#include #include "global.h" #include "party.h" #include "town.h" #include "items.h" #include "combat.h" #include "monster.h" #include "info.dialogs.h" #include "loc_utils.h" #include "fields.h" #include "text.h" #include "item_data.h" #include "blxtown_spec.h" #include "Exile.sound.h" extern short overall_mode; extern party_record_type party; extern current_town_type c_town; extern unsigned char out[96][96],out_e[96][96]; extern unsigned char combat_terrain[64][64]; extern short current_pc,stat_window; extern outdoor_record_type outdoors[2][2]; extern location pc_pos[6],center; extern town_item_list t_i; extern pc_record_type adven[6]; extern big_tr_type t_d; extern Boolean registered; extern WindowPtr mainPtr; extern scenario_data_type scenario; Str255 answer; /*Boolean (which) short which; { short choice,i; item_record_type treas[] = { {0,0,0,0,0,0,0,0,0,0,0,0,FALSE,FALSE,FALSE,{0,0},"",""} }; Boolean can_enter = TRUE; location where; where = get_spec_loc(which); switch (which) { case 1: break; } return can_enter; } */ void activate_monster_enc(short enc_num,short str1,short str2,short strsnd,short *flip_bit) { if (*flip_bit == 0) { display_enc_string(str1,str2,strsnd); activate_monsters(enc_num,1); *flip_bit = 20; } } // OTS = One Time Strings void OTS(short str1b,short str2b,short str12a,short sound,unsigned char *flip_bit) { if (*flip_bit > 0) return; else *flip_bit = 20; if (str2b == 0) D2ES(str12a,str1b,0,0,sound); else D2ES(str12a,str1b,str12a,str2b,sound); } // GFI go for it ... do simple dialog check Boolean GFI(short dialog_num) { if (FCD(dialog_num,0) > 1) return TRUE; else return FALSE; } //DSG = Do Special Give void DSG(short item_num,unsigned char *flip_bit,short dialog_num,short what_spec,short amt_gold,short amt_food) //short special; // 0 - nah 3** - Set spec item 1000 + * give food 2000 + * give cash { short choice; Boolean did_give; item_record_type item; item = get_stored_item(item_num); if (item_num == 0) item.variety = 0; if (*flip_bit == 0) { choice = fancy_choice_dialog(dialog_num,0); if (choice == 1) return; if (item.variety == 0) did_give = TRUE; else did_give = give_to_party(item,0); if (did_give == TRUE) { party.food += amt_food; party.gold += amt_gold; if (what_spec >= 0) { if (party.spec_items[what_spec] > 0) { ASB("You already have this special item."); return; } party.spec_items[what_spec] += 1; put_item_screen(stat_window,0); } *flip_bit = 20; put_pc_screen(); } else choice = fancy_choice_dialog(1049,0); } } Boolean run_trap(short pc_num,short trap_type,short trap_level,short diff) //short pc_num; // 6 - BOOM! 7 - pick here //short trap_type; // 0 - random 1 - blade 2 - dart 3 - gas 4 - boom 5 - paralyze 6 - no // 7 - level drain 8 - alert 9 - big flames 10 - dumbfound 11 - disease 1 // 12 - disease all { short r1,skill,i,num_hits = 1,i_level; short trap_odds[30] = {5,30,35,42,48, 55,63,69,75,77, 78,80,82,84,86, 88,90,92,94,96,98,99,99,99,99,99,99,99,99,99}; if (pc_num > 7) { // Debug SysBeep(50); ASB("TRAP ERROR! REPORT!"); return TRUE; } if (pc_num == 7) { pc_num = select_pc(1,0); if (pc_num == 6) return FALSE; } num_hits += trap_level; if (trap_type == TRAP_RANDOM) trap_type = get_ran(1,1,4); if (trap_type == TRAP_FALSE_ALARM) return TRUE; if (pc_num < 6) { i = stat_adj(pc_num,1); if ((i_level = get_prot_level(pc_num,42)) > 0) i = i + i_level / 2; skill = minmax(0,20,adven[pc_num].skills[SKILL_DISARM_TRAPS] + + adven[pc_num].skills[SKILL_LUCK] / 2 + 1 - c_town.difficulty + 2 * i); r1 = get_ran(1,0,100) + diff; // Nimble? if (adven[pc_num].traits[TRAIT_NIMBLE] == FALSE) r1 += 6; // Changed -= to += so that nimble characters are _better_ at disarming traps if (r1 < trap_odds[skill]) { add_string_to_buf(" Trap disarmed. "); return TRUE; } else add_string_to_buf(" Disarm failed. "); } switch (trap_type) { case TRAP_BLADE: for (i = 0; i < num_hits; i++) { add_string_to_buf(" A knife flies out! "); r1 = get_ran(2 + c_town.difficulty / 14,1,10); damage_pc(pc_num,r1,0,-1); } break; case TRAP_DART: add_string_to_buf(" A dart flies out. "); r1 = 3 + c_town.difficulty / 14; r1 = r1 + trap_level * 2; poison_pc(pc_num,r1); break; case TRAP_GAS: add_string_to_buf(" Poison gas pours out. "); r1 = 2 + c_town.difficulty / 14; r1 = r1 + trap_level * 2; for(i = 0; i < 6; i++) poison_pc(i,r1); break; case TRAP_EXPLOSION: for (i = 0; i < num_hits; i++) { add_string_to_buf(" There is an explosion. "); r1 = get_ran(3 + c_town.difficulty / 13,1,8); hit_party(r1,1); } break; case TRAP_SLEEP_RAY: add_string_to_buf(" A purple ray flies out. "); r1 = 200 + c_town.difficulty * 100; r1 = r1 + trap_level * 400; sleep_pc(pc_num,r1,12,50); break; case TRAP_DRAIN_XP: add_string_to_buf(" You feel weak. "); r1 = 40; r1 = r1 + trap_level * 30; adven[pc_num].experience = max (0,adven[pc_num].experience - r1); break; case TRAP_ALERT: add_string_to_buf(" An alarm goes off!!! "); make_town_hostile(); break; case TRAP_FLAMES: add_string_to_buf(" Flames shoot from the walls. "); r1 = get_ran(10 + trap_level * 5,1,8); hit_party(r1,1); break; case TRAP_DUMBFOUND: add_string_to_buf(" You feel disoriented. "); for(i = 0; i < 6; i++) dumbfound_pc(i,2 + trap_level * 2); break; case TRAP_DISEASE: add_string_to_buf(" You prick your finger. "); r1 = 3 + c_town.difficulty / 14; r1 = r1 + trap_level * 2; disease_pc(pc_num,r1); break; case TRAP_DISEASE_ALL: add_string_to_buf(" A foul substance sprays out."); r1 = 2 + c_town.difficulty / 14; r1 = r1 + trap_level * 2; for(i = 0; i < 6; i++) disease_pc(i,r1); break; } put_pc_screen(); put_item_screen(stat_window,0); return TRUE; } location get_spec_loc(short which) { location where = {0,0}; short i; for (i = 0; i < 50; i++) if (c_town.town.spec_id[i] == which) return c_town.town.special_locs[i]; return where; } void start_split(short a,short b,short noise) { short i; party.stuff_done[304][0] = 1; party.stuff_done[304][1] = c_town.p_loc.x; party.stuff_done[304][2] = c_town.p_loc.y; c_town.p_loc.x = a; c_town.p_loc.y = b; for (i = 0; i < 6; i++) if (i != party.stuff_done[304][3]) adven[i].main_status += 10; current_pc = party.stuff_done[304][3]; update_explored(c_town.p_loc); center = c_town.p_loc; if (noise > 0) play_sound(10); } void end_split(short noise) { short i; if (party.stuff_done[304][0] == 0) { ASB("Party already together!"); return; } c_town.p_loc.x = party.stuff_done[304][1]; c_town.p_loc.y = party.stuff_done[304][2]; party.stuff_done[304][0] = 0; for (i = 0; i < 6; i++) if (adven[i].main_status >= 10) adven[i].main_status -= 10; update_explored(c_town.p_loc); center = c_town.p_loc; if (noise > 0) play_sound(10); add_string_to_buf("You are reunited."); } // 0 if no pull. // 1 if pull // levers should always start to left. short handle_lever(location w) { if (FCD(1020,0) == 1) return 0; play_sound(94); switch_lever(w); return 1; } void switch_lever(location w) { alter_space(w.x,w.y,scenario.ter_types[t_d.terrain[w.x][w.y]].trans_to_what); }