loc = pc_pos[current_pc]; if (item_use_code == 4) { add_string_to_buf("Use: Can't use this item. "); take_charge = false; } if ((adven[pc].traits[TRAIT_MAGICALLY_INEPT] == true) && (inept_ok == false)){ add_string_to_buf("Use: Can't - magically inept. "); take_charge = false; } if (take_charge == true) { if ((overall_mode == MODE_OUTDOORS) && (item_use_code > 0) && (item_use_code != 5)) { add_string_to_buf("Use: Not while outdoors. "); take_charge = false; } if ((overall_mode == MODE_TOWN) && (item_use_code == 1)) { add_string_to_buf("Use: Not while in town. "); take_charge = false; } if ((overall_mode == MODE_COMBAT) && (item_use_code == 2)) { add_string_to_buf("Use: Not in combat. "); take_charge = false; } if ((overall_mode != MODE_OUTDOORS) && (item_use_code == 5)){ add_string_to_buf("Use: Only outdoors. "); take_charge = false; } } if (take_charge == true) { if (adven[pc].items[item].isIdent() == false) sprintf(to_draw, "Use: %s",adven[pc].items[item].name); else sprintf(to_draw, "Use: %s",adven[pc].items[item].full_name); add_string_to_buf(to_draw); if ((adven[pc].items[item].variety == ITEM_TYPE_POTION))// && // (adven[pc].items[item].graphic_num >= 50) && (adven[pc].items[item].graphic_num <= 52)) play_sound(56); str = adven[pc].items[item].ability_strength; store_item_spell_level = str * 2 + 1; type = adven[pc].items[item].magic_use_type; switch (abil) { case ITEM_POISON_WEAPON: // poison weapon take_charge = poison_weapon(pc,str,0); break; case ITEM_BLESS_CURSE: case ITEM_HASTE_SLOW: case ITEM_AFFECT_INVULN: case ITEM_AFFECT_MAGIC_RES: case ITEM_AFFECT_WEB: case ITEM_AFFECT_SANCTUARY: case ITEM_AFFECT_MARTYRS_SHIELD: switch (abil) { case ITEM_BLESS_CURSE: play_sound(4); which_stat = STATUS_BLESS_CURSE; if (type % 2 == 1) { ASB(" You feel awkward."); str = str * -1;} else ASB(" You feel blessed."); break; case ITEM_HASTE_SLOW: play_sound(75); which_stat = STATUS_HASTE_SLOW; if (type % 2 == 1) { ASB(" You feel sluggish."); str = str * -1;} else ASB(" You feel speedy."); break; case ITEM_AFFECT_INVULN: play_sound(68); which_stat = STATUS_INVULNERABLE; if (type % 2 == 1) { ASB(" You feel odd."); str = str * -1;} else ASB(" You feel protected."); break; case ITEM_AFFECT_MAGIC_RES: play_sound(51); which_stat = STATUS_MAGIC_RESISTANCE; if (type % 2 == 1) { ASB(" You feel odd."); str = str * -1;} else ASB(" You feel protected."); break; case ITEM_AFFECT_WEB: which_stat = STATUS_WEBS; if (type % 2 == 1) ASB(" You feel sticky."); else { ASB(" Your skin tingles."); str = str * -1;} break; case ITEM_AFFECT_SANCTUARY: play_sound(43); which_stat = STATUS_INVISIBLE; if (type % 2 == 1) { ASB(" You feel exposed."); str = str * -1;} else ASB(" You feel obscure."); break; case ITEM_AFFECT_MARTYRS_SHIELD: play_sound(43); which_stat = STATUS_MARTYRS_SHIELD; if (type % 2 == 1) { ASB(" You feel dull."); str = str * -1;} else ASB(" You start to glow slightly."); break; } if (type > 1) adven.affect(which_stat,str); else affect_pc(pc,which_stat,str); break; case ITEM_AFFECT_POISON: switch (type) { case 0: ASB(" You feel better."); adven[pc].cure(str); break; case 1: ASB(" You feel ill."); adven[pc].poison(str); break; case 2: ASB(" You all feel better."); adven.cure(str); break; case 3: ASB(" You all feel ill."); adven.poison(str); break; } break; case ITEM_AFFECT_DISEASE: switch (type) { case 0: ASB(" You feel healthy."); affect_pc(pc,7,-1 * str); break; case 1: ASB(" You feel sick."); adven[pc].disease(str); break; case 2: ASB(" You all feel healthy."); adven.affect(7,-1 * str); break; case 3: ASB(" You all feel sick."); adven.disease(str); break; } break; case ITEM_AFFECT_DUMBFOUND: switch (type) { case 0: ASB(" You feel clear headed."); affect_pc(pc,9,-1 * str); break; case 1: ASB(" You feel confused."); adven[pc].dumbfound(str); break; case 2: ASB(" You all feel clear headed."); adven.affect(9,-1 * str); break; case 3: ASB(" You all feel confused."); adven.dumbfound(str); break; } break; case ITEM_AFFECT_SLEEP: switch (type) { case 0: ASB(" You feel alert."); affect_pc(pc,11,-1 * str); break; case 1: ASB(" You feel very tired."); adven[pc].sleep(str + 1,11,200); break; case 2: ASB(" You all feel alert."); adven.affect(11,-1 * str); break; case 3: ASB(" You all feel very tired."); for (i = 0; i < 6; i++) adven[i].sleep(str + 1,11,200); break; } break; case ITEM_AFFECT_PARALYSIS: switch (type) { case 0: ASB(" You find it easier to move."); affect_pc(pc,12,-1 * str * 100); break; case 1: ASB(" You feel very stiff."); adven[pc].sleep(str * 20 + 10,12,200); break; case 2: ASB(" You all find it easier to move."); adven.affect(12,-1 * str * 100); break; case 3: ASB(" You all feel very stiff."); for (i = 0; i < 6; i++) adven[i].sleep(str * 20 + 10,12,200); break; } break; case ITEM_AFFECT_ACID: switch (type) { case 0: ASB(" Your skin tingles pleasantly."); affect_pc(pc,13,-1 * str); break; case 1: ASB(" Your skin burns!"); adven[pc].acid(str); break; case 2: ASB(" You all tingle pleasantly."); adven.affect(13,-1 * str); break; case 3: ASB(" Everyone's skin burns!"); for (i = 0; i < 6; i++) adven[i].acid(str); break; } break; case ITEM_BLISS: switch (type) { case 0: case 1: ASB(" You feel wonderful!"); adven[pc].heal(str * 20); affect_pc(pc,1,str); break; case 2: case 3: ASB(" Everyone feels wonderful!"); adven.heal(str * 20); adven.affect(1, str); break; } break; case ITEM_AFFECT_EXPERIENCE: switch (type) { case 0: ASB(" You feel much smarter."); adven[pc].giveXP(str * 5); break; case 1: ASB(" You feel forgetful."); adven[pc].drainXP(str * 5); break; case 2: ASB(" You all feel much smarter."); adven.giveXP(str * 5); break; case 3: ASB(" You all feel forgetful."); adven.drainXP(str * 5); break; } break; case ITEM_AFFECT_SKILL_POINTS: play_sound(68); switch (type) { case 0: ASB(" You feel much smarter."); adven[pc].skill_pts += str; break; case 1: ASB(" You feel forgetful."); adven[pc].skill_pts = max(0,adven[pc].skill_pts - str); break; case 2: ASB(" You all feel much smarter."); for (i = 0; i < 6; i++) adven[i].skill_pts += str; break; case 3: ASB(" You all feel forgetful."); for (i = 0; i < 6; i++) adven[i].skill_pts = max(0,adven[i].skill_pts - str); break; } break; case ITEM_AFFECT_HEALTH: switch (type) { case 0: ASB(" You feel better."); adven[pc].heal(str * 20); break; case 1: ASB(" You feel sick."); adven[pc].damage(20 * str,4,0); break; case 2: ASB(" You all feel better."); adven.heal(str * 20); break; case 3: ASB(" You all feel sick."); adven.damage(20 * str,4); break; } break; case ITEM_AFFECT_SPELL_POINTS: switch (type) { case 0: ASB(" You feel energized."); adven[pc].restoreSP(str * 5); break; case 1: ASB(" You feel drained."); adven[pc].cur_sp = max(0,adven[pc].cur_sp - str * 5); break; case 2: ASB(" You all feel energized."); adven.restoreSP(str * 5); break; case 3: ASB(" You all feel drained."); for (i = 0; i < 6; i++) adven[i].cur_sp = max(0,adven[i].cur_sp - str * 5); break; } break; case ITEM_DOOM: switch (type) { case 0: case 1: ASB(" You feel terrible."); adven[pc].drainXP(str * 5); adven[pc].damage(20 * str,4,0); adven[pc].disease(2 * str); adven[pc].dumbfound(2 * str); break; case 2: case 3: ASB(" You all feel terrible."); for (i = 0; i < 6; i++) { adven[i].drainXP(str * 5); adven[i].damage(20 * str,4,0); adven[i].disease(2 * str); adven[i].dumbfound(2 * str);} break; } break; case ITEM_LIGHT: ASB(" You have more light."); increase_light(50 * str); break; case ITEM_STEALTH: ASB(" Your footsteps become quieter."); party.stuff_done[SDF_STEALTH] += 5 * str; break; case ITEM_FIREWALK: ASB(" You feel chilly."); party.stuff_done[SDF_LAVAWALK] += 2 * str; break; case ITEM_FLYING: if (party.stuff_done[SDF_FLYING] > 0) { add_string_to_buf(" Not while already flying. "); break; } if (party.in_boat >= 0) add_string_to_buf(" Leave boat first. "); else if (party.in_horse >= 0)//// add_string_to_buf(" Leave horse first. "); else { ASB(" You rise into the air!"); party.stuff_done[SDF_FLYING] += str; } break; case ITEM_MAJOR_HEALING: switch (type) { case 0: case 1: ASB(" You feel wonderful."); adven[pc].heal(200); adven[pc].cure(8); break; case 2: case 3: ASB(" You all feel wonderful."); adven.heal(200); adven.cure(8); break; } break; case ITEM_CALL_SPECIAL: switch(type){ case 0: if((is_town()) || ((is_combat()) && (which_combat_type == 1))) run_special(SPEC_USE_SPEC_ITEM,2,str,location(),&i,&j,&r1);// Call town special else run_special(SPEC_USE_SPEC_ITEM,1,str,location(),&i,&j,&r1);// Call outdoor special break; case 1: if((is_town()) || ((is_combat()) && (which_combat_type == 1))) run_special(SPEC_USE_SPEC_ITEM,2,str,location(),&i,&j,&r1);// Call town special else run_special(SPEC_USE_SPEC_ITEM,0,str,location(),&i,&j,&r1);// Call scenario special break; case 2: if((is_town()) || ((is_combat()) && (which_combat_type == 1))) run_special(SPEC_USE_SPEC_ITEM,0,str,location(),&i,&j,&r1);// Call scenario special else run_special(SPEC_USE_SPEC_ITEM,1,str,location(),&i,&j,&r1);// Call outdoor special break; case 3: run_special(SPEC_USE_SPEC_ITEM,0,str,location(),&i,&j,&r1);// Call scenario special break; } break; // spell effects case ITEM_SPELL_FLAME: add_string_to_buf(" It fires a bolt of flame."); start_spell_targeting(1011); break; case ITEM_SPELL_FIREBALL: add_string_to_buf(" It shoots a fireball. "); start_spell_targeting(1022); break; case ITEM_SPELL_FIRESTORM: add_string_to_buf(" It shoots a huge fireball. "); start_spell_targeting(1040); break; case ITEM_SPELL_KILL: add_string_to_buf(" It shoots a black ray. "); start_spell_targeting(1048); break; case ITEM_SPELL_ICE_BOLT: add_string_to_buf(" It fires a ball of ice. "); start_spell_targeting(1031); break; case ITEM_SPELL_SLOW: add_string_to_buf(" It fires a purple ray. "); start_spell_targeting(1012); break; case ITEM_SPELL_SHOCKWAVE: add_string_to_buf(" The ground shakes! "); do_shockwave(pc_pos[current_pc]); break; case ITEM_SPELL_DISPEL_UNDEAD: add_string_to_buf(" It shoots a white ray. "); start_spell_targeting(1132); break; case ITEM_SPELL_RAVAGE_SPIRIT: add_string_to_buf(" It shoots a golden ray. "); start_spell_targeting(1155); break; case ITEM_SPELL_SUMMONING: if (summon_monster(str,user_loc,50,2) == false) add_string_to_buf(" Summon failed."); break; case ITEM_SPELL_MASS_SUMMONING: r1 = get_ran(6,1,4); j = get_ran(1,3,5); for (i = 0; i < j; i++) if (summon_monster(str,user_loc,r1,2) == false) add_string_to_buf(" Summon failed."); break; case ITEM_SPELL_ACID_SPRAY: add_string_to_buf(" Acid sprays from the tip! "); start_spell_targeting(1068); break; case ITEM_SPELL_STINKING_CLOUD: add_string_to_buf(" It creates a cloud of gas. "); start_spell_targeting(1066); break; case ITEM_SPELL_SLEEP_FIELD: add_string_to_buf(" It creates a shimmering cloud. "); start_spell_targeting(1019); break; case ITEM_SPELL_VENOM: add_string_to_buf(" A green ray emerges. "); start_spell_targeting(1030); break; case ITEM_SPELL_SHOCKSTORM: add_string_to_buf(" Sparks fly."); start_spell_targeting(1044); break; case ITEM_SPELL_PARALYSIS: add_string_to_buf(" It shoots a silvery beam. "); start_spell_targeting(1069); break; case ITEM_SPELL_WEB_SPELL: add_string_to_buf(" It explodes!"); start_spell_targeting(1065); break; case ITEM_SPELL_STRENGTHEN_TARGET: add_string_to_buf(" It shoots a fiery red ray. "); start_spell_targeting(1062); break; case ITEM_SPELL_QUICKFIRE: add_string_to_buf("Fire pours out!"); make_quickfire(user_loc.x,user_loc.y); break; case ITEM_SPELL_MASS_CHARM: ASB("It throbs, and emits odd rays."); for (i = 0; i < T_M; i++) { if ((c_town.monst.dudes[i].active != 0) && (c_town.monst.dudes[i].attitude % 2 == 1) && (dist(pc_pos[current_pc],c_town.monst.dudes[i].m_loc) <= 8) && (can_see(pc_pos[current_pc],c_town.monst.dudes[i].m_loc,0) < 5)) { c_town.monst.dudes[i].charm(0,0,8); } } break; case ITEM_SPELL_MAGIC_MAP: if ((c_town.town.defy_scrying == 1) && (c_town.town.defy_mapping == 1)) { add_string_to_buf(" It doesn't work."); break; } add_string_to_buf(" You have a vision. "); for (i = 0; i < town_size[town_type]; i++) for (j = 0; j < town_size[town_type]; j++) make_explored(i,j); clear_map(); break; case ITEM_SPELL_DISPEL_BARRIER: add_string_to_buf(" It fires a blinding ray."); add_string_to_buf(" Target spell. "); overall_mode = MODE_TOWN_TARGET; current_pat = s; set_town_spell(1041,current_pc); break; case ITEM_SPELL_MAKE_ICE_WALL: add_string_to_buf(" It shoots a blue sphere. "); start_spell_targeting(1064); break; case ITEM_SPELL_CHARM_SPELL: add_string_to_buf(" It fires a lovely, sparkling beam."); start_spell_targeting(1117); break; case ITEM_SPELL_ANTIMAGIC_CLOUD: add_string_to_buf(" Your hair stands on end. "); start_spell_targeting(1051); break; } // Special spells: // 62 - Carrunos // 63 - Summon Rat <= doesn't exist anymore // 64 - Ice Wall Balls // 65 - Goo Bomb // 66 - Foul Vapors // 67 - Sleep cloud <= doesn't exist anymore // 68 - Spray Acid // 69 - Paralyze // 70 - mass sleep <= doesn't exist anymore } put_pc_screen(); if ((take_charge == true) && (adven[pc].items[item].charges > 0)) adven[pc].removeCharge(item); if (take_charge == false) { draw_terrain(0); put_item_screen(stat_window,0); } } // Returns true if an action is actually carried out. This can only be reached in town. Boolean use_space(location where) { unsigned char ter; short i; location from_loc,to_loc; ter = t_d.terrain[where.x][where.y]; from_loc = c_town.p_loc; add_string_to_buf("Use..."); if (is_web(where.x,where.y)) { add_string_to_buf(" You clear the webs."); take_web(where.x,where.y); return true; } if (is_crate(where.x,where.y)) { to_loc = push_loc(from_loc,where); if (same_point(from_loc,to_loc) == true) { add_string_to_buf(" Can't push crate."); return false; } add_string_to_buf(" You push the crate."); take_crate((short) where.x,(short) where.y); make_crate((short) to_loc.x,(short) to_loc.y); for (i = 0; i < NUM_TOWN_ITEMS; i++) if ((t_i.items[i].variety > ITEM_TYPE_NO_ITEM) && (same_point(t_i.items[i].item_loc,where)) && (t_i.items[i].isContained())) t_i.items[i].item_loc = to_loc; } if (is_barrel(where.x,where.y)) { to_loc = push_loc(from_loc,where); if (same_point(from_loc,to_loc) == true) { add_string_to_buf(" Can't push barrel."); return false; } add_string_to_buf(" You push the barrel."); take_barrel((short) where.x,(short) where.y); make_barrel((short) to_loc.x,(short) to_loc.y); for (i = 0; i < NUM_TOWN_ITEMS; i++) if ((t_i.items[i].variety > ITEM_TYPE_NO_ITEM) && (same_point(t_i.items[i].item_loc,where)) && (t_i.items[i].isContained())) t_i.items[i].item_loc = to_loc; } switch (scenario.ter_types[ter].special) { case TER_SPEC_CHANGE_WHEN_USED: if (same_point(where,from_loc) == true) { add_string_to_buf(" Not while on space."); return false; } add_string_to_buf(" OK."); alter_space(where.x,where.y,scenario.ter_types[ter].flag1); play_sound(scenario.ter_types[ter].flag2); return true; break; case TER_SPEC_CALL_SPECIAL_WHEN_USED: // call special run_special(SPEC_USE_SPACE,0,scenario.ter_types[ter].flag1,where,&i,&i,&i); return true; break; } add_string_to_buf(" Nothing to use."); return false; } // Note ... if this is a container, the code must first process any specials. If //specials return false, can't get items inside. If true, can get items inside. // Can't get items out in combat. Boolean adj_town_look(location where) { unsigned char terrain; Boolean can_open = true,item_there = false,got_special = false; short i = 0, s1 = 0, s2 = 0, s3 = 0; for (i = 0; i < NUM_TOWN_ITEMS; i++) if ((t_i.items[i].variety > ITEM_TYPE_NO_ITEM) && (t_i.items[i].isContained()) && (same_point(where,t_i.items[i].item_loc) == true)) item_there = true; terrain = t_d.terrain[where.x][where.y]; if (special(where.x,where.y)) {// && (get_blockage(terrain) > 0)) { if (adjacent(c_town.p_loc,where) == false) add_string_to_buf(" Not close enough to search."); else { for (i = 0; i < 50; i++) if (same_point(where,c_town.town.special_locs[i]) == true) { run_special(SPEC_TOWN_LOOK,2,c_town.town.spec_id[i],where,&s1,&s2,&s3); if (s1 > 0) can_open = false; got_special = true; if (s3 > 0) initiate_redraw(); } put_item_screen(stat_window,0); } } if ((is_container(where)) && (item_there == true) && (can_open == true)) get_item(where,6,true); else if (scenario.ter_types[terrain].special == TER_SPEC_CHANGE_WHEN_USED || scenario.ter_types[terrain].special == TER_SPEC_CALL_SPECIAL_WHEN_USED) { add_string_to_buf(" (Use this space to do something"); add_string_to_buf(" with it.)"); } else if (got_special == false) add_string_to_buf(" Search: You don't find anything. "); return false; } void out_move_party(char x,char y) { location l; l.x = x; l.y = y; l = l.toGlobal(); party.p_loc = l; center = l; update_explored(l); } void teleport_party(short x,short y,short mode) // mode - 0 full teleport flash 1 no teleport flash 2 only fade flash { short i; location l; if (is_combat()) mode = 1; l = c_town.p_loc; update_explored(l); if (mode != 1) { start_missile_anim(); for (i = 0; i < 9; i++) add_explosion(l,-1,1,1,0,0); do_explosion_anim(5,1); } if (mode != 1) can_draw_pcs = false; if (mode != 1) { do_explosion_anim(5,2); end_missile_anim(); } center.x = x; center.y = y; if (is_combat()) { pc_pos[current_pc].x = x;pc_pos[current_pc].y = y; } l.x = x; l.y = y; c_town.p_loc.x = x; c_town.p_loc.y = y; update_explored(l); draw_terrain(0); if (mode == 0) { start_missile_anim(); for (i = 0; i < 14; i++) add_explosion(center,-1,1,1,0,0); do_explosion_anim(5,1); } can_draw_pcs = true; if (mode == 0) { do_explosion_anim(5,2); end_missile_anim(); } draw_map(modeless_dialogs[5],5); } void change_level(short town_num,short x,short y) { location l; if ((town_num < 0) || (town_num >= scenario.num_towns)) { give_error("The scenario special encounter tried to put you into a town that doesn't exist.","",0); return; } l.x = x; l.y = y; force_town_enter(town_num,l); end_town_mode(1,l); start_town_mode(town_num,9); } // Damaging and killing monsters needs to be here because several have specials attached to them. Boolean damage_monst(short which_m, short who_hit, short how_much, short how_much_spec, short dam_type) //short which_m, who_hit, how_much, how_much_spec; // 6 for who_hit means dist. xp evenly 7 for no xp //short dam_type; // 0 - weapon 1 - fire 2 - poison 3 - general magic 4 - unblockable 5 - cold // 6 - demon 7 - undead // 9 - marked damage, from during anim mode //+10 = no_print // 100s digit - damage sound for boom space { creature_data_type *victim; short r1,which_spot,sound_type; location where_put; Boolean do_print = true; char resist; if (c_town.monst.dudes[which_m].active == 0) return false; sound_type = dam_type / 100; dam_type = dam_type % 100; if (dam_type >= DAMAGE_WEAPON_MARKED) { do_print = false; dam_type -= DAMAGE_WEAPON_MARKED; } if (sound_type == 0) { if ((dam_type == DAMAGE_FIRE) || (dam_type == DAMAGE_UNBLOCKABLE) ) sound_type = 5; if (dam_type == DAMAGE_COLD) sound_type = 7; if (dam_type == DAMAGE_MAGIC) sound_type = 12; if (dam_type == DAMAGE_POISON) sound_type = 11; } victim = &c_town.monst.dudes[which_m]; resist = victim->m_d.immunities; if (dam_type == DAMAGE_MAGIC) { if (resist & 1) how_much = how_much / 2; if (resist & 2) how_much = 0; } if (dam_type == DAMAGE_FIRE) { if (resist & 4) how_much = how_much / 2; if (resist & 8) how_much = 0; } if (dam_type == DAMAGE_COLD) { if (resist & 16) how_much = how_much / 2; if (resist & 32) how_much = 0; } if (dam_type == DAMAGE_POISON) { if (resist & 64) how_much = how_much / 2; if (resist & 128) how_much = 0; } // Absorb damage? if (((dam_type == DAMAGE_FIRE) || (dam_type == DAMAGE_MAGIC) || (dam_type == DAMAGE_COLD)) && (victim->m_d.spec_skill == MONSTER_ABSORB_SPELLS)) { if((victim->m_d.health + how_much) < 32767) victim->m_d.health += how_much; ASB(" Magic absorbed."); return false; } // Saving throw if (((dam_type == DAMAGE_FIRE) || (dam_type == DAMAGE_COLD)) && (get_ran(1,0,20) <= victim->m_d.level)) how_much = how_much / 2; if ((dam_type == DAMAGE_MAGIC) && (get_ran(1,0,24) <= victim->m_d.level)) how_much = how_much / 2; // Rentar-Ihrno? if (victim->m_d.spec_skill == MONSTER_INVULNERABILITY) how_much = how_much / 10; r1 = get_ran(1,0,(victim->m_d.armor * 5) / 4); r1 += victim->m_d.level / 4; if (dam_type == DAMAGE_WEAPON) how_much -= r1; if (boom_anim_active == true) { if (how_much < 0) how_much = 0; monst_marked_damage[which_m] += how_much; if (victim->m_d.spec_skill == MONSTER_INVULNERABILITY) add_explosion(victim->m_loc,how_much/10,0,(dam_type > 2) ? 2 : 0,14 * (victim->m_d.x_width - 1),18 * (victim->m_d.y_width - 1)); else add_explosion(victim->m_loc,how_much,0,(dam_type > 2) ? 2 : 0,14 * (victim->m_d.x_width - 1),18 * (victim->m_d.y_width - 1)); if (how_much == 0){ monst_spell_note(victim->number,7); return false; } else return true; } if (how_much <= 0) { if (is_combat()) monst_spell_note(victim->number,7); if ((how_much <= 0) && ((dam_type == DAMAGE_WEAPON) || (dam_type == DAMAGE_UNDEAD) || (dam_type == DAMAGE_DEMON))) { draw_terrain(2); play_sound(2); } return false; } if (do_print == true) monst_damaged_mes(which_m,how_much,how_much_spec); victim->m_d.health = victim->m_d.health - how_much - how_much_spec; if (in_scen_debug == true) victim->m_d.health = -1; // splitting monsters if ((victim->m_d.spec_skill == MONSTER_SPLITS) && (victim->m_d.health > 0)){ where_put = find_clear_spot(victim->m_loc,1); if (where_put.x > 0) if ((which_spot = c_town.placeMonster(victim->number,where_put)) < 90) { c_town.monst.dudes[which_spot].m_d.health = victim->m_d.health; c_town.monst.dudes[which_spot].monst_start = victim->monst_start; monst_spell_note(victim->number,27); } } if (who_hit < 7) party.total_dam_done += how_much + how_much_spec; // Monster damages. Make it hostile. victim->active = 2; if (dam_type != 9) { // note special damage only gamed in hand-to-hand, not during animation if (party_can_see_monst(which_m) == true) { pre_boom_space(victim->m_loc,100,boom_gr[dam_type],how_much,sound_type); if (how_much_spec > 0) boom_space(victim->m_loc,100,51,how_much_spec,5); } else { pre_boom_space(victim->m_loc,overall_mode, boom_gr[dam_type],how_much,sound_type); if (how_much_spec > 0) boom_space(victim->m_loc,overall_mode,51,how_much_spec,5); } } if (victim->m_d.health < 0) { monst_killed_mes(which_m); kill_monst(victim,who_hit); } else { if (how_much > 0) victim->m_d.morale = victim->m_d.morale - 1; if (how_much > 5) victim->m_d.morale = victim->m_d.morale - 1; if (how_much > 10) victim->m_d.morale = victim->m_d.morale - 1; if (how_much > 20) victim->m_d.morale = victim->m_d.morale - 2; } if ((victim->attitude % 2 != 1) && (who_hit < 7) && (processing_fields == false) && ((monsters_going == false) || (party.stuff_done[SDF_MONSTERS_ALERTNESS] == 0))) { add_string_to_buf("Damaged an innocent. "); victim->attitude = 1; set_town_status(0); } /*if ((victim->attitude % 2 != 1) && (who_hit < 7) && ((processing_fields == true) && (party.stuff_done[SDF_MONSTERS_ALERTNESS] == 0))) { add_string_to_buf("Damaged an innocent."); victim->attitude = 1; set_town_status(0); }*/ return true; } void kill_monst(creature_data_type *which_m,short who_killed) { short xp,i,j,s1,s2,s3; location l; creature_data_type killed_monster; killed_monster = *which_m; //work on a local copy of the monster //erase the original monster now, so that if during a special chain the original monster's slot is filled with a new monster, it's not the new monster that is erased. which_m->monst_start.spec1 = 0; // make sure, if this is a spec. activated monster, it won't come back which_m->active = 0; switch (killed_monster.m_d.m_type) { case MONSTER_TYPE_HUMAN: case MONSTER_TYPE_IMPORTANT: case MONSTER_TYPE_MAGE: case MONSTER_TYPE_PRIEST: case MONSTER_TYPE_HUMANOID://humanoïd ? if (( killed_monster.number == 38) ||//goblin ( killed_monster.number == 39))//goblin fighter i = 4; else if ( killed_monster.number == 45)//ogre i = 0; else i = get_ran(1,0,1); play_sound(29 + i); break; case MONSTER_TYPE_GIANT: play_sound(29); break; case MONSTER_TYPE_REPTILE: case MONSTER_TYPE_BEAST: case MONSTER_TYPE_DEMON: case MONSTER_TYPE_UNDEAD: case MONSTER_TYPE_STONE: i = get_ran(1,0,1); play_sound(31 + i); break; default: play_sound(33); break; } // Special killing effects if (sd_legit(killed_monster.monst_start.spec1,killed_monster.monst_start.spec2) == true) party.stuff_done[killed_monster.monst_start.spec1][killed_monster.monst_start.spec2] = 1; run_special(SPEC_KILL_MONST,2,killed_monster.monst_start.special_on_kill,killed_monster.m_loc,&s1,&s2,&s3); if (killed_monster.m_d.radiate_1 == MONSTER_DEATH_TRIGGERS) run_special(SPEC_KILL_MONST,0,killed_monster.m_d.radiate_2,killed_monster.m_loc,&s1,&s2,&s3); if ((in_scen_debug == false) && ((killed_monster.summoned >= 100) || (killed_monster.summoned == 0))) { // no xp for party-summoned monsters xp = killed_monster.m_d.level * 2; if (who_killed < NUM_OF_PCS) adven[who_killed].giveXP(xp); else if (who_killed == INVALID_PC) adven.giveXP(xp / 6 + 1); if (who_killed < 7) { i = max((xp / 6),1); adven.giveXP(i); } l = killed_monster.m_loc; place_glands(l,killed_monster.number); } if ((in_scen_debug == false) && (killed_monster.summoned == 0)) place_treasure(killed_monster.m_loc, killed_monster.m_d.level / 2, killed_monster.m_d.treasure, 0); i = killed_monster.m_loc.x; j = killed_monster.m_loc.y; switch (killed_monster.m_d.m_type) { case MONSTER_TYPE_DEMON: make_sfx(i,j,6); break; case MONSTER_TYPE_UNDEAD: if (killed_monster.number <= 59) //skeletons make_sfx(i,j,7); //put bones break; case MONSTER_TYPE_SLIME: case MONSTER_TYPE_BUG: make_sfx(i,j,4); break; case MONSTER_TYPE_STONE: make_sfx(i,j,8); break; default: make_sfx(i,j,1); break; } if (((is_town()) || (which_combat_type == 1)) && (killed_monster.summoned == 0)) { party.m_killed[c_town.town_num]++; } party.total_m_killed++; } // Pushes party and monsters around by moving walls and conveyor belts. //This is very fragils, and only hands a few cases. void push_things() { Boolean redraw = false; short i,k; unsigned char ter; location l; if (is_out()) return; if (belt_present == false) return; for (i = 0; i < T_M; i++) if (c_town.monst.dudes[i].active > 0) { l = c_town.monst.dudes[i].m_loc; ter = t_d.terrain[l.x][l.y]; switch (scenario.ter_types[ter].special) { case TER_SPEC_CONVEYOR_NORTH: l.y--; break; case TER_SPEC_CONVEYOR_EAST: l.x++; break; case TER_SPEC_CONVEYOR_SOUTH: l.y++; break; case TER_SPEC_CONVEYOR_WEST: l.x--; break; } if (same_point(l,c_town.monst.dudes[i].m_loc) == false) { c_town.monst.dudes[i].m_loc = l; if ((point_onscreen(center,c_town.monst.dudes[i].m_loc) == true) || (point_onscreen(center,l) == true)) redraw = true; } } for (i = 0; i < NUM_TOWN_ITEMS; i++) if (t_i.items[i].variety > ITEM_TYPE_NO_ITEM) { l = t_i.items[i].item_loc; ter = t_d.terrain[l.x][l.y]; switch (scenario.ter_types[ter].special) { case TER_SPEC_CONVEYOR_NORTH: l.y--; break; case TER_SPEC_CONVEYOR_EAST: l.x++; break; case TER_SPEC_CONVEYOR_SOUTH: l.y++; break; case TER_SPEC_CONVEYOR_WEST: l.x--; break; } if (same_point(l,t_i.items[i].item_loc) == false) { t_i.items[i].item_loc = l; if ((point_onscreen(center,t_i.items[i].item_loc) == true) || (point_onscreen(center,l) == true)) redraw = true; } } if (is_town()) { ter = t_d.terrain[c_town.p_loc.x][c_town.p_loc.y]; l = c_town.p_loc; switch (scenario.ter_types[ter].special) { case TER_SPEC_CONVEYOR_NORTH: l.y--; break; case TER_SPEC_CONVEYOR_EAST: l.x++; break; case TER_SPEC_CONVEYOR_SOUTH: l.y++; break; case TER_SPEC_CONVEYOR_WEST: l.x--; break; } if (same_point(l,c_town.p_loc) == false) { ASB("You get pushed."); if (scenario.ter_types[ter].special >= TER_SPEC_CONVEYOR_NORTH) draw_terrain(0); center = l; c_town.p_loc = l; update_explored(l); ter = t_d.terrain[c_town.p_loc.x][c_town.p_loc.y]; draw_map(modeless_dialogs[5],5); if (is_barrel(c_town.p_loc.x,c_town.p_loc.y)) { take_barrel(c_town.p_loc.x,c_town.p_loc.y); ASB("You smash the barrel."); } if (is_crate(c_town.p_loc.x,c_town.p_loc.y)) { take_crate(c_town.p_loc.x,c_town.p_loc.y); ASB("You smash the crate."); } for (k = 0; k < NUM_TOWN_ITEMS; k++) if ((t_i.items[k].variety > ITEM_TYPE_NO_ITEM) && (t_i.items[k].isContained()) && (same_point(t_i.items[k].item_loc,c_town.p_loc) == true)) t_i.items[k].item_properties = t_i.items[k].item_properties & 247; redraw = true; } } if (is_combat()) { for (i = 0; i < 6; i++) if (adven[i].isAlive()) { ter = t_d.terrain[pc_pos[i].x][pc_pos[i].y]; l = pc_pos[i]; switch (scenario.ter_types[ter].special) { case TER_SPEC_CONVEYOR_NORTH: l.y--; break; case TER_SPEC_CONVEYOR_EAST: l.x++; break; case TER_SPEC_CONVEYOR_SOUTH: l.y++; break; case TER_SPEC_CONVEYOR_WEST: l.x--; break; } if (same_point(l, pc_pos[i]) == false) { ASB("Someone gets pushed."); ter = t_d.terrain[l.x][l.y]; if (scenario.ter_types[ter].special >= TER_SPEC_CONVEYOR_NORTH) draw_terrain(0); pc_pos[i] = l; update_explored(l); draw_map(modeless_dialogs[5],5); if (is_barrel(pc_pos[i].x,pc_pos[i].y)) { take_barrel(pc_pos[i].x,pc_pos[i].y); ASB("You smash the barrel."); } if (is_crate(pc_pos[i].x,pc_pos[i].y)) { take_crate(pc_pos[i].x,pc_pos[i].y); ASB("You smash the crate."); } for (k = 0; k < NUM_TOWN_ITEMS; k++) if ((t_i.items[k].variety > ITEM_TYPE_NO_ITEM) && (t_i.items[k].isContained()) && (same_point(t_i.items[k].item_loc,pc_pos[i]) == true)) t_i.items[k].item_properties = t_i.items[k].item_properties & 247; redraw = true; } } } if (redraw == true) { print_buf(); draw_terrain(0); } } BOOL special_increase_age(char mode) //mode : 0 triggers, 1 delay { short i,s1,s2,s3; Boolean redraw = false,stat_area = false; BOOL to_return = false; for (i = 0; i < 8; i++) if ((c_town.town.timer_spec_times[i] > 0) && (party.age % c_town.town.timer_spec_times[i] == 0) && ((is_town() == true) || ((is_combat() == true) && (which_combat_type == 1)))) { if(mode == 0){ run_special(SPEC_TOWN_TIMER,2,c_town.town.timer_specs[i],location(),&s1,&s2,&s3); stat_area = true; if (s3 > 0) redraw = true; to_return = true; } else if (queue_position < 19){ //leave a special pending slot for entering/exiting town special_queue[queue_position].queued_special = c_town.town.timer_specs[i]; special_queue[queue_position].trigger_time = party.age; special_queue[queue_position].type = 2; special_queue[queue_position].mode = SPEC_TOWN_TIMER; special_queue[queue_position].where = location(); queue_position++; } } for (i = 0; i < 20; i++) if ((scenario.scenario_timer_times[i] > 0) && (party.age % scenario.scenario_timer_times[i] == 0)) { if(mode == 0){ run_special(SPEC_SCEN_TIMER,0,scenario.scenario_timer_specs[i],location(),&s1,&s2,&s3); stat_area = true; if (s3 > 0) redraw = true; to_return = true; } else if (queue_position < 19){ //leave a special pending slot for entering/exiting town special_queue[queue_position].queued_special = scenario.scenario_timer_specs[i]; special_queue[queue_position].trigger_time = party.age; special_queue[queue_position].type = 0; special_queue[queue_position].mode = SPEC_SCEN_TIMER; special_queue[queue_position].where = location(); queue_position++; } } for (i = 0; i < 30; i++) if (party.party_event_timers[i] > 0) { if (party.party_event_timers[i] == 1) { if(mode == 0){ if (party.global_or_town[i] == 0) run_special(SPEC_PARTY_TIMER,0,party.node_to_call[i],location(),&s1,&s2,&s3); else run_special(SPEC_PARTY_TIMER,2,party.node_to_call[i],location(),&s1,&s2,&s3); party.party_event_timers[i] = 0; stat_area = true; if (s3 > 0) redraw = true; to_return = true; } else if (queue_position < 19){ //leave a special pending slot for entering/exiting town if (party.global_or_town[i] == 0){ special_queue[queue_position].type = 0; special_queue[queue_position].mode = SPEC_PARTY_TIMER; } else{ special_queue[queue_position].type = 2; special_queue[queue_position].mode = SPEC_PARTY_TIMER; } special_queue[queue_position].queued_special = party.node_to_call[i]; special_queue[queue_position].trigger_time = party.age; special_queue[queue_position].where = location(); queue_position++; } } else party.party_event_timers[i]--; } if (stat_area == true) { put_pc_screen(); put_item_screen(stat_window,0); } if (redraw == true) draw_terrain(0); return to_return; } // This is the big painful one, the main special engine // which_mode - says when it was called // 0 - out moving (a - 1 if blocked) // 1 - town moving (a - 1 if blocked) // 2 - combat moving (a - 1 if blocked) // 3 - out looking (a - 1 if don't get items inside) NOT USED!!! // 4 - town looking (a - 1 if don't get items inside) // 5 - entering town // 6 - leaving town // 7 - talking (a,b - numbers of strings to respond) // 8 - using a special item // 9 - town timer // 10 - scen timer // 11 - party countdown timer // 12 - killed a monst // 13 - encountering outdoor enc (a - 1 if no fight) // 14 - winning outdoor enc // 15 - fleeing outdoor enc // 16 - ritual of sanct // 17 - using space // which_type - 0 - scen 1 - out 2 - town // start spec - the number of the first spec to call // a,b - 2 values that can be returned // redraw - 1 if now need redraw void run_special(short which_mode,short which_type,short start_spec,location spec_loc,short *a,short *b,short *redraw) { short cur_spec,cur_spec_type,next_spec,next_spec_type; special_node_type cur_node; if (special_in_progress == true) { give_error("The scenario called a special node while processing another special encounter. The second special will be ignored.","",0); return; } special_in_progress = true; next_spec = start_spec; next_spec_type = which_type; current_pc_picked_in_spec_enc = -1; store_special_loc = spec_loc; if (end_scenario == true) { special_in_progress = false; return; } while (next_spec >= 0) { cur_spec = next_spec; cur_spec_type = next_spec_type; next_spec = -1; cur_node = get_node(cur_spec,cur_spec_type); if (cur_node.type == SPEC_ERROR) { /// got an error special_in_progress = false; return; } if ((cur_node.type >= SPEC_NULL) && (cur_node.type <= SPEC_RAND_SDF)) { general_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); } if ((cur_node.type >= SPEC_ONCE_GIVE_ITEM) && (cur_node.type <= SPEC_ONCE_TRAP)) { oneshot_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); } if ((cur_node.type >= SPEC_SELECT_PC) && (cur_node.type <= SPEC_AFFECT_FLIGHT)) { affect_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); } if ((cur_node.type >= SPEC_IF_SDF) && (cur_node.type <= SPEC_IF_ENOUGH_SPECIES)) { ifthen_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); } if ((cur_node.type >= SPEC_SET_TOWN_STATUS) && (cur_node.type <= SPEC_TOWN_CHANGE_ATTITUDE)) { townmode_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); } if ((cur_node.type >= SPEC_RECT_PLACE_FIRE) && (cur_node.type <= SPEC_RECT_UNLOCK)) { rect_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); } if ((cur_node.type >= SPEC_OUT_MAKE_WANDER) && (cur_node.type <= SPEC_OUT_STORE)) { outdoor_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); } if(check_for_interrupt()){ give_error("The special encounter was interrupted. The scenario may be in an unexpected state; it is recommended that you reload from a saved game.","",0); // give_error("A special encounter can be at most 50 nodes long. The 50th node was just processed. The encounter will now end.","",0); next_spec = -1; } } if (is_out()) erase_out_specials(); else erase_specials(); special_in_progress = false; } special_node_type get_node(short cur_spec,short cur_spec_type) { special_node_type dummy_node; dummy_node = scenario.scen_specials[0]; dummy_node.type = SPEC_ERROR; if (cur_spec_type == 0) { if (cur_spec != minmax(0,255,(int)cur_spec)) { give_error("The scenario called a scenario special node out of range.","",0); return dummy_node; } return scenario.scen_specials[cur_spec]; } if (cur_spec_type == 1) { if (cur_spec != minmax(0,59,(int)cur_spec)) { give_error("The scenario called an outdoor special node out of range.","",0); return dummy_node; } return outdoors[party.i_w_c.x][party.i_w_c.y].specials[cur_spec]; } if (cur_spec_type == 2) { if (cur_spec != minmax(0,99,(int)cur_spec)) { give_error("The scenario called a town special node out of range.","",0); return dummy_node; } return c_town.town.specials[cur_spec]; } return dummy_node; } void general_spec(short which_mode,special_node_type cur_node,short cur_spec_type, short *next_spec,short *next_spec_type,short *a,short *b,short *redraw) { Boolean check_mess = false; char str1[256] = "",str2[256] = ""; short store_val = 0,i; special_node_type spec; short mess_adj[3] = {160,10,20}; spec = cur_node; *next_spec = cur_node.jumpto; switch (cur_node.type) { case SPEC_NULL: break; // null spec case SPEC_SET_SDF: check_mess = true; setsd(cur_node.sd1,cur_node.sd2,cur_node.ex1a); break; case SPEC_INC_SDF: check_mess = true; setsd(cur_node.sd1,cur_node.sd2, PSD[cur_node.sd1][cur_node.sd2] + ((cur_node.ex1b == 0) ? 1 : -1) * cur_node.ex1a); break; case SPEC_DISPLAY_MSG: check_mess = true; break; case SPEC_DISPLAY_SM_MSG: get_strs(str1, str2, cur_spec_type,cur_node.m1 + mess_adj[cur_spec_type], cur_node.m2 + mess_adj[cur_spec_type]); if (cur_node.m1 >= 0) ASB(str1); if (cur_node.m2 >= 0) ASB(str2); break; case SPEC_FLIP_SDF: setsd(cur_node.sd1,cur_node.sd2, ((PSD[cur_node.sd1][cur_node.sd2] == 0) ? 1 : 0) ); check_mess = true; break; case SPEC_OUT_BLOCK: if (is_out()) *next_spec = -1; if ((is_out()) && (spec.ex1a != 0) && (which_mode == SPEC_OUT_MOVE)) { ASB("Can't go here while outdoors."); *a = 1; } break; case SPEC_TOWN_BLOCK: if (is_town()) *next_spec = -1; if ((is_town()) && (spec.ex1a != 0) && (which_mode == SPEC_TOWN_MOVE)) { ASB("Can't go here while in town mode."); *a = 1; } break; case SPEC_FIGHT_BLOCK: if (is_combat()) *next_spec = -1; if ((is_combat()) && (spec.ex1a != 0) && (which_mode == SPEC_COMBAT_MOVE)) { ASB("Can't go here during combat."); *a = 1; } break; case SPEC_LOOK_BLOCK: if ((which_mode == SPEC_OUT_LOOK) || (which_mode == SPEC_TOWN_LOOK)) *next_spec = -1; break; case SPEC_CANT_ENTER: check_mess = true; if (which_mode < SPEC_OUT_LOOK) { if (spec.ex1a != 0) *a = 1; else *a = 0; } break; case SPEC_CHANGE_TIME: check_mess = true; party.age += spec.ex1a;//won't trigger special events !!! break; case SPEC_SCEN_TIMER_START: check_mess = true; for (i = 0; i < 30; i++) if (party.party_event_timers[i] == 0) { party.party_event_timers[i] = spec.ex1a; party.node_to_call[i] = spec.ex1b; party.global_or_town[i] = 0; i = 30; } break; case SPEC_PLAY_SOUND: if(spec.ex1a < 0) play_sound(spec.ex1a); else play_sound(1000 + spec.ex1a); break; case SPEC_CHANGE_HORSE_OWNER: check_mess = true; if (spec.ex1a != minmax(0,29,(int)spec.ex1a)) give_error("Horse out of range.","",0); else party.horses[spec.ex1a].property = (spec.ex2a == 0) ? 1 : 0; break; case SPEC_CHANGE_BOAT_OWNER: check_mess = true; if (spec.ex1a != minmax(0,29,(int)spec.ex1a)) give_error("Boat out of range.","",0); else party.boats[spec.ex1a].property = (spec.ex2a == 0) ? 1 : 0; break; case SPEC_SET_TOWN_VISIBILITY: check_mess = true; if (spec.ex1a != minmax(0,scenario.num_towns - 1,(int)spec.ex1a)) give_error("Town out of range.","",0); else{ if(PSD[SDF_LEGACY_SCENARIO] == 0) //"new" scenario, fixed show/hide town node party.can_find_town[spec.ex1a] = (spec.ex1b == 0) ? 0 : 1; else //legacy scenario, old buggy show/hide town node (for compatibility purposes) party.can_find_town[spec.ex1a] = (spec.ex2a == 0) ? 0 : 1; } *redraw = true; break; case SPEC_MAJOR_EVENT_OCCURRED: check_mess = true; if (spec.ex1a != minmax(1,10,(int)spec.ex1a)) give_error("Event code out of range.","",0); else if (party.key_times[spec.ex1a] == 30000) party.key_times[spec.ex1a] = calc_day(); break; case SPEC_FORCED_GIVE: check_mess = true; if ((forced_give(spec.ex1a,0) == false) && ( spec.ex1b >= 0)) *next_spec = spec.ex1b; break; case SPEC_BUY_ITEMS_OF_TYPE: for (i = 0; i < 144; i++) if (adven.checkClass(spec.ex1a,0) == true) store_val++; if (store_val == 0) { if ( spec.ex1b >= 0) *next_spec = spec.ex1b; } else { check_mess = true; party.giveGold(store_val * spec.ex2a,true); } break; case SPEC_CALL_GLOBAL: *next_spec_type = 0; break; case SPEC_SET_SDF_ROW: if (spec.sd1 != minmax(0,299,(int)spec.sd1)) give_error("Stuff Done flag out of range.","",0); else for (i = 0; i < 10; i++) PSD[spec.sd1][i] = spec.ex1a; break; case SPEC_COPY_SDF: if ((sd_legit(spec.sd1,spec.sd2) == false) || (sd_legit(spec.ex1a,spec.ex1b) == false)) give_error("Stuff Done flag out of range.","",0); else PSD[spec.sd1][spec.sd2] = PSD[spec.ex1a][spec.ex1b]; break; case SPEC_SANCTIFY: if (which_mode != SPEC_TARGET) *next_spec = spec.ex1b; break; case SPEC_REST: check_mess = true; if(party.stuff_done[SDF_COMPATIBILITY_CHECK_TIMERS_WHILE_RESTING] == 1){ for(i = 0; i < spec.ex1a ; i++){ party.age++; special_increase_age(1);//if timed specials happens, put them on the timer queue } } else party.age += spec.ex1a; adven.heal(spec.ex1b); adven.restoreSP(spec.ex1b); break; case SPEC_WANDERING_WILL_FIGHT: if (which_mode != SPEC_OUTDOOR_ENC) break; *a = (spec.ex1a == 0) ? 1 : 0; break; case SPEC_END_SCENARIO: for(i=0;i<6;i++)//temporary fix, maybe we'll do a special "you lose" dialog. if(adven[i].isAlive() == false) store_val++; if(store_val != 6) end_scenario = true; break; case SPEC_DISPLAY_PICTURE: check_mess = false; if(spec.ex1a >= 160 && spec.ex1a < 260) strcpy(str1, scen_strs2[spec.ex1a - 160]); else{ give_error("Wrong scenario text number has been called (must be between 160 and 259).","",0); break; } if ((displayed_picture = ReadScenFile(str1)) == NULL){ give_error("Error opening the image file. Make sure the extension (.bmp) is specified in the scenario message text (the first search directory is the current scenario folder).","",0); break; } cd_create_custom_pic_dialog(mainPtr,displayed_picture); while (dialog_not_toast) ModalDialog(); cd_kill_dialog(905,0); DeleteObject(displayed_picture); displayed_picture = NULL; break; case SPEC_RAND_SDF: check_mess = true; short rand; // Automatically fix the range in case some idiot puts it in backwards, or the same (WHY) if (cur_node.ex1a == cur_node.ex1b) { rand = cur_node.ex1b; } else { rand = get_ran(1, min(cur_node.ex1a,cur_node.ex1b), max(cur_node.ex1a,cur_node.ex1b) ); } setsd(cur_node.sd1,cur_node.sd2,rand); //print_nums(rand, cur_node.ex1a, cur_node.ex1b); break; } if (check_mess == true) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } void oneshot_spec(short which_mode,special_node_type cur_node,short cur_spec_type, short *next_spec,short *,short *a,short *b,short *redraw) { Boolean check_mess = true,set_sd = true; char strs[6][256] = {"","","","","",""}; short i,j,buttons[3] = {-1,-1,-1}; special_node_type spec; item_record_type store_i; location l; spec = cur_node; *next_spec = cur_node.jumpto; if ((sd_legit(spec.sd1,spec.sd2) == true) && (PSD[spec.sd1][spec.sd2] == 250)) { *next_spec = -1; return; } switch (cur_node.type) { case SPEC_ONCE_GIVE_ITEM: if (forced_give(spec.ex1a,0) == false) { set_sd = false; if ( spec.ex2b >= 0) *next_spec = spec.ex2b; } else { party.giveGold(spec.ex1b,true); party.giveFood(spec.ex2a,true); } break; case SPEC_ONCE_GIVE_SPEC_ITEM: if (spec.ex1a != minmax(0,49,(int)spec.ex1a)) { give_error("Special item is out of range.","",0); set_sd = false; } else { party.spec_items[spec.ex1a] = (spec.ex1b == 0) ? 1 : 0; } if (stat_window == 6) set_stat_window(6); *redraw = 1; break; case SPEC_ONCE_NULL: set_sd = false; check_mess = false; break; case SPEC_ONCE_SET_SDF: check_mess = false; break; case SPEC_ONCE_DIALOG: case SPEC_ONCE_DIALOG_TERRAIN: case SPEC_ONCE_DIALOG_MONSTER: check_mess = false; if (spec.m1 < 0) break; for (i = 0; i < 3; i++) get_strs(strs[i * 2], strs[i * 2 + 1],cur_spec_type, spec.m1 + i * 2 + spec_str_offset[cur_spec_type],spec.m1 + i * 2 + 1 + spec_str_offset[cur_spec_type]); if (spec.m2 > 0) {buttons[0] = 1; buttons[1] = spec.ex1a; buttons[2] = spec.ex2a; if ((spec.ex1a >= 0) || (spec.ex2a >= 0)) buttons[0] = 20; } if (spec.m2 <= 0) {buttons[0] = spec.ex1a;buttons[1] = spec.ex2a;} if ((buttons[0] < 0) && (buttons[1] < 0)) { give_error("Dialog box ended up with no buttons.","",0); break; } switch (cur_node.type) { case SPEC_ONCE_DIALOG: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2400,buttons) ; else i = custom_choice_dialog((char *) strs,spec.pic ,buttons) ; break; case SPEC_ONCE_DIALOG_TERRAIN: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2000,buttons) ; else i = custom_choice_dialog((char *) strs,spec.pic,buttons) ; break; case SPEC_ONCE_DIALOG_MONSTER: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2000,buttons) ; else i = custom_choice_dialog((char *) strs,spec.pic ,buttons) ; break; } if (spec.m2 > 0) { if (i == 1) { if ((spec.ex1a >= 0) || (spec.ex2a >= 0)) { set_sd = false; } } if (i == 2) *next_spec = spec.ex1b; if (i == 3) *next_spec = spec.ex2b; } else { if (i == 1) *next_spec = spec.ex1b; if (i == 2) *next_spec = spec.ex2b; } break; case SPEC_ONCE_GIVE_ITEM_DIALOG: case SPEC_ONCE_GIVE_ITEM_TERRAIN: case SPEC_ONCE_GIVE_ITEM_MONSTER: check_mess = false; if (spec.m1 < 0) break; for (i = 0; i < 3; i++) get_strs((char *) strs[i * 2],(char *) strs[i * 2 + 1],cur_spec_type, spec.m1 + i * 2 + spec_str_offset[cur_spec_type],spec.m1 + i * 2 + 1 + spec_str_offset[cur_spec_type]); buttons[0] = 20; buttons[1] = 19; switch (cur_node.type) { case SPEC_ONCE_GIVE_ITEM_DIALOG: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2400,buttons) ; else i = custom_choice_dialog((char *) strs,spec.pic,buttons) ; break; case SPEC_ONCE_GIVE_ITEM_TERRAIN: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2000,buttons) ; else i = custom_choice_dialog((char *) strs,spec.pic,buttons) ; break; case SPEC_ONCE_GIVE_ITEM_MONSTER: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2000,buttons) ; else i = custom_choice_dialog((char *) strs,spec.pic,buttons) ; break; } if (i == 1) {set_sd = false; *next_spec = -1;} else { store_i = get_stored_item(spec.ex1a); if ((spec.ex1a >= 0) && (give_to_party(store_i,true) == false)) { set_sd = false; *next_spec = -1; } else { party.giveGold(spec.ex1b,true); party.giveFood(spec.ex2a,true); if ((spec.m2 >= 0) && (spec.m2 < 50)) { if (party.spec_items[spec.m2] == 0) ASB("You get a special item."); party.spec_items[spec.m2] = 1; *redraw = true; if (stat_window == 6) set_stat_window(6); } if (spec.ex2b >= 0) *next_spec = spec.ex2b; } } break; case SPEC_ONCE_OUT_ENCOUNTER: if (spec.ex1a != minmax(0,3,(int)spec.ex1a)) { give_error("Special outdoor enc. is out of range. Must be 0-3.","",0); set_sd = false; } else { l = party.p_loc.toLocal(); place_outd_wand_monst(l, outdoors[party.i_w_c.x][party.i_w_c.y].special_enc[spec.ex1a],true); } break; case SPEC_ONCE_TOWN_ENCOUNTER: c_town.activateMonsters(spec.ex1a); break; case SPEC_ONCE_TRAP: check_mess = false; if ((spec.m1 >= 0) || (spec.m2 >= 0)) { get_strs((char *) strs[0],(char *) strs[1], cur_spec_type, spec.m1 + ((spec.m1 >= 0) ? spec_str_offset[cur_spec_type] : 0), spec.m2 + ((spec.m2 >= 0) ? spec_str_offset[cur_spec_type] : 0)); buttons[0] = 3; buttons[1] = 2; i = custom_choice_dialog((char *) strs,727,buttons); } else i = FCD(872,0); if (i == 1) {set_sd = false; *next_spec = -1; *a = 1;} else { if (is_combat() == true) j = adven[current_pc].runTrap(spec.ex1a,spec.ex1b,spec.ex2a); else { short tmp = select_pc(1,0); if (tmp == INVALID_PC) j = false; else j = adven[tmp].runTrap(spec.ex1a,spec.ex1b,spec.ex2a); } if (j == 0 || (party_toast() == true))//maybe party has been killed by the traps... { *a = 1; set_sd = false; } } break; } if (check_mess == true) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } if ((set_sd == true) && (sd_legit(spec.sd1,spec.sd2) == true)) PSD[spec.sd1][spec.sd2] = 250; } void affect_spec(short which_mode,special_node_type cur_node,short cur_spec_type, short *next_spec,short *,short *a,short *b,short *redraw) { Boolean check_mess = true; short i,pc,r1; special_node_type spec; spec = cur_node; *next_spec = cur_node.jumpto; if((PSD[SDF_IS_PARTY_SPLIT] > 0) && (cur_node.type != SPEC_AFFECT_DEADNESS)) pc = PSD[SDF_PARTY_SPLIT_PC]; else pc = current_pc_picked_in_spec_enc; if ((check_mess == true) && (cur_node.type != SPEC_SELECT_PC)) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } switch (cur_node.type) { case SPEC_SELECT_PC://select a pc if (spec.ex1a == 2) current_pc_picked_in_spec_enc = -1; else if (spec.ex1a == 1) { i = select_pc(0,0); if (i != 6) current_pc_picked_in_spec_enc = i; } else if (spec.ex1a == 0) { i = select_pc(1,0); if (i != 6) current_pc_picked_in_spec_enc = i; } if (i == 6)// && (spec.ex1b >= 0)) *next_spec = spec.ex1b; break; case SPEC_DAMAGE://do damage r1 = get_ran(spec.ex1a,1,spec.ex1b) + spec.ex2a; if (pc < 0) { if(spec.pic == 1 && overall_mode == MODE_COMBAT) adven[current_pc].damage(r1,spec.ex2b,0); else adven.damage(r1,spec.ex2b); } else adven[pc].damage(r1,spec.ex2b,0); break; case SPEC_AFFECT_HP://affect health for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) adven[i].cur_health = minmax(0, (int)adven[i].max_health, adven[i].cur_health + spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); break; case SPEC_AFFECT_SP://affect spell points for (i = 0; i < 6; i++){ if ((pc < 0) || (pc == i)) adven[i].cur_sp = minmax(0, (int)adven[i].max_sp, adven[i].cur_sp + spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); } break; case SPEC_AFFECT_XP://affect experience for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) { if (spec.ex1b == 0) adven[i].giveXP(spec.ex1a); else adven[i].drainXP(spec.ex1a); } break; case SPEC_AFFECT_SKILL_PTS://affect skill points for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) adven[i].skill_pts = minmax(0, 100, adven[i].skill_pts + spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); break; case SPEC_AFFECT_DEADNESS://kill/raise dead for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) { if (spec.ex1b == 0) { if ((adven[i].main_status > MAIN_STATUS_ABSENT) && (adven[i].main_status < MAIN_STATUS_SPLIT)) adven[i].main_status=MAIN_STATUS_ALIVE; } else if(party.stuff_done[SDF_COMPATIBILITY_LEGACY_KILL_NODE] == 0){//legacy behavior adven[i].kill(spec.ex1a + ((spec.ex1b == 2)? 22 : 12)); } else{//kill only present pc if ((adven[i].main_status > MAIN_STATUS_ABSENT) && (adven[i].main_status < MAIN_STATUS_SPLIT)) adven[i].kill(spec.ex1a + ((spec.ex1b == 2)? 22 : 12)); } } *redraw = 1; break; case SPEC_AFFECT_POISON://affect poison for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) { if (spec.ex1b == 0) adven[i].cure(spec.ex1a); else adven[i].poison(spec.ex1a); } break; case SPEC_AFFECT_SPEED://affect slow/haste for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) { if (spec.ex1b == 0) { adven[i].slow(-1 * spec.ex1a); } else adven[i].slow(spec.ex1a); } break; case SPEC_AFFECT_INVULN://affect invulnerability for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) affect_pc(i,STATUS_INVULNERABLE,spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); break; case SPEC_AFFECT_MAGIC_RES://affect magic resistance for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) affect_pc(i,STATUS_MAGIC_RESISTANCE,spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); break; case SPEC_AFFECT_WEBS://affect webs for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) affect_pc(i,STATUS_WEBS,spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); break; case SPEC_AFFECT_DISEASE://affect disease for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) affect_pc(i,STATUS_DISEASE,spec.ex1a * ((spec.ex1b != 0) ? 1: -1)); break; case SPEC_AFFECT_SANCTUARY://affect sanctuary for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) affect_pc(i,STATUS_INVISIBLE,spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); break; case SPEC_AFFECT_CURSE_BLESS://affect curse/bless for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) affect_pc(i,STATUS_BLESS_CURSE,spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); break; case SPEC_AFFECT_DUMBFOUND://affect dumbfounding for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) affect_pc(i,STATUS_DUMB,spec.ex1a * ((spec.ex1b == 0) ? -1: 1)); break; case SPEC_AFFECT_SLEEP://affect sleep for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) { if (spec.ex1b == 0) { affect_pc(i,STATUS_ASLEEP,-1 * spec.ex1a); } else adven[i].sleep(spec.ex1a,11,10); } break; case SPEC_AFFECT_PARALYSIS://affect paralysis for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) { if (spec.ex1b == 0) { affect_pc(i,STATUS_PARALYZED,-1 * spec.ex1a); } else adven[i].sleep(spec.ex1a,12,10); } break; case SPEC_AFFECT_STAT://affect statistic if (spec.ex2a != minmax(0,18,(int)spec.ex2a)) { give_error("Skill is out of range.","",0); break; } for (i = 0; i < 6; i++) if (((pc < 0) || (pc == i)) && (get_ran(1,1,100) <= spec.pic)) adven[i].skills[spec.ex2a] = minmax(0, (int)skill_max[spec.ex2a], adven[i].skills[spec.ex2a] + spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); break; case SPEC_AFFECT_MAGE_SPELL://affect mage spell if(spec.ex1b == -1) spec.ex1b = 1; if ((spec.ex1b != 0) && (spec.ex1b != 1)){ give_error("Error the Extra 1b field should be 0 (take spell) or 1 (give spell). (-1 is legacy compatibility)","",0); break; } if((spec.ex1a < 0) || ((spec.ex1a > 31) && ( spec.ex1a < 100)) || (spec.ex1a > 129)){ give_error("Mage spell is out of range (0 - 31) or (100-129). See docs.","",0); break; } if(spec.ex1a >= 100) r1 = spec.ex1a - 130; else r1 = spec.ex1a; for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) adven[i].mage_spells[r1 + 30] = spec.ex1b; break; case SPEC_AFFECT_PRIEST_SPELL://affect priest spell if(spec.ex1b == -1) spec.ex1b = 1; if ((spec.ex1b != 0) && (spec.ex1b != 1)){ give_error("Error the Extra 1b field should be 0 (take spell) or 1 (give spell). (-1 is legacy compatibility)","",0); break; } if((spec.ex1a < 0) || ((spec.ex1a > 31) && ( spec.ex1a < 100)) || (spec.ex1a > 129)){ give_error("Priest spell is out of range (0 - 31) or (100-129). See docs.","",0); break; } if(spec.ex1a >= 100) r1 = spec.ex1a - 130; else r1 = spec.ex1a; for (i = 0; i < 6; i++) if ((pc < 0) || (pc == i)) adven[i].priest_spells[r1 + 30] = spec.ex1b; break; case SPEC_AFFECT_GOLD://affect gold if (spec.ex1b == 0) party.giveGold(spec.ex1a,true); else if (party.gold < spec.ex1a) party.gold = 0; else party.takeGold(spec.ex1a,false); break; case SPEC_AFFECT_FOOD://affect food if (spec.ex1b == 0) party.giveFood(spec.ex1a,true); else if (party.food < spec.ex1a) party.food = 0; else party.takeFood(spec.ex1a,false); break; case SPEC_AFFECT_ALCHEMY://affect alchemy if (spec.ex1a != minmax(0,19,(int)spec.ex1a)) { give_error("Alchemy is out of range.","",0); break; } party.alchemy[spec.ex1a] = true; break; case SPEC_AFFECT_STEALTH://affect stealth r1 = (short) party.stuff_done[SDF_STEALTH]; r1 = minmax(0,250,r1 + spec.ex1a); party.stuff_done[SDF_STEALTH] = r1; break; case SPEC_AFFECT_FIREWALK://affect firewalk r1 = (short) party.stuff_done[SDF_LAVAWALK]; r1 = minmax(0,250,r1 + spec.ex1a); party.stuff_done[SDF_LAVAWALK] = r1; break; case SPEC_AFFECT_FLIGHT://affect flying if (party.in_boat >= 0) add_string_to_buf(" Can't fly when on a boat. "); else if (party.in_horse >= 0)//// add_string_to_buf(" Can't fly when on a horse. "); else { r1 = (short) party.stuff_done[SDF_FLYING]; r1 = minmax(0,250,r1 + spec.ex1a); party.stuff_done[SDF_FLYING] = r1; } break; } } void ifthen_spec(short which_mode,special_node_type cur_node,short cur_spec_type, short *next_spec,short *,short *a,short *b,short *redraw) { Boolean check_mess = false; char str1[256] = "",str2[256] = "",str3[256] = ""; short i,j,k; special_node_type spec; location l; spec = cur_node; *next_spec = cur_node.jumpto; switch (cur_node.type) { case SPEC_IF_SDF: if (sd_legit(spec.sd1,spec.sd2) == true) { if ((spec.ex1a >= 0) && (PSD[spec.sd1][spec.sd2] >= spec.ex1a)) *next_spec = spec.ex1b; else if ((spec.ex2a >= 0) && (PSD[spec.sd1][spec.sd2] < spec.ex2a)) *next_spec = spec.ex2b; } break; case SPEC_IF_TOWN_NUM: if (((is_town()) || (is_combat())) && (c_town.town_num == spec.ex1a)) *next_spec = spec.ex1b; break; case SPEC_IF_RANDOM: if (get_ran(1,1,100) <= spec.ex1a) *next_spec = spec.ex1b; break; case SPEC_IF_HAVE_SPECIAL_ITEM: if (spec.ex1a != minmax(0,49,(int)spec.ex1a)) { give_error("Special item is out of range.","",0); } else if (party.spec_items[spec.ex1a] > 0) *next_spec = spec.ex1b; break; case SPEC_IF_SDF_COMPARE: if ((sd_legit(spec.sd1,spec.sd2) == true) && (sd_legit(spec.ex1a,spec.ex1b) == true)) { if (PSD[spec.ex1a][spec.ex1b] < PSD[spec.sd1][spec.sd2]) *next_spec = spec.ex2b; } else give_error("A Stuff Done flag is out of range.","",0); break; case SPEC_IF_TOWN_TER_TYPE: if (((is_town()) || (is_combat())) && (t_d.terrain[spec.ex1a][spec.ex1b] == spec.ex2a)) *next_spec = spec.ex2b; break; case SPEC_IF_OUT_TER_TYPE: l.x = spec.ex1a; l.y = spec.ex1b; l = l.toGlobal(); if ((is_out()) && (out[l.x][l.y] == spec.ex2a)) *next_spec = spec.ex2b; break; case SPEC_IF_HAS_GOLD: if (party.gold >= spec.ex1a) *next_spec = spec.ex1b; break; case SPEC_IF_HAS_FOOD: if (party.food >= spec.ex1a) *next_spec = spec.ex1b; break; case SPEC_IF_ITEM_CLASS_ON_SPACE: if (is_out()) break; l.x = spec.ex1a; l.y = spec.ex1b; for (i = 0; i < NUM_TOWN_ITEMS; i++) if ((t_i.items[i].variety > ITEM_TYPE_NO_ITEM) && (t_i.items[i].special_class == spec.ex2a) && (same_point(l,t_i.items[i].item_loc) == true)) *next_spec = spec.ex2b; break; case SPEC_IF_HAVE_ITEM_CLASS: if (adven.checkClass(spec.ex1a,1) == true) *next_spec = spec.ex1b; break; case SPEC_IF_EQUIP_ITEM_CLASS: for (i = 0; i < 6; i++) if (adven[i].isAlive()) for (j = 0; j < 24; j++) if ((adven[i].items[j].variety > ITEM_TYPE_NO_ITEM) && (adven[i].items[j].special_class == spec.ex1a) && (adven[i].equip[j] == true)) *next_spec = spec.ex1b; break; case SPEC_IF_HAS_GOLD_AND_TAKE: if (party.gold >= spec.ex1a) { party.takeGold(spec.ex1a,true); *next_spec = spec.ex1b; } break; case SPEC_IF_HAS_FOOD_AND_TAKE: if (party.food >= spec.ex1a) { party.takeFood(spec.ex1a,true); *next_spec = spec.ex1b; } break; case SPEC_IF_ITEM_CLASS_ON_SPACE_AND_TAKE: if (is_out()) break; l.x = spec.ex1a; l.y = spec.ex1b; for (i = 0; i < NUM_TOWN_ITEMS; i++) if ((t_i.items[i].variety > ITEM_TYPE_NO_ITEM) && (t_i.items[i].special_class == spec.ex2a) && (same_point(l,t_i.items[i].item_loc) == true)) { *next_spec = spec.ex2b; *redraw = 1; t_i.items[i].variety = ITEM_TYPE_NO_ITEM; } break; case SPEC_IF_HAVE_ITEM_CLASS_AND_TAKE: if (adven.checkClass(spec.ex1a,0) == true) *next_spec = spec.ex1b; break; case SPEC_IF_EQUIP_ITEM_CLASS_AND_TAKE: for (i = 0; i < 6; i++) if (adven[i].isAlive()) for (j = 0; j < 24; j++) if ((adven[i].items[j].variety > ITEM_TYPE_NO_ITEM) && (adven[i].items[j].special_class == spec.ex1a) && (adven[i].equip[j] == true)) { *next_spec = spec.ex1b; *redraw = 1; adven[i].takeItem(j); } break; case SPEC_IF_DAY_REACHED: if (calc_day() >= spec.ex1a) *next_spec = spec.ex1b; break; case SPEC_IF_BARRELS: for (j = 0; j < town_size[town_type]; j++) for (k = 0; k < town_size[town_type]; k++) if (is_barrel(j,k)) *next_spec = spec.ex1b; break; case SPEC_IF_CRATES: for (j = 0; j < town_size[town_type]; j++) for (k = 0; k < town_size[town_type]; k++) if (is_crate(j,k)) *next_spec = spec.ex1b; break; case SPEC_IF_EVENT_OCCURRED: if (day_reached(spec.ex1a,spec.ex1b) == true) *next_spec = spec.ex2b; break; case SPEC_IF_HAS_CAVE_LORE: for (i = 0; i < 6; i++) if ((adven[i].isAlive()) && (adven[i].traits[TRAIT_CAVE_LORE] > 0)) *next_spec = spec.ex1b; break; case SPEC_IF_HAS_WOODSMAN: for (i = 0; i < 6; i++) if ((adven[i].isAlive()) && (adven[i].traits[TRAIT_WOODSMAN] > 0)) *next_spec = spec.ex1b; break; case SPEC_IF_ENOUGH_STATISTIC: //has enough statistic ? char to_check; k=0; // number to compare to j=0; // number of alive pc if((PSD[SDF_LEGACY_SCENARIO] == 1) || (spec.ex2b == -1) || (spec.ex2a == -1)){//old (legacy) compatibility check if (adven.getMageLore() >= spec.ex1a) *next_spec = spec.ex1b; break; } // 19 is current health, 20 is max health, 21 current spell points, 22 max spell points // 23 is experience, 24 is skill points, 25 is level if((spec.ex2a < -1) || (spec.ex2a > 25)){ give_error("The check statistic node tried to check an out-of-range statistic (shoud be between 0 - strengh to 18 - luck and 25. -1 is default compatibility to check mage lore.).","",0); break; } if(current_pc_picked_in_spec_enc >= 0)// is a pc selected ? to_check = 10 + current_pc_picked_in_spec_enc; else to_check = spec.ex2b; switch(to_check){ case 1: // highest for(i = 0;i < 6; i++) if(adven[i].main_status == MAIN_STATUS_ALIVE){ switch (spec.ex2a){ case 19: //current health if(k < adven[i].cur_health) k = adven[i].cur_health; break; case 20: //max health if(k < adven[i].max_health) k = adven[i].max_health; break; case 21: //current spell points if(k < adven[i].cur_sp) k = adven[i].cur_sp; break; case 22: //max spell points if(k < adven[i].max_sp) k = adven[i].max_sp; break; case 23 ://experience if(k < adven[i].experience) k = adven[i].experience; break; case 24 ://skill points if(k < adven[i].skill_pts) k = adven[i].skill_pts; break; case 25://level if(k < adven[i].level) k = adven[i].level; break; default : if(k < adven[i].skills[spec.ex2a]) k = adven[i].skills[spec.ex2a]; break; } } break; case 2:// average for(i = 0;i < 6;i++) if(adven[i].main_status == MAIN_STATUS_ALIVE){ switch (spec.ex2a){ case 19: //current health k += adven[i].cur_health; break; case 20: //max health k += adven[i].max_health; break; case 21: //current spell points k += adven[i].cur_sp; break; case 22: //max spell points k += adven[i].max_sp; break; case 23 ://experience k += adven[i].experience; break; case 24 ://skill points k += adven[i].skill_pts; break; case 25://level k += adven[i].level; break; default : k += adven[i].skills[spec.ex2a]; break; } j++; } k = k / j; break; case 3: // lowest k = 32000; for(i = 0;i < 6 ; i++) if(adven[i].main_status == MAIN_STATUS_ALIVE) switch (spec.ex2a){ case 19: //current health if(k > adven[i].cur_health) k = adven[i].cur_health; break; case 20: //max health if(k > adven[i].max_health) k = adven[i].max_health; break; case 21: //current spell points if(k > adven[i].cur_sp) k = adven[i].cur_sp; break; case 22: //max spell points if(k > adven[i].max_sp) k = adven[i].max_sp; break; case 23 ://experience if(k > adven[i].experience) k = adven[i].experience; break; case 24 ://skill points if(k > adven[i].skill_pts) k = adven[i].skill_pts; break; case 25://level if(k > adven[i].level) k = adven[i].level; break; default : if(k > adven[i].skills[spec.ex2a]) k = adven[i].skills[spec.ex2a]; break; } break; case 10: case 11: case 12: case 13: case 14: case 15: //individual pc if(adven[to_check - 10].main_status == MAIN_STATUS_ALIVE) switch (spec.ex2a){ case 19: //current health k = adven[to_check - 10].cur_health; break; case 20: //max health k = adven[to_check - 10].max_health; break; case 21: //current spell points k = adven[to_check - 10].cur_sp; break; case 22: //max spell points k = adven[to_check - 10].max_sp; break; case 23 ://experience k = adven[to_check - 10].experience; break; case 24 ://skill points k = adven[to_check - 10].skill_pts; break; case 25://level k = adven[to_check - 10].level; break; default : k = adven[to_check - 10].skills[spec.ex2a]; break; } break; default : // cumulative for(i = 0;i < 6;i++) if(adven[i].main_status == MAIN_STATUS_ALIVE) switch (spec.ex2a){ case 19: //current health k += adven[i].cur_health; break; case 20: //max health k += adven[i].max_health; break; case 21: //current spell points k += adven[i].cur_sp; break; case 22: //max spell points k += adven[i].max_sp; break; case 23 ://experience k += adven[i].experience; break; case 24 ://skill points k += adven[i].skill_pts; break; case 25://level k += adven[i].level; break; default : k += adven[i].skills[spec.ex2a]; break; } break; } if (k >= spec.ex1a) *next_spec = spec.ex1b; break; case SPEC_IF_TEXT_RESPONSE: // text response check_mess = false; get_text_response(873,str3,0); j = 1; k = 1; spec.pic = minmax(0,8,(int)spec.pic); get_strs((char *) str1,(char *) str2,0,spec.ex1a,spec.ex2a); for (i = 0; i < spec.pic;i++) { if ((spec.ex1a < 0) || (str3[i] != str1[i])) j = 0; if ((spec.ex2a < 0) || (str3[i] != str2[i])) k = 0; } if (j == 1) *next_spec = spec.ex1b; else if (k == 1) *next_spec = spec.ex2b; break; case SPEC_IF_SDF_EQ: if (sd_legit(spec.sd1,spec.sd2) == true) { if (PSD[spec.sd1][spec.sd2] == spec.ex1a) *next_spec = spec.ex1b; } break; case SPEC_IF_ENOUGH_SPECIES: k = 0; // number to compare to if((spec.ex1a < 0) || (spec.ex1a > 2)){ give_error("Species out of range. (should be 0 - Human, 1 - Nephilim, 2 - Slith)","",0); break; } for(i = 0; i < 6; i++) if((adven[i].main_status == MAIN_STATUS_ALIVE) && (adven[i].race == spec.ex1a)) k++; if(((spec.ex2b == -1) && (k < spec.ex2a)) || ((spec.ex2b == 0) && (k == spec.ex2a)) || ((spec.ex2b == 1) && (k > spec.ex2a))) *next_spec = spec.ex1b; break; } if (check_mess == true) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } void townmode_spec(short which_mode,special_node_type cur_node,short cur_spec_type, short *next_spec,short *,short *a,short *b,short *redraw) { Boolean check_mess = true; char strs[6][256] = {"","","","","",""}; short i,buttons[3] = {-1,-1,-1},r1; special_node_type spec; location l; unsigned char ter; item_record_type store_i; spec = cur_node; *next_spec = cur_node.jumpto; l.x = spec.ex1a; l.y = spec.ex1b; if (is_out()) return; switch (cur_node.type) { case SPEC_SET_TOWN_STATUS: if((PSD[SDF_LEGACY_SCENARIO] == 1) || (spec.ex1a == -1))// legacy compatibility check spec.ex1a = 0; if((spec.ex1a < 0) || (spec.ex1a > 2)){ give_error("The status to change town to was out of reach (should be 0 - Hostile, 1 - Friendly, 2- Dead).","",0); break; } set_town_status(spec.ex1a); break; case SPEC_TOWN_CHANGE_TER: set_terrain(l,spec.ex2a); if(scenario.ter_types[spec.ex2a].special >= TER_SPEC_CONVEYOR_NORTH && scenario.ter_types[spec.ex2a].special <= TER_SPEC_CONVEYOR_WEST) belt_present = true; if(party.stuff_done[SDF_HIDDEN_MAP] == 0) draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y); *redraw = true; break; case SPEC_TOWN_SWAP_TER: if (coord_to_ter(spec.ex1a,spec.ex1b) == spec.ex2a){ set_terrain(l,spec.ex2b); if(scenario.ter_types[spec.ex2b].special >= TER_SPEC_CONVEYOR_NORTH && scenario.ter_types[spec.ex2b].special <= TER_SPEC_CONVEYOR_WEST) belt_present = true; } else if (coord_to_ter(spec.ex1a,spec.ex1b) == spec.ex2b){ set_terrain(l,spec.ex2a); if(scenario.ter_types[spec.ex2a].special >= TER_SPEC_CONVEYOR_NORTH && scenario.ter_types[spec.ex2a].special <= TER_SPEC_CONVEYOR_WEST) belt_present = true; } *redraw = 1; if(party.stuff_done[SDF_HIDDEN_MAP] == 0) draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y); break; case SPEC_TOWN_TRANS_TER: ter = coord_to_ter(spec.ex1a,spec.ex1b); set_terrain(l,scenario.ter_types[ter].trans_to_what); if(scenario.ter_types[scenario.ter_types[ter].trans_to_what].special >= TER_SPEC_CONVEYOR_NORTH && scenario.ter_types[scenario.ter_types[ter].trans_to_what].special <= TER_SPEC_CONVEYOR_WEST) belt_present = true; *redraw = 1; if(party.stuff_done[SDF_HIDDEN_MAP] == 0) draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y); break; case SPEC_TOWN_MOVE_PARTY: if (is_combat()) { ASB("Not while in combat."); if (which_mode < SPEC_OUT_LOOK)//if moving *a = 1; *next_spec = -1; check_mess = false; } else { // 1 no if (which_mode < SPEC_OUT_LOOK)//if moving *a = 1; if ((which_mode == SPEC_TALK) || (spec.ex2a == 0)) teleport_party(spec.ex1a,spec.ex1b,1); else teleport_party(spec.ex1a,spec.ex1b,0); } *redraw = 1; break; case SPEC_TOWN_HIT_SPACE: if (which_mode == SPEC_TALK) break; hit_space(l,spec.ex2a,spec.ex2b,1,1); *redraw = 1; break; case SPEC_TOWN_EXPLODE_SPACE: if (which_mode == SPEC_TALK) break; radius_damage(l,spec.pic, spec.ex2a, spec.ex2b); *redraw = 1; break; case SPEC_TOWN_LOCK_SPACE: ter = coord_to_ter(spec.ex1a,spec.ex1b); if (scenario.ter_types[ter].special == TER_SPEC_LOCKABLE_TERRAIN) set_terrain(l,scenario.ter_types[ter].flag1); *redraw = 1; break; case SPEC_TOWN_UNLOCK_SPACE: ter = coord_to_ter(spec.ex1a,spec.ex1b); if ((scenario.ter_types[ter].special == TER_SPEC_UNLOCKABLE_TERRAIN) || (scenario.ter_types[ter].special == TER_SPEC_UNLOCKABLE_BASHABLE)) set_terrain(l,scenario.ter_types[ter].flag1); *redraw = 1; break; case SPEC_TOWN_SFX_BURST: if (which_mode == SPEC_TALK) break; run_a_boom(l,spec.ex2a,0,0); break; case SPEC_TOWN_CREATE_WANDERING: create_wand_monst(); *redraw = 1; break; case SPEC_TOWN_PLACE_MONST: if (spec.ex2a > 0) forced_place_monster(spec.ex2a,l); else c_town.placeMonster(spec.ex2a,l); *redraw = 1; break; case SPEC_TOWN_DESTROY_MONST: for (i = 0; i < T_M; i++) if (c_town.monst.dudes[i].number == spec.ex1a) { c_town.monst.dudes[i].active = 0; } *redraw = 1; break; case SPEC_TOWN_NUKE_MONSTS: for (i = 0; i < T_M; i++) if ((c_town.monst.dudes[i].active > 0) && (((spec.ex1a == 0) && (1 == 1)) || ((spec.ex1a == 1) && (c_town.monst.dudes[i].attitude % 2 == 0)) || ((spec.ex1a == 2) && (c_town.monst.dudes[i].attitude % 2 == 1)))){ c_town.monst.dudes[i].active = 0; } *redraw = 1; break; case SPEC_TOWN_GENERIC_LEVER: check_mess = false; if (which_mode > SPEC_TOWN_LOOK) { ASB("Can't use lever now."); check_mess = false; *next_spec = -1; } else if (store_special_loc.handleLever() > 0) *next_spec = spec.ex1b; break; case SPEC_TOWN_GENERIC_PORTAL: check_mess = false; if (is_combat()) { ASB("Not while in combat."); if (which_mode < SPEC_OUT_LOOK) *a = 1;//if moving *next_spec = -1; } else if ((which_mode != SPEC_TOWN_MOVE) && (which_mode != SPEC_TOWN_LOOK)) { ASB("Can't teleport now."); if (which_mode < SPEC_OUT_LOOK) *a = 1; *next_spec = -1; } else if (FCD(870,0) == 1) { *next_spec = -1; if (which_mode < SPEC_OUT_LOOK) *a = 1;} else{ if (which_mode < SPEC_OUT_LOOK) //if moving *a = 1; if ((which_mode == SPEC_TALK) || (spec.ex2a == 0)) teleport_party(spec.ex1a,spec.ex1b,1); else teleport_party(spec.ex1a,spec.ex1b,0); } break; case SPEC_TOWN_GENERIC_BUTTON: check_mess = false; if (FCD(871,0) == 2) *next_spec = spec.ex1b; break; case SPEC_TOWN_GENERIC_STAIR: check_mess = false; /* if (is_combat()) { ASB("Can't change level in combat."); if (which_mode < SPEC_OUT_LOOK) //if moving *a = 1; *next_spec = -1; }*/ if ((which_mode != SPEC_TOWN_MOVE) && (PSD[SDF_COMPATIBILITY_ANYTIME_STAIRWAY_NODES] == 0)) { ASB("Can't change level now."); if (which_mode < SPEC_OUT_LOOK)//if moving *a = 1; *next_spec = -1; } else { if (spec.ex2b < 0) spec.ex2b = 0; if (spec.ex2b > 7) spec.ex2b = 7; if (FCD(880 + spec.ex2b,0) == 1) { *next_spec = -1; if (which_mode < SPEC_OUT_LOOK) *a = 1; } else { if(overall_mode == MODE_TALKING) end_talk_mode(); if (is_combat()){ if (which_combat_type == 0){ //outdoor combat end_combat(); end_town_mode(0,c_town.p_loc); menu_activate(1); put_pc_screen(); set_stat_window(current_pc); } else{ //town combat party.direction = end_town_combat(); set_stat_window(current_pc); menu_activate(1); } } *a = 1; change_level(spec.ex2a,l.x,l.y); } } break; case SPEC_TOWN_LEVER: check_mess = false; if (spec.m1 < 0) break; if (which_mode > SPEC_TOWN_LOOK) { ASB("Can't use lever now."); check_mess = false; *next_spec = -1; } else { for (i = 0; i < 3; i++) get_strs(strs[i * 2], strs[i * 2 + 1],cur_spec_type, spec.m1 + i * 2 + spec_str_offset[cur_spec_type],spec.m1 + i * 2 + 1 + spec_str_offset[cur_spec_type]); buttons[0] = 9; buttons[1] = 35; i = custom_choice_dialog((char *) strs,spec.pic,buttons); if (i == 1) {*next_spec = -1;} else { ter = coord_to_ter(store_special_loc.x,store_special_loc.y); set_terrain(store_special_loc,scenario.ter_types[ter].trans_to_what); *next_spec = spec.ex1b; } } break; case SPEC_TOWN_PORTAL: check_mess = false; if (spec.m1 < 0) break; if (is_combat()) { ASB("Not while in combat."); if (which_mode < SPEC_OUT_LOOK) //if moving *a = 1; *next_spec = -1; check_mess = false; } else if ((which_mode != SPEC_TOWN_MOVE) && (which_mode != SPEC_TOWN_LOOK)) { ASB("Can't teleport now."); if (which_mode < SPEC_OUT_LOOK) //if moving *a = 1; *next_spec = -1; check_mess = false; } else { for (i = 0; i < 3; i++) get_strs((char *) strs[i * 2],(char *) strs[i * 2 + 1] ,cur_spec_type,spec.m1 + i * 2 + spec_str_offset[cur_spec_type],spec.m1 + i * 2 + 1 + spec_str_offset[cur_spec_type]); buttons[0] = 9; buttons[1] = 8; i = custom_choice_dialog((char *) strs,722,buttons); if (i == 1) { *next_spec = -1; if (which_mode < SPEC_OUT_LOOK) *a = 1;} else { if (which_mode < SPEC_OUT_LOOK) //if moving *a = 1; if (spec.ex2a == 0) teleport_party(spec.ex1a,spec.ex1b,1); else teleport_party(spec.ex1a,spec.ex1b,0); } } break; case SPEC_TOWN_STAIR: check_mess = false; if ((spec.m1 < 0) && (spec.ex2b != 1)) break; if (which_mode != SPEC_TOWN_MOVE && PSD[SDF_COMPATIBILITY_ANYTIME_STAIRWAY_NODES] == 0) { ASB("Can't change level now."); if (which_mode < SPEC_OUT_LOOK) //if moving *a = 1; *next_spec = -1; check_mess = false; } else { if (spec.m1 >= 0) { for (i = 0; i < 3; i++) get_strs((char *) strs[i * 2],(char *) strs[i * 2 + 1],cur_spec_type, spec.m1 + i * 2 + spec_str_offset[cur_spec_type],spec.m1 + i * 2 + 1 + spec_str_offset[cur_spec_type]); buttons[0] = 20; buttons[1] = 24; } if (spec.ex2b == 1) i = 2; else i = custom_choice_dialog((char *) strs,719,buttons) ; if (i == 1) { *next_spec = -1; if(which_mode < SPEC_OUT_LOOK) //if moving *a = 1; } else { if(overall_mode == MODE_TALKING) end_talk_mode(); if (is_combat()){ i = 10; //was in combat ... if (which_combat_type == 0){ //outdoor combat end_combat(); end_town_mode(0,c_town.p_loc); menu_activate(1); put_pc_screen(); set_stat_window(current_pc); } else{ //town combat party.direction = end_town_combat(); set_stat_window(current_pc); menu_activate(1); } } *a = 1; change_level(spec.ex2a,l.x,l.y); if(i == 10){ // ... so back in combat start_town_combat(party.direction); } } } break; case SPEC_TOWN_RELOCATE: position_party(spec.ex1a,spec.ex1b,spec.ex2a,spec.ex2b); break; case SPEC_TOWN_PLACE_ITEM: store_i = get_stored_item(spec.ex2a); place_item(store_i,l,true); break; case SPEC_TOWN_SPLIT_PARTY: if (which_mode == SPEC_TALK) break; if (is_combat()) { ASB("Not while in combat."); if (which_mode < SPEC_OUT_LOOK) //if moving *a = 1; *next_spec = -1; check_mess = false; } else if (party.stuff_done[SDF_IS_PARTY_SPLIT] > 0) { ASB("Party is already split."); if (which_mode < SPEC_OUT_LOOK) //if moving *a = 1; *next_spec = -1; check_mess = false; } else{ r1 = char_select_pc(1,0,"Which character goes?"); if (which_mode < SPEC_OUT_LOOK) //if moving *a = 1; if (r1 != 6) { party.stuff_done[SDF_PARTY_SPLIT_PC] = r1; *next_spec = -1; start_split(spec.ex1a,spec.ex1b,spec.ex2a); } else check_mess = false; } break; case SPEC_TOWN_REUNITE_PARTY: if (is_combat()) { ASB("Not while in combat."); break; } if (which_mode < SPEC_OUT_LOOK) //if moving *a = 1; *next_spec = -1; check_mess = false; end_split(spec.ex1a); break; case SPEC_TOWN_TIMER_START: for (i = 0; i < 30; i++) if (party.party_event_timers[i] == 0) { party.party_event_timers[i] = spec.ex1a; party.node_to_call[i] = spec.ex1b; party.global_or_town[i] = 1; i = 30; } break; case SPEC_TOWN_CHANGE_LIGHTING: if(spec.ex1a >= 0 && spec.ex1a < 4)//change town lighting c_town.town.lighting = spec.ex1a; set_up_lights(); draw_terrain(0); if(spec.ex2b == 0)//give party light party.light_level += spec.ex2a; else if(spec.ex2b == 1)//take party light party.light_level -= spec.ex2a; break; case SPEC_TOWN_CHANGE_ATTITUDE: //attitude: 0 - Friendly, Docile, 1 - Hostile, Type A, 2 - Friendly, Will fight, 3 - Hostile, Type B if((spec.ex1a < 0) || (spec.ex1a > 59)){ give_error("The monster number in Extra 1a was out of bound (should be between 0 and 59).","",0); break; } if((spec.ex1b < 0) || (spec.ex1b > 3)){ give_error("The attitude Extra 1b was out of bound (0 - Friendly Docile, 1 - Hostile Type A, 2 - Friendly Will Fight, 3 -Hostile Type B).","",0); break; } c_town.monst.dudes[spec.ex1a].attitude = spec.ex1b; break; } if (check_mess == true) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } void rect_spec(short which_mode,special_node_type cur_node,short cur_spec_type, short *next_spec,short *,short *a,short *b,short *redraw) { Boolean check_mess = true; short i,j,k; special_node_type spec; location l; unsigned char ter; spec = cur_node; *next_spec = cur_node.jumpto; if (is_out()) return; *redraw = 1; for (i = spec.ex1b;i <= spec.ex2b;i++){ for (j = spec.ex1a; j <= spec.ex2a; j++) { l.x = i; l.y = j; switch (cur_node.type) { case SPEC_RECT_PLACE_FIRE: if (get_ran(1,1,100) <= spec.sd1 ) make_fire_wall(i,j); break; case SPEC_RECT_PLACE_FORCE: if (get_ran(1,1,100) <= spec.sd1 ) make_force_wall(i,j); break; case SPEC_RECT_PLACE_ICE: if (get_ran(1,1,100) <= spec.sd1 ) make_ice_wall(i,j); break; case SPEC_RECT_PLACE_BLADE: if (get_ran(1,1,100) <= spec.sd1 ) make_blade_wall(i,j); break; case SPEC_RECT_PLACE_SCLOUD: if (get_ran(1,1,100) <= spec.sd1 ) make_scloud(i,j); break; case SPEC_RECT_PLACE_SLEEP: if (get_ran(1,1,100) <= spec.sd1 ) make_sleep_cloud(i,j); break; case SPEC_RECT_PLACE_QUICKFIRE: if (get_ran(1,1,100) <= spec.sd1 ) make_quickfire(i,j); break; case SPEC_RECT_PLACE_FIRE_BARR: if (get_ran(1,1,100) <= spec.sd1 ) make_fire_barrier(i,j); break; case SPEC_RECT_PLACE_FORCE_BARR: if (get_ran(1,1,100) <= spec.sd1 ) make_force_barrier(i,j); break; case SPEC_RECT_CLEANSE: if (spec.sd1 == 0) dispel_fields(i,j,1); else dispel_fields(i,j,2);break; case SPEC_RECT_PLACE_SFX: if (get_ran(1,1,100) <= spec.sd1 ) make_sfx(i,j,spec.sd2 + 1); break; case SPEC_RECT_PLACE_OBJECT: if (get_ran(1,1,100) <= spec.sd1 ) { if (spec.sd2 == 0) make_web(i,j); if (spec.sd2 == 1) make_barrel(i,j); if (spec.sd2 == 2) make_crate(i,j); } break; case SPEC_RECT_MOVE_ITEMS: for (k = 0; k < NUM_TOWN_ITEMS; k++) if ((t_i.items[k].variety > ITEM_TYPE_NO_ITEM) && (same_point(t_i.items[k].item_loc,l) == true)) { t_i.items[k].item_loc.x = spec.sd1; t_i.items[k].item_loc.y = spec.sd2; } break; case SPEC_RECT_DESTROY_ITEMS: for (k = 0; k < NUM_TOWN_ITEMS; k++) if ((t_i.items[k].variety > ITEM_TYPE_NO_ITEM) && (same_point(t_i.items[k].item_loc,l) == true)) { t_i.items[k].variety = ITEM_TYPE_NO_ITEM; } break; case SPEC_RECT_CHANGE_TER: if (get_ran(1,1,100) <= spec.sd2){ set_terrain(l,spec.sd1); if(scenario.ter_types[spec.sd1].special >= TER_SPEC_CONVEYOR_NORTH && scenario.ter_types[spec.sd1].special <= TER_SPEC_CONVEYOR_WEST) belt_present = true; if(party.stuff_done[SDF_HIDDEN_MAP] == 0) draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y); } break; case SPEC_RECT_SWAP_TER: if (coord_to_ter(i,j) == spec.sd1){ set_terrain(l,spec.sd2); if(scenario.ter_types[spec.sd2].special >= TER_SPEC_CONVEYOR_NORTH && scenario.ter_types[spec.sd2].special <= TER_SPEC_CONVEYOR_WEST) belt_present = true; } else if (coord_to_ter(i,j) == spec.sd2){ set_terrain(l,spec.sd1); if(scenario.ter_types[spec.sd1].special >= TER_SPEC_CONVEYOR_NORTH && scenario.ter_types[spec.sd1].special <= TER_SPEC_CONVEYOR_WEST) belt_present = true; } if(party.stuff_done[SDF_HIDDEN_MAP] == 0) draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y); break; case SPEC_RECT_TRANS_TER: ter = coord_to_ter(i,j); set_terrain(l,scenario.ter_types[ter].trans_to_what); if(scenario.ter_types[scenario.ter_types[ter].trans_to_what].special >= TER_SPEC_CONVEYOR_NORTH && scenario.ter_types[scenario.ter_types[ter].trans_to_what].special <= TER_SPEC_CONVEYOR_WEST) belt_present = true; if(party.stuff_done[SDF_HIDDEN_MAP] == 0) draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y); break; case SPEC_RECT_LOCK: ter = coord_to_ter(i,j); if (scenario.ter_types[ter].special == TER_SPEC_LOCKABLE_TERRAIN) set_terrain(l,scenario.ter_types[ter].flag1); if(scenario.ter_types[scenario.ter_types[ter].flag1].special >= TER_SPEC_CONVEYOR_NORTH && scenario.ter_types[scenario.ter_types[ter].flag1].special <= TER_SPEC_CONVEYOR_WEST) belt_present = true; if(party.stuff_done[SDF_HIDDEN_MAP] == 0) draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y); break; case SPEC_RECT_UNLOCK: ter = coord_to_ter(i,j); if ((scenario.ter_types[ter].special == TER_SPEC_UNLOCKABLE_TERRAIN) || (scenario.ter_types[ter].special == TER_SPEC_UNLOCKABLE_BASHABLE)) set_terrain(l,scenario.ter_types[ter].flag1); if(scenario.ter_types[scenario.ter_types[ter].flag1].special >= TER_SPEC_CONVEYOR_NORTH && scenario.ter_types[scenario.ter_types[ter].flag1].special <= TER_SPEC_CONVEYOR_WEST) belt_present = true; if(party.stuff_done[SDF_HIDDEN_MAP] == 0) draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y); break; } } } if (check_mess == true) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } void outdoor_spec(short which_mode,special_node_type cur_node,short cur_spec_type, short *next_spec,short *,short *a,short *b,short *redraw) { Boolean check_mess = false; char str1[256] = "",str2[256] = ""; special_node_type spec; location l; spec = cur_node; *next_spec = cur_node.jumpto; if (is_out() == false) return; switch (cur_node.type) { case SPEC_OUT_MAKE_WANDER: create_wand_monst(); *redraw = 1; break; case SPEC_OUT_CHANGE_TER: outdoors[party.i_w_c.x][party.i_w_c.y].terrain[spec.ex1a][spec.ex1b] = spec.ex2a; l.x = spec.ex1a; l.y = spec.ex1b; l = l.toGlobal(); out[l.x][l.y] = spec.ex2a; *redraw = 1; check_mess = true; break; case SPEC_OUT_PLACE_ENCOUNTER: if (spec.ex1a != minmax(0,3,(int)spec.ex1a)) { give_error("Special outdoor enc. is out of range. Must be 0-3.","",0); //set_sd = false; } else { l = party.p_loc.toLocal(); place_outd_wand_monst(l, outdoors[party.i_w_c.x][party.i_w_c.y].special_enc[spec.ex1a],true); check_mess = true; } break; case SPEC_OUT_MOVE_PARTY: check_mess = true; out_move_party(spec.ex1a,spec.ex1b); *redraw = 1; *a = 1; break; case SPEC_OUT_STORE: get_strs(str1, str2,1,spec.m1 + 10,-1); if (spec.ex2a >= 40) spec.ex2a = 39; if (spec.ex2a < 1) spec.ex2a = 1; spec.ex2b = minmax(0,6,(int)spec.ex2b); switch (spec.ex1b) { case 0: start_shop_mode(SHOP_WEAPON_SHOP,spec.ex1a,spec.ex1a + spec.ex2a - 1,spec.ex2b, str1); break; case 1: start_shop_mode(SHOP_MAGE_SPELLS,spec.ex1a,spec.ex1a + spec.ex2a - 1,spec.ex2b, str1); break; case 2: start_shop_mode(SHOP_PRIEST_SPELLS,spec.ex1a,spec.ex1a + spec.ex2a - 1 ,spec.ex2b, str1); break; case 3: start_shop_mode(SHOP_ALCHEMY,spec.ex1a,spec.ex1a + spec.ex2a - 1,spec.ex2b, str1); break; case 4: start_shop_mode(SHOP_HEALER,spec.ex1a,spec.ex1a + spec.ex2a - 1,spec.ex2b, str1); break; } *next_spec = -1; break; } if (check_mess == true) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } void setsd(short a,short b,short val) { if (sd_legit(a,b) == false) { give_error("The scenario attempted to change an out of range Stuff Done flag.","",0); return; } PSD[a][b] = val; } void handle_message(short which_mode,short cur_type,short mess1,short mess2,short *a,short *b) { char str1[256] = "",str2[256] = ""; short label1 = -1,label2 = -1,label1b = -1,label2b = -1; short mess_adj[3] = {160,10,20}; if ((mess1 < 0) && (mess2 < 0)){ return; } if (which_mode == SPEC_TALK) { // talking *a = mess1 + ((mess1 >= 0) ? mess_adj[cur_type] : 0); *b = mess2 + ((mess2 >= 0) ? mess_adj[cur_type] : 0); return; } get_strs(str1, str2, cur_type, mess1 + ((mess1 >= 0) ? mess_adj[cur_type] : 0), mess2 + ((mess2 >= 0) ? mess_adj[cur_type] : 0)) ; if (mess1 >= 0) { label1 = 1000 * cur_type + mess1 + mess_adj[cur_type]; label1b = (is_out()) ? (party.outdoor_corner.x + party.i_w_c.x) + scenario.out_width * (party.outdoor_corner.y + party.i_w_c.y) : c_town.town_num; } if (mess2 >= 0) { label2 = 1000 * cur_type + mess2 + mess_adj[cur_type]; label2b = (is_out()) ? (party.outdoor_corner.x + party.i_w_c.x) + scenario.out_width * (party.outdoor_corner.y + party.i_w_c.y) : c_town.town_num; } display_strings(str1, str2,label1,label2, label1b,label2b, "",57,1600 + scenario.intro_pic,0); } void get_strs(char *str1,char *str2,short cur_type,short which_str1,short which_str2) { short num_strs[3] = {260,108,135}; if (((which_str1 >= 0) && (which_str1 != minmax((short) 0,num_strs[cur_type],which_str1))) || ((which_str2 >= 0) && (which_str2 != minmax((short) 0,num_strs[cur_type],which_str2)))) { give_error("The scenario attempted to access a message out of range.","",0); return; } switch (cur_type) { case 0: if (which_str1 >= 0) { if (which_str1 < 160) strcpy(str1,data_store5->scen_strs[which_str1]); else strcpy(str1,scen_strs2[which_str1 - 160]); } if (which_str2 >= 0){ if (which_str2 < 160) strcpy(str2,data_store5->scen_strs[which_str2]); else strcpy(str2,scen_strs2[which_str2 - 160]); } break; case 1: if (which_str1 >= 0) load_outdoors(party.outdoor_corner.x + party.i_w_c.x, party.outdoor_corner.y + party.i_w_c.y, party.i_w_c.x, party.i_w_c.y, 1,which_str1, str1); if (which_str2 >= 0) load_outdoors(party.outdoor_corner.x + party.i_w_c.x, party.outdoor_corner.y + party.i_w_c.y, party.i_w_c.x, party.i_w_c.y, 1,which_str2, str2); break; case 2: if (which_str1 >= 0) strcpy(str1,data_store->town_strs[which_str1]); if (which_str2 >= 0) strcpy(str2,data_store->town_strs[which_str2]); break; } } void use_spec_item(short item) { short i,j,k; run_special(SPEC_USE_SPEC_ITEM,0,scenario.special_item_special[item],location(),&i,&j,&k); }