#include #include //#include "item.h" #include "boe.global.h" #include "classes.h" #include "boe.actions.h" #include "boe.graphutil.h" #include "boe.graphics.h" #include "boe.townspec.h" #include "boe.fileio.h" #include "boe.dlgutil.h" #include "boe.locutils.h" #include "boe.town.h" #include "boe.text.h" #include "boe.party.h" #include "boe.monster.h" #include "boe.specials.h" #include "boe.newgraph.h" #include "boe.combat.h" #include "boe.items.h" #include "soundtool.h" #include "boe.infodlg.h" #include "boe.itemdata.h" #include "boe.main.h" #include "mathutil.h" #include "fileio.h" #include "dlogutil.h" #include "dialog.h" #include "scrollbar.h" #include "boe.menus.h" #include "winutil.h" #include "cursors.h" #include "spell.hpp" RECT bottom_buttons[7]; RECT town_buttons[10]; RECT combat_buttons[9]; RECT world_screen = {23, 23, 346, 274}; // TODO: The duplication of RECT here shouldn't be necessary... RECT item_screen_button_rects[9] = { RECT{125,10,141,28},RECT{125,40,141,58},RECT{125,68,141,86},RECT{125,98,141,116},RECT{125,126,141,144},RECT{125,156,141,174}, RECT{126,176,141,211}, RECT{126,213,141,248}, RECT{127,251,140,267}}; RECT border_rect[4] = {RECT{5, 5, 15, 283}, RECT{5, 5, 355, 15}, RECT{345, 5, 355, 283}, RECT{5, 273, 355, 283}}; RECT medium_buttons[4] = {RECT{383,190,401,225}, RECT{402, 190, 420, 225}, RECT{383, 227, 401, 263}, RECT{402, 227,420, 263}}; ; RECT item_buttons[8][6]; // name, use, give, drip, info, sell/id RECT pc_buttons[6][5]; // name, hp, sp, info, trade short num_chirps_played = 0; extern RECT startup_button[6]; extern bool flushingInput; bool ghost_mode; RECT startup_top; // TODO: The duplication of RECT here shouldn't be necessary... cItemRec start_items[6] = {cItemRec('nife'),cItemRec('buck'),cItemRec('bow '),cItemRec('arrw'),cItemRec('pole'),cItemRec('helm')}; bool item_area_button_active[8][6]; bool pc_area_button_active[6][5]; short item_bottom_button_active[9] = {0,0,0,0,0, 0,1,1,1}; RECT pc_help_button,pc_area_rect,item_area_rect; short current_terrain_type = 0,num_out_moves = 0; short door_pc,store_drop_item; short current_switch = 6; cOutdoors::cWandering store_wandering_special; long dummy; short store_shop_type; short store_selling_values[8] = {0,0,0,0,0,0,0,0}; extern short cen_x, cen_y, stat_window,give_delays;//,pc_moves[6]; extern eGameMode overall_mode; extern location to_create; extern bool All_Done,play_sounds,frills_on,spell_forced,save_maps,monsters_going; extern bool party_in_memory,in_scen_debug; // game info globals //extern stored_town_maps_type town_maps; extern sf::RenderWindow mainPtr; ////extern party_record_type party; //extern cOutdoors outdoors[2][2]; //extern current_town_type c_town; //extern big_tr_type t_d; //extern unsigned char out[96][96],out_e[96][96]; extern short which_item_page[6]; extern short store_spell_target,pc_casting; extern eSpell store_mage, store_priest; //extern town_item_list t_i; // shouldn't be here //extern unsigned char misc_i[64][64]; extern short spec_item_array[60]; extern cScenario scenario; extern cUniverse univ; //extern piles_of_stuff_dumping_type *data_store; extern std::vector talk_words; extern bool talk_end_forced; // combat globals extern short which_combat_type,num_targets_left; extern ter_num_t combat_terrain[64][64]; extern location center; extern short current_pc; extern short combat_active_pc,stat_screen_mode; extern bool map_visible,diff_depth_ok; extern sf::RenderWindow mini_map; //extern stored_items_list_type stored_items[3]; //extern stored_outdoor_maps_type o_maps; extern location ul; extern std::shared_ptr text_sbar,item_sbar,shop_sbar; extern short shop_identify_cost; const char *dir_string[] = {"North", "NorthEast", "East", "SouthEast", "South", "SouthWest", "West", "NorthWest"}; char get_new_terrain(); cCreature save_monster_type; short wand_loc_count = 0; short monst_place_count = 0; // 1 - standard place 2 - place last // 0 - whole area, 1 - active area 2 - graphic 3 - item name // 4 - item cost 5 - item extra str 6 - item help button RECT shopping_rects[8][7]; std::queue special_queue; bool end_scenario = false; bool current_bash_is_bash = false; void init_screen_locs() //// { short i,j,k,l; RECT startup_base = {279,5,327,306}; RECT shop_base = {63,12,99,267}; for (i = 0; i < 7; i++) shopping_rects[0][i] = shop_base; shopping_rects[0][SHOPRECT_ACTIVE_AREA].right -= 35; shopping_rects[0][SHOPRECT_GRAPHIC].right = shopping_rects[0][SHOPRECT_GRAPHIC].left + 28; shopping_rects[0][SHOPRECT_ITEM_NAME].top += 4; shopping_rects[0][SHOPRECT_ITEM_NAME].left += 28; shopping_rects[0][SHOPRECT_ITEM_COST].top += 20; shopping_rects[0][SHOPRECT_ITEM_COST].left += 154; shopping_rects[0][SHOPRECT_ITEM_EXTRA].top += 20; shopping_rects[0][SHOPRECT_ITEM_EXTRA].left += 34; shopping_rects[0][SHOPRECT_ITEM_HELP].top += 3; shopping_rects[0][SHOPRECT_ITEM_HELP].bottom -= 21; shopping_rects[0][SHOPRECT_ITEM_HELP].right -= 19; shopping_rects[0][SHOPRECT_ITEM_HELP].left = shopping_rects[0][SHOPRECT_ITEM_HELP].right - 14; for (i = 1; i < 8; i++) for (j = 0; j < 7; j++) { shopping_rects[i][j] = shopping_rects[0][j]; shopping_rects[i][j].offset(0,i * 36); } for (i = 0; i < 6; i++) { startup_button[i] = startup_base; startup_button[i].offset(301 * (i / 3) - 18,48 * (i % 3)); } startup_top.top = 5; startup_top.bottom = startup_button[STARTBTN_LOAD].top; startup_top.left = 5; startup_top.right = startup_button[STARTBTN_JOIN].right; for (i = 0; i < 200; i++) for (j = 0; j < 8; j++) for (k = 0; k < 64; k++)//// univ.town_maps[i][j][k] = 0; for (i = 0; i < 100; i++) for (k = 0; k < 6; k++) for (l = 0; l < 48; l++) univ.out_maps[i][k][l] = 0; for (i = 0; i < 7; i++) { bottom_buttons[i].top = 383; bottom_buttons[i].bottom = 420; bottom_buttons[i].left = 5 + (i * 37); bottom_buttons[i].right = bottom_buttons[i].left + 36; town_buttons[i] = bottom_buttons[i]; //FrameRect (&bottom_buttons[i]); } for (i = 0; i < 5; i++) { combat_buttons[i] = bottom_buttons[i]; } town_buttons[7] = bottom_buttons[6]; town_buttons[5] = medium_buttons[0]; town_buttons[6] = medium_buttons[1]; for (i = 5; i < 9; i++) { combat_buttons[i] = medium_buttons[i - 5]; } // name, use, give, drip, info, sell/id each one 13 down item_buttons[0][ITEMBTN_NAME].top = 17; item_buttons[0][ITEMBTN_NAME].bottom = item_buttons[0][ITEMBTN_NAME].top + 12; item_buttons[0][ITEMBTN_NAME].left = 3; item_buttons[0][ITEMBTN_NAME].right = item_buttons[0][ITEMBTN_NAME].left + 185; item_buttons[0][ITEMBTN_USE] = item_buttons[0][0]; item_buttons[0][ITEMBTN_USE].left = 196; item_buttons[0][ITEMBTN_USE].right = 210; item_buttons[0][ITEMBTN_GIVE] = item_buttons[0][ITEMBTN_NAME]; item_buttons[0][ITEMBTN_GIVE].left = 210; item_buttons[0][ITEMBTN_GIVE].right = 224; item_buttons[0][ITEMBTN_DROP] = item_buttons[0][ITEMBTN_NAME]; item_buttons[0][ITEMBTN_DROP].left = 224; item_buttons[0][ITEMBTN_DROP].right = 238; item_buttons[0][ITEMBTN_INFO] = item_buttons[0][ITEMBTN_NAME]; item_buttons[0][ITEMBTN_INFO].left = 238; item_buttons[0][ITEMBTN_INFO].right = 252; item_buttons[0][ITEMBTN_SPEC] = item_buttons[0][ITEMBTN_NAME]; item_buttons[0][ITEMBTN_SPEC].left = 173; item_buttons[0][ITEMBTN_SPEC].right = 232; for (i = 1; i < 8; i++) for (j = 0; j < 6; j++) { item_buttons[i][j] = item_buttons[0][j]; item_buttons[i][j].offset(0,13 * i); } /* for (i = 0; i < 8; i++) { item_screen_button_rects[i] = bottom_base; OffsetRect(&item_screen_button_rects[i],10 + i * 29,126); } item_screen_button_rects[6].left = 176; item_screen_button_rects[6].right = 211; item_screen_button_rects[7].left = 213; item_screen_button_rects[7].right = 248; item_screen_button_rects[8].top = 127; item_screen_button_rects[8].bottom = 140; item_screen_button_rects[8].left = 251; item_screen_button_rects[8].right = 267; */ // name, hp, sp, info, trade pc_buttons[0][PCBTN_NAME].top = 18; pc_buttons[0][PCBTN_NAME].bottom = pc_buttons[0][PCBTN_NAME].top + 12; pc_buttons[0][PCBTN_NAME].left = 3; pc_buttons[0][PCBTN_NAME].right = pc_buttons[0][PCBTN_NAME].left + 177; pc_buttons[0][PCBTN_HP] = pc_buttons[0][PCBTN_NAME]; pc_buttons[0][PCBTN_HP].left = 184; pc_buttons[0][PCBTN_HP].right = 214; pc_buttons[0][PCBTN_SP] = pc_buttons[0][PCBTN_NAME]; pc_buttons[0][PCBTN_SP].left = 214; pc_buttons[0][PCBTN_SP].right = 237; pc_buttons[0][PCBTN_INFO] = pc_buttons[0][PCBTN_NAME]; pc_buttons[0][PCBTN_INFO].left = 241; pc_buttons[0][PCBTN_INFO].right = 253; pc_buttons[0][PCBTN_TRADE] = pc_buttons[0][PCBTN_NAME]; pc_buttons[0][PCBTN_TRADE].left = 253; pc_buttons[0][PCBTN_TRADE].right = 262; for (i = 1; i < 6; i++) for (j = 0; j < 5; j++) { pc_buttons[i][j] = pc_buttons[0][j]; pc_buttons[i][j].offset(0,13 * i); } pc_help_button.top = 101; pc_help_button.bottom = 114; pc_help_button.left = 251; pc_help_button.right = 267; pc_area_rect.top = PC_WIN_UL_Y; pc_area_rect.left = PC_WIN_UL_X; pc_area_rect.bottom = PC_WIN_UL_Y + 116; pc_area_rect.right = PC_WIN_UL_X + 271; item_area_rect.top = ITEM_WIN_UL_Y; item_area_rect.left = ITEM_WIN_UL_X; item_area_rect.bottom = ITEM_WIN_UL_Y + 143; item_area_rect.right = ITEM_WIN_UL_X + 271; } bool prime_time() { if ((overall_mode < MODE_TALK_TOWN) || (overall_mode == MODE_COMBAT)) return true; return false; } static void handle_spellcast(eSkill which_type, bool& did_something, bool& need_redraw, bool& need_reprint) { short store_sp[6]; if(!someone_awake()) { ASB("Everyone's asleep/paralyzed."); need_reprint = true; need_redraw = true; } else if(overall_mode == MODE_OUTDOORS) { cast_spell(which_type); spell_forced = false; need_reprint = true; need_redraw = true; } else if(overall_mode == MODE_TOWN) { for(int i = 0; i < 6; i++) store_sp[i] = univ.party[i].cur_sp; cast_spell(which_type); spell_forced = false; need_reprint = true; need_redraw = true; for(int i = 0; i < 6; i++) if(store_sp[i] != univ.party[i].cur_sp) did_something = true; } else if(overall_mode == MODE_TOWN_TARGET) { add_string_to_buf(" Cancelled. "); overall_mode = MODE_TOWN; need_redraw = true; need_reprint = true; } else if(overall_mode == MODE_COMBAT) { if(which_type == eSkill::MAGE_SPELLS) { did_something = combat_cast_mage_spell(); need_reprint = true; } else if(which_type == eSkill::PRIEST_SPELLS) { did_something = combat_cast_priest_spell(); need_reprint = true; } need_redraw = true; spell_forced = false; redraw_terrain(); } else if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FANCY_TARGET) { add_string_to_buf(" Cancelled. "); overall_mode = MODE_COMBAT; center = univ.party[current_pc].combat_pos; pause(10); need_redraw = true; } put_pc_screen(); put_item_screen(stat_window,0); } static void handle_rest(bool& need_redraw, bool& need_reprint) { int i = 0; ter_num_t ter = univ.out[univ.party.p_loc.x][univ.party.p_loc.y]; if(univ.party.in_boat >= 0) add_string_to_buf("Rest: Not in boat. "); else if(someone_poisoned()) add_string_to_buf("Rest: Someone poisoned. "); else if(univ.party.food <= 12) add_string_to_buf("Rest: Not enough food. "); else if(nearest_monster() <= 3) add_string_to_buf("Rest: Monster too close. "); else if(scenario.ter_types[ter].special == eTerSpec::DAMAGING || scenario.ter_types[ter].special == eTerSpec::DANGEROUS) add_string_to_buf("Rest: It's dangerous here."); else if(flying()) add_string_to_buf("Rest: Not while flying. "); else { add_string_to_buf("Resting... "); print_buf(); play_sound(20); draw_rest_screen(); pause(25); univ.party.food -= 6; while(i < 50) { increase_age(); if(get_ran(1,1,2) == 2) do_monsters(); if(get_ran(1,1,70) == 10) create_wand_monst(); if(nearest_monster() <= 3) { i = 200; add_string_to_buf(" Monsters nearby."); } i++; } put_pc_screen(); } if(i == 50) { do_rest(1200, get_ran(5,1,10), 50); add_string_to_buf(" Rest successful. "); put_pc_screen(); } need_reprint = true; need_redraw = true; } static void handle_pause(bool& did_something, bool& need_redraw) { if(overall_mode == MODE_COMBAT) { char_stand_ready(); add_string_to_buf("Stand ready. "); if(univ.party[current_pc].status[eStatus::WEBS] > 0) { add_string_to_buf("You clean webs. "); move_to_zero(univ.party[current_pc].status[eStatus::WEBS]); move_to_zero(univ.party[current_pc].status[eStatus::WEBS]); put_pc_screen(); } check_fields(univ.party[current_pc].combat_pos,eSpecCtx::COMBAT_MOVE,current_pc); } else { char str[256]; add_string_to_buf("Pause."); for(int k = 0; k < 6; k++) if(univ.party[k].main_status == eMainStatus::ALIVE && univ.party[k].status[eStatus::WEBS] > 0) { sprintf(str,"%s cleans webs.",univ.party[k].name.c_str()); add_string_to_buf(str); move_to_zero(univ.party[k].status[eStatus::WEBS]); move_to_zero(univ.party[k].status[eStatus::WEBS]); } if(univ.party.in_horse >= 0) { if(overall_mode == MODE_OUTDOORS) { univ.party.horses[univ.party.in_horse].which_town = 200; univ.party.horses[univ.party.in_horse].loc_in_sec = global_to_local(univ.party.p_loc); univ.party.horses[univ.party.in_horse].loc = univ.party.p_loc; univ.party.horses[univ.party.in_horse].sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x; univ.party.horses[univ.party.in_horse].sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y; univ.party.in_horse = -1; } else if(overall_mode == MODE_TOWN){ univ.party.horses[univ.party.in_horse].loc = univ.town.p_loc; univ.party.horses[univ.party.in_horse].which_town = univ.town.num; univ.party.in_horse = -1; } } put_pc_screen(); check_fields(univ.town.p_loc,eSpecCtx::TOWN_MOVE,0); } did_something = true; need_redraw = true; } static void handle_look(location destination, bool& need_redraw, bool& need_reprint) { need_reprint = true; // TODO: I'm not sure what this check was for or if it would be needed for anything anymore. // if(can_see(cur_loc,destination) >= 4 || (overall_mode != MODE_LOOK_OUTDOORS && loc_off_world(destination))) if(overall_mode != MODE_LOOK_COMBAT && party_can_see(destination) == 6) add_string_to_buf(" Can't see space. "); else if(overall_mode == MODE_LOOK_COMBAT && can_see_light(univ.party[current_pc].combat_pos,destination,sight_obscurity) >= 4) add_string_to_buf(" Can't see space. "); else { add_string_to_buf("You see... "); ter_num_t ter_looked_at = do_look(destination); if(overall_mode == MODE_LOOK_TOWN || overall_mode == MODE_LOOK_COMBAT) if(adjacent(univ.town.p_loc,destination)) if(adj_town_look(destination)) need_redraw = true; // TODO: This would be the place to call OUT_LOOK special // TODO: Do we really need an is_sign function? if(is_sign(ter_looked_at)) { print_buf(); need_reprint = false; if(overall_mode == MODE_LOOK_TOWN) { for(int k = 0; k < 15; k++) { if(destination == univ.town->sign_locs[k]) { need_reprint = true; if(adjacent(univ.town->sign_locs[k],univ.town.p_loc)) do_sign(univ.town.num,k,ter_looked_at); else add_string_to_buf(" Too far away to read sign. "); } } } else if(overall_mode == MODE_LOOK_OUTDOORS) { for(int k = 0; k < 8; k++) { if(destination == univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].sign_locs[k]) { need_reprint = true; if(adjacent(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].sign_locs[k],univ.party.loc_in_sec)) do_sign(200 + get_outdoor_num(),k,ter_looked_at); else add_string_to_buf(" Too far away to read sign. "); } } } } } } static void handle_move(location destination, bool& did_something, bool& need_redraw, bool& need_reprint) { bool town_move_done = false; if(overall_mode == MODE_COMBAT) { if(pc_combat_move(destination)) { center = univ.party[current_pc].combat_pos; did_something = true; update_explored(destination); } need_redraw = true; menu_activate(); } else if(overall_mode == MODE_TOWN) { if(!someone_awake()) { ASB("Everyone's asleep/paralyzed."); need_reprint = true; need_redraw = true; } else { need_redraw = true; if(town_move_party(destination,0)) { did_something = true; center = univ.town.p_loc; update_explored(destination); if(loc_off_act_area(univ.town.p_loc)) { destination = end_town_mode(0,destination); town_move_done = true; flushingInput = true; } } else need_reprint = true; menu_activate(); } } // If leaving town, we now handle outdoors move if(overall_mode == MODE_OUTDOORS) { if(outd_move_party(destination,town_move_done)) { center = destination; need_redraw = true; did_something = true; update_explored(univ.party.p_loc); menu_activate(); } else need_redraw = true; ter_num_t storage = univ.out[univ.party.p_loc.x][univ.party.p_loc.y]; if(scenario.ter_types[storage].special == eTerSpec::TOWN_ENTRANCE) { short find_direction_from; if(univ.party.direction == 0) find_direction_from = 2; else if(univ.party.direction == 4) find_direction_from = 0; else if(univ.party.direction < 4) find_direction_from = 3; else find_direction_from = 1; for(int i = 0; i < 8; i++) if(univ.party.loc_in_sec == univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].exit_locs[i]) { short which_t = univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].exit_dests[i]; if(which_t >= 0) start_town_mode(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].exit_dests[i], find_direction_from); if(is_town()) { need_redraw = false; i = 8; if(univ.party.in_boat >= 0) univ.party.boats[univ.party.in_boat].which_town = univ.town.num; if(univ.party.in_horse >= 0) univ.party.horses[univ.party.in_horse].which_town = univ.town.num; } } } } } static void handle_talk(location destination, bool& did_something, bool& need_redraw, bool& need_reprint) { if(can_see_light(center,destination,sight_obscurity) >= 4 || loc_off_world(destination)) { add_string_to_buf(" Can't see space "); need_reprint = true; } else { for(int i = 0; i < univ.town->max_monst(); i++) { if(monst_on_space(destination,i)) { did_something = true; need_redraw = true; if(univ.town.monst[i].attitude % 2 == 1) { add_string_to_buf(" Creature is hostile. "); } else if(univ.town.monst[i].summoned > 0 || univ.town.monst[i].personality < 0) { short small_talk = 1; if(!univ.town.monst[i].summoned) small_talk = -univ.town.monst[i].personality; std::string str = "No response."; if(small_talk > 1000) str = scenario.scen_strs(small_talk - 1000); // TODO: Come up with a set of pre-cooked responses. add_string_to_buf("Talk: " + str, 4); } else { start_talk_mode(i,univ.town.monst[i].personality,univ.town.monst[i].number,univ.town.monst[i].facial_pic); did_something = false; need_redraw = false; break; } } } if(overall_mode != MODE_TALKING) { overall_mode = MODE_TOWN; need_redraw = true; if(!did_something) { add_string_to_buf(" Nobody there"); need_reprint = true; } } } } static void handle_target_space(location destination, bool& did_something, bool& need_redraw, bool& need_reprint) { if(overall_mode == MODE_SPELL_TARGET) do_combat_cast(destination); else if(overall_mode == MODE_THROWING || overall_mode == MODE_FIRING) fire_missile(destination); else if(overall_mode == MODE_TOWN_TARGET) cast_town_spell(destination); else if(overall_mode == MODE_FANCY_TARGET) { place_target(destination); need_reprint = true; } if(overall_mode != MODE_FANCY_TARGET) { did_something = true; if(overall_mode == MODE_TOWN_TARGET) center = univ.town.p_loc; else center = univ.party[current_pc].combat_pos; } if(overall_mode != MODE_TOWN_TARGET) pause(6); need_redraw = true; if(overall_mode == MODE_TOWN_TARGET) overall_mode = MODE_TOWN; else if(is_combat() && overall_mode != MODE_FANCY_TARGET) overall_mode = MODE_COMBAT; put_pc_screen(); put_item_screen(stat_window,0); } static void handle_drop_item(location destination, bool& need_redraw) { if(overall_mode == MODE_DROP_COMBAT) { if(!adjacent(univ.party[current_pc].combat_pos,destination)) add_string_to_buf("Drop: must be adjacent."); else { drop_item(current_pc,store_drop_item,destination); take_ap(1); } pause(6); overall_mode = MODE_COMBAT; } else if(overall_mode == MODE_DROP_TOWN) { if(!adjacent(univ.town.p_loc,destination)) add_string_to_buf("Drop: must be adjacent."); else if(sight_obscurity(destination.x,destination.y) == 5) ASB("Drop: Space is blocked."); else drop_item(current_pc,store_drop_item,destination); overall_mode = MODE_TOWN; } need_redraw = true; put_pc_screen(); put_item_screen(stat_window,0); } static void handle_use_space(location destination, bool& did_something, bool& need_redraw) { if(!adjacent(destination,univ.town.p_loc)) add_string_to_buf(" Must be adjacent. "); else did_something = use_space(destination); overall_mode = MODE_TOWN; need_redraw = true; put_pc_screen(); put_item_screen(stat_window,0); } static void handle_bash_pick(location destination, bool& did_something, bool& need_redraw, bool isBash) { if(!adjacent(destination,univ.town.p_loc)) add_string_to_buf(" Must be adjacent. "); else { short pc = char_select_pc(true, false, isBash ? "Who will bash?" : "Who will pick the lock?"); if(pc == 6) { add_string_to_buf(" Cancelled"); overall_mode = MODE_TOWN; need_redraw = true; return; } if(isBash) bash_door(destination, pc); else pick_lock(destination, pc); } did_something = true; overall_mode = MODE_TOWN; need_redraw = true; put_pc_screen(); put_item_screen(stat_window,0); } static void handle_switch_pc(short which_pc) { char str[256]; if(!prime_time() && overall_mode != MODE_SHOPPING && overall_mode != MODE_TALKING) add_string_to_buf("Set active: Finish what you're doing first."); else if(is_combat()) // TODO: Allow this, provided the chosen PC has APs; it would be equivalent to pressing space until reaching that PC add_string_to_buf("Set active: Can't set this in combat."); else if(univ.party[which_pc].main_status != eMainStatus::ALIVE && (overall_mode != MODE_SHOPPING || store_shop_type != 3)) add_string_to_buf("Set active: PC must be here & active."); else { current_pc = which_pc; set_stat_window(which_pc); if(overall_mode == MODE_SHOPPING) sprintf(str,"Now shopping: %s",univ.party[which_pc].name.c_str()); else sprintf(str,"Now active: %s",univ.party[which_pc].name.c_str()); add_string_to_buf(str); adjust_spell_menus(); } } static void handle_switch_pc_items(short which_pc, bool& need_redraw) { char str[256]; if(!prime_time() && overall_mode != MODE_TALKING && overall_mode != MODE_SHOPPING) add_string_to_buf("Set active: Finish what you're doing first."); else { if(!is_combat()) { // TODO: Maybe allow this in combat, as per the above TODO note? if(univ.party[which_pc].main_status != eMainStatus::ALIVE && (overall_mode != MODE_SHOPPING || store_shop_type != 12)) add_string_to_buf("Set active: PC must be here & active."); else { current_pc = which_pc; sprintf(str,"Now active: %s",univ.party[which_pc].name.c_str()); add_string_to_buf(str); adjust_spell_menus(); need_redraw = true; } } set_stat_window(which_pc); if(overall_mode == MODE_SHOPPING) { set_up_shop_array(); draw_shop_graphics(0,item_screen_button_rects[which_pc]); // rect is dummy } } } static void handle_equip_item(short item_hit, bool& need_redraw) { if(overall_mode == MODE_USE_TOWN) { // TODO: Uh, this looks wrong somehow. add_string_to_buf("Note: Clicking 'U' button by item"); add_string_to_buf(" uses the item."); use_item(stat_window, item_hit); overall_mode = MODE_TOWN; take_ap(3); } else if(prime_time()) { equip_item(stat_window, item_hit); take_ap(1); need_redraw = true; } } static void handle_use_item(short item_hit, bool& did_something, bool& need_redraw) { use_item(stat_window, item_hit); if(overall_mode != MODE_TOWN_TARGET && overall_mode != MODE_SPELL_TARGET) did_something = true; take_ap(3); need_redraw = true; } static void handle_give_item(short item_hit, bool& did_something, bool& need_redraw) { give_thing(stat_window, item_hit); did_something = true; need_redraw = true; take_ap(1); } static void handle_drop_item(short item_hit, bool& need_redraw) { if(is_out()) drop_item(stat_window,item_hit,univ.party.p_loc); else { add_string_to_buf("Drop item: Click where to drop item."); store_drop_item = item_hit; overall_mode = is_town() ? MODE_DROP_TOWN : MODE_DROP_COMBAT; need_redraw = true; } } static void handle_item_shop_action(short item_hit) { short i = item_hit - item_sbar->getPosition(); switch(stat_screen_mode) { case 2: // identify item if(!take_gold(shop_identify_cost,false)) ASB("Identify: You don't have the gold."); else { play_sound(68); ASB("Your item is identified."); univ.party[stat_window].items[item_hit].ident = true; combine_things(stat_window); } break; case 3: case 4: case 5: // various selling play_sound(-39); univ.party.gold += store_selling_values[i]; ASB("You sell your item."); take_item(stat_window,item_hit); break; case 6: // enchant item if(!take_gold(store_selling_values[i],false)) ASB("Enchant: You don't have the gold."); else { play_sound(51); ASB("Your item is now enchanted."); enchant_weapon(stat_window,item_hit,shop_identify_cost,store_selling_values[i]); } break; } } static void handle_alchemy(bool& need_redraw, bool& need_reprint) { need_reprint = true; need_redraw = true; if(overall_mode == MODE_TOWN) do_alchemy(); else add_string_to_buf("Alchemy: Only in town."); } static void handle_town_wait(bool& need_redraw, bool& need_reprint) { short store_hp[6]; need_reprint = true; need_redraw = true; if(party_sees_a_monst()) add_string_to_buf("Long wait: Monster in sight."); else { add_string_to_buf("Long wait... "); print_buf(); play_sound(-20); draw_rest_screen(); pause(10); for(int i = 0; i < 6; i++) { store_hp[i] = univ.party[i].cur_health; univ.party[i].status[eStatus::WEBS] = 0; } } for(int i = 0; i < 80 && !party_sees_a_monst(); i++){ increase_age(); do_monsters(); do_monster_turn(); int make_wand = get_ran(1,1,160 - univ.town.difficulty); if(make_wand == 10) create_wand_monst(); for(int j = 0; j < 6; j++) if(univ.party[j].cur_health < store_hp[j]) { i = 200; j = 6; add_string_to_buf(" Waiting interrupted."); } if(party_sees_a_monst()) { i = 200; add_string_to_buf(" Monster sighted!"); } } put_pc_screen(); } static void handle_combat_switch(bool& did_something, bool& need_redraw, bool& need_reprint) { if(overall_mode == MODE_TOWN) { if(univ.party.in_boat >= 0) { need_reprint = true; add_string_to_buf("Combat: Not while in boat. "); } else if(univ.party.in_horse >= 0) { need_reprint = true; add_string_to_buf("Combat: Not while on horseback. "); } else { add_string_to_buf("Combat! "); play_sound(18); need_reprint = true; start_town_combat(univ.party.direction); need_redraw = true; current_pc = 6; did_something = true; put_pc_screen(); } } else if(overall_mode == MODE_COMBAT) { if(which_combat_type == 0) { if(hit_end_c_button()) { end_town_mode(0,univ.town.p_loc); play_sound(93); add_string_to_buf("End combat. "); handle_wandering_specials(0,1); menu_activate(); put_pc_screen(); set_stat_window(current_pc); } else add_string_to_buf("Can't end combat yet. "); } else { univ.party.direction = end_town_combat(); center = univ.town.p_loc; //put_pc_screen(); set_stat_window(current_pc); redraw_screen(REFRESH_TERRAIN | REFRESH_TEXT); play_sound(93); need_reprint = true; need_redraw = true; did_something = true; menu_activate(); } need_redraw = true; } } static void handle_missile(bool& need_redraw, bool& need_reprint) { if(overall_mode == MODE_COMBAT) { load_missile(); need_reprint = true; redraw_terrain(); } else if(overall_mode == MODE_FIRING || overall_mode == MODE_THROWING) { add_string_to_buf(" Cancelled. "); center = univ.party[current_pc].combat_pos; pause(10); need_redraw = true; overall_mode = MODE_COMBAT; } } static void handle_get_items(bool& did_something, bool& need_redraw, bool& need_reprint) { int j = 0; if(univ.party.in_boat >= 0) add_string_to_buf("Get: Not while in boat. "); if(overall_mode == MODE_TOWN) j = get_item(univ.town.p_loc,6,false); else { j = get_item(univ.party[current_pc].combat_pos,current_pc,false); take_ap(4); } if(j > 0) { put_item_screen(stat_window, 0); put_pc_screen(); need_redraw = true; did_something = true; } need_reprint = true; } static void handle_victory() {reload_startup(); overall_mode = MODE_STARTUP; in_scen_debug = false; ghost_mode = false; draw_startup(0); menu_activate(); univ.party.scen_name = ""; // should be harmless... if(cChoiceDlog("congrats-save.xml",{"cancel","save"}).show() == "save"){ // TODO: Wait, this shouldn't be a "save as" action, should it? It should save without asking for a location. fs::path file = nav_put_party(); if(!file.empty()) save_party(file); } } static void handle_party_death() {for(int i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::FLED) { univ.party[i].main_status = eMainStatus::ALIVE; if(is_combat()) { end_town_mode(0,univ.town.p_loc); add_string_to_buf("End combat. "); handle_wandering_specials(0,2); } } if(univ.party.is_split()) { ASB(univ.party.end_split(0)); update_explored(univ.town.p_loc); center = univ.town.p_loc; if(is_combat()) overall_mode = MODE_TOWN; center = univ.town.p_loc; } menu_activate(); draw_terrain(); put_pc_screen(); put_item_screen(stat_window,0); if(party_toast()) { play_sound(13); handle_death(); } } bool handle_action(sf::Event event) { short item_hit,s1,s2,s3; bool are_done = false; bool need_redraw = false, did_something = false, need_reprint = false; bool pc_delayed = false; location cur_loc,loc_in_sec,cur_direction; unsigned char debug_storage; short button_hit = 12; bool right_button = event.mouseButton.button == sf::Mouse::Right; eGameMode previous_mode; char str[60]; location the_point,point_in_area; debug_storage = univ.party.spec_items[1]; the_point = location(event.mouseButton.x, event.mouseButton.y); the_point.x -= ul.x; the_point.y -= ul.y; end_scenario = false; // Now split off the extra stuff, like talking and shopping. if(overall_mode == MODE_TALKING) { handle_talk_event(the_point); if (overall_mode != MODE_TALKING) return false; } if(overall_mode == MODE_SHOPPING) { handle_shop_event(the_point); if (overall_mode != MODE_SHOPPING) return false; } num_chirps_played = 0; // MARK: First, figure out where party is switch(overall_mode) { case MODE_OUTDOORS: case MODE_LOOK_OUTDOORS: cur_loc = univ.party.p_loc; for(int i = 0; i < 7; i++) if(the_point.in(bottom_buttons[i])) { button_hit = i; if (spell_forced == false) main_button_click(bottom_buttons[i]); } break; case MODE_TOWN: case MODE_TALK_TOWN: case MODE_TOWN_TARGET: case MODE_USE_TOWN: case MODE_LOOK_TOWN: case MODE_DROP_TOWN: case MODE_BASH_TOWN: cur_loc = center; for(int i = 0; i < 8; i++) if(the_point.in(town_buttons[i])) { button_hit = i; if (spell_forced == false) main_button_click(town_buttons[i]); } break; case MODE_TALKING: case MODE_SHOPPING: break; case MODE_COMBAT: case MODE_SPELL_TARGET: case MODE_FIRING: case MODE_THROWING: case MODE_FANCY_TARGET: case MODE_DROP_COMBAT: case MODE_LOOK_COMBAT: cur_loc = (overall_mode < MODE_COMBAT) ? center : univ.party[current_pc].combat_pos; for(int i = 0; i < 9; i++) if(the_point.in(combat_buttons[i])) { button_hit = i; if (spell_forced == false) main_button_click(combat_buttons[i]); } break; default: // either resting or startup; do nothing // TODO: A call to handle_startup_action() would make sense here, though break; } // MARK: Then, handle a button being hit. if(button_hit != 12) switch(button_hit) { case 0: case 1: handle_spellcast(button_hit == 0 ? eSkill::MAGE_SPELLS : eSkill::PRIEST_SPELLS, did_something, need_redraw, need_reprint); break; case 2: if(overall_mode == MODE_OUTDOORS) overall_mode = MODE_LOOK_OUTDOORS; if(overall_mode == MODE_TOWN) overall_mode = MODE_LOOK_TOWN; if(overall_mode == MODE_COMBAT) overall_mode = MODE_LOOK_COMBAT; add_string_to_buf("Look: Select a space. You can also "); add_string_to_buf(" right click to look."); need_redraw = true; break; case 3: if(overall_mode == MODE_COMBAT) { add_string_to_buf("Parry. "); char_parry(); did_something = true; need_reprint = true; need_redraw = true; } else if(overall_mode == MODE_TOWN) { overall_mode = MODE_TALK_TOWN; add_string_to_buf("Talk: Select someone "); need_reprint = true; } else if(overall_mode == MODE_OUTDOORS) handle_rest(need_redraw, need_reprint); break; case 4: if(overall_mode == MODE_OUTDOORS) { give_help(62,0); display_map(); make_cursor_sword(); } else if(overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) handle_get_items(did_something, need_redraw, need_reprint); break; case 5: if(overall_mode == MODE_OUTDOORS) { save_party(univ.file); need_redraw = true; current_switch = 6; break; } else if(overall_mode == MODE_TOWN) { add_string_to_buf("Use: Select a space or item."); add_string_to_buf(" (Hit button again to cancel.)"); need_reprint = true; overall_mode = MODE_USE_TOWN; } else if(overall_mode == MODE_USE_TOWN) { overall_mode = MODE_TOWN; need_reprint = true; add_string_to_buf(" Cancelled."); } else if(overall_mode == MODE_COMBAT) { need_reprint = true; need_redraw = true; pc_delayed = true; } break; case 6: if(overall_mode == MODE_OUTDOORS) do_load(); else if(overall_mode == MODE_TOWN) { give_help(62,0); display_map(); make_cursor_sword(); } else handle_missile(need_redraw, need_reprint); break; case 7: handle_combat_switch(did_something, need_redraw, need_reprint); break; case 8: if(overall_mode == MODE_COMBAT) { if(combat_active_pc == 6) { add_string_to_buf("This PC now active. "); combat_active_pc = current_pc; } else { add_string_to_buf("All PC's now active. "); current_pc = combat_active_pc; combat_active_pc = 6; } need_reprint = true; } break; } // I think this was for a "click to continue" option in the transcript. // Or it might be a relic of Exile II room descriptions displayed in the transcript. /* if (overall_mode == 30) /// I don't know what this is for. if (PtInRect(the_point, &text_panel_rect)) { through_sending(); restore_mode(); print_buf(); } */ // MARK: Begin: click in terrain if(the_point.in(world_screen) && (is_out() || is_town() || is_combat())){ int i = (the_point.x - 23) / 28; int j = (the_point.y - 23) / 36; location destination = cur_loc; // Check for quick look if(right_button) { previous_mode = overall_mode; if(is_combat()) overall_mode = MODE_LOOK_COMBAT; if(is_out()) overall_mode = MODE_LOOK_OUTDOORS; if(is_town()) overall_mode = MODE_LOOK_TOWN; } // Moving/pausing if(overall_mode == MODE_OUTDOORS || overall_mode == MODE_TOWN || overall_mode == MODE_COMBAT) { if ((i == 4) & (j == 4)) handle_pause(did_something, need_redraw); else { cur_direction = get_cur_direction(the_point); destination.x += cur_direction.x; destination.y += cur_direction.y; handle_move(destination, did_something, need_redraw, need_reprint); } } // Looking at something else if(overall_mode == MODE_LOOK_OUTDOORS || overall_mode == MODE_LOOK_TOWN || overall_mode == MODE_LOOK_COMBAT) { if(overall_mode == MODE_LOOK_OUTDOORS) destination = univ.party.loc_in_sec; destination.x = destination.x + i - 4; destination.y = destination.y + j - 4; handle_look(destination, need_redraw, need_reprint); // If option/ctrl not pressed, looking done, so restore center bool look_done = true; if(sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) look_done = false; if(sf::Keyboard::isKeyPressed(sf::Keyboard::RAlt)) look_done = false; if(sf::Keyboard::isKeyPressed(sf::Keyboard::LControl)) look_done = false; if(sf::Keyboard::isKeyPressed(sf::Keyboard::RControl)) look_done = false; if(look_done) { if(right_button) overall_mode = previous_mode; else if(overall_mode == MODE_LOOK_COMBAT) { overall_mode = MODE_COMBAT; center = univ.party[current_pc].combat_pos; pause(5); need_redraw = true; } else if(overall_mode == MODE_LOOK_TOWN) { overall_mode = MODE_TOWN; center = univ.town.p_loc; need_redraw = true; } else if(overall_mode == MODE_LOOK_OUTDOORS) overall_mode = MODE_OUTDOORS; } } // Talking to someone else if(overall_mode == MODE_TALK_TOWN) { destination.x = destination.x + i - 4; destination.y = destination.y + j - 4; handle_talk(destination, did_something, need_redraw, need_reprint); } // Targeting a space else if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FIRING || overall_mode == MODE_THROWING || overall_mode == MODE_FANCY_TARGET || overall_mode == MODE_TOWN_TARGET) { destination.x += i - 4; destination.y += j - 4; handle_target_space(destination, did_something, need_redraw, need_reprint); } // Dropping an item else if(overall_mode == MODE_DROP_TOWN || overall_mode == MODE_DROP_COMBAT) { destination.x += i - 4; destination.y += j - 4; handle_drop_item(destination, need_redraw); } // Using a space else if(overall_mode == MODE_USE_TOWN) { destination.x += i - 4; destination.y += j - 4; handle_use_space(destination, did_something, need_redraw); } // Bashing/lockpicking else if(overall_mode == MODE_BASH_TOWN) { destination.x += i - 4; destination.y += j - 4; handle_bash_pick(destination, did_something, need_redraw, current_bash_is_bash); } } // MARK: End: click in terrain // MARK: Begin: Screen shift if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FIRING || overall_mode == MODE_THROWING || overall_mode == MODE_FANCY_TARGET || overall_mode == MODE_LOOK_COMBAT || overall_mode == MODE_LOOK_TOWN) { if(the_point.in(border_rect[0]) && center.y > univ.town->in_town_rect.top && center.y > 4) { center.y--; need_redraw = true; } if(the_point.in(border_rect[1]) && center.x > univ.town->in_town_rect.left && center.x > 4) { center.x--; need_redraw = true; } if(the_point.in(border_rect[2]) && center.y < univ.town->in_town_rect.bottom && center.y < univ.town->max_dim() - 5) { center.y++; need_redraw = true; } if(the_point.in(border_rect[3]) && center.x < univ.town->in_town_rect.right && center.x < univ.town->max_dim() - 5) { center.x++; need_redraw = true; } } // MARK: End: Screen shift // MARK: Process clicks in PC stats area if(the_point.in(pc_area_rect)) { point_in_area = the_point; point_in_area.x -= PC_WIN_UL_X; point_in_area.y -= PC_WIN_UL_Y; if(point_in_area.in(pc_help_button)) { pc_help_button.offset(PC_WIN_UL_X,PC_WIN_UL_Y); arrow_button_click(pc_help_button); pc_help_button.offset(-PC_WIN_UL_X,-PC_WIN_UL_Y); cChoiceDlog("help-party").show(); } for(int i = 0; i < 6; i++) for(int j = 0; j < 5; j++) if(pc_area_button_active[i][j] > 0 && point_in_area.in(pc_buttons[i][j])) { pc_buttons[i][j].offset(PC_WIN_UL_X,PC_WIN_UL_Y); arrow_button_click(pc_buttons[i][j]); pc_buttons[i][j].offset(-PC_WIN_UL_X,-PC_WIN_UL_Y); switch(j) { case 0: handle_switch_pc(i); break; case 1: sprintf(str,"%s has %d health out of %d.",univ.party[i].name.c_str(), univ.party[i].cur_health,univ.party[i].max_health); add_string_to_buf((char *)str); break; case 2: sprintf(str,"%s has %d spell pts. out of %d.",univ.party[i].name.c_str(), univ.party[i].cur_sp,univ.party[i].max_sp); add_string_to_buf(str); break; case 3: // pc info give_pc_info(i); break; case 4: // trade places if (prime_time() == false) add_string_to_buf("Trade places: Finish what you're doing first."); else if (is_combat()) add_string_to_buf("Trade places: Can't do this in combat."); else { switch_pc(i); } break; } } need_reprint = true; put_pc_screen(); put_item_screen(stat_window,0); if(overall_mode == MODE_SHOPPING) { set_up_shop_array(); draw_shop_graphics(0,pc_buttons[0][0]); } } // Process clicks in item stats area if (the_point.in(item_area_rect)) { point_in_area = the_point; point_in_area.x -= ITEM_WIN_UL_X; point_in_area.y -= ITEM_WIN_UL_Y; for(int i = 0; i < 9; i++) if(item_bottom_button_active[i] > 0 && point_in_area.in(item_screen_button_rects[i])) { item_screen_button_rects[i].offset(ITEM_WIN_UL_X,ITEM_WIN_UL_Y); arrow_button_click(item_screen_button_rects[i]); item_screen_button_rects[i].offset(-ITEM_WIN_UL_X,-ITEM_WIN_UL_Y); switch(i) { case 6: // special screen give_help(50,0); set_stat_window(6); break; case 7: // TODO: Jobs! Or maybe quests! break; case 8: // help cChoiceDlog("help-inventory.xml").show(); break; default: handle_switch_pc_items(i, need_redraw); break; } } if(stat_window < 7) { for(int i = 0; i < 8; i++) for(int j = 0; j < 6; j++) if(item_area_button_active[i][j] > 0 && point_in_area.in(item_buttons[i][j])) { item_buttons[i][j].offset(ITEM_WIN_UL_X,ITEM_WIN_UL_Y); // if ((j > 0) || (stat_screen_mode < 2)) // TODO: <-- Windows version has this check - why? arrow_button_click(item_buttons[i][j]); item_buttons[i][j].offset(-ITEM_WIN_UL_X,-ITEM_WIN_UL_Y); item_hit = item_sbar->getPosition() + i; if(!prime_time() && j < 4 && (j > 0 || stat_screen_mode < 2)) add_string_to_buf("Item action: Finish what you're doing first."); else switch(j) { case 0: // equip handle_equip_item(item_hit, need_redraw); break; case 1: // use handle_use_item(item_hit, did_something, need_redraw); break; case 2: // give handle_give_item(item_hit, did_something, need_redraw); break; case 3: // drop if(stat_window == 6) { use_spec_item(spec_item_array[item_hit]); need_redraw = true; } else handle_drop_item(item_hit, need_redraw); break; case 4: // info if (stat_window == 6) put_spec_item_info(spec_item_array[item_hit]); else display_pc_item(stat_window, item_hit,univ.party[stat_window].items[item_hit],0); break; case 5: // sell? That this codes was reached indicates that the item was sellable // TODO: How does that work? ^ handle_item_shop_action(item_hit); break; } } } put_pc_screen(); put_item_screen(stat_window,0); need_reprint = true; } // MARK: Fake clicks (alchemy, town rest) if(the_point.x == 1000) handle_alchemy(need_redraw, need_reprint); if(the_point.x == 1001) handle_town_wait(need_redraw, need_reprint); if(the_point.x == 1002 || the_point.x == 1003) { if(overall_mode == MODE_BASH_TOWN) { add_string_to_buf(" Cancelled."); overall_mode = MODE_TOWN; } else { overall_mode = MODE_BASH_TOWN; current_bash_is_bash = the_point.x == 1002; add_string_to_buf(the_point.x == 1002 ? "Bash Door: Select a space." : "Pick Lock: Select a space."); } need_reprint = true; } // MARK: If in combat and pc delayed, jump forward a step if(pc_delayed) { draw_terrain(); //pause(2); current_pc++; combat_next_step(); set_stat_window(current_pc); put_pc_screen(); } // MARK: At this point, see if any specials have been queued up, and deal with them // Note: We just check once here instead of looping because run_special also pulls from the queue. if(!special_queue.empty()) { s3 = 0; pending_special_type pending = special_queue.front(); special_queue.pop(); run_special(pending, &s1, &s2, &s3); if(s3 > 0) need_redraw = true; } // MARK: Handle non-PC stuff (like monsters) if the party actually did something if(did_something) handle_monster_actions(need_redraw, need_reprint); if(need_redraw) draw_terrain(); if(need_reprint || need_redraw) print_buf(); if(end_scenario) handle_victory(); else if(party_toast()) handle_party_death(); are_done = All_Done; return are_done; } void handle_monster_actions(bool& need_redraw, bool& need_reprint) { draw_map(true); // TODO: Might be possible to only do this in certain circumstances? play_ambient_sound(); if(is_combat() && overall_mode != MODE_LOOK_COMBAT) { if(no_pcs_left()) { end_combat(); if(which_combat_type == 0) { end_town_mode(0,univ.party.p_loc); add_string_to_buf("Fled the combat. "); handle_wandering_specials(0,2); } } else { if(need_redraw) { draw_terrain(); if ((combat_active_pc == 6) || (univ.party[combat_active_pc].ap > 0)) need_redraw = false; } //pause(2); short store_cur_pc = current_pc; if(combat_next_step()) need_redraw = true; } } else { increase_age(); if(!is_out() || (is_out() && univ.party.age % 10 == 0)) // no monst move if party outdoors and on horse do_monsters(); if(overall_mode != MODE_OUTDOORS) do_monster_turn(); // Wand monsts if(overall_mode == MODE_OUTDOORS && !party_toast() && univ.party.age % 10 == 0) { if(get_ran(1,1,70 + PSD[SDF_LESS_WANDER_ENC] * 200) == 10) create_wand_monst(); for(int i = 0; i < 10; i++) if(univ.party.out_c[i].exists) if((adjacent(univ.party.p_loc,univ.party.out_c[i].m_loc) || univ.party.out_c[i].what_monst.cant_flee >= 10) && univ.party.in_boat < 0 && !flying()) { store_wandering_special = univ.party.out_c[i].what_monst; if(handle_wandering_specials(0,0)) initiate_outdoor_combat(i); univ.party.out_c[i].exists = false; // Get rid of excess keyclicks flushingInput = true; need_reprint = false; i = 20; } } if(overall_mode == MODE_TOWN) { if(get_ran(1,1,160 - univ.town.difficulty + PSD[SDF_LESS_WANDER_ENC] * 200) == 2) create_wand_monst(); } } } bool someone_awake() { short i; for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].status[eStatus::ASLEEP] <= 0 && univ.party[i].status[eStatus::PARALYZED] <= 0) return true; return false; } void handle_menu_spell(eSpell spell_picked) { eSkill spell_type = (*spell_picked).type; if(!prime_time()) { ASB("Finish what you're doing first."); print_buf(); return; } location pass_point; sf::Event event; spell_forced = true; pc_casting = current_pc; univ.party[current_pc].last_cast[spell_type] = spell_picked; if(spell_type == eSkill::MAGE_SPELLS) store_mage = spell_picked; else store_priest = spell_picked; if(spell_type == eSkill::MAGE_SPELLS && (*spell_picked).need_select != SELECT_NO) { if ((store_spell_target = char_select_pc((*spell_picked).need_select == SELECT_ANY ? 0 : 1,0,"Cast spell on who?")) == 6) return; } else { if(spell_type == eSkill::PRIEST_SPELLS && (*spell_picked).need_select != SELECT_NO) if ((store_spell_target = char_select_pc((*spell_picked).need_select == SELECT_ANY ? 0 : 1,0,"Cast spell on who?")) == 6) return; } /* if ((is_combat()) && (((spell_type == 0) && (refer_mage[spell_picked] > 0)) || ((spell_type == 1) && (refer_priest[spell_picked] > 0)))){ if ((spell_type == 0) && (mage_need_select[spell_picked] > 0)) store_spell_target = char_select_pc(2 - mage_need_select[spell_picked],0,"Cast spell on who?"); else if ((spell_type == 1) && (priest_need_select[spell_picked] > 0)) store_spell_target = char_select_pc(2 - priest_need_select[spell_picked],0,"Cast spell on who?"); } else { } */ if(spell_type == eSkill::MAGE_SPELLS) { pass_point.x = bottom_buttons[0].left + 5; pass_point.y = bottom_buttons[0].top + 5; } else { pass_point.x = bottom_buttons[1].left + 5; pass_point.y = bottom_buttons[1].top + 5; } event.mouseButton.x = pass_point.x + ul.x; event.mouseButton.y = pass_point.y + ul.y; handle_action(event); } void initiate_outdoor_combat(short i) { short m,n; location to_place; draw_terrain(); // Is combat too easy? if ((party_total_level() > ((out_enc_lev_tot(i) * 5) / 3) ) && (out_enc_lev_tot(i) < 200) && (univ.party.out_c[i].what_monst.cant_flee % 10 != 1)) { add_string_to_buf("Combat: Monsters fled! "); univ.party.out_c[i].exists = false; return; } // Delay((long) 100,&dummy); start_outdoor_combat(univ.party.out_c[i], univ.out[univ.party.p_loc.x][univ.party.p_loc.y],count_walls(univ.party.p_loc)); univ.party.out_c[i].exists = false; for (m = 0; m < 6; m++) if(univ.party[m].main_status == eMainStatus::ALIVE) to_place = univ.party[m].combat_pos; for (m = 0; m < 6; m++) for (n = 0; n < 24; n++) if(univ.party[m].main_status != eMainStatus::ALIVE && univ.party[m].items[n].variety != eItemType::NO_ITEM) { place_item(univ.party[m].items[n],to_place,true); univ.party[m].items[n].variety = eItemType::NO_ITEM; } overall_mode = MODE_COMBAT; center = univ.party[current_pc].combat_pos; draw_terrain(); } bool handle_keystroke(sf::Event& event){ bool are_done = false; location pass_point; // TODO: This isn't needed short i,j; std::ostringstream sout; using kb = sf::Keyboard; using Key = sf::Keyboard::Key; Key keypad[10] = {kb::Numpad0,kb::Numpad1,kb::Numpad2,kb::Numpad3,kb::Numpad4,kb::Numpad5,kb::Numpad6,kb::Numpad7,kb::Numpad8,kb::Numpad9}; // TODO: The duplication of location here shouldn't be necessary... location terrain_click[10] = {location{150,185},location{120,215},location{150,215},location{180,215}, location{120,185},location{150,185},location{180,185}, location{120,155},location{150,155},location{180,135}}; Key talk_chars[9] = {kb::L,kb::N,kb::J,kb::B,kb::S,kb::R,kb::D,kb::G,kb::A}; Key shop_chars[8] = {kb::A,kb::B,kb::C,kb::D,kb::E,kb::F,kb::G,kb::H}; if(map_visible && event.key.code == kb::Escape && (overall_mode != MODE_TALKING) && (overall_mode != MODE_SHOPPING)) { mini_map.setVisible(false); map_visible = false; mainPtr.setActive(); return false; } if(overall_mode == MODE_STARTUP) return false; obscureCursor(); // DEBUG // sprintf((char *) debug, "%d ",(short) chr2); // add_string_to_buf((char *) debug); // print_buf(); Key chr2 = event.key.code; if(chr2 == kb::LShift || chr2 == kb::LAlt || chr2 == kb::LControl || chr2 == kb::LSystem) return false; if(chr2 == kb::RShift || chr2 == kb::RAlt || chr2 == kb::RControl || chr2 == kb::RSystem) return false; if(chr2 == kb::Up && !kb::isKeyPressed(kb::Down)) { if(kb::isKeyPressed(kb::Left)) chr2 = kb::Numpad7; else if(kb::isKeyPressed(kb::Right)) chr2 = kb::Numpad9; else chr2 = kb::Numpad8; } else if(chr2 == kb::Down && !kb::isKeyPressed(kb::Up)) { if(kb::isKeyPressed(kb::Left)) chr2 = kb::Numpad1; else if(kb::isKeyPressed(kb::Right)) chr2 = kb::Numpad3; else chr2 = kb::Numpad2; } else if(chr2 == kb::Left && !kb::isKeyPressed(kb::Right)) { if(kb::isKeyPressed(kb::Up)) chr2 = kb::Numpad7; else if(kb::isKeyPressed(kb::Down)) chr2 = kb::Numpad1; else chr2 = kb::Numpad4; } else if(chr2 == kb::Right && !kb::isKeyPressed(kb::Left)) { if(kb::isKeyPressed(kb::Up)) chr2 = kb::Numpad9; else if(kb::isKeyPressed(kb::Down)) chr2 = kb::Numpad3; else chr2 = kb::Numpad6; } sf::Event pass_event = {sf::Event::MouseButtonPressed}; if (overall_mode == MODE_TALKING) { if (chr2 == kb::Escape) chr2 = kb::D; if (chr2 == kb::Space) chr2 = kb::G; for (i = 0; i < 9; i++) if (chr2 == talk_chars[i] && (!talk_end_forced || i == 6 || i == 5)) { int j = talk_end_forced ? i - 5 : i; pass_point.x = talk_words[j].rect.left + 9 + ul.x; pass_point.y = talk_words[j].rect.top + 9 + ul.y; pass_event.mouseButton.x = pass_point.x; pass_event.mouseButton.y = pass_point.y; are_done = handle_action(pass_event); } } else if (overall_mode == MODE_SHOPPING) { // shopping keystrokes if (chr2 == kb::Escape) { pass_point.x = 222 + ul.x; pass_point.y = 398 + ul.y; pass_event.mouseButton.x = pass_point.x; pass_event.mouseButton.y = pass_point.y; are_done = handle_action(pass_event); } for (i = 0; i < 8; i++) if (chr2 == shop_chars[i]) { pass_point.x = shopping_rects[i][1].left + 9 + ul.x; pass_point.y = shopping_rects[i][1].top + 9 + ul.y; pass_event.mouseButton.x = pass_point.x; pass_event.mouseButton.y = pass_point.y; are_done = handle_action(pass_event); } } else { for (i = 0; i < 10; i++) if (chr2 == keypad[i]) { if (i == 0) { chr2 = kb::Z; } else { pass_point.x = terrain_click[i].x + ul.x; pass_point.y = terrain_click[i].y + ul.y; pass_event.mouseButton.x = pass_point.x; pass_event.mouseButton.y = pass_point.y; are_done = handle_action(pass_event); return are_done; } } } char chr = keyToChar(chr2, event.key.shift); switch(chr) { case '&': add_string_to_buf("If Valorim ..."); print_buf(); break; case '*': add_string_to_buf("You want to save ..."); print_buf(); break; case '(': add_string_to_buf("Back up your save files ..."); print_buf(); break; case ')': add_string_to_buf("Burma Shave."); print_buf(); break; case '?': if (overall_mode == MODE_SHOPPING) { univ.party.help_received[26] = 0; give_help(226,27); break; } if (overall_mode == MODE_TALKING) { univ.party.help_received[5] = 0; give_help(205,6); break; } if (is_out()) cChoiceDlog("help-outdoor.xml").show(); if (is_town()) cChoiceDlog("help-town.xml").show(); if (is_combat()) cChoiceDlog("help-combat.xml").show(); break; case '1': case '2': case '3': case '4': case '5': case '6': pass_point.x = pc_buttons[((short) chr) - 49][0].left + 1 + PC_WIN_UL_X + ul.x; pass_point.y = pc_buttons[((short) chr) - 49][0].top + PC_WIN_UL_Y + ul.y; pass_event.mouseButton.x = pass_point.x; pass_event.mouseButton.y = pass_point.y; are_done = handle_action(pass_event); break; case '9': pass_point.x = item_screen_button_rects[6].left + ITEM_WIN_UL_X + ul.x; pass_point.y = item_screen_button_rects[6].top + ITEM_WIN_UL_Y + ul.y; pass_event.mouseButton.x = pass_point.x; pass_event.mouseButton.y = pass_point.y; are_done = handle_action(pass_event); break; case ' ': if (overall_mode == MODE_FANCY_TARGET) { // cast multi-target spell, set # targets to 0 so that // space clicked doesn't matter num_targets_left = 0; pass_point = terrain_click[5]; pass_event.mouseButton.x = pass_point.x + ul.x; pass_event.mouseButton.y = pass_point.y + ul.y; are_done = handle_action(pass_event); } if (overall_mode == MODE_SPELL_TARGET) spell_cast_hit_return(); break; case 'D': if (in_scen_debug) { in_scen_debug = false; ASB("Debug mode OFF."); } else { in_scen_debug = true; ASB("Debug mode ON."); } print_buf(); break; case 'z': if (((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING)) || (overall_mode == MODE_LOOK_COMBAT)) { set_stat_window(current_pc); put_item_screen(stat_window,0); } else { set_stat_window(0); put_item_screen(stat_window,0); } break; case '=': if(!in_scen_debug) break; univ.party.gold += 100; univ.party.food += 100; for (i = 0; i < 6; i++) { univ.party[i].main_status = eMainStatus::ALIVE; univ.party[i].cur_health = univ.party[i].max_health; univ.party[i].cur_sp = 100; } award_party_xp(25); for (i = 0; i < 6; i++) for (j = 0; j < 62; j++) { univ.party[i].priest_spells[j] = 1; univ.party[i].mage_spells[j] = 1; } refresh_store_items(); add_string_to_buf("Debug: Add stuff and heal."); print_buf(); put_pc_screen(); break; case 'B': if(!in_scen_debug) break; if(overall_mode == MODE_OUTDOORS){ add_string_to_buf("Debug - Leave Town: You're not in town!"); print_buf(); break; } univ.party.end_split(0); overall_mode = MODE_OUTDOORS; position_party(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y,univ.party.p_loc.x,univ.party.p_loc.y); clear_map(); add_string_to_buf("Debug: Reunite party and leave town."); print_buf(); redraw_screen(REFRESH_ALL); break; case 'C': if(!in_scen_debug) break; for (i = 0; i < 6; i++) { univ.party[i].status[eStatus::POISON] = 0; if(univ.party[i].status[eStatus::BLESS_CURSE] < 0) univ.party[i].status[eStatus::BLESS_CURSE] = 0; if (univ.party[i].status[eStatus::HASTE_SLOW] < 0) univ.party[i].status[eStatus::HASTE_SLOW] = 0; univ.party[i].status[eStatus::WEBS] = 0; univ.party[i].status[eStatus::DISEASE] = 0; univ.party[i].status[eStatus::DUMB] = 0; univ.party[i].status[eStatus::ASLEEP] = 0; univ.party[i].status[eStatus::PARALYZED] = 0; univ.party[i].status[eStatus::ACID] = 0; } add_string_to_buf("Debug: You get cleaned up!"); print_buf(); put_pc_screen(); break; case 'E': if(!in_scen_debug) break; PSD[SDF_PARTY_STEALTHY] += 10; PSD[SDF_PARTY_DETECT_LIFE] += 10; PSD[SDF_PARTY_FIREWALK] += 10; add_string_to_buf("Debug: Stealth, Detect Life, Firewalk!"); print_buf(); put_pc_screen(); break; case 'F': if(!in_scen_debug) break; if(overall_mode != MODE_OUTDOORS){ add_string_to_buf("Debug: Can only fly outdoors."); }else{ PSD[SDF_PARTY_FLIGHT] += 10; add_string_to_buf("Debug: You start flying!"); } print_buf(); put_pc_screen(); break; case 'G': if(!in_scen_debug) break; if(ghost_mode){ ghost_mode = false; ASB("Debug: Ghost mode OFF."); }else{ ghost_mode = true; ASB("Debug:Ghost mode ON."); } print_buf(); break; case 'H': if(!in_scen_debug) break; univ.party.gold += 100; univ.party.food += 100; for (i = 0; i < 6; i++) { if(isDead(univ.party[i].main_status)) univ.party[i].main_status = eMainStatus::ALIVE; } heal_party(250); restore_sp_party(100); add_string_to_buf("Debug: Heal party."); print_buf(); put_pc_screen(); break; case 'K': if (!in_scen_debug) break; for (i = 0; i < univ.town->max_monst(); i++) { if ((is_combat()) && (univ.town.monst[i].active > 0) && (univ.town.monst[i].attitude % 2 == 1)) univ.town.monst[i].active = 0; if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].attitude % 2 == 1) && (dist(univ.town.monst[i].cur_loc,univ.town.p_loc) <= 10) ) damage_monst(i, 7,1000,0, DAMAGE_UNBLOCKABLE,0); } // kill_monst(&univ.town.monst[i],6); draw_terrain(); add_string_to_buf("Debug: Kill things. "); print_buf(); break; case 'N': if(!in_scen_debug) break; handle_victory(); break; case 'O': if(!in_scen_debug) break; if (is_town()) { sout << "Debug: You're at x " << (short) univ.town.p_loc.x << ", y " << (short) univ.town.p_loc.y << " in town " << univ.town.num << '.'; } else if (is_out()) { short x = univ.party.p_loc.x; short y = univ.party.p_loc.y; x += 48 * univ.party.outdoor_corner.x; y += 48 * univ.party.outdoor_corner.y; sout << "Debug: You're outside at x " << x << ", y " << y << '.'; } else if(is_combat()) { location loc = univ.party[current_pc].combat_pos; sout << "Debug: You're in combat at x " << loc.x << ", y " << loc.y << '.'; } add_string_to_buf(sout.str()); print_buf(); break; case 'I': // TODO: Seems useless? // if(!in_scen_debug) break; // sout << "Debug: The party's age is " << univ.party.age; // add_string_to_buf(sout.str()); // add_string_to_buf("Debug: Reset map."); // Surely this won't work? // print_buf(); break; case 'Q': if(!in_scen_debug) break; if (overall_mode == MODE_OUTDOORS) { for (i = 0; i < 96; i++) for (j = 0; j < 96; j++) make_explored(i,j); } else { for (i = 0; i < 64; i++) for (j = 0; j < 64; j++) make_explored(i,j); } clear_map(); add_string_to_buf("Debug: Magic Map."); print_buf(); break; case 'R': if(!in_scen_debug) break; if (univ.party.in_boat >= 0) { add_string_to_buf(" Not while in boat. "); break; } if (univ.party.in_horse >= 0) { add_string_to_buf(" Not while on horse. "); break; } force_town_enter(scenario.which_town_start,scenario.where_start); start_town_mode(scenario.which_town_start,9); position_party(scenario.out_sec_start.x,scenario.out_sec_start.y, scenario.out_start.x,scenario.out_start.y); center = univ.town.p_loc = scenario.where_start; redraw_screen(REFRESH_ALL); add_string_to_buf("Debug: You return to the start."); print_buf(); break; case 'S': // TODO: Create a dedicated dialog for this. if (!in_scen_debug) break; i = get_num_response(0,299,"Enter SDF Part A"); if(i >= 0 && i < 300){ j = get_num_response(0,49,"Enter SDF Part B"); if(j >= 0 && j < 50){ int x = get_num_response(-1,255,"Enter SDF Value or -1 to print"); if(x < 256 && x >= 0) PSD[i][j] = x; else if(x == -1){ sout << "SDF(" << i << ',' << j << ") = " << PSD[i][j]; add_string_to_buf(sout.str()); } } } break; case 'T': if(!in_scen_debug) break; short find_direction_from; sout << "Enter Town Number (between 0 and " << scenario.num_towns - 1 << ')'; i = get_num_response(0, scenario.num_towns - 1, "Enter Town Number"); if(i >= 0 && i < scenario.num_towns ){ if (univ.party.direction == 0) find_direction_from = 2; else if (univ.party.direction == 4) find_direction_from = 0; else if (univ.party.direction < 4) find_direction_from = 3; else find_direction_from = 1; start_town_mode(i, find_direction_from); } break; case 'W': if(!in_scen_debug) break; refresh_store_items(); add_string_to_buf("Debug: Refreshed jobs/shops. "); print_buf(); break; // case '`': // break; // case '[': // break; // case '+': // break; case '<': //break; if (!in_scen_debug) break; ASB("Debug: Increase age."); ASB(" It is now 1 day later."); print_buf(); univ.party.age += 3700; put_pc_screen(); break; case '>': if(!in_scen_debug) break; ASB("DEBUG: Towns have short memory."); ASB("Your deeds have been forgotten."); print_buf(); for (i = 0; i < 4; i++) univ.party.creature_save[i].which_town = 200; break; case '/': if(!in_scen_debug) break; ASB("Debug hot keys"); ASB(" B Leave town"); ASB(" C Get cleaned up"); ASB(" D Toggle Debug mode"); ASB(" E Stealth, Detect Life, Firewalk"); ASB(" F Flight"); ASB(" G Ghost"); ASB(" H Heal"); ASB(" K Kill things"); ASB(" N End Scenario"); ASB(" O Location"); ASB(" Q Magic map"); ASB(" R Return to Start"); ASB(" S Set a SDF"); ASB(" T Enter Town"); ASB(" W Refresh jobs/shops"); ASB(" = Heal, increase magic skills"); ASB(" < Make one day pass"); ASB(" > Towns forgive you"); ASB(" / Bring up this list"); print_buf(); break; case 'a': if (overall_mode < MODE_TALK_TOWN) { pass_point.x = (overall_mode == MODE_OUTDOORS) ? 170 : 221; pass_point.y = 405; pass_event.mouseButton.x = pass_point.x + ul.x; pass_event.mouseButton.y = pass_point.y + ul.y; are_done = handle_action(pass_event); } break; case 'u': if (overall_mode == MODE_TOWN || overall_mode == MODE_USE_TOWN) { pass_point.x = 220; pass_point.y = 388; pass_event.mouseButton.x = pass_point.x + ul.x; pass_event.mouseButton.y = pass_point.y + ul.y; are_done = handle_action(pass_event); } break; case 'b': case 'L': if(overall_mode == MODE_TOWN || overall_mode == MODE_BASH_TOWN) { pass_point.x = chr == 'b' ? 1002 : 1003; pass_point.y = 0; pass_event.mouseButton.x = pass_point.x + ul.x; pass_event.mouseButton.y = pass_point.y + ul.y; are_done = handle_action(pass_event); } case 's': case 'x': case 'e': if ((overall_mode == MODE_COMBAT) || ((overall_mode == MODE_FIRING) && (chr == 's')) || ((overall_mode == MODE_THROWING) && (chr == 's')) ) { pass_point.x = (chr == 's') ? 205 : 240; pass_point.y = (chr == 'e') ? 390 : 406; pass_event.mouseButton.x = pass_point.x + ul.x; pass_event.mouseButton.y = pass_point.y + ul.y; are_done = handle_action(pass_event); } break; case 'm': case 'p': case 'l': case 'r': case 'w': case 't': case 'd': case 'g': case 'f': case 'M': case 'P': case 'A': j = 50; if(overall_mode == MODE_SPELL_TARGET || overall_mode == MODE_FANCY_TARGET || overall_mode == MODE_TOWN_TARGET) { // cancel spell if(chr == 'm') j = 0; else if(chr == 'p') j = 1; } if(chr == 'f' && (overall_mode == MODE_FIRING || overall_mode == MODE_THROWING || chr == 't')) // cancel missile j = 6; if ((overall_mode == MODE_OUTDOORS) || (overall_mode == MODE_TOWN) || (overall_mode == MODE_COMBAT)) { switch (chr) { case 'M': spell_forced = true; j = 0; break; case 'm': j = 0; break; case 'P': spell_forced = true; j = 1; break; case 'p': j = 1; break; case 'l': j = 2; break; case 'r': if (overall_mode != MODE_OUTDOORS) return false; j = 3; break; case 't': if (overall_mode == MODE_TOWN) j = 3; else return false; break; case 'A':if (overall_mode == MODE_TOWN) { // TODO: Uh, what about ul.y? pass_point.x = 1000 + ul.x; pass_event.mouseButton.x = pass_point.x; pass_event.mouseButton.y = pass_point.y; are_done = handle_action(pass_event); } else { add_string_to_buf("Alchemy: In town only."); print_buf(); return false; } break; case 'w':if (overall_mode == MODE_COMBAT) j = 5; else if (overall_mode == MODE_TOWN) { // TODO: Uh, what about ul.y? pass_point.x = 1001 + ul.x; pass_event.mouseButton.x = pass_point.x; pass_event.mouseButton.y = pass_point.y; are_done = handle_action(pass_event); } else { add_string_to_buf("Wait: In town only."); print_buf(); return false; } break; case 'd': if (overall_mode != MODE_COMBAT) return false; j = 3; break; case 'g': if (overall_mode == MODE_OUTDOORS) return false; j = 4; break; case 'f': if (overall_mode != MODE_TOWN) return false; j = 6; break; } } if (j < 50) { pass_point.x = bottom_buttons[j].left + 5; pass_point.y = bottom_buttons[j].top + 5; pass_event.mouseButton.x = pass_point.x + ul.x; pass_event.mouseButton.y = pass_point.y + ul.y; are_done = handle_action(pass_event); } break; } spell_forced = false; return are_done; } void do_load() { fs::path file_to_load = nav_get_party(); if(!file_to_load.empty()) if(!load_party(file_to_load)) return; finish_load_party(); if(overall_mode != MODE_STARTUP) post_load(); menu_activate(); } void post_load() { current_switch = 6; reset_item_max(); if (overall_mode == MODE_OUTDOORS) update_explored(univ.party.p_loc); // if (overall_mode == MODE_TOWN) { // make_town_trim(0); // } // make_out_trim(); // TODO: Presumably need to call draw() as well, but maybe not here text_sbar->show(); item_sbar->show(); shop_sbar->hide(); set_stat_window(0); put_pc_screen(); draw_terrain(); draw_buttons(0); draw_text_bar(1); print_buf(); clear_map(); adjust_spell_menus(); adjust_monst_menu(); } void do_save(short mode) //mode; // 0 - normal 1 - save as { if (overall_mode > MODE_TOWN) { add_string_to_buf("Save: Only while outdoors, or in "); add_string_to_buf(" town and not looking/casting. "); print_buf(); return; } fs::path file = univ.file; if(mode == 1) file = nav_put_party(file); if(!file.empty()) { univ.file = file; save_party(univ.file); } pause(6); redraw_screen(REFRESH_TEXT); } void do_rest(long length, int hp_restore, int mp_restore) { unsigned long age_before = univ.party.age; univ.party.age += length; if(!PSD[SDF_TIMERS_DURING_REST]) { heal_party(hp_restore); restore_sp_party(mp_restore); put_pc_screen(); return; } // If some players diseased, allow it to progress a bit handle_disease(); handle_disease(); handle_disease(); // Clear party spell effects PSD[SDF_PARTY_STEALTHY] = 0; PSD[SDF_PARTY_DETECT_LIFE] = 0; PSD[SDF_PARTY_FIREWALK] = 0; PSD[SDF_PARTY_FLIGHT] = 0; // This one shouldn't be nonzero anyway, since you can't rest while flying. for(int i = 0; i < 6; i++) univ.party[i].status.clear(); // Specials countdowns if((length > 500 || age_before / 500 < univ.party.age / 500) && party_has_abil(eItemAbil::DISEASE_PARTY) && get_ran(1,0,5) == 3) { // TODO: This seems to be the "radioactivity" handler, and the string appears to not exist. cStrDlog display_enc_string("Missing String: Radioactivity", "", "", 8, PIC_DLOG); display_enc_string.setSound(3); display_enc_string.show(); for(int i = 0; i < 6; i++) disease_pc(i,5); } // Plants and magic shops if(length > 4000 || age_before / 4000 < univ.party.age / 4000) refresh_store_items(); // Heal party heal_party(hp_restore); restore_sp_party(mp_restore); // Recuperation and chronic disease disads for(int i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE) { if(univ.party[i].traits[eTrait::RECUPERATION] && univ.party[i].cur_health < univ.party[i].max_health) { heal_pc(i,hp_restore / 5); } if(univ.party[i].traits[eTrait::CHRONIC_DISEASE] && get_ran(1,0,110) == 1) { disease_pc(i,6); } short item = pc_has_abil_equip(i,eItemAbil::REGENERATE); if(item < 24 && univ.party[i].cur_health < univ.party[i].max_health && (overall_mode > MODE_OUTDOORS || get_ran(1,0,10) == 5)){ int j = get_ran(1,0,univ.party[i].items[item].ability_strength / 3); if(univ.party[i].items[item].ability_strength / 3 == 0) j = get_ran(1,0,1); if(is_out()) j = j * 4; heal_pc(i,j); } } special_increase_age(length, true); put_pc_screen(); adjust_spell_menus(); } void increase_age()//// { short i,j,item,how_many_short = 0,r1,store_day; bool update_stat = false; // Increase age, adjust light level & stealth store_day = calc_day(); if (is_out()) { if (univ.party.in_horse < 0) univ.party.age -= univ.party.age % 10; else univ.party.age -= univ.party.age % 5; univ.party.age += 5; if (univ.party.in_horse < 0) univ.party.age += 5; } else univ.party.age++; if (calc_day() != store_day) { // Day changed, so check for interesting stuff. update_stat = true; } move_to_zero(univ.party.light_level); // if (PSD[128][9] == 1) // clear_map(); // decrease monster present counter move_to_zero(PSD[SDF_HOSTILES_PRESENT]); // Party spell effects if (PSD[SDF_PARTY_STEALTHY] == 1) {reset_text_bar(); add_string_to_buf("Your footsteps grow louder. "); } move_to_zero(PSD[SDF_PARTY_STEALTHY]); if (PSD[SDF_PARTY_DETECT_LIFE] == 1) {reset_text_bar(); add_string_to_buf("You stop detecting monsters. ");} move_to_zero(PSD[SDF_PARTY_DETECT_LIFE]); if (PSD[SDF_PARTY_FIREWALK] == 1) {reset_text_bar(); add_string_to_buf("Your feet stop glowing. ");} move_to_zero(PSD[SDF_PARTY_FIREWALK]); if (PSD[SDF_PARTY_FLIGHT] == 2) add_string_to_buf("You are starting to descend."); if (PSD[SDF_PARTY_FLIGHT] == 1) { if(blocksMove(scenario.ter_types[univ.out[univ.party.p_loc.x][univ.party.p_loc.y]].blockage)) { add_string_to_buf(" You plummet to your deaths. "); slay_party(eMainStatus::DEAD); print_buf(); pause(150); } else add_string_to_buf(" You land safely. "); reset_text_bar(); } move_to_zero(PSD[SDF_PARTY_FLIGHT]); if(overall_mode > MODE_OUTDOORS && univ.town->lighting_type >= LIGHT_DRAINS) { increase_light(-9); if(univ.town->lighting_type == LIGHT_NONE) { if (univ.party.light_level > 0) ASB("Your light is drained."); univ.party.light_level = 0; } } // Specials countdowns if((univ.party.age % 500 == 0 && get_ran(1,0,5) == 3 && party_has_abil(eItemAbil::DISEASE_PARTY))) { update_stat = true; // TODO: This seems to be the "radioactivity" handler, and the string appears to not exist. cStrDlog display_enc_string("Missing String: Radioactivity", "", "", 8, PIC_DLOG); display_enc_string.setSound(3); display_enc_string.show(); for (i = 0; i < 6; i++) disease_pc(i,2); } // Plants and magic shops if (univ.party.age % 4000 == 0) { //SysBeep(2); //ASB("DEBUG: Stuff replaced."); refresh_store_items(); //for (i = 0; i < 10; i++) // PSD[302][i] = 0; //for (i = 0; i < 10; i++) // PSD[301][i] = 0; //for (i = 0; i < 10; i++) //// PSD[300][i] = 0; } // Protection, etc. for (i = 0; i < 6; i++) { // Process some status things, and check if stats updated if(univ.party[i].status[eStatus::INVULNERABLE] == 1 || univ.party[i].status[eStatus::MAGIC_RESISTANCE] == 1 || univ.party[i].status[eStatus::INVISIBLE] == 1 || univ.party[i].status[eStatus::MARTYRS_SHIELD] == 1 || univ.party[i].status[eStatus::ASLEEP] == 1 || univ.party[i].status[eStatus::PARALYZED] == 1) update_stat = true; move_to_zero(univ.party[i].status[eStatus::INVULNERABLE]); move_to_zero(univ.party[i].status[eStatus::MAGIC_RESISTANCE]); move_to_zero(univ.party[i].status[eStatus::INVISIBLE]); move_to_zero(univ.party[i].status[eStatus::MARTYRS_SHIELD]); move_to_zero(univ.party[i].status[eStatus::ASLEEP]); move_to_zero(univ.party[i].status[eStatus::PARALYZED]); if(univ.party.age % 40 == 0 && univ.party[i].status[eStatus::POISONED_WEAPON] > 0) { update_stat = true; move_to_zero(univ.party[i].status[eStatus::POISONED_WEAPON]); } } // Food if ((univ.party.age % 1000 == 0) && (overall_mode < MODE_COMBAT)) { for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE) how_many_short++; how_many_short = take_food (how_many_short,false); if (how_many_short > 0) { add_string_to_buf("Starving! "); play_sound(66); r1 = get_ran(3,1,6); hit_party(r1,DAMAGE_UNBLOCKABLE); update_stat = true; if (overall_mode < MODE_COMBAT) boom_space(univ.party.p_loc,overall_mode,0,r1,0); } else { play_sound(6); add_string_to_buf("You eat. "); } update_stat = true; } // Poison, acid, disease damage for (i = 0; i < 6; i++) // Poison if(univ.party[i].status[eStatus::POISON] > 0) { i = 6; if (((overall_mode == MODE_OUTDOORS) && (univ.party.age % 50 == 0)) || ((overall_mode == MODE_TOWN) && (univ.party.age % 20 == 0))) { update_stat = true; do_poison(); } } for (i = 0; i < 6; i++) // Disease if(univ.party[i].status[eStatus::DISEASE] > 0) { i = 6; if (((overall_mode == MODE_OUTDOORS) && (univ.party.age % 100 == 0)) || ((overall_mode == MODE_TOWN) && (univ.party.age % 25 == 0))) { update_stat = true; handle_disease(); } } for (i = 0; i < 6; i++) // Acid if(univ.party[i].status[eStatus::ACID] > 0) { i = 6; update_stat = true; handle_acid(); } // Healing and restoration of spell pts. if (is_out()) { if (univ.party.age % 100 == 0) { for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].cur_health < univ.party[i].max_health) update_stat = true; heal_party(2); } } else { if (univ.party.age % 50 == 0) { for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].cur_health < univ.party[i].max_health) update_stat = true; heal_party(1); } } if (is_out()) { if (univ.party.age % 80 == 0) { for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].cur_sp < univ.party[i].max_sp) update_stat = true; restore_sp_party(2); } } else { if (univ.party.age % 40 == 0) { for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].cur_sp < univ.party[i].max_sp) update_stat = true; restore_sp_party(1); } } // Recuperation and chronic disease disads for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE) { if(univ.party[i].traits[eTrait::RECUPERATION] > 0 && get_ran(1,0,10) == 1 && univ.party[i].cur_health < univ.party[i].max_health) { heal_pc(i,2); update_stat = true; } if(univ.party[i].traits[eTrait::CHRONIC_DISEASE] > 0 && get_ran(1,0,110) == 1) { disease_pc(i,4); update_stat = true; } } // Blessing, slowed,etc. if (univ.party.age % 4 == 0) for (i = 0; i < 6; i++) { if(univ.party[i].status[eStatus::BLESS_CURSE] != 0 || univ.party[i].status[eStatus::HASTE_SLOW] != 0) update_stat = true; move_to_zero(univ.party[i].status[eStatus::BLESS_CURSE]); move_to_zero(univ.party[i].status[eStatus::HASTE_SLOW]); if((item = pc_has_abil_equip(i,eItemAbil::REGENERATE)) < 24 && (univ.party[i].cur_health < univ.party[i].max_health) && ((overall_mode > MODE_OUTDOORS) || (get_ran(1,0,10) == 5))){ j = get_ran(1,0,univ.party[i].items[item].ability_strength / 3); if (univ.party[i].items[item].ability_strength / 3 == 0) j = get_ran(1,0,1); if (is_out()) j = j * 4; heal_pc(i,j); update_stat = true; } } dump_gold(1); special_increase_age(); //if (debug_on == false) push_things(); if (is_town()) { process_fields(); } // Cancel switching PC order current_switch = 6; // If a change, draw stat screen if (update_stat == true) put_pc_screen(); adjust_spell_menus(); } void handle_hunting() { char str[60]; short i,pic; ter_num_t ter; if (!is_out()) return; // TODO: Resupport this! ter = univ.out[univ.party.p_loc.x][univ.party.p_loc.y]; pic = scenario.ter_types[ter].picture; for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].traits[eTrait::CAVE_LORE] && get_ran(1,0,12) == 5 && (((pic >= 0) && (pic <= 1)) || ((pic >= 70) && (pic <= 76))) ) { sprintf((char *)str,"%s hunts.",univ.party[i].name.c_str()); univ.party.food += get_ran(2,1,6); add_string_to_buf((char *)str); put_pc_screen(); } for (i = 0; i < 6; i++) if ( univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].traits[eTrait::WOODSMAN] && get_ran(1,0,12) == 5 && (((pic >= 2) && (pic <= 4)) || ((pic >= 79) && (pic <= 84)))) { sprintf((char *)str,"%s hunts.",univ.party[i].name.c_str()); univ.party.food += get_ran(2,1,6); add_string_to_buf((char *)str); put_pc_screen(); } } void switch_pc(short which) { cPlayer store_pc; if (current_switch < 6) { if (current_switch != which) { add_string_to_buf("Switch: OK."); store_pc = univ.party[which]; univ.party[which] = univ.party[current_switch]; univ.party[current_switch] = store_pc; if (current_pc == current_switch) current_pc = which; else if (current_pc == which) current_pc = current_switch; set_stat_window(current_pc); } else ASB("Switch: Not with self."); current_switch = 6; } else { add_string_to_buf("Switch: Switch with who? "); current_switch = which; } } void drop_pc(short which) { std::string choice; choice = cChoiceDlog("delete-pc-confirm.xml",{"yes","no"}).show(); if (choice == "no") { add_string_to_buf("Delete PC: Cancelled. "); return; } add_string_to_buf("Delete PC: OK. "); kill_pc(which,eMainStatus::ABSENT); for(short i = which; i < 5; i++) univ.party[i] = univ.party[i + 1]; univ.party[5].main_status = eMainStatus::ABSENT; set_stat_window(0); put_pc_screen(); } void handle_death() { std::string choice; overall_mode = MODE_STARTUP; while(true) { // Use death (or leave Exile) dialog choice = cChoiceDlog("party-death.xml",{"load","new","quit"}).show(); if(choice == "quit") { All_Done = true; return; } else if(choice == "load") { fs::path file_to_load = nav_get_party(); if(!file_to_load.empty()) load_party(file_to_load); if (party_toast() == false) { if(overall_mode != MODE_STARTUP) post_load(), finish_load_party(); return; } } else if(choice == "new") { start_new_game(); return; } } } void start_new_game() { short i; std::string choice; using kb = sf::Keyboard; choice = cChoiceDlog("new-party.xml",{"okay","cancel"}).show(); if(choice == "cancel") return; //which = choice - 1; // display_intro(); if(kb::isKeyPressed(kb::LSystem) || kb::isKeyPressed(kb::RSystem)) init_party(2); // if command key held down, create debug party else if(kb::isKeyPressed(kb::LControl) || kb::isKeyPressed(kb::RControl)) init_party(2); else init_party(0); //while (creation_done == false) { edit_party(); /* if ((i > 0) || (in_startup_mode == false)) creation_done = true; if ((i == 0) && (in_startup_mode == false)) return; } */ // if no PCs left, forget it for (i = 0 ; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE) i = 100; if (i == 6) return; // everyone gets a weapon for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE) { int raceCode = (int) univ.party[i].race; univ.party[i].items[0] = start_items[raceCode * 2]; univ.party[i].equip[0] = true; univ.party[i].items[1] = start_items[raceCode * 2 + 1]; univ.party[i].equip[1] = true; } // PCs get adjustments for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE) { // Do stat adjs for selected race. if (univ.party[i].race == eRace::NEPHIL) univ.party[i].skills[eSkill::DEXTERITY] += 2; if (univ.party[i].race == eRace::SLITH) { univ.party[i].skills[eSkill::STRENGTH] += 2; univ.party[i].skills[eSkill::INTELLIGENCE] += 1; } // TODO: Vahnatai univ.party[i].max_sp += univ.party[i].skills[eSkill::MAGE_SPELLS] * 3 + univ.party[i].skills[eSkill::PRIEST_SPELLS] * 3; univ.party[i].cur_sp = univ.party[i].max_sp; } fs::path file = nav_put_party(); if(!file.empty()) save_party(file); party_in_memory = true; party_in_memory = true; } location get_cur_direction(location the_point) { location store_dir; // This is a kludgy adjustment to adjust for the screen shifting between Exile I & II the_point.x += 5; the_point.y += 5; if ((the_point.x < 135) & (the_point.y >= ((the_point.x * 34) / 10) - 293) & (the_point.y <= (-1 * ((the_point.x * 34) / 10) + 663))) store_dir.x--; if ((the_point.x > 163) & (the_point.y <= ((the_point.x * 34) / 10) - 350) & (the_point.y >= (-1 * ((the_point.x * 34) / 10) + 721))) store_dir.x++; if ((the_point.y < 167) & (the_point.y <= (the_point.x / 2) + 102) & (the_point.y <= (-1 * (the_point.x / 2) + 249))) store_dir.y--; if ((the_point.y > 203) & (the_point.y >= (the_point.x / 2) + 123) & (the_point.y >= (-1 * (the_point.x / 2) + 268))) store_dir.y++; return store_dir; } static eDirection find_waterfall(short x, short y, short mode){ // If more than one waterfall adjacent, randomly selects bool to_dir[8]; for(eDirection i = DIR_N; i < DIR_HERE; i++){ if(mode == 0){ to_dir[i] = scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].special == eTerSpec::WATERFALL; //printf("%i\n",scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].flag1); if(scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].flag1.u != i) to_dir[i] = false; }else{ to_dir[i] = scenario.ter_types[univ.out[x + dir_x_dif[i]][y + dir_y_dif[i]]].special == eTerSpec::WATERFALL; if(scenario.ter_types[univ.out[x + dir_x_dif[i]][y + dir_y_dif[i]]].flag1.u != i) to_dir[i] = false; } } short count = 0; for(int i = 0; i < 8; i++) count += to_dir[i]; if(count > 0) count = get_ran(1,1,count); else return DIR_HERE; for(eDirection i = DIR_N; i < DIR_HERE; i++){ if(to_dir[i]){ count--; if(count == 0) return i; } } return DIR_HERE; // just in case something wonky happens } static void run_waterfalls(short mode){ // mode 0 - town, 1 - outdoors short x,y; if(mode == 0){ x = univ.town.p_loc.x; y = univ.town.p_loc.y; }else{ x = univ.party.p_loc.x; y = univ.party.p_loc.y; } eDirection dir; while((dir = find_waterfall(x,y,mode)) != DIR_HERE){ add_string_to_buf(" Waterfall! "); if(mode == 0){ x += 2 * dir_x_dif[dir]; y += 2 * dir_y_dif[dir]; univ.town.p_loc.x += 2 * dir_x_dif[dir]; univ.town.p_loc.y += 2 * dir_y_dif[dir]; update_explored(univ.party.p_loc); }else{ x += 2 * dir_x_dif[dir]; y += 2 * dir_y_dif[dir]; univ.party.p_loc.x += 2 * dir_x_dif[dir]; univ.party.loc_in_sec.x += 2 * dir_x_dif[dir]; univ.party.p_loc.y += 2 * dir_y_dif[dir]; univ.party.loc_in_sec.y += 2 * dir_y_dif[dir]; update_explored(univ.party.p_loc); } draw_terrain(); print_buf(); if ((wilderness_lore_present() > 0) && (get_ran(1,0,1) == 0)) add_string_to_buf(" (No supplies lost.)"); else if (univ.party.food > 1800){ add_string_to_buf(" (Many supplies lost.)"); univ.party.food -= 50; } else { int n = univ.party.food; char s[25]; univ.party.food = (univ.party.food * 19) / 20; sprintf(s," (%d supplies lost.)",n - univ.party.food); add_string_to_buf(s); } put_pc_screen(); play_sound(28); pause(8); } if(mode == 0){ univ.party.boats[univ.party.in_boat].loc = univ.town.p_loc; univ.party.boats[univ.party.in_boat].which_town = univ.town.num; }else{ univ.party.boats[univ.party.in_boat].which_town = 200; univ.party.boats[univ.party.in_boat].loc_in_sec = univ.party.loc_in_sec; univ.party.boats[univ.party.in_boat].loc = univ.party.p_loc; univ.party.boats[univ.party.in_boat].sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x; univ.party.boats[univ.party.in_boat].sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y; } } bool outd_move_party(location destination,bool forced) { char create_line[60]; short boat_num,horse_num,spec_num; location real_dest, sector_p_in; bool keep_going = true,check_f; location store_corner,store_iwc; ter_num_t ter; keep_going = check_special_terrain(destination,eSpecCtx::OUT_MOVE,0,&spec_num,&check_f); if (check_f == true) forced = true; if (in_scen_debug && ghost_mode) forced = true; if (spec_num == 50) forced = true; // If not blocked and not put in town by a special, process move if ((keep_going == true) && (overall_mode == MODE_OUTDOORS)) { real_dest.x = destination.x - univ.party.p_loc.x; real_dest.y = destination.y - univ.party.p_loc.y; sector_p_in.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x; sector_p_in.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y; store_corner = univ.party.outdoor_corner; store_iwc = univ.party.i_w_c; // Check if party moves into new sector if ((destination.x < 6) && (univ.party.outdoor_corner.x > 0)) shift_universe_left(); if ((destination.x > 90) && (univ.party.outdoor_corner.x < scenario.out_width - 1)) shift_universe_right(); if ((destination.y < 6) && (univ.party.outdoor_corner.y > 0)) { shift_universe_up(); } else if ((destination.y > 90) && (univ.party.outdoor_corner.y < scenario.out_height - 1)) shift_universe_down(); // Now stop from going off the world's edge real_dest.x = univ.party.p_loc.x + real_dest.x; real_dest.y =univ. party.p_loc.y + real_dest.y; if ((real_dest.x < 1 /*4*/) && (univ.party.outdoor_corner.x <= 0)) { ASB("You've reached the world's edge."); return false; } if (((real_dest.x > 94 /*92*/) && (univ.party.outdoor_corner.x >= scenario.out_width - 2)) || ((real_dest.x > 46 /*44*/) && (univ.party.outdoor_corner.x >= scenario.out_width - 1))) { ASB("You've reached the world's edge."); return false; } if ((real_dest.y < 1 /*4*/) && (univ.party.outdoor_corner.y <= 0)) { ASB("You've reached the world's edge."); return false; } else if (((real_dest.y > 94 /*92*/) && (univ.party.outdoor_corner.y >= scenario.out_height - 2)) || ((real_dest.y > 46 /*44*/) && (univ.party.outdoor_corner.y >= scenario.out_height - 1))) { ASB("You've reached the world's edge."); return false; } // if ((store_corner.x != party.outdoor_corner.x) || (store_corner.y != party.outdoor_corner.y) || // (store_iwc.x != party.i_w_c.x) || (store_iwc.y != party.i_w_c.y)) // clear_map(); // if (forced == true) // for (i = 0; i < 10; i++) // if (same_point(destination,party.out_c[i].m_loc) == true) // party.out_c[i].exists = false; ter = univ.out[real_dest.x][real_dest.y]; if (univ.party.in_boat >= 0) { if ((outd_is_blocked(real_dest) == false) //&& (outd_is_special(real_dest) == false) // not in towns && ((scenario.ter_types[ter].boat_over == false) || ((real_dest.x != univ.party.p_loc.x) && (real_dest.y != univ.party.p_loc.y))) && scenario.ter_types[ter].special != eTerSpec::TOWN_ENTRANCE) { add_string_to_buf("You leave the boat."); univ.party.in_boat = -1; } else if (((real_dest.x != univ.party.p_loc.x) && (real_dest.y != univ.party.p_loc.y)) || ((forced == false) && (out_boat_there(destination) < 30))) return false; else if ((outd_is_blocked(real_dest) == false) && (scenario.ter_types[ter].boat_over == true) && scenario.ter_types[ter].special != eTerSpec::TOWN_ENTRANCE) { // TODO: It kinda looks like there should be a check for eTerSpec::BRIDGE here? // Note: Maybe not though, since this is where boating over lava was once hard-coded...? if(cChoiceDlog("boat-bridge.xml",{"under","land"}).show() == "under") forced = true; else { add_string_to_buf("You leave the boat. "); univ.party.in_boat = -1; } } else if (scenario.ter_types[ter].boat_over == true) forced = true; } if (((boat_num = out_boat_there(real_dest)) < 30) && (univ.party.in_boat < 0) && (univ.party.in_horse < 0)) { if (flying() == true) { add_string_to_buf("You land first. "); PSD[SDF_PARTY_FLIGHT] = 0; } give_help(61,0); add_string_to_buf("Move: You board the boat. "); univ.party.in_boat = boat_num; univ.party.direction = set_direction(univ.party.p_loc, destination); univ.party.p_loc = real_dest; univ.party.i_w_c.x = (univ.party.p_loc.x > 48) ? 1 : 0; univ.party.i_w_c.y = (univ.party.p_loc.y > 48) ? 1 : 0; univ.party.loc_in_sec = global_to_local(univ.party.p_loc); if ((store_corner.x != univ.party.outdoor_corner.x) || (store_corner.y != univ.party.outdoor_corner.y) || (store_iwc.x != univ.party.i_w_c.x) || (store_iwc.y != univ.party.i_w_c.y)) clear_map(); return true; } else if (((horse_num = out_horse_there(real_dest)) < 30) && (univ.party.in_boat < 0) && (univ.party.in_horse < 0)) { if (flying() == true) { add_string_to_buf("Land before mounting horses."); return false; } give_help(60,0); add_string_to_buf("Move: You mount the horses. "); play_sound(84); univ.party.in_horse = horse_num; univ.party.direction = set_direction(univ.party.p_loc, destination); univ.party.p_loc = real_dest; univ.party.i_w_c.x = (univ.party.p_loc.x > 48) ? 1 : 0; univ.party.i_w_c.y = (univ.party.p_loc.y > 48) ? 1 : 0; univ.party.loc_in_sec = global_to_local(univ.party.p_loc); if ((store_corner.x != univ.party.outdoor_corner.x) || (store_corner.y != univ.party.outdoor_corner.y) || (store_iwc.x != univ.party.i_w_c.x) || (store_iwc.y != univ.party.i_w_c.y)) clear_map(); return true; } else if ((outd_is_blocked(real_dest) == false) || (forced == true) // Check if can fly over || ((flying() == true) && (scenario.ter_types[ter].fly_over == true)) ) { if(univ.party.in_horse >= 0) { if(scenario.ter_types[ter].special == eTerSpec::DAMAGING || scenario.ter_types[ter].special == eTerSpec::DANGEROUS) { ASB("Your horses quite sensibly refuse."); return false; } if(scenario.ter_types[ter].block_horse) { ASB("You can't take horses there!"); return false; } } univ.party.direction = set_direction(univ.party.p_loc, destination); // TODO: But I though you automatically landed when entering? if(flying() && scenario.ter_types[ter].special == eTerSpec::TOWN_ENTRANCE) { add_string_to_buf("Moved: You have to land first. "); return false; } univ.party.p_loc = real_dest; univ.party.i_w_c.x = (univ.party.p_loc.x > 47) ? 1 : 0; univ.party.i_w_c.y = (univ.party.p_loc.y > 47) ? 1 : 0; univ.party.loc_in_sec = global_to_local(univ.party.p_loc); sprintf (create_line, "Moved: %s",dir_string[univ.party.direction]);//, univ.party.p_loc.x, univ.party.p_loc.y, univ.party.loc_in_sec.x, univ.party.loc_in_sec.y); add_string_to_buf(create_line); move_sound(univ.out[real_dest.x][real_dest.y],num_out_moves); num_out_moves++; if (univ.party.in_boat >= 0) { // Waterfall!!! run_waterfalls(1); } if (univ.party.in_horse >= 0) { univ.party.horses[univ.party.in_horse].which_town = 200; univ.party.horses[univ.party.in_horse].loc_in_sec = univ.party.loc_in_sec; univ.party.horses[univ.party.in_horse].loc = univ.party.p_loc; univ.party.horses[univ.party.in_horse].sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x; univ.party.horses[univ.party.in_horse].sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y; } if ((store_corner.x != univ.party.outdoor_corner.x) || (store_corner.y != univ.party.outdoor_corner.y) || (store_iwc.x != univ.party.i_w_c.x) || (store_iwc.y != univ.party.i_w_c.y)) clear_map(); return true; } else { sprintf ((char *) create_line, "Blocked: %s",dir_string[set_direction(univ.party.p_loc, destination)]); add_string_to_buf((char *) create_line); return false; } } return false; } bool town_move_party(location destination,short forced)//// { char create_line[60],keep_going = true; short boat_there,horse_there,spec_num; ter_num_t ter; bool check_f = false; if(univ.town.is_force_cage(univ.town.p_loc.x, univ.town.p_loc.y)) { add_string_to_buf("Move: Can't escape."); return false; } if (in_scen_debug && ghost_mode) forced = true; // remove if not registered /* if ((scenario.out_width != 3) || (scenario.out_height != 3) || (scenario.num_towns != 21) || (scenario.town_size[3] != 1) || (scenario.town_size[9] != 0)) { ASB("Blades of Exile must be registered"); ASB("before you can play scenarios besides"); ASB("the unmodified Valley of Dying things."); print_buf(); return false; } */ if (monst_there(destination) > univ.town->max_monst()) keep_going = check_special_terrain(destination,eSpecCtx::TOWN_MOVE,0,&spec_num,&check_f); if (check_f == true) forced = true; if (spec_num == 50) forced = true; ter = univ.town->terrain(destination.x,destination.y); if (keep_going == true) { if (univ.party.in_boat >= 0) { if ((!is_blocked(destination)) && (!is_special(destination)) // If to bridge, exit if heading diagonal, keep going if heading horiz or vert && ( (!scenario.ter_types[ter].boat_over) || ((destination.x != univ.town.p_loc.x) && (destination.y != univ.town.p_loc.y)))) { add_string_to_buf("You leave the boat. "); univ.party.in_boat = -1; } else if ((destination.x != univ.town.p_loc.x) && (destination.y != univ.town.p_loc.y)) return false; // Crossing bridge: land or go through else if(!is_blocked(destination) && scenario.ter_types[ter].boat_over && scenario.ter_types[ter].special == eTerSpec::BRIDGE) { if(cChoiceDlog("boat-bridge.xml",{"under","land"}).show() == "under") forced = true; else if (is_blocked(destination) == false) { add_string_to_buf("You leave the boat. "); univ.party.in_boat = -1; } } // boat in destination else if (town_boat_there(destination) < 30) { add_string_to_buf(" Boat there already. "); return false; } // water or lava else if (scenario.ter_types[ter].boat_over == true) forced = true; } if (((boat_there = town_boat_there(destination)) < 30) && (univ.party.in_boat < 0)) { if (univ.party.boats[boat_there].property == true) { add_string_to_buf(" Not your boat. "); return false; } give_help(61,0); add_string_to_buf("Move: You board the boat. "); univ.party.in_boat = boat_there; univ.party.direction = set_direction(univ.town.p_loc, destination); univ.town.p_loc = destination; center = univ.town.p_loc; return true; } else if (((horse_there = town_horse_there(destination)) < 30) && (univ.party.in_horse < 0)) { if (univ.party.horses[horse_there].property == true) { add_string_to_buf(" Not your horses. "); return false; } give_help(60,0); add_string_to_buf("Move: You mount the horses. "); play_sound(84); univ.party.in_horse = horse_there; univ.party.direction = set_direction(univ.town.p_loc, destination); univ.town.p_loc = destination; center = univ.town.p_loc; return true; } else if ((is_blocked(destination) == false) || (forced == 1)) { if (univ.party.in_horse >= 0) { if(scenario.ter_types[ter].special == eTerSpec::DAMAGING) { ASB("Your horses quite sensibly refuse."); return false; } if (scenario.ter_types[ter].block_horse == true) { ASB("You can't take horses there!"); return false; } if ((univ.town->lighting_type > 0) && (get_ran(1,0,1) == 0)) { ASB("The darkness spooks your horses."); return false; } } univ.party.direction = set_direction(univ.town.p_loc, destination); univ.town.p_loc = destination; sprintf ((char *) create_line, "Moved: %s",dir_string[univ.party.direction]); add_string_to_buf((char *) create_line); // place_treasure(destination,5,3); move_sound(univ.town->terrain(destination.x,destination.y),(short) univ.party.age); if (univ.party.in_boat >= 0) { // Waterfall!!! run_waterfalls(0); } if (univ.party.in_horse >= 0) { univ.party.horses[univ.party.in_horse].loc = univ.town.p_loc; univ.party.horses[univ.party.in_horse].which_town = univ.town.num; } center = univ.town.p_loc; return true; } else { if (is_door(destination) == true) sprintf ((char *) create_line, "Door locked: %s ",dir_string[set_direction(univ.town.p_loc, destination)]); else sprintf ((char *) create_line, "Blocked: %s ",dir_string[set_direction(univ.town.p_loc, destination)]); add_string_to_buf((char *) create_line); return false; } } return false; } bool someone_poisoned() { short i; for (i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE && (univ.party[i].status[eStatus::POISON] > 0)) return true; return false; } short nearest_monster() { short i = 100,j,s; for (j = 0; j < 10; j++) if (univ.party.out_c[j].exists == true) { s = dist(univ.party.p_loc,univ.party.out_c[j].m_loc); i = min(i,s); } return i; } void setup_outdoors(location where) { update_explored(where); } short get_outdoor_num()//// { return (scenario.out_width * (univ.party.outdoor_corner.y + univ.party.i_w_c.y) + univ.party.outdoor_corner.x + univ.party.i_w_c.x); } short count_walls(location loc) // TODO: Generalize this function { unsigned char walls[31] = {5,6,7,8,9, 10,11,12,13,14, 15,16,17,18,19, 20,21,22,23,24, 25,26,27,28,29, 30,31,32,33,34, 35}; short answer = 0; short k = 0; for (k = 0; k < 31 ; k++) { if (univ.out[loc.x + 1][loc.y] == walls[k]) answer++; if (univ.out[loc.x - 1][loc.y] == walls[k]) answer++; if (univ.out[loc.x][loc.y + 1] == walls[k]) answer++; if (univ.out[loc.x][loc.y - 1] == walls[k]) answer++; } return answer; } bool is_sign(ter_num_t ter) { if(scenario.ter_types[ter].special == eTerSpec::IS_A_SIGN) return true; return false; } bool check_for_interrupt(){ using kb = sf::Keyboard; bool interrupt = false; #ifdef __APPLE__ if((kb::isKeyPressed(kb::LSystem) || kb::isKeyPressed(kb::RSystem)) && kb::isKeyPressed(kb::Period)) interrupt = true; #endif if((kb::isKeyPressed(kb::LControl) || kb::isKeyPressed(kb::RControl)) && kb::isKeyPressed(kb::C)) interrupt = true; if(interrupt) { // TODO: A customized dialog with a more appropriate message cChoiceDlog confirm("quit-confirm-nosave.xml", {"quit","cancel"}); if(confirm.show() == "quit") return true; } return false; }