#include #include #include #include #include "boe.global.h" #include "classes.h" #include "boe.party.h" #include "boe.town.h" #include "boe.text.h" #include "boe.infodlg.h" #include "boe.items.h" #include "boe.itemdata.h" #include "boe.combat.h" #include "boe.monster.h" #include "boe.locutils.h" #include "boe.actions.h" #include "soundtool.hpp" #include "boe.townspec.h" #include "boe.graphics.h" #include "boe.fileio.h" #include "boe.specials.h" #include "boe.newgraph.h" #include "boe.dlgutil.h" #include "mathutil.hpp" #include "boe.main.h" #include "dlogutil.hpp" #include "fileio.hpp" #include #include "spell.hpp" extern sf::RenderWindow mainPtr; extern eGameMode overall_mode; extern short which_combat_type,current_pc,stat_window; extern location center; extern bool in_scen_debug,belt_present,processing_fields,monsters_going,suppress_stat_screen,boom_anim_active; extern effect_pat_type single,t,square,radius2,radius3,small_square,open_square,field[8]; extern effect_pat_type current_pat; extern cOutdoors::cWandering store_wandering_special; extern eSpell spell_being_cast, town_spell; extern short spell_caster; extern sf::RenderWindow mini_map; extern short fast_bang; extern bool end_scenario; extern cUniverse univ; extern std::queue special_queue; extern short combat_posing_monster; bool can_draw_pcs = true; bool fog_lifted = false; std::map boom_gr = { {eDamageType::WEAPON, 3}, {eDamageType::FIRE, 0}, {eDamageType::POISON, 2}, {eDamageType::MAGIC, 1}, {eDamageType::UNBLOCKABLE, 1}, {eDamageType::COLD, 4}, {eDamageType::UNDEAD, 3}, {eDamageType::DEMON, 3}, }; short store_item_spell_level = 10; // global values for when processing special encounters short current_pc_picked_in_spec_enc = -1; // pc that's been selected, -1 if none extern std::map skill_max; location store_special_loc; bool special_in_progress = false; // 0 - can't use 1 - combat only 2 - town only 3 - town & combat only 4 - everywhere 5 - outdoor // + 10 - mag. inept can use std::map abil_chart = { {eItemAbil::POISON_WEAPON,13}, {eItemAbil::AFFECT_STATUS,3}, {eItemAbil::BLISS_DOOM,3}, {eItemAbil::AFFECT_EXPERIENCE,4}, {eItemAbil::AFFECT_SKILL_POINTS,4}, {eItemAbil::AFFECT_HEALTH,4}, {eItemAbil::AFFECT_SPELL_POINTS,4}, {eItemAbil::LIGHT,13}, {eItemAbil::AFFECT_PARTY_STATUS,3}, {eItemAbil::HEALTH_POISON,4}, {eItemAbil::CALL_SPECIAL,4}, {eItemAbil::CAST_SPELL,4}, }; // TODO: I bet this is completely unused; it looks like it does nothing. //short which; // number, 0 - 49, of special bool town_specials(short which,short /*t_num*/) { bool can_enter = true; short spec_id; location l; l = univ.town->special_locs[which]; spec_id = univ.town->spec_id[which]; if(spec_id < 0) return true; // call special erase_specials(); return can_enter; } // which is unused //short mode; // 0 - pre 1 - end by victory 2 - end by flight // wanderin spec 99 -> generic spec bool handle_wandering_specials (short /*which*/,short mode) { // TODO: Is loc_in_sec the correct location to pass here? // (I'm pretty sure it is, but I should verify it somehow.) // (It's either that or univ.party.p_loc.) short s1 = 0,s2 = 0,s3 = 0; if((mode == 0) && (store_wandering_special.spec_on_meet >= 0)) { // When encountering run_special(eSpecCtx::OUTDOOR_ENC,1,store_wandering_special.spec_on_meet,univ.party.loc_in_sec,&s1,&s2,&s3); if(s1 > 0) return false; } if((mode == 1) && (store_wandering_special.spec_on_win >= 0)) {// After defeating run_special(eSpecCtx::WIN_ENCOUNTER,1,store_wandering_special.spec_on_win,univ.party.loc_in_sec,&s1,&s2,&s3); } if((mode == 2) && (store_wandering_special.spec_on_flee >= 0)) {// After fleeing like a buncha girly men run_special(eSpecCtx::FLEE_ENCOUNTER,1,store_wandering_special.spec_on_flee,univ.party.loc_in_sec,&s1,&s2,&s3); } return true; } // returns true if can enter this space // sets forced to true if definitely can enter bool check_special_terrain(location where_check,eSpecCtx mode,short which_pc,short *spec_num, bool *forced) { ter_num_t ter; short r1,i,door_pc,pic_type = 0,ter_pic = 0; eTerSpec ter_special; std::string choice; ter_flag_t ter_flag1,ter_flag2,ter_flag3; eDamageType dam_type = eDamageType::WEAPON; bool can_enter = true; location out_where,from_loc,to_loc; short s1 = 0,s2 = 0,s3 = 0; *spec_num = -1; *forced = false; switch(mode) { case eSpecCtx::OUT_MOVE: ter = univ.out[where_check.x][where_check.y]; from_loc = univ.party.p_loc; break; case eSpecCtx::TOWN_MOVE: ter = univ.town->terrain(where_check.x,where_check.y); from_loc = univ.town.p_loc; break; case eSpecCtx::COMBAT_MOVE: ter = univ.town->terrain(where_check.x,where_check.y); from_loc = univ.party[current_pc].combat_pos; break; default: // No movement happened, so just return false. // TODO: Should there be an error message here? std::cout << "Note: Improper mode passed to check_special_terrain: " << int(mode) << std::endl; return false; } ter_special = univ.scenario.ter_types[ter].special; ter_flag1 = univ.scenario.ter_types[ter].flag1; ter_flag2 = univ.scenario.ter_types[ter].flag2; ter_flag3 = univ.scenario.ter_types[ter].flag3; ter_pic = univ.scenario.ter_types[ter].picture; // TODO: Why not support conveyors outdoors, too? if(mode != eSpecCtx::OUT_MOVE && ter_special == eTerSpec::CONVEYOR) { if( ((ter_flag3.u == DIR_N) && (where_check.y > from_loc.y)) || ((ter_flag3.u == DIR_E) && (where_check.x < from_loc.x)) || ((ter_flag3.u == DIR_S) && (where_check.y < from_loc.y)) || ((ter_flag3.u == DIR_W) && (where_check.x > from_loc.x)) ) { ASB("The moving floor prevents you."); return false; } } if(mode == eSpecCtx::OUT_MOVE) { out_where = global_to_local(where_check); for(i = 0; i < 18; i++) if(out_where == univ.out->special_locs[i]) { *spec_num = univ.out->special_id[i]; // call special run_special(mode,1,univ.out->special_id[i],out_where,&s1,&s2,&s3); if(s1 > 0) can_enter = false; else if(s2 > 0) *forced = true; erase_out_specials(); put_pc_screen(); put_item_screen(stat_window,0); } } if((is_combat()) && (univ.town.is_spot(where_check.x, where_check.y) || (univ.scenario.ter_types[coord_to_ter(where_check.x, where_check.y)].trim_type == eTrimType::CITY))) { ASB("Move: Can't trigger this special in combat."); return false; // TODO: Maybe replace eTrimType::CITY check with a blockage == clear/special && is_special() check? } if((mode == eSpecCtx::TOWN_MOVE || (mode == eSpecCtx::COMBAT_MOVE && which_combat_type == 1)) && (univ.town.is_special(where_check.x,where_check.y))) { if(univ.town.is_force_barr(where_check.x,where_check.y)) { add_string_to_buf(" Magic barrier! "); return false; } if(univ.town.is_force_cage(where_check.x,where_check.y)) { add_string_to_buf(" Force cage!"); return false; } for(i = 0; i < 50; i++) if(where_check == univ.town->special_locs[i]) { *spec_num = univ.town->spec_id[i]; bool runSpecial = false; if(!is_blocked(where_check)) runSpecial = true; if(ter_special == eTerSpec::CHANGE_WHEN_STEP_ON) runSpecial = true; if(ter_special == eTerSpec::CALL_SPECIAL) runSpecial = true; if(!PSD[SDF_NO_BOAT_SPECIALS] && univ.party.in_boat >= 0 && univ.scenario.ter_types[ter].boat_over) runSpecial = true; if(runSpecial) { give_help(54,0); run_special(mode,2,univ.town->spec_id[i],where_check,&s1,&s2,&s3); if(s1 > 0) can_enter = false; else if(s2 > 0) *forced = true; } } put_pc_screen(); put_item_screen(stat_window,0); } // TODO: Just verify that yes, it works with this and doesn't work without it. if(mode == eSpecCtx::COMBAT_MOVE && town_boat_there(where_check) < 3) { add_string_to_buf("Blocked: Can't enter boats in combat"); can_enter = false; } if(!can_enter) return false; if((!is_out()) && (overall_mode < MODE_TALKING)) { check_fields(where_check,mode,which_pc); if(univ.town.is_web(where_check.x,where_check.y)) { add_string_to_buf(" Webs! "); if(mode != eSpecCtx::COMBAT_MOVE) { suppress_stat_screen = true; for(i = 0; i < 6; i++) { r1 = get_ran(1,2,3); web_pc(i,r1); } suppress_stat_screen = true; put_pc_screen(); } else web_pc(current_pc,get_ran(1,2,3)); univ.town.set_web(where_check.x,where_check.y,false); } if(univ.town.is_force_barr(where_check.x,where_check.y)) { add_string_to_buf(" Magic barrier! "); can_enter = false; } if(univ.town.is_force_cage(where_check.x,where_check.y)) { add_string_to_buf(" Force cage! "); can_enter = false; } if(univ.town.is_crate(where_check.x,where_check.y)) { add_string_to_buf(" You push the crate."); to_loc = push_loc(from_loc,where_check); univ.town.set_crate(where_check.x,where_check.y,false); if(to_loc.x > 0) univ.town.set_crate(to_loc.x,to_loc.y,true); for(i = 0; i < NUM_TOWN_ITEMS; i++) if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where_check && (univ.town.items[i].contained)) univ.town.items[i].item_loc = to_loc; } if(univ.town.is_barrel(where_check.x,where_check.y)) { add_string_to_buf(" You push the barrel."); to_loc = push_loc(from_loc,where_check); univ.town.set_barrel(where_check.x,where_check.y,false); if(to_loc.x > 0) univ.town.set_barrel(to_loc.x,to_loc.y,false); for(i = 0; i < NUM_TOWN_ITEMS; i++) if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where_check && (univ.town.items[i].contained)) univ.town.items[i].item_loc = to_loc; } if(univ.town.is_block(where_check.x,where_check.y)) { add_string_to_buf(" You push the stone block."); to_loc = push_loc(from_loc,where_check); univ.town.set_block(where_check.x,where_check.y,false); if(to_loc.x > 0) univ.town.set_block(to_loc.x,to_loc.y,false); } } switch(ter_special) { case eTerSpec::CHANGE_WHEN_STEP_ON: alter_space(where_check.x,where_check.y,ter_flag1.u); if(ter_flag2.u < 200) { play_sound(-1 * ter_flag2.u); } give_help(47,65); if(blocksMove(univ.scenario.ter_types[ter].blockage)) can_enter = false; break; case eTerSpec::DAMAGING: // if the party is flying, in a boat, or entering a boat, they cannot be harmed by terrain if(flying() || univ.party.in_boat >= 0) break; if(mode == eSpecCtx::TOWN_MOVE && town_boat_there(where_check) < 30) break; if(mode == eSpecCtx::OUT_MOVE && out_boat_there(where_check) < 30) break; if(ter_flag3.u > 0 && ter_flag3.u < 8) dam_type = (eDamageType) ter_flag3.u; else dam_type = eDamageType::WEAPON; r1 = get_ran(ter_flag2.u,1,ter_flag1.u); switch(dam_type){ case eDamageType::FIRE: add_string_to_buf(" It's hot!"); pic_type = 0; // TODO: Would be nice to have something similar to this but for other damaging terrains... if(univ.party.status[ePartyStatus::FIREWALK] > 0) { add_string_to_buf(" It doesn't affect you."); r1 = -1; } break; case eDamageType::COLD: add_string_to_buf(" You feel cold!"); pic_type = 4; break; case eDamageType::MAGIC: case eDamageType::UNBLOCKABLE: add_string_to_buf(" Something shocks you!"); pic_type = 1; break; case eDamageType::WEAPON: add_string_to_buf(" You feel pain!"); pic_type = 3; break; case eDamageType::POISON: add_string_to_buf(" You suddenly feel very ill for a moment..."); pic_type = 2; break; case eDamageType::UNDEAD: case eDamageType::DEMON: add_string_to_buf(" A dark wind blows through you!"); pic_type = 1; // TODO: Verify that this is correct break; default: break; } if(r1 < 0) break; // "It doesn't affect you." if(mode != eSpecCtx::COMBAT_MOVE) hit_party(r1,dam_type); fast_bang = 1; if(mode == eSpecCtx::COMBAT_MOVE) damage_pc(which_pc,r1,dam_type,eRace::UNKNOWN,0); else boom_space(univ.party.p_loc,overall_mode,pic_type,r1,12); fast_bang = 0; break; case eTerSpec::DANGEROUS: // if the party is flying, in a boat, or entering a boat, they cannot be harmed by terrain if(flying() || univ.party.in_boat >= 0) break; if(mode == eSpecCtx::TOWN_MOVE && town_boat_there(where_check) < 30) break; if(mode == eSpecCtx::OUT_MOVE && out_boat_there(where_check) < 30) break; //one_sound(17); if(mode == eSpecCtx::COMBAT_MOVE) i = which_pc; else i = 0; for( ; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE) { if(get_ran(1,1,100) <= ter_flag2.u) { switch((eStatus)ter_flag3.u){ case eStatus::POISONED_WEAPON: // TODO: Do something here if(get_ran(1,1,100) > 60) add_string_to_buf("It's eerie here..."); break; case eStatus::BLESS_CURSE: // Should say "You feel awkward." / "You feel blessed."? curse_pc(i,ter_flag1.s); break; case eStatus::POISON: poison_pc(i,ter_flag1.u); break; case eStatus::HASTE_SLOW: // Should say "You feel sluggish." / "You feel speedy."? slow_pc(i,ter_flag1.s); break; case eStatus::INVULNERABLE: // Should say "You feel odd." / "You feel protected."? univ.party[i].apply_status(eStatus::INVULNERABLE,ter_flag1.u); break; case eStatus::MAGIC_RESISTANCE: // Should say "You feel odd." / "You feel protected."? univ.party[i].apply_status(eStatus::MAGIC_RESISTANCE,ter_flag1.u); break; case eStatus::WEBS: // Should say "You feel sticky." / "Your skin tingles."? web_pc(i,ter_flag1.u); break; case eStatus::DISEASE: // Should say "You feel healthy." / "You feel sick."? disease_pc(i,ter_flag1.u); break; case eStatus::INVISIBLE: if(ter_flag1.s < 0) add_string_to_buf("You feel obscure."); else add_string_to_buf("You feel exposed."); univ.party[i].apply_status(eStatus::INVISIBLE,ter_flag1.s); break; case eStatus::DUMB: // Should say "You feel clearheaded." / "You feel confused."? dumbfound_pc(i,ter_flag1.u); break; case eStatus::MARTYRS_SHIELD: // Should say "You feel dull." / "You start to glow slightly."? univ.party[i].apply_status(eStatus::MARTYRS_SHIELD,ter_flag1.u); break; case eStatus::ASLEEP: // Should say "You feel alert." / "You feel very tired."? sleep_pc(i,ter_flag1.u,eStatus::ASLEEP,ter_flag1.u / 2); break; case eStatus::PARALYZED: // Should say "You find it easier to move." / "You feel very stiff."? sleep_pc(i,ter_flag1.u,eStatus::PARALYZED,ter_flag1.u / 2); break; case eStatus::ACID: // Should say "Your skin tingles pleasantly." / "Your skin burns!"? acid_pc(i,ter_flag1.u); break; case eStatus::MAIN: case eStatus::CHARM: // These magic values are illegal in this context break; } if(mode == eSpecCtx::COMBAT_MOVE) break; // only damage once in combat! } } //print_nums(1,which_pc,current_pc); break; case eTerSpec::CALL_SPECIAL: { short spec_type = 0; if(ter_flag2.u == 3){ if(mode == eSpecCtx::TOWN_MOVE || (mode == eSpecCtx::COMBAT_MOVE && which_combat_type == 1)) spec_type = 2; else spec_type = 1; }else if(ter_flag2.u == 2 && (mode == eSpecCtx::OUT_MOVE || (mode == eSpecCtx::COMBAT_MOVE && which_combat_type == 0))) spec_type = 1; else if(ter_flag2.u == 1 && (mode == eSpecCtx::TOWN_MOVE || (mode == eSpecCtx::COMBAT_MOVE && which_combat_type == 1))) spec_type = 2; run_special(mode,spec_type,ter_flag1.u,where_check,&s1,&s2,&s3); if(s1 > 0) can_enter = false; break; } // Locked doors case eTerSpec::UNLOCKABLE: if(is_combat()) { // No lockpicking in combat add_string_to_buf(" Can't enter: It's locked."); break; } // See what party wants to do. choice = cChoiceDlog("locked-door-action",{"leave","pick","bash"}).show(); can_enter = false; if(choice == "leave") break; if((door_pc = select_pc(0)) < 6) { if(choice == "pick") pick_lock(where_check,door_pc); else bash_door(where_check,door_pc); } break; } // Action may change terrain, so update what's been seen if(is_town()) update_explored(univ.town.p_loc); if(is_combat()) update_explored(univ.party[current_pc].combat_pos); return can_enter; } // This procedure find the effects of fields that would affect a PC who moves into // a space or waited in that same space void check_fields(location where_check,eSpecCtx mode,short which_pc) { short r1,i; if(mode != eSpecCtx::COMBAT_MOVE && mode != eSpecCtx::TOWN_MOVE && mode != eSpecCtx::OUT_MOVE) { std::cout << "Note: Improper mode passed to check_special_terrain: " << int(mode) << std::endl; return; } if(is_out()) return; if(is_town()) fast_bang = 1; if(univ.town.is_fire_wall(where_check.x,where_check.y)) { add_string_to_buf(" Fire wall! "); r1 = get_ran(1,1,6) + 1; // TODO: Is this commented code important? // if(mode < 2) // hit_party(r1,1); if(mode == eSpecCtx::COMBAT_MOVE) damage_pc(which_pc,r1,eDamageType::FIRE,eRace::UNKNOWN,0); if(overall_mode < MODE_COMBAT) boom_space(univ.party.p_loc,overall_mode,0,r1,5); } if(univ.town.is_force_wall(where_check.x,where_check.y)) { add_string_to_buf(" Force wall! "); r1 = get_ran(2,1,6); // if(mode < 2) // hit_party(r1,3); if(mode == eSpecCtx::COMBAT_MOVE) damage_pc(which_pc,r1,eDamageType::MAGIC,eRace::UNKNOWN,0); if(overall_mode < MODE_COMBAT) boom_space(univ.party.p_loc,overall_mode,1,r1,12); } if(univ.town.is_ice_wall(where_check.x,where_check.y)) { add_string_to_buf(" Ice wall! "); r1 = get_ran(2,1,6); // if(mode < 2) // hit_party(r1,5); if(mode == eSpecCtx::COMBAT_MOVE) damage_pc(which_pc,r1,eDamageType::COLD,eRace::UNKNOWN,0); if(overall_mode < MODE_COMBAT) boom_space(univ.party.p_loc,overall_mode,4,r1,7); } if(univ.town.is_blade_wall(where_check.x,where_check.y)) { add_string_to_buf(" Blade wall! "); r1 = get_ran(4,1,8); // if(mode < 2) // hit_party(r1,0); if(mode == eSpecCtx::COMBAT_MOVE) damage_pc(which_pc,r1,eDamageType::WEAPON,eRace::UNKNOWN,0); if(overall_mode < MODE_COMBAT) boom_space(univ.party.p_loc,overall_mode,3,r1,2); } if(univ.town.is_quickfire(where_check.x,where_check.y)) { add_string_to_buf(" Quickfire! "); r1 = get_ran(2,1,8); // if(mode < 2) // hit_party(r1,1); if(mode == eSpecCtx::COMBAT_MOVE) damage_pc(which_pc,r1,eDamageType::FIRE,eRace::UNKNOWN,0); if(overall_mode < MODE_COMBAT) boom_space(univ.party.p_loc,overall_mode,0,r1,5); } if(univ.town.is_scloud(where_check.x,where_check.y)) { add_string_to_buf(" Stinking cloud! "); if(mode != eSpecCtx::COMBAT_MOVE) { suppress_stat_screen = true; for(i = 0; i < 6; i++) { r1 = get_ran(1,2,3); curse_pc(i,r1); } suppress_stat_screen = false; put_pc_screen(); } else curse_pc(current_pc,get_ran(1,2,3)); } if(univ.town.is_sleep_cloud(where_check.x,where_check.y)) { add_string_to_buf(" Sleep cloud! "); if(mode != eSpecCtx::COMBAT_MOVE) { suppress_stat_screen = true; for(i = 0; i < 6; i++) { sleep_pc(i,3,eStatus::ASLEEP,0); } suppress_stat_screen = false; put_pc_screen(); } else sleep_pc(current_pc,3,eStatus::ASLEEP,0); } if(univ.town.is_fire_barr(where_check.x,where_check.y)) { add_string_to_buf(" Magic barrier! "); r1 = get_ran(2,1,10); if(mode != eSpecCtx::COMBAT_MOVE) hit_party(r1,eDamageType::MAGIC); if(mode == eSpecCtx::COMBAT_MOVE) damage_pc(which_pc,r1,eDamageType::MAGIC,eRace::UNKNOWN,0); if(overall_mode < MODE_COMBAT) boom_space(univ.party.p_loc,overall_mode,1,r1,12); } if(univ.town.is_force_cage(where_check.x,where_check.y)) { if(univ.party[which_pc].status[eStatus::FORCECAGE] == 0) add_string_to_buf(" Trapped in force cage!"); univ.party[which_pc].status[eStatus::FORCECAGE] = 8; } else univ.party[which_pc].status[eStatus::FORCECAGE] = 0; fast_bang = 0; } void use_spec_item(short item) { short i,j,k; location null_loc; run_special(eSpecCtx::USE_SPEC_ITEM,0,univ.scenario.special_items[item].special,univ.party.p_loc,&i,&j,&k); } void use_item(short pc,short item) { bool take_charge = true,inept_ok = false; short level,i,j,item_use_code,str,type,r1; short sp[3] = {}; // Dummy values to pass to run_special; not actually used eStatus status; eSpell spell; location user_loc; cCreature *which_m; extern effect_pat_type single; eItemAbil abil = univ.party[pc].items[item].ability; level = univ.party[pc].items[item].item_level; // TODO: Replace abil_chart with a cItem member function item_use_code = abil_chart[abil]; if(item_use_code >= 10) { item_use_code -= 10; inept_ok = true; } if(abil == eItemAbil::AFFECT_STATUS) { status = eStatus(univ.party[pc].items[item].abil_data[1]); if(status == eStatus::POISON || status == eStatus::DISEASE || status == eStatus::HASTE_SLOW || status == eStatus:: BLESS_CURSE) item_use_code = 4; } else if(abil == eItemAbil::CAST_SPELL) { spell = eSpell(univ.party[pc].items[item].abil_data[1]); int when = (*spell).when_cast; // Rather than trying to translate the spell's "when cast" value to the less expressive item_use_code, // simply check if it's useable in the current context. if(is_out() && when & WHEN_OUTDOORS) item_use_code = 5; else if(is_town() && when & WHEN_TOWN) item_use_code = 2; else if(is_combat() && when & WHEN_COMBAT) item_use_code = 1; else { // It's not useable in the current context, so translate to the item_use_code that gives the best error message if(is_town() || is_out()) item_use_code = 1; else item_use_code = 2; } } else if(abil == eItemAbil::AFFECT_PARTY_STATUS && univ.party[pc].items[item].abil_data[1] == int(ePartyStatus::FLIGHT)) item_use_code = 5; if(is_out()) user_loc = univ.party.p_loc; if(is_town()) user_loc = univ.town.p_loc; if(is_combat()) user_loc = univ.party[current_pc].combat_pos; if(item_use_code == 0) { add_string_to_buf("Use: Can't use this item. "); take_charge = false; } if(univ.party[pc].traits[eTrait::MAGICALLY_INEPT] && !inept_ok){ add_string_to_buf("Use: Can't - magically inept. "); take_charge = false; } // 0 - can't use 1 - combat only 2 - town only 3 - town & combat only 4 - everywhere 5 - outdoor if(take_charge) { if(overall_mode == MODE_OUTDOORS && item_use_code < 4) { add_string_to_buf("Use: Not while outdoors. "); take_charge = false; } // TODO: Almost all of these look wrong! if((overall_mode == MODE_TOWN) && (item_use_code == 1)) { add_string_to_buf("Use: Not while in town. "); take_charge = false; } if((overall_mode == MODE_COMBAT) && (item_use_code == 2)) { add_string_to_buf("Use: Not in combat. "); take_charge = false; } if((overall_mode != MODE_OUTDOORS) && (item_use_code == 5)){ add_string_to_buf("Use: Only outdoors. "); take_charge = false; } } if(take_charge) { std::string name; if(!univ.party[pc].items[item].ident) name = univ.party[pc].items[item].name.c_str(); else name = univ.party[pc].items[item].full_name.c_str(); add_string_to_buf("Use: " + name); if(univ.party[pc].items[item].variety == eItemType::POTION) play_sound(56); str = univ.party[pc].items[item].abil_data[0]; store_item_spell_level = str; type = univ.party[pc].items[item].magic_use_type; switch(abil) { case eItemAbil::POISON_WEAPON: // poison weapon take_charge = poison_weapon(pc,str,0); break; case eItemAbil::AFFECT_STATUS: switch(status) { case eStatus::BLESS_CURSE: play_sound(4); if(type % 2 == 1) { ASB(" You feel awkward."); str = str * -1; }else ASB(" You feel blessed."); if(type > 1) univ.party.apply_status(status,str); else univ.party[pc].apply_status(status,str); break; case eStatus::HASTE_SLOW: // TODO: Is this the right sound? play_sound(75); if(type % 2 == 1) { ASB(" You feel sluggish."); str = str * -1; }else ASB(" You feel speedy."); if(type > 1) univ.party.apply_status(status,str); else univ.party[pc].apply_status(status,str); break; case eStatus::INVULNERABLE: // TODO: Is this the right sound? play_sound(68); if(type % 2 == 1) { ASB(" You feel odd."); str = str * -1; }else ASB(" You feel protected."); if(type > 1) univ.party.apply_status(status,str); else univ.party[pc].apply_status(status,str); break; case eStatus::MAGIC_RESISTANCE: // TODO: Is this the right sound? play_sound(51); if(type % 2 == 1) { ASB(" You feel odd."); str = str * -1; }else ASB(" You feel protected."); if(type > 1) univ.party.apply_status(status,str); else univ.party[pc].apply_status(status,str); break; case eStatus::WEBS: if(type % 2 == 1) ASB(" You feel sticky."); else { ASB(" Your skin tingles."); str = str * -1; } if(type > 1) univ.party.apply_status(status,str); else univ.party[pc].apply_status(status,str); break; case eStatus::INVISIBLE: // TODO: Is this the right sound? play_sound(43); if(type % 2 == 1) { ASB(" You feel exposed."); str = str * -1; }else ASB(" You feel obscure."); if(type > 1) univ.party.apply_status(status,str); else univ.party[pc].apply_status(status,str); break; case eStatus::MARTYRS_SHIELD: // TODO: Is this the right sound? play_sound(43); if(type % 2 == 1) { ASB(" You feel dull."); str = str * -1; }else ASB(" You start to glow slightly."); if(type > 1) univ.party.apply_status(status,str); else univ.party[pc].apply_status(status,str); break; case eStatus::POISON: switch(type) { case 0: ASB(" You feel better."); cure_pc(pc,str); break; case 1: ASB(" You feel ill."); poison_pc(pc,str); break; case 2: ASB(" You all feel better."); cure_party(str); break; case 3: ASB(" You all feel ill."); poison_party(str); break; } break; case eStatus::DISEASE: switch(type) { case 0: ASB(" You feel healthy."); univ.party[pc].apply_status(eStatus::DISEASE,-1 * str); break; case 1: ASB(" You feel sick."); disease_pc(pc,str); break; case 2: ASB(" You all feel healthy."); univ.party.apply_status(eStatus::DISEASE,-1 * str); break; case 3: ASB(" You all feel sick."); for(i = 0; i < 6; i++) disease_pc(i,str); break; } break; case eStatus::DUMB: switch(type) { case 0: ASB(" You feel clear headed."); univ.party[pc].apply_status(eStatus::DUMB,-1 * str); break; case 1: ASB(" You feel confused."); dumbfound_pc(pc,str); break; case 2: ASB(" You all feel clear headed."); univ.party.apply_status(eStatus::DUMB,-1 * str); break; case 3: ASB(" You all feel confused."); for(i = 0; i < 6; i++) dumbfound_pc(i,str); break; } break; case eStatus::ASLEEP: switch(type) { case 0: ASB(" You feel alert."); univ.party[pc].apply_status(eStatus::ASLEEP,-1 * str); break; case 1: ASB(" You feel very tired."); sleep_pc(pc,str + 1,eStatus::ASLEEP,200); break; case 2: ASB(" You all feel alert."); univ.party.apply_status(eStatus::ASLEEP,-1 * str); break; case 3: ASB(" You all feel very tired."); for(i = 0; i < 6; i++) sleep_pc(i,str + 1,eStatus::ASLEEP,200); break; } break; case eStatus::PARALYZED: switch(type) { case 0: ASB(" You find it easier to move."); univ.party[pc].apply_status(eStatus::PARALYZED,-1 * str * 100); break; case 1: ASB(" You feel very stiff."); sleep_pc(pc,str * 20 + 10,eStatus::PARALYZED,200); break; case 2: ASB(" You all find it easier to move."); univ.party.apply_status(eStatus::PARALYZED,-1 * str * 100); break; case 3: ASB(" You all feel very stiff."); for(i = 0; i < 6; i++) sleep_pc(i,str * 20 + 10,eStatus::PARALYZED,200); break; } break; case eStatus::ACID: switch(type) { case 0: ASB(" Your skin tingles pleasantly."); univ.party[pc].apply_status(eStatus::ACID,-1 * str); break; case 1: ASB(" Your skin burns!"); acid_pc(pc,str); break; case 2: ASB(" You all tingle pleasantly."); univ.party.apply_status(eStatus::ACID,-1 * str); break; case 3: ASB(" Everyone's skin burns!"); for(i = 0; i < 6; i++) acid_pc(i,str); break; } break; } case eItemAbil::BLISS_DOOM: switch(type) { case 0: ASB(" You feel wonderful!"); heal_pc(pc,str * 20); univ.party[pc].apply_status(eStatus::BLESS_CURSE,str); break; case 1: ASB(" You feel terrible."); drain_pc(pc,str * 5); damage_pc(pc,20 * str,eDamageType::UNBLOCKABLE,eRace::HUMAN,0); disease_pc(pc,2 * str); dumbfound_pc(pc,2 * str); break; case 2: ASB(" Everyone feels wonderful!"); heal_party(str*20); univ.party.apply_status(eStatus::BLESS_CURSE,str); break; case 3: ASB(" You all feel terrible."); for(i = 0; i < 6; i++) { drain_pc(i,str * 5); damage_pc(i,20 * str,eDamageType::UNBLOCKABLE,eRace::HUMAN,0); disease_pc(i,2 * str); dumbfound_pc(i,2 * str); } break; } break; case eItemAbil::AFFECT_EXPERIENCE: switch(type) { case 0: ASB(" You feel much smarter."); award_xp(pc,str * 5); break; case 1: ASB(" You feel forgetful."); drain_pc(pc,str * 5); break; case 2: ASB(" You all feel much smarter."); award_party_xp(str * 5); break; case 3: ASB(" You all feel forgetful."); for(i = 0; i < 6; i++) drain_pc(i,str * 5); break; } break; case eItemAbil::AFFECT_SKILL_POINTS: // TODO: Is this the right sound? play_sound(68); switch(type) { case 0: ASB(" You feel much smarter."); univ.party[pc].skill_pts += str; break; case 1: ASB(" You feel forgetful."); univ.party[pc].skill_pts = max(0,univ.party[pc].skill_pts - str); break; case 2: ASB(" You all feel much smarter."); for(i = 0; i < 6; i++) univ.party[i].skill_pts += str; break; case 3: ASB(" You all feel forgetful."); for(i = 0; i < 6; i++) univ.party[i].skill_pts = max(0,univ.party[i].skill_pts - str); break; } break; case eItemAbil::AFFECT_HEALTH: switch(type) { case 0: ASB(" You feel better."); heal_pc(pc,str * 20); break; case 1: ASB(" You feel sick."); damage_pc(pc,20 * str,eDamageType::UNBLOCKABLE,eRace::HUMAN,0); break; case 2: ASB(" You all feel better."); heal_party(str * 20); break; case 3: ASB(" You all feel sick."); hit_party(20 * str,eDamageType::UNBLOCKABLE); break; } break; case eItemAbil::AFFECT_SPELL_POINTS: switch(type) { case 0: ASB(" You feel energized."); restore_sp_pc(pc,str * 5); break; case 1: ASB(" You feel drained."); univ.party[pc].cur_sp = max(0,univ.party[pc].cur_sp - str * 5); break; case 2: ASB(" You all feel energized."); restore_sp_party(str * 5); break; case 3: ASB(" You all feel drained."); for(i = 0; i < 6; i++) univ.party[i].cur_sp = max(0,univ.party[i].cur_sp - str * 5); break; } break; case eItemAbil::LIGHT: ASB(" You have more light."); increase_light(50 * str); break; case eItemAbil::AFFECT_PARTY_STATUS: switch(ePartyStatus(univ.party[pc].items[item].abil_data[1])) { case ePartyStatus::STEALTH: ASB(" Your footsteps become quieter."); str *= 5; break; case ePartyStatus::FIREWALK: ASB(" You feel chilly."); str *= 2; break; case ePartyStatus::DETECT_LIFE: ASB(" You detect life."); break; case ePartyStatus::FLIGHT: if(univ.party.status[ePartyStatus::FLIGHT] > 0) { add_string_to_buf(" Not while already flying. "); take_charge = false; } else if(univ.party.in_boat >= 0) { add_string_to_buf(" Leave boat first. "); take_charge = false; } else if(univ.party.in_horse >= 0) { add_string_to_buf(" Leave horse first. "); take_charge = false; } else ASB(" You rise into the air!"); break; } if(take_charge) univ.party.status[ePartyStatus(univ.party[pc].items[item].abil_data[1])] += str; break; case eItemAbil::HEALTH_POISON: switch(type) { case 0: ASB(" You feel wonderful."); heal_pc(pc,str*25); cure_pc(pc,str); break; case 1: ASB(" You feel terrible."); damage_pc(pc, str*25, eDamageType::UNBLOCKABLE, eRace::UNKNOWN, 0); poison_pc(pc,str); break; case 2: ASB(" You all feel wonderful."); heal_party(str*25); cure_party(str); break; case 3: ASB(" You all feel terrible."); hit_party(str*25, eDamageType::UNBLOCKABLE); poison_party(str); break; } break; case eItemAbil::CALL_SPECIAL: // TODO: Should this have its own separate eSpecCtx? run_special(eSpecCtx::USE_SPEC_ITEM,0,str,user_loc,&sp[0],&sp[1],&sp[2]); break; case eItemAbil::CAST_SPELL: if(univ.town.is_antimagic(user_loc.x, user_loc.y)) { add_string_to_buf(" Not in antimagic field."); take_charge = false; break; } switch(spell) { case eSpell::FLAME: add_string_to_buf(" It fires a bolt of flame."); break; case eSpell::FIREBALL: add_string_to_buf(" It shoots a fireball."); break; case eSpell::FIRESTORM: add_string_to_buf(" It shoots a huge fireball. "); break; case eSpell::KILL: add_string_to_buf(" It shoots a black ray."); break; case eSpell::ICE_BOLT: add_string_to_buf(" It fires a ball of ice."); break; case eSpell::SLOW: add_string_to_buf(" It fires a purple ray."); break; case eSpell::DISPEL_UNDEAD: add_string_to_buf(" It shoots a white ray."); break; case eSpell::RAVAGE_SPIRIT: add_string_to_buf(" It shoots a golden ray."); break; case eSpell::ACID_SPRAY: add_string_to_buf(" Acid sprays from the tip!"); break; case eSpell::FOUL_VAPOR: add_string_to_buf(" It creates a cloud of gas."); break; case eSpell::CLOUD_SLEEP: add_string_to_buf(" It creates a shimmering cloud."); break; case eSpell::POISON: add_string_to_buf(" A green ray emerges."); break; case eSpell::SHOCKSTORM: add_string_to_buf(" Sparks fly."); break; case eSpell::PARALYZE_BEAM: add_string_to_buf(" It shoots a silvery beam."); break; case eSpell::GOO_BOMB: add_string_to_buf(" It explodes!"); break; case eSpell::STRENGTHEN_TARGET: add_string_to_buf(" It shoots a fiery red ray."); break; case eSpell::CHARM_MASS: ASB("It throbs, and emits odd rays."); break; case eSpell::DISPEL_BARRIER: add_string_to_buf(" It fires a blinding ray."); break; case eSpell::WALL_ICE_BALL: add_string_to_buf(" It shoots a blue sphere."); break; case eSpell::CHARM_FOE: add_string_to_buf(" It fires a lovely, sparkling beam."); break; case eSpell::ANTIMAGIC: add_string_to_buf(" Your hair stands on end."); break; default: add_string_to_buf(" It casts a spell: " + (*spell).name()); break; } if(overall_mode == MODE_COMBAT) { bool priest = (*spell).is_priest(); switch((*spell).refer) { case REFER_YES: if(priest) do_priest_spell(current_pc, spell, true); else do_mage_spell(current_pc, spell, true); break; case REFER_TARGET: start_spell_targeting(spell, true); break; case REFER_FANCY: start_fancy_spell_targeting(spell, true); break; case REFER_IMMED: if(priest) combat_immed_priest_cast(current_pc, spell, true); else combat_immed_mage_cast(current_pc, spell, true); break; } } else if((*spell).is_priest()) do_priest_spell(current_pc, spell, true); else do_mage_spell(current_pc, spell, true); break; case eItemAbil::SUMMONING: if(!summon_monster(univ.party[pc].items[item].abil_data[1],user_loc,str,2)) add_string_to_buf(" Summon failed."); break; case eItemAbil::MASS_SUMMONING: r1 = get_ran(str,1,4); j = get_ran(1,3,5); for(i = 0; i < j; i++) if(!summon_monster(univ.party[pc].items[item].abil_data[1],user_loc,r1,2)) add_string_to_buf(" Summon failed."); break; case eItemAbil::QUICKFIRE: add_string_to_buf("Fire pours out!"); univ.town.set_quickfire(user_loc.x,user_loc.y,true); break; } } put_pc_screen(); if((take_charge) && (univ.party[pc].items[item].charges > 0)) univ.party[pc].remove_charge(item); if(stat_window == pc) put_item_screen(stat_window,1); if(!take_charge) { draw_terrain(0); put_item_screen(stat_window,0); } } // Returns true if an action is actually carried out. This can only be reached in town. bool use_space(location where) { ter_num_t ter; short i; location from_loc,to_loc; ter = univ.town->terrain(where.x,where.y); from_loc = univ.town.p_loc; add_string_to_buf("Use..."); if(univ.town.is_web(where.x,where.y)) { add_string_to_buf(" You clear the webs."); univ.town.set_web(where.x,where.y,false); return true; } if(univ.town.is_crate(where.x,where.y)) { to_loc = push_loc(from_loc,where); if(from_loc == to_loc) { add_string_to_buf(" Can't push crate."); return false; } add_string_to_buf(" You push the crate."); univ.town.set_crate(where.x,where.y,false); univ.town.set_crate(to_loc.x,to_loc.y,true); for(i = 0; i < NUM_TOWN_ITEMS; i++) if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where && (univ.town.items[i].contained)) univ.town.items[i].item_loc = to_loc; } if(univ.town.is_barrel(where.x,where.y)) { to_loc = push_loc(from_loc,where); if(from_loc == to_loc) { add_string_to_buf(" Can't push barrel."); return false; } add_string_to_buf(" You push the barrel."); univ.town.set_barrel(where.x, where.y,false); univ.town.set_barrel(to_loc.x,to_loc.y,true); for(i = 0; i < NUM_TOWN_ITEMS; i++) if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where && (univ.town.items[i].contained)) univ.town.items[i].item_loc = to_loc; } if(univ.town.is_block(where.x,where.y)) { to_loc = push_loc(from_loc,where); if(from_loc == to_loc) { add_string_to_buf(" Can't push block."); return false; } add_string_to_buf(" You push the block."); univ.town.set_block(where.x,where.y,false); univ.town.set_block(to_loc.x,to_loc.y,true); } if(univ.scenario.ter_types[ter].special == eTerSpec::CHANGE_WHEN_USED) { if(where == from_loc) { add_string_to_buf(" Not while on space."); return false; } add_string_to_buf(" OK."); alter_space(where.x,where.y,univ.scenario.ter_types[ter].flag1.u); play_sound(univ.scenario.ter_types[ter].flag2.u); return true; } else if(univ.scenario.ter_types[ter].special == eTerSpec::CALL_SPECIAL_WHEN_USED) { short spec_type = 0; if(univ.scenario.ter_types[ter].flag2.u == 3){ if((is_town() || (is_combat() && which_combat_type == 1))) spec_type = 2; else spec_type = 1; }else if(univ.scenario.ter_types[ter].flag2.u == 1 && (is_town() || (is_combat() && which_combat_type == 1))) spec_type = 2; else if(univ.scenario.ter_types[ter].flag2.u == 2 && (is_out() || (is_combat() && which_combat_type == 1))) spec_type = 1; run_special(eSpecCtx::USE_SPACE,spec_type,univ.scenario.ter_types[ter].flag1.u,where,&i,&i,&i); return true; } add_string_to_buf(" Nothing to use."); return false; } // Note ... if this is a container, the code must first process any specials. If // specials return false, can't get items inside. If true, can get items inside. // Can't get items out in combat. bool adj_town_look(location where) { ter_num_t terrain; bool can_open = true,item_there = false,got_special = false; short i = 0,s1 = 0, s2 = 0, s3 = 0; for(i = 0; i < NUM_TOWN_ITEMS; i++) if(univ.town.items[i].variety != eItemType::NO_ITEM && (univ.town.items[i].contained) && (where == univ.town.items[i].item_loc)) item_there = true; terrain = univ.town->terrain(where.x,where.y); if(univ.town.is_special(where.x,where.y)) {// && (get_blockage(terrain) > 0)) { if(!adjacent(univ.town.p_loc,where)) add_string_to_buf(" Not close enough to search."); else { for(i = 0; i < 50; i++) if(where == univ.town->special_locs[i]) { if(get_blockage(univ.town->terrain(where.x,where.y)) > 0) { // tell party you find something, if looking at a space they can't step in add_string_to_buf(" Search: You find something! "); } //call special can_open = town_specials(i,univ.town.town_num); run_special(eSpecCtx::TOWN_LOOK,2,univ.town->spec_id[i],where,&s1,&s2,&s3); if(s1 > 0) can_open = false; got_special = true; } put_item_screen(stat_window,0); } } if(is_container(where) && item_there && can_open) { get_item(where,6,true); }else if(univ.scenario.ter_types[terrain].special == eTerSpec::CHANGE_WHEN_USED || univ.scenario.ter_types[terrain].special == eTerSpec::CALL_SPECIAL_WHEN_USED) { add_string_to_buf(" (Use this space to do something"); add_string_to_buf(" with it.)"); }else{ if(!got_special) add_string_to_buf(" Search: You don't find anything. "); return false; } return false; } // PSOE - place_special_outdoor_encounter // if always, stuff_done_val is NULL void PSOE(short which_special,unsigned char *stuff_done_val,short where_put) { short i,j,graphic_num = 0; if(stuff_done_val != NULL) { if(*stuff_done_val > 0) return; else *stuff_done_val = 20; } for(i = 0; i < 18; i++) if(univ.out->special_id[i] == where_put) { for(j = 0; j < 7; j++) if(univ.out->special_enc[which_special].monst[j] > 0) { graphic_num = get_monst_picnum(univ.out->special_enc[which_special].monst[j]); j = 7; } //display_strings( str1a, str1b, str2a, str2b, //// "Encounter!",57, graphic_num, 0); draw_terrain(0); pause(15); //if(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].special_enc[which_special].spec_code == 0) // univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].special_enc[which_special].spec_code = 1; //place_outd_wand_monst(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].special_locs[i], // univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].special_enc[which_special]); i = 18; } draw_terrain(0); play_sound(61); //play_sound(0); } void out_move_party(short x,short y) { location l; l.x = x;l.y = y; l = local_to_global(l); univ.party.p_loc = l; center = l; update_explored(l); } // mode - 0=full teleport flash 1=no teleport flash 2=only fade flash 3=only arrival flash void teleport_party(short x,short y,short mode) { // TODO: Teleport sound? (Sound 10) short i; location l; bool fadeIn = false, fadeOut = false; if(mode == 0 || mode == 2) fadeOut = true; if(mode == 0 || mode == 3) fadeIn = true; if(is_combat()) mode = 1; l = univ.town.p_loc; update_explored(l); if(fadeOut) { start_missile_anim(); for(i = 0; i < 9; i++) add_explosion(l,-1,1,1,0,0); do_explosion_anim(5,1); can_draw_pcs = false; do_explosion_anim(5,2); end_missile_anim(); } center.x = x; center.y = y; if(is_combat()) { univ.party[current_pc].combat_pos.x = x; univ.party[current_pc].combat_pos.y = y; } l.x = x; l.y = y; univ.town.p_loc.x = x; univ.town.p_loc.y = y; update_explored(l); draw_terrain(0); if(fadeIn) { start_missile_anim(); for(i = 0; i < 14; i++) add_explosion(center,-1,1,1,0,0); do_explosion_anim(5,1); } can_draw_pcs = true; if(fadeIn) { do_explosion_anim(5,2); end_missile_anim(); } draw_map(true); } void fade_party() { short i; location l; l = univ.town.p_loc; start_missile_anim(); for(i = 0; i < 14; i++) add_explosion(l,-1,1,1,0,0); do_explosion_anim(5,1); univ.town.p_loc.x = 100; univ.town.p_loc.y = 100; do_explosion_anim(5,2); end_missile_anim(); } void change_level(short town_num,short x,short y) { location l(x,y); if((town_num < 0) || (town_num >= univ.scenario.towns.size())) { giveError("The scenario special encounter tried to put you into a town that doesn't exist."); return; } force_town_enter(town_num,l); end_town_mode(1,l); start_town_mode(town_num,9); } // Damaging and killing monsters needs to be here because several have specials attached to them. bool damage_monst(short which_m, short who_hit, short how_much, short how_much_spec, eDamageType dam_type, short sound_type, bool do_print) { cCreature *victim; short r1,which_spot; location where_put; //print_num(which_m,(short)univ.town.monst[which_m].m_loc.x,(short)univ.town.monst[which_m].m_loc.y); if(univ.town.monst[which_m].active == 0) return false; if(sound_type == 0) { if(dam_type == eDamageType::FIRE || dam_type == eDamageType::UNBLOCKABLE) sound_type = 5; if(dam_type == eDamageType::COLD) sound_type = 7; if(dam_type == eDamageType::MAGIC) sound_type = 12; if(dam_type == eDamageType::POISON) sound_type = 11; } victim = &univ.town.monst[which_m]; if(dam_type == eDamageType::MAGIC) { how_much *= victim->magic_res; how_much /= 100; } if(dam_type == eDamageType::FIRE) { how_much *= victim->fire_res; how_much /= 100; } if(dam_type == eDamageType::COLD) { how_much *= victim->cold_res; how_much /= 100; } if(dam_type == eDamageType::POISON) { how_much *= victim->poison_res; how_much /= 100; } // Absorb damage? if((dam_type == eDamageType::FIRE || dam_type == eDamageType::MAGIC || dam_type == eDamageType::COLD) && victim->abil[eMonstAbil::ABSORB_SPELLS].active && get_ran(1,1,1000) <= victim->abil[eMonstAbil::ABSORB_SPELLS].special.extra1) { if(32767 - victim->health > how_much) victim->health = 32767; else victim->health += how_much; ASB(" Magic absorbed."); return false; } // Saving throw if((dam_type == eDamageType::FIRE || dam_type == eDamageType::COLD) && get_ran(1,0,20) <= victim->level) how_much /= 2; if(dam_type == eDamageType::MAGIC && (get_ran(1,0,24) <= victim->level)) how_much /= 2; // Invulnerable? if(victim->invuln) how_much = how_much / 10; r1 = get_ran(1,0,(victim->armor * 5) / 4); r1 += victim->level / 4; if(dam_type == eDamageType::WEAPON) how_much -= r1; if(boom_anim_active) { if(how_much < 0) how_much = 0; // TODO: Also, if it's magic, use boom type 3 (must implement in the animation engine first) // It would also be nice to have a special boom type for cold. short boom_type = 2; if(dam_type == eDamageType::FIRE) boom_type = 0; univ.town.monst[which_m].marked_damage += how_much; add_explosion(victim->cur_loc,how_much,0,boom_type,14 * (victim->x_width - 1),18 * (victim->y_width - 1)); // Note: Windows version printed an "undamaged" message here if applicable, but I don't think that's right. if(how_much == 0) return false; else return true; } if(how_much <= 0) { if(is_combat()) monst_spell_note(victim->number,7); if(how_much <= 0 && (dam_type == eDamageType::WEAPON || dam_type == eDamageType::UNDEAD || dam_type == eDamageType::DEMON)) { draw_terrain(2); play_sound(2); } // sprintf ((char *) create_line, " No damage. "); // add_string_to_buf((char *) create_line); return false; } if(do_print) monst_damaged_mes(which_m,how_much,how_much_spec); victim->health = victim->health - how_much - how_much_spec; if(in_scen_debug) victim->health = -1; // splitting monsters if(victim->abil[eMonstAbil::SPLITS].active && victim->health > 0 && get_ran(1,1,1000) < victim->abil[eMonstAbil::SPLITS].special.extra1){ where_put = find_clear_spot(victim->cur_loc,1); if(where_put.x > 0) if((which_spot = place_monster(victim->number,where_put)) < 90) { // TODO: Why so many assignments? Windows only assigns health and monst_start (start_loc I assume) univ.town.monst[which_spot].health = victim->health; univ.town.monst[which_spot].number = victim->number; univ.town.monst[which_spot].start_attitude = victim->start_attitude; univ.town.monst[which_spot].start_loc = victim->start_loc; univ.town.monst[which_spot].mobility = victim->mobility; univ.town.monst[which_spot].time_flag = victim->time_flag; univ.town.monst[which_spot].spec1 = victim->spec1; univ.town.monst[which_spot].spec2 = victim->spec2; univ.town.monst[which_spot].spec_enc_code = victim->spec_enc_code; univ.town.monst[which_spot].time_code = victim->time_code; univ.town.monst[which_spot].monster_time = victim->monster_time; univ.town.monst[which_spot].personality = victim->personality; univ.town.monst[which_spot].special_on_kill = victim->special_on_kill; univ.town.monst[which_spot].facial_pic = victim->facial_pic; monst_spell_note(victim->number,27); } } if(who_hit < 7) univ.party.total_dam_done += how_much + how_much_spec; // Monster damages. Make it hostile. victim->active = 2; // TODO: This looks like the reason Windows split the boom_space function in two. // It doesn't exactly make sense though, since in its version, boom_space is only called for how_much_spec. if(dam_type != eDamageType::MARKED) { // note special damage only gamed in hand-to-hand, not during animation if(party_can_see_monst(which_m)) { boom_space(victim->cur_loc,100,boom_gr[dam_type],how_much,sound_type); if(how_much_spec > 0) boom_space(victim->cur_loc,100,51,how_much_spec,5); } else { boom_space(victim->cur_loc,overall_mode, boom_gr[dam_type],how_much,sound_type); if(how_much_spec > 0) boom_space(victim->cur_loc,overall_mode,51,how_much_spec,5); } } if(victim->health < 0) { monst_killed_mes(which_m); kill_monst(victim,who_hit); } else { if(how_much > 0) victim->morale = victim->morale - 1; if(how_much > 5) victim->morale = victim->morale - 1; if(how_much > 10) victim->morale = victim->morale - 1; if(how_much > 20) victim->morale = victim->morale - 2; } if((victim->attitude % 2 != 1) && (who_hit < 7) && ((processing_fields && !monsters_going) || (processing_fields && !PSD[SDF_HOSTILES_PRESENT]))) { add_string_to_buf("Damaged an innocent. "); victim->attitude = 1; make_town_hostile(); } return true; } void petrify_monst(cCreature* m_target, short strength) { monst_spell_note(m_target->number,9); short r1 = get_ran(1,0,20); r1 += m_target->level / 4; r1 += m_target->status[eStatus::BLESS_CURSE]; r1 -= strength; // TODO: This should probably do something similar to charm_monst with the magic resistance if(r1 > 14 || m_target->magic_res == 0) monst_spell_note(m_target->number,10); else { monst_spell_note(m_target->number,8); kill_monst(m_target,7); } } void kill_monst(cCreature *which_m,short who_killed,eMainStatus type) { short xp,i,j,s1,s2,s3; location l; if(isHumanoid(which_m->m_type)) { // TODO: Uh, don't hardcode these! if(( which_m->number == 38) || ( which_m->number == 39)) i = 4; else if( which_m->number == 45) i = 0; else i = get_ran(1,0,1); play_sound(29 + i); } else switch(which_m->m_type) { case eRace::GIANT: play_sound(29); break; // TODO: Should birds be considered beasts? If there are any birds in the bladbase, probably; otherwise, better to have new sound case eRace::REPTILE: case eRace::BEAST: case eRace::DEMON: case eRace::UNDEAD: case eRace::STONE: i = get_ran(1,0,1); play_sound(31 + i); break; default: play_sound(33); break; } // Special killing effects if(sd_legit(which_m->spec1,which_m->spec2)) PSD[which_m->spec1][which_m->spec2] = 1; if(which_m->special_on_kill >= 0) run_special(eSpecCtx::KILL_MONST,2,which_m->special_on_kill,which_m->cur_loc,&s1,&s2,&s3); if(which_m->abil[eMonstAbil::DEATH_TRIGGER].active) run_special(eSpecCtx::KILL_MONST,0,which_m->abil[eMonstAbil::DEATH_TRIGGER].special.extra1,which_m->cur_loc,&s1,&s2,&s3); if((!in_scen_debug) && ((which_m->summoned >= 100) || (which_m->summoned == 0))) { // no xp for party-summoned monsters xp = which_m->level * 2; if(who_killed < 6) award_xp(who_killed,xp); else if(who_killed == 6) award_party_xp(xp / 6 + 1); if(who_killed < 7) { univ.party.total_m_killed++; i = max((xp / 6),1); award_party_xp(i); } l = which_m->cur_loc; place_glands(l,which_m->number); } if((!in_scen_debug) && (which_m->summoned == 0)) place_treasure(which_m->cur_loc, which_m->level / 2, which_m->treasure, 0); i = which_m->cur_loc.x; j = which_m->cur_loc.y; if(type == eMainStatus::DUST) univ.town.set_ash(i,j,true); else if(type == eMainStatus::ABSENT || type == eMainStatus::STONE); else switch(which_m->m_type) { case eRace::DEMON: univ.town.set_ash(i,j,true); break; // TODO: Don't check which_m->number here; find another way to indicate it case eRace::UNDEAD: if(which_m->number <= 59) univ.town.set_bones(i,j,true); break; case eRace::SLIME: case eRace::PLANT: case eRace::BUG: univ.town.set_sm_slime(i,j,true); break; case eRace::STONE: univ.town.set_rubble(i,j,true); break; default: univ.town.set_sm_blood(i,j,true); break; } // TODO: Check that this function is not called when a monster kills a monster, since that would lead to false incrementing of the stats. if(((is_town()) || (which_combat_type == 1)) && (which_m->summoned == 0)) { univ.party.m_killed[univ.town.num]++; } univ.party.total_m_killed++; which_m->spec1 = 0; // make sure, if this is a spec. activated monster, it won't come back which_m->active = 0; } // Pushes party and monsters around by moving walls and conveyor belts. // This is very fragile, and only hands a few cases. void push_things() { bool redraw = false; short i,k; ter_num_t ter; location l; if(is_out()) // TODO: Make these work outdoors return; if(!belt_present) return; for(i = 0; i < univ.town->max_monst(); i++) if(univ.town.monst[i].active > 0) { l = univ.town.monst[i].cur_loc; ter = univ.town->terrain(l.x,l.y); switch(univ.scenario.ter_types[ter].flag1.u) { // TODO: Implement the other 4 possible directions case DIR_N: l.y--; break; case DIR_E: l.x++; break; case DIR_S: l.y++; break; case DIR_W: l.x--; break; } if(l != univ.town.monst[i].cur_loc) { univ.town.monst[i].cur_loc = l; if((point_onscreen(center,univ.town.monst[i].cur_loc)) || (point_onscreen(center,l))) redraw = true; } } for(i = 0; i < NUM_TOWN_ITEMS; i++) if(univ.town.items[i].variety != eItemType::NO_ITEM) { l = univ.town.items[i].item_loc; ter = univ.town->terrain(l.x,l.y); switch(univ.scenario.ter_types[ter].flag1.u) { // TODO: Implement the other 4 possible directions case DIR_N: l.y--; break; case DIR_E: l.x++; break; case DIR_S: l.y++; break; case DIR_W: l.x--; break; } if(l != univ.town.items[i].item_loc) { univ.town.items[i].item_loc = l; if((point_onscreen(center,univ.town.items[i].item_loc)) || (point_onscreen(center,l))) redraw = true; } } if(is_town()) { ter = univ.town->terrain(univ.town.p_loc.x,univ.town.p_loc.y); l = univ.town.p_loc; switch(univ.scenario.ter_types[ter].flag1.u) { // TODO: Implement the other 4 possible directions case DIR_N: l.y--; break; case DIR_E: l.x++; break; case DIR_S: l.y++; break; case DIR_W: l.x--; break; } if(l != univ.town.p_loc) { ASB("You get pushed."); if(univ.scenario.ter_types[ter].special == eTerSpec::CONVEYOR) draw_terrain(0); center = l; univ.town.p_loc = l; update_explored(l); ter = univ.town->terrain(univ.town.p_loc.x,univ.town.p_loc.y); draw_map(true); if(univ.town.is_barrel(univ.town.p_loc.x,univ.town.p_loc.y)) { univ.town.set_barrel(univ.town.p_loc.x,univ.town.p_loc.y,false); ASB("You smash the barrel."); } if(univ.town.is_crate(univ.town.p_loc.x,univ.town.p_loc.y)) { univ.town.set_crate(univ.town.p_loc.x,univ.town.p_loc.y,false); ASB("You smash the crate."); } if(univ.town.is_block(univ.town.p_loc.x,univ.town.p_loc.y)) { ASB("You crash into the block."); hit_party(get_ran(1, 1, 6), eDamageType::WEAPON); } for(k = 0; k < NUM_TOWN_ITEMS; k++) if(univ.town.items[k].variety != eItemType::NO_ITEM && univ.town.items[k].contained && (univ.town.items[k].item_loc == univ.town.p_loc)) univ.town.items[k].contained = false; redraw = true; } } if(is_combat()) { for(i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE) { ter = univ.town->terrain(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y); l = univ.party[i].combat_pos; switch(univ.scenario.ter_types[ter].flag1.u) { // TODO: Implement the other 4 possible directions case DIR_N: l.y--; break; case DIR_E: l.x++; break; case DIR_S: l.y++; break; case DIR_W: l.x--; break; } if(l != univ.party[i].combat_pos) { ASB("Someone gets pushed."); ter = univ.town->terrain(l.x,l.y); if(univ.scenario.ter_types[ter].special == eTerSpec::CONVEYOR) draw_terrain(0); univ.party[i].combat_pos = l; update_explored(l); draw_map(true); if(univ.town.is_barrel(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y)) { univ.town.set_barrel(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y,false); ASB("You smash the barrel."); } if(univ.town.is_crate(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y)) { univ.town.set_crate(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y,false); ASB("You smash the crate."); } if(univ.town.is_block(univ.town.p_loc.x,univ.town.p_loc.y)) { ASB("You crash into the block."); damage_pc(i,get_ran(1, 1, 6), eDamageType::WEAPON,eRace::UNKNOWN,0); } for(k = 0; k < NUM_TOWN_ITEMS; k++) if(univ.town.items[k].variety != eItemType::NO_ITEM && univ.town.items[k].contained && (univ.town.items[k].item_loc == univ.party[i].combat_pos)) univ.town.items[k].contained = false; redraw = true; } } } if(redraw) { print_buf(); draw_terrain(0); } } void special_increase_age(long length, bool queue) { unsigned short i; short s1,s2,s3; bool redraw = false,stat_area = false; location null_loc; // TODO: Should we pass the party's location here? It doesn't quite make sense to me though... unsigned long age_before = univ.party.age - length; unsigned long current_age = univ.party.age; if(is_town() || (is_combat() && which_combat_type == 1)) { for(i = 0; i < 8; i++) if(univ.town->timer_spec_times[i] > 0) { short time = univ.town->timer_spec_times[i]; for(unsigned long j = age_before; j <= current_age; j++) if(j % time == 0) { if(queue) { univ.party.age = j; queue_special(eSpecCtx::TOWN_TIMER, 2, univ.town->timer_specs[i], null_loc); } else run_special(eSpecCtx::TOWN_TIMER,2,univ.town->timer_specs[i],null_loc,&s1,&s2,&s3); } stat_area = true; if(s3 > 0) redraw = true; } } univ.party.age = current_age; for(i = 0; i < 20; i++) if(univ.scenario.scenario_timer_times[i] > 0) { short time = univ.scenario.scenario_timer_times[i]; for(unsigned long j = age_before; j <= current_age; j++) if(j % time == 0) { if(queue) { univ.party.age = j; queue_special(eSpecCtx::SCEN_TIMER, 0, univ.scenario.scenario_timer_specs[i], null_loc); } else run_special(eSpecCtx::SCEN_TIMER,0,univ.scenario.scenario_timer_specs[i],null_loc,&s1,&s2,&s3); } stat_area = true; if(s3 > 0) redraw = true; } univ.party.age = current_age; for(i = 0; i < univ.party.party_event_timers.size(); i++) { if(univ.party.party_event_timers[i].time <= length) { univ.party.age = age_before + univ.party.party_event_timers[i].time; short which_type = univ.party.party_event_timers[i].global_or_town == 0 ? 0 : 2; if(queue) queue_special(eSpecCtx::PARTY_TIMER, which_type, univ.party.party_event_timers[i].node_to_call, null_loc); else run_special(eSpecCtx::PARTY_TIMER,which_type,univ.party.party_event_timers[i].node_to_call,null_loc,&s1,&s2,&s3); univ.party.party_event_timers[i].time = 0; stat_area = true; if(s3 > 0) redraw = true; } else univ.party.party_event_timers[i].time -= length; } univ.party.age = current_age; if(stat_area) { put_pc_screen(); put_item_screen(stat_window,0); } if(redraw) draw_terrain(0); } void queue_special(eSpecCtx mode, unsigned short which_type, short spec, location spec_loc) { if(spec < 0) return; pending_special_type queued_special; queued_special.spec = spec; queued_special.where = spec_loc; queued_special.type = which_type; queued_special.mode = mode; queued_special.trigger_time = univ.party.age; special_queue.push(queued_special); } void run_special(pending_special_type spec, short* a, short* b, short* redraw) { unsigned long store_time = univ.party.age; univ.party.age = spec.trigger_time; run_special(spec.mode, spec.type, spec.spec, spec.where, a, b, redraw); univ.party.age = std::max(univ.party.age, store_time); } // This is the big painful one, the main special engine // which_mode - says when it was called // 0 - out moving (a - 1 if blocked) // 1 - town moving (a - 1 if blocked) // 2 - combat moving (a - 1 if blocked) // 3 - out looking (a - 1 if don't get items inside) TODO: NOT USED!!! // 4 - town looking (a - 1 if don't get items inside) // 5 - entering town // 6 - leaving town // 7 - talking (a,b - numbers of strings to respond) // 8 - using a special item // 9 - town timer // 10 - scen timer // 11 - party countdown timer // 12 - killed a monst // 13 - encountering outdoor enc (a - 1 if no fight) // 14 - winning outdoor enc // 15 - fleeing outdoor enc // 16 - target spell on space TODO: Maybe this will become just "target space"? // 17 - using space // 18 - seeing monster // which_type - 0 - scen 1 - out 2 - town // start spec - the number of the first spec to call // a,b - 2 values that can be returned // redraw - 1 if now need redraw void run_special(eSpecCtx which_mode,short which_type,short start_spec,location spec_loc,short *a,short *b,short *redraw) { short cur_spec,cur_spec_type,next_spec,next_spec_type; cSpecial cur_node; int num_nodes = 0; // Modify this to put a value in the special node queue instead of raising an error if(special_in_progress && start_spec >= 0) { queue_special(which_mode, which_type, start_spec, spec_loc); return; } special_in_progress = true; next_spec = start_spec; next_spec_type = which_type; current_pc_picked_in_spec_enc = -1; switch(which_mode) { case eSpecCtx::OUT_MOVE: case eSpecCtx::TOWN_MOVE: case eSpecCtx::COMBAT_MOVE: case eSpecCtx::OUT_LOOK: case eSpecCtx::TOWN_LOOK: case eSpecCtx::ENTER_TOWN: case eSpecCtx::LEAVE_TOWN: case eSpecCtx::TALK: case eSpecCtx::USE_SPEC_ITEM: case eSpecCtx::TOWN_HOSTILE: case eSpecCtx::TOWN_TIMER: case eSpecCtx::SCEN_TIMER: case eSpecCtx::PARTY_TIMER: case eSpecCtx::OUTDOOR_ENC: case eSpecCtx::FLEE_ENCOUNTER: case eSpecCtx::WIN_ENCOUNTER: // Default behaviour - select entire party, or active member if split or in combat if(is_combat()) current_pc_picked_in_spec_enc = current_pc; else { if(univ.party.is_split() && cur_node.type != eSpecType::AFFECT_DEADNESS) current_pc_picked_in_spec_enc = univ.party.pc_present(); if(current_pc_picked_in_spec_enc == 6 && univ.party.pc_present(current_pc_picked_in_spec_enc)) current_pc_picked_in_spec_enc = current_pc_picked_in_spec_enc; if(current_pc_picked_in_spec_enc == 6) current_pc_picked_in_spec_enc = -1; } break; case eSpecCtx::KILL_MONST: case eSpecCtx::SEE_MONST: case eSpecCtx::MONST_SPEC_ABIL: case eSpecCtx::ATTACKED_MELEE: case eSpecCtx::ATTACKING_MELEE: case eSpecCtx::ATTACKED_RANGE: case eSpecCtx::ATTACKING_RANGE: // The monster/PC on the trigger space is the target current_pc_picked_in_spec_enc = 100 + monst_there(spec_loc); if(current_pc_picked_in_spec_enc > univ.town->max_monst()) current_pc_picked_in_spec_enc = pc_there(spec_loc); if(current_pc_picked_in_spec_enc == 6) current_pc_picked_in_spec_enc = -1; break; case eSpecCtx::TARGET: case eSpecCtx::USE_SPACE: // If there's a monster on the space, select that as the target mon_num_t who = monst_there(spec_loc); if(who < univ.town->max_monst()) current_pc_picked_in_spec_enc = 100 + who; break; } store_special_loc = spec_loc; if(end_scenario) { special_in_progress = false; return; } // Store the special's location in reserved pointers univ.party.force_ptr(10, 301, 0); univ.party.force_ptr(11, 301, 1); // And put the location there PSD[SDF_SPEC_LOC_X] = spec_loc.x; PSD[SDF_SPEC_LOC_Y] = spec_loc.y; // Also store the terrain type on that location univ.party.force_ptr(12, 301, 2); PSD[SDF_SPEC_TER] = coord_to_ter(spec_loc.x, spec_loc.y); // And a reference to the string buffer univ.party.force_ptr(8, 301, 3); PSD[SDF_SPEC_STRBUF] = std::find_if( univ.scenario.spec_strs.begin(), univ.scenario.spec_strs.end(), [](std::string& a) { return &a == &univ.scenario.get_buf(); }) - univ.scenario.spec_strs.begin(); while(next_spec >= 0) { cur_spec = next_spec; cur_spec_type = next_spec_type; next_spec = -1; cur_node = get_node(cur_spec,cur_spec_type); // Convert pointer values to reference values // TODO: Might need to make a database of which nodes don't allow pointers in which slots. // This is because some nodes now use -2 as a meaningful value. If that's all, then // just disallowing single-digit pointers should suffice, but what about arithmetic? // (Of course, currently all SDFs are positive, so allowing negative arithmetic is useless.) if(cur_node.sd1 <= -10) cur_node.sd1 = univ.party.get_ptr(-cur_node.sd1); if(cur_node.sd2 <= -10) cur_node.sd2 = univ.party.get_ptr(-cur_node.sd2); if(cur_node.ex1a <= -10) cur_node.ex1a = univ.party.get_ptr(-cur_node.ex1a); if(cur_node.ex1b <= -10) cur_node.ex1b = univ.party.get_ptr(-cur_node.ex1b); if(cur_node.ex1c <= -10) cur_node.ex1c = univ.party.get_ptr(-cur_node.ex1c); if(cur_node.ex2a <= -10) cur_node.ex2a = univ.party.get_ptr(-cur_node.ex2a); if(cur_node.ex2b <= -10) cur_node.ex2b = univ.party.get_ptr(-cur_node.ex2b); if(cur_node.ex2c <= -10) cur_node.ex2c = univ.party.get_ptr(-cur_node.ex2c); // TODO: Should pointers be allowed in message, pict, or jumpto as well? //print_nums(1111,cur_spec_type,cur_node.type); if(cur_node.type == eSpecType::INVALID) { special_in_progress = false; return; } switch(getNodeCategory(cur_node.type)) { case eSpecCat::GENERAL: general_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); break; case eSpecCat::ONCE: oneshot_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); break; case eSpecCat::AFFECT: affect_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); break; case eSpecCat::IF_THEN: ifthen_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); break; case eSpecCat::TOWN: townmode_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); break; case eSpecCat::RECT: rect_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); break; case eSpecCat::OUTDOOR: outdoor_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw); break; case eSpecCat::INVALID: // TODO: Should it print some kind of error message? special_in_progress = false; return; } num_nodes++; if(check_for_interrupt()){ add_string_to_buf("The special encounter was interrupted. The scenario may be in an unexpected state; it is recommended that you reload from a saved game.", 3); next_spec = -1; } } if(is_out()) erase_out_specials(); else erase_specials(); special_in_progress = false; // TODO: Should find a way to do this that doesn't risk stack overflow if(next_spec == -1 && !special_queue.empty()) { pending_special_type pending = special_queue.front(); special_queue.pop(); run_special(pending, a, b, redraw); } } cSpecial get_node(short cur_spec,short cur_spec_type) { cSpecial dummy_node; dummy_node = univ.scenario.scen_specials[0]; dummy_node.type = eSpecType::INVALID; if(cur_spec_type == 0) { if(cur_spec != minmax(0,255,cur_spec)) { giveError("The scenario called a scenario special node out of range."); return dummy_node; } return univ.scenario.scen_specials[cur_spec]; } if(cur_spec_type == 1) { if(cur_spec != minmax(0,59,cur_spec)) { giveError("The scenario called an outdoor special node out of range."); return dummy_node; } return univ.out->specials[cur_spec]; } if(cur_spec_type == 2) { if(cur_spec != minmax(0,99,cur_spec)) { giveError("The scenario called a town special node out of range."); return dummy_node; } return univ.town->specials[cur_spec]; } return dummy_node; } // TODO: Make cur_spec_type an enum void general_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type, short *next_spec,short *next_spec_type,short *a,short *b,short *redraw) { bool check_mess = false; std::string str1,str2; short store_val = 0,i,j; cSpecial spec; short mess_adj[3] = {160,10,0}; spec = cur_node; *next_spec = cur_node.jumpto; switch(cur_node.type) { case eSpecType::NONE: break; // null spec case eSpecType::SET_SDF: check_mess = true; setsd(cur_node.sd1,cur_node.sd2,cur_node.ex1a); break; case eSpecType::INC_SDF: check_mess = true; setsd(cur_node.sd1,cur_node.sd2, PSD[cur_node.sd1][cur_node.sd2] + ((cur_node.ex1b == 0) ? 1 : -1) * cur_node.ex1a); break; case eSpecType::DISPLAY_MSG: check_mess = true; break; case eSpecType::DISPLAY_SM_MSG: get_strs(str1,str2, cur_spec_type,cur_node.m1 + mess_adj[cur_spec_type], cur_node.m2 + mess_adj[cur_spec_type]); if(cur_node.m1 >= 0) ASB(str1.c_str(), 4); if(cur_node.m2 >= 0) ASB(str2.c_str(), 4); break; case eSpecType::FLIP_SDF: setsd(cur_node.sd1,cur_node.sd2, ((PSD[cur_node.sd1][cur_node.sd2] == 0) ? 1 : 0) ); check_mess = true;break; case eSpecType::CANT_ENTER: check_mess = true; if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) { if(spec.ex1a != 0) *a = 1; else { *a = 0; if(spec.ex2a != 0) *b = 1; } } break; case eSpecType::CHANGE_TIME: check_mess = true; univ.party.age += spec.ex1a; // TODO: Should this trigger special events, timers, etc? break; case eSpecType::SCEN_TIMER_START: check_mess = true; univ.party.start_timer(spec.ex1a, spec.ex1b, 0); break; case eSpecType::PLAY_SOUND: if(spec.ex1b) play_sound(spec.ex1a); else play_sound(-spec.ex1a); break; case eSpecType::CHANGE_HORSE_OWNER: check_mess = true; if(spec.ex1a != minmax(0,29,spec.ex1a)) giveError("Horse out of range."); else univ.party.horses[spec.ex1a].property = (spec.ex2a == 0) ? 1 : 0; break; case eSpecType::CHANGE_BOAT_OWNER: check_mess = true; if(spec.ex1a != minmax(0,29,spec.ex1a)) giveError("Boat out of range."); else univ.party.boats[spec.ex1a].property = (spec.ex2a == 0) ? 1 : 0; break; case eSpecType::SET_TOWN_VISIBILITY: check_mess = true; if(spec.ex1a != minmax(0,univ.scenario.towns.size() - 1,spec.ex1a)) giveError("Town out of range."); else univ.party.can_find_town[spec.ex1a] = spec.ex2a; *redraw = true; break; case eSpecType::MAJOR_EVENT_OCCURRED: check_mess = true; if(spec.ex1a != minmax(1,10,spec.ex1a)) giveError("Event code out of range."); else if(univ.party.key_times[spec.ex1a] == 30000) univ.party.key_times[spec.ex1a] = calc_day(); break; case eSpecType::FORCED_GIVE: check_mess = true; if(!univ.party.forced_give(spec.ex1a,eItemAbil::NONE) && spec.ex1b >= 0) *next_spec = spec.ex1b; break; case eSpecType::BUY_ITEMS_OF_TYPE: for(i = 0; i < 144; i++) if(univ.party.check_class(spec.ex1a,true)) store_val++; if(store_val == 0) { if( spec.ex1b >= 0) *next_spec = spec.ex1b; } else { check_mess = true; give_gold(store_val * spec.ex2a,true); } break; case eSpecType::CALL_GLOBAL: *next_spec_type = 0; break; case eSpecType::SET_SDF_ROW: if(spec.sd1 != minmax(0,299,spec.sd1)) giveError("Stuff Done flag out of range."); else for(i = 0; i < 10; i++) PSD[spec.sd1][i] = spec.ex1a; break; case eSpecType::COPY_SDF: if(!sd_legit(spec.sd1,spec.sd2) || !sd_legit(spec.ex1a,spec.ex1b)) giveError("Stuff Done flag out of range."); else PSD[spec.sd1][spec.sd2] = PSD[spec.ex1a][spec.ex1b]; break; case eSpecType::REST: check_mess = true; do_rest(spec.ex1a, spec.ex1b, spec.ex1b); break; case eSpecType::WANDERING_WILL_FIGHT: if(which_mode != eSpecCtx::OUTDOOR_ENC) break; *a = (spec.ex1a == 0) ? 1 : 0; break; case eSpecType::END_SCENARIO: // If party died at some point during the special node, they shouldn't get a victory. // (Adapted from Windows version) store_val = 6; for(i = 0; i < 6; i++) if(univ.party[i].main_status != eMainStatus::ALIVE) store_val--; if(store_val == 0) break; end_scenario = true; break; case eSpecType::SET_POINTER: if(spec.ex1a < 0) giveError("Attempted to assign a pointer out of range (100..199)"); else try { if(spec.sd1 < 0 && spec.sd2 < 0) univ.party.clear_ptr(spec.ex1a); else univ.party.set_ptr(spec.sd1,spec.sd2,spec.ex1a); } catch(std::range_error x) { giveError(x.what()); } break; case eSpecType::SET_CAMP_FLAG: if(!sd_legit(spec.sd1,spec.sd2)) giveError("Stuff Done flag out of range (x - 0..299, y - 0..49)."); else { set_campaign_flag(spec.sd1,spec.sd2,spec.ex1a,spec.ex1b,spec.m1,spec.ex2a); } break; case eSpecType::DISPLAY_PICTURE: // TODO: In addition to the large picture, there's a small icon; should that be customizable? check_mess = false; get_strs(str1, str1, cur_spec_type, spec.m1, -1); custom_pic_dialog(str1, spec.ex1a); break; case eSpecType::SDF_RANDOM: check_mess = true; short rand; // Automatically fix the range in case some idiot puts it in backwards, or the same (WHY) if(cur_node.ex1a == cur_node.ex1b) { rand = cur_node.ex1b; } else { rand = get_ran(1, min(cur_node.ex1a,cur_node.ex1b), max(cur_node.ex1a,cur_node.ex1b) ); } setsd(cur_node.sd1,cur_node.sd2,rand); //print_nums(rand, cur_node.ex1a, cur_node.ex1b); break; // SDF arithmetic! :D /* SDF1, SDF2 - Output SDF (for division, the quotient) Ex1a, Ex1b - Input SDF (left operand) - if ex1b is -1, takes ex1a as a literal value (which must be positive) Ex2a, Ex2b - Input SDF (right operand) - if ex2b is -1, takes ex2a as a literal value (which must be positive) Ex1c, Ex2c - For division only, output SDF to store the remainder. */ case eSpecType::SDF_ADD: case eSpecType::SDF_DIFF: case eSpecType::SDF_TIMES: case eSpecType::SDF_POWER: case eSpecType::SDF_DIVIDE: check_mess = true; i = spec.ex1b == -1 ? spec.ex1a : PSD[spec.ex1a][spec.ex1b]; j = spec.ex2b == -1 ? spec.ex2a : PSD[spec.ex2a][spec.ex2b]; switch(spec.type) { case eSpecType::SDF_ADD: setsd(spec.sd1, spec.sd2, i + j); break; case eSpecType::SDF_DIFF: setsd(spec.sd1, spec.sd2, i - j); break; case eSpecType::SDF_TIMES: setsd(spec.sd1, spec.sd2, i * j); break; case eSpecType::SDF_DIVIDE: setsd(spec.sd1, spec.sd2, i / j); setsd(spec.ex1c, spec.ex2c, i % j); break; case eSpecType::SDF_POWER: if(i == 2) setsd(spec.sd1, spec.sd2, 1 << j); else setsd(spec.sd1, spec.sd2, pow(i, j)); break; default: // Unreachable case break; } break; case eSpecType::PRINT_NUMS: if(!in_scen_debug) break; check_mess = false; get_strs(str1,str2, cur_spec_type,cur_node.m1 + mess_adj[cur_spec_type], cur_node.m2 + mess_adj[cur_spec_type]); if(cur_node.m1 >= 0) ASB("debug: " + str1, 7); if(cur_node.m2 >= 0) ASB("debug: " + str2, 7); // TODO: Give more options? switch(spec.pic) { case 0: // Print SDF contents print_nums(spec.sd1, spec.sd2, univ.party.stuff_done[spec.sd1][spec.sd2]); break; case 1: // Print three literal values (which might be pointers!) print_nums(spec.ex1a, spec.ex1b, spec.ex1c); break; case 2: // Print monster health and spell points if(spec.ex1a >= univ.town->max_monst()) break; print_nums(spec.ex1a, univ.town.monst[spec.ex1a].health, univ.town.monst[spec.ex1a].mp); break; } break; case eSpecType::CHANGE_TER: set_terrain(loc(spec.ex1a,spec.ex1b),spec.ex2a); *redraw = true; draw_map(true); check_mess = true; break; case eSpecType::SWAP_TER: if(coord_to_ter(spec.ex1a,spec.ex1b) == spec.ex2a){ set_terrain(loc(spec.ex1a,spec.ex1b),spec.ex2b); } else if(coord_to_ter(spec.ex1a,spec.ex1b) == spec.ex2b){ set_terrain(loc(spec.ex1a,spec.ex1b),spec.ex2a); } *redraw = 1; draw_map(true); check_mess = true; break; case eSpecType::TRANS_TER: set_terrain(loc(spec.ex1a,spec.ex1b),univ.scenario.ter_types[coord_to_ter(spec.ex1a,spec.ex1b)].trans_to_what); *redraw = 1; draw_map(true); check_mess = true; break; case eSpecType::ENTER_SHOP: get_strs(str1,str2,1,spec.m1,-1); if(spec.ex2a >= 40) spec.ex2a = 39; if(spec.ex2a < 1) spec.ex2a = 1; spec.ex2b = minmax(0,6,spec.ex2b); start_shop_mode(eShopType(spec.ex1b), spec.ex1a, spec.ex1a + spec.ex2a - 1, spec.ex2b, str1); *next_spec = -1; break; case eSpecType::STORY_DIALOG: get_strs(str1,str2,cur_spec_type,spec.m1,-1); story_dialog(str1, spec.m2, spec.m3, cur_spec_type, spec.pic, ePicType(spec.pictype)); break; case eSpecType::CLEAR_BUF: univ.scenario.get_buf().clear(); break; case eSpecType::APPEND_STRING: get_strs(str1,str1,cur_spec_type,spec.ex1a,-1); univ.scenario.get_buf() += str1; break; case eSpecType::APPEND_NUM: univ.scenario.get_buf() += std::to_string(spec.ex1a); break; case eSpecType::APPEND_MONST: if(spec.ex1a == 0) { int pc = current_pc_picked_in_spec_enc; if(pc < 0) univ.scenario.get_buf() += "Your party"; else if(pc < 100) univ.scenario.get_buf() += univ.party[pc].name; else if(!is_out()) univ.scenario.get_buf() += univ.town.monst[pc - 100].m_name; } else univ.scenario.get_buf() += univ.scenario.scen_monsters[spec.ex1a].m_name; break; case eSpecType::APPEND_ITEM: if(spec.ex1b) univ.scenario.get_buf() += univ.scenario.scen_items[spec.ex1a].full_name; else univ.scenario.get_buf() += univ.scenario.scen_items[spec.ex1a].name; break; case eSpecType::APPEND_TER: univ.scenario.get_buf() += univ.scenario.ter_types[spec.ex1a].name; break; case eSpecType::PAUSE: if(spec.ex1a < 0) break; redraw_screen(REFRESH_TERRAIN | REFRESH_STATS); sf::sleep(sf::milliseconds(spec.ex1a)); break; case eSpecType::START_TALK: i = current_pc_picked_in_spec_enc; if(i >= 100) i -= 100; else i = -1; start_talk_mode(i, spec.ex1a, spec.ex1b, spec.pic); *next_spec = -1; break; } if(check_mess) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } /* void general_spec(short which_mode,special_node_type cur_node,short cur_spec_type, short *next_spec,short *next_spec_type,short *a,short *b,short *redraw) { bool check_mess = false; char str1[256] = "",str2 = ""; short store_val = 0,i,j; special_node_type spec; spec = cur_node; *next_spec = cur_node.jumpto; switch(cur_node.type) { case : break; } if(check_mess) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } */ // TODO: What was next_spec_type for? Is it still needed? void oneshot_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type, short* next_spec,short* next_spec_type,short* a,short* b,short* redraw) { bool check_mess = true,set_sd = true; std::array strs; short i,j; std::array buttons = {-1,-1,-1}; cSpecial spec; cItem store_i; location l; std::string choice; spec = cur_node; *next_spec = cur_node.jumpto; if((sd_legit(spec.sd1,spec.sd2)) && (PSD[spec.sd1][spec.sd2] == 250)) { *next_spec = -1; return; } switch(cur_node.type) { case eSpecType::ONCE_GIVE_ITEM: if(!univ.party.forced_give(spec.ex1a,eItemAbil::NONE)) { set_sd = false; if( spec.ex2b >= 0) *next_spec = spec.ex2b; } else { give_gold(spec.ex1b,true); give_food(spec.ex2a,true); } break; case eSpecType::ONCE_GIVE_SPEC_ITEM: if(spec.ex1a != minmax(0,49,spec.ex1a)) { giveError("Special item is out of range."); set_sd = false; } else { univ.party.spec_items[spec.ex1a] = spec.ex1b == 0; } if(stat_window == 6) set_stat_window(6); *redraw = 1; break; case eSpecType::ONCE_NULL: set_sd = false; check_mess = false; break; case eSpecType::ONCE_SET_SDF: check_mess = false; break; case eSpecType::ONCE_DIALOG: check_mess = false; if(spec.m1 < 0) break; for(i = 0; i < 3; i++) get_strs(strs[i * 2],strs[i * 2 + 1],cur_spec_type, spec.m1 + i * 2,spec.m1 + i * 2 + 1); if(spec.m3 > 0) { buttons[0] = 1; buttons[1] = spec.ex1a; buttons[2] = spec.ex2a; if((spec.ex1a >= 0) || (spec.ex2a >= 0)) buttons[0] = 20; } if(spec.m3 <= 0) { buttons[0] = spec.ex1a; buttons[1] = spec.ex2a; } if((buttons[0] < 0) && (buttons[1] < 0)) { giveError("Dialog box ended up with no buttons."); break; } i = custom_choice_dialog(strs, spec.pic, ePicType(spec.pictype), buttons); if(spec.m3 > 0) { if(i == 1) { if((spec.ex1a >= 0) || (spec.ex2a >= 0)) { set_sd = false; } } if(i == 2) *next_spec = spec.ex1b; if(i == 3) *next_spec = spec.ex2b; } else { if(i == 1) *next_spec = spec.ex1b; if(i == 2) *next_spec = spec.ex2b; } break; case eSpecType::ONCE_GIVE_ITEM_DIALOG: check_mess = false; if(spec.m1 < 0) break; for(i = 0; i < 3; i++) get_strs(strs[i * 2],strs[i * 2 + 1],cur_spec_type, spec.m1 + i * 2,spec.m1 + i * 2 + 1); buttons[0] = 20; buttons[1] = 19; i = custom_choice_dialog(strs, spec.pic, ePicType(spec.pictype), buttons); if(i == 1) {set_sd = false; *next_spec = -1;} else { store_i = get_stored_item(spec.ex1a); if((spec.ex1a >= 0) && (!univ.party.give_item(store_i,true))) { set_sd = false; *next_spec = -1; } else { give_gold(spec.ex1b,true); give_food(spec.ex2a,true); if((spec.m3 >= 0) && (spec.m3 < 50)) { if(!univ.party.spec_items[spec.m3]) ASB("You get a special item."); univ.party.spec_items[spec.m3] = true; *redraw = true; if(stat_window == 6) set_stat_window(6); } if(spec.ex2b >= 0) *next_spec = spec.ex2b; } } break; case eSpecType::ONCE_OUT_ENCOUNTER: if(spec.ex1a != minmax(0,3,spec.ex1a)) { giveError("Special outdoor enc. is out of range. Must be 0-3."); set_sd = false; } else { l = global_to_local(univ.party.p_loc); place_outd_wand_monst(l, univ.out->special_enc[spec.ex1a],true); } break; case eSpecType::ONCE_TOWN_ENCOUNTER: activate_monsters(spec.ex1a,0); break; case eSpecType::ONCE_TRAP: check_mess = false; if((spec.m1 >= 0) || (spec.m2 >= 0)) { get_strs(strs[0],strs[1], cur_spec_type, spec.m1, spec.m2); buttons[0] = 3; buttons[1] = 2; i = custom_choice_dialog(strs,spec.pic,ePicType(spec.pictype),buttons); // TODO: Make custom_choice_dialog return string? } else i = cChoiceDlog("basic-trap",{"yes","no"}).show() == "no"; if(i == 1) { set_sd = false; *next_spec = -1; *a = 1; } else { if(!is_combat()) { j = char_select_pc(0,"Trap! Who will disarm?"); if(j == 6){ *a = 1; set_sd = false; } } else j = current_pc; bool disarmed = run_trap(j,eTrapType(spec.ex1a),spec.ex1b,spec.ex2a); if(!disarmed && spec.ex1a == TRAP_CUSTOM) { if(spec.jumpto >= 0) queue_special(which_mode, cur_spec_type, spec.jumpto, loc(PSD[SDF_SPEC_LOC_X], PSD[SDF_SPEC_LOC_Y])); *next_spec = spec.ex2b; *next_spec_type = 0; } } break; } if(check_mess) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } if((set_sd) && (sd_legit(spec.sd1,spec.sd2))) PSD[spec.sd1][spec.sd2] = 250; } // TODO: What was next_spec_type for? Is it still needed? void affect_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type, short *next_spec,short* /*next_spec_type*/,short *a,short *b,short *redraw) { bool check_mess = true; short i,pc = current_pc_picked_in_spec_enc,r1; std::string str; cSpecial spec; spec = cur_node; *next_spec = cur_node.jumpto; switch(cur_node.type) { case eSpecType::SELECT_TARGET: check_mess = false; // If this <= 0, pick PC normally // TODO: I think this is for compatibility with old scenarios? If so, remove it and just convert data on load. // (Actually, I think the only compatibility thing is that it's <= instead of ==) if(spec.ex2a <= 0) { if(spec.ex1a == 2) current_pc_picked_in_spec_enc = -1; else if(spec.ex1a == 1) { i = select_pc(0); if(i != 6) current_pc_picked_in_spec_enc = i; } else if(spec.ex1a == 0) { i = select_pc(1); if(i != 6) current_pc_picked_in_spec_enc = i; } else if(spec.ex1a == 3) { i = select_pc(2); if(i != 6) current_pc_picked_in_spec_enc = i; } else if(spec.ex1a == 4) { i = select_pc(3); if(i != 6) current_pc_picked_in_spec_enc = i; } if(i == 6)// && (spec.ex1b >= 0)) *next_spec = spec.ex1b; } else if(spec.ex2a > 10 || spec.ex2a <= 16) { // Select a specific PC short pc = spec.ex2a - 11; // Honour the request for alive PCs only. bool can_pick = true; if(univ.party[pc].main_status == eMainStatus::ABSENT) can_pick = false; else if(spec.ex1a % 4 == 0 && univ.party[pc].main_status != eMainStatus::ALIVE) can_pick = false; else if(spec.ex1a == 3 && univ.party[pc].main_status == eMainStatus::ALIVE) can_pick = false; else if(spec.ex1a == 4 && univ.party[pc].has_space() == 24) can_pick = false; if(can_pick) current_pc_picked_in_spec_enc = pc; else *next_spec = spec.ex1b; } else if(spec.ex2a >= 100) { short monst = spec.ex2a - 100; // Honour the request for alive only bool can_pick = true; if(spec.ex1a == 0 && univ.town.monst[monst].active == 0) can_pick = false; else if(spec.ex1a == 3 && univ.town.monst[monst].active > 0) can_pick = false; if(can_pick) current_pc_picked_in_spec_enc = spec.ex2a; else *next_spec = spec.ex1b; } else if(spec.ex2a == 1) { // Pick random PC (from *i) if(spec.ex1a == 0) { bool can_pick = false; int tries = 0; while(!can_pick && tries < 100) { i = get_ran(1,0,5); can_pick = true; if(univ.party[i].main_status == eMainStatus::ABSENT) can_pick = false; else if(spec.ex1a % 4 == 0 && univ.party[i].main_status != eMainStatus::ALIVE) can_pick = false; else if(spec.ex1a == 3 && univ.party[i].main_status == eMainStatus::ALIVE) can_pick = false; else if(spec.ex1a == 4 && univ.party[i].has_space() == 24) can_pick = false; tries++; } if(can_pick) current_pc_picked_in_spec_enc = i; else *next_spec = spec.ex1b; } else { i = get_ran(1,0,5); current_pc_picked_in_spec_enc = i; } } break; case eSpecType::DAMAGE: { r1 = get_ran(spec.ex1a,1,spec.ex1b) + spec.ex2a; eDamageType dam_type = (eDamageType) spec.ex2b; int snd_type = spec.ex2c < 0 ? 0 : -spec.ex2c; if(pc < 0) hit_party(r1, dam_type, snd_type); else if(pc >= 100) damage_monst(pc - 100, 7, r1, 0, dam_type, snd_type); else damage_pc(pc,r1,dam_type,eRace::UNKNOWN, snd_type); break; } case eSpecType::AFFECT_HP: if(pc < 100) { for(i = 0; i < 6; i++) if((pc < 0) || (pc == i)) univ.party[i].cur_health = minmax(0,univ.party[i].max_health, univ.party[i].cur_health + spec.ex1a * (spec.ex1b ? -1: 1)); } else { cCreature& who = univ.town.monst[pc - 100]; who.health = minmax(0, who.m_health, who.health + spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); if(spec.ex1b == 0) monst_spell_note(who.number,41); else monst_spell_note(who.number,42); } break; case eSpecType::AFFECT_SP: if(pc < 100) { for(i = 0; i < 6; i++) if((pc < 0) || (pc == i)) univ.party[i].cur_sp = minmax(0, univ.party[i].max_sp, univ.party[i].cur_sp + spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); } else { cCreature& who = univ.town.monst[pc - 100]; who.mp = minmax(0, who.max_mp, who.mp + spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); if(spec.ex1b == 0) monst_spell_note(who.number,43); else monst_spell_note(who.number,44); } break; case eSpecType::AFFECT_XP: if(pc >= 100) break; for(i = 0; i < 6; i++) if((pc < 0) || (pc == i)) { if(spec.ex1b == 0) award_xp(i,spec.ex1a); else drain_pc(i,spec.ex1a); } break; case eSpecType::AFFECT_SKILL_PTS: if(pc >= 100) break; for(i = 0; i < 6; i++) if((pc < 0) || (pc == i)) univ.party[i].skill_pts = minmax(0, 100, univ.party[i].skill_pts + spec.ex1a * ((spec.ex1b != 0) ? -1: 1)); break; case eSpecType::AFFECT_DEADNESS: if(pc < 100) { for(i = 0; i < 6; i++) if((pc < 0) || (pc == i)) { if(spec.ex1b == 0) { if(spec.ex1a == 3 && is_combat() && which_combat_type == 0 && univ.party[i].main_status == eMainStatus::FLED) univ.party[i].main_status = eMainStatus::ALIVE; else if(spec.ex1a == 4) univ.party[i].main_status -= eMainStatus::SPLIT; else if(spec.ex1a == 5) univ.party[i].main_status = eMainStatus::ALIVE; else if((univ.party[i].main_status > eMainStatus::ABSENT) && (univ.party[i].main_status < eMainStatus::SPLIT)) univ.party[i].main_status = eMainStatus::ALIVE; } else if(univ.party[i].main_status == eMainStatus::ABSENT); else switch(spec.ex1a){ // When passed to kill_pc, the SPLIT party status actually means "no saving throw". case 0: kill_pc(i,spec.ex1c > 0 ? eMainStatus::DEAD : eMainStatus::SPLIT_DEAD); break; case 1: kill_pc(i,spec.ex1c > 0 ? eMainStatus::DUST : eMainStatus::SPLIT_DUST); break; case 2: if(spec.ex1c > 0) petrify_pc(i,spec.ex1c); else kill_pc(i,eMainStatus::SPLIT_STONE); break; case 3: if(!is_combat() || which_combat_type != 0) break; if(univ.party[i].main_status == eMainStatus::ALIVE) univ.party[i].main_status = eMainStatus::FLED; break; case 4: if(i != univ.party.pc_present()) univ.party[i].main_status += eMainStatus::SPLIT; break; case 5: kill_pc(i,spec.ex1c > 0 ? eMainStatus::ABSENT : eMainStatus::SPLIT_ABSENT); break; } } *redraw = 1; } else { // Kill monster cCreature& who = univ.town.monst[pc - 100]; if(who.active > 0 && spec.ex1b > 0) { switch(spec.ex1a) { case 0: monst_spell_note(who.number,46); kill_monst(&who,7,eMainStatus::DEAD); break; case 1: monst_spell_note(who.number,51); kill_monst(&who,7,eMainStatus::DUST); break; case 2: if(spec.ex1c > 0) petrify_monst(&who, spec.ex1c); else { monst_spell_note(who.number,8); kill_monst(&who,7,eMainStatus::STONE); } break; case 5: who.active = 0; break; } } // Bring back to life else if(who.active == 0 && spec.ex1b == 0) { who.active = 1; monst_spell_note(who.number,45); } } break; case eSpecType::AFFECT_STATUS: if(pc < 100) { for(i = 0; i < 6; i++) if(pc < 0 || pc == i) { switch(eStatus(spec.ex2a)) { case eStatus::POISON: if(spec.ex1b == 0) cure_pc(i, spec.ex1a); else poison_pc(i, spec.ex1a); break; case eStatus::HASTE_SLOW: if(spec.ex1b == 0) slow_pc(i, -spec.ex1a); else slow_pc(i, spec.ex1a); break; case eStatus::INVULNERABLE: if(spec.ex1b == 0) univ.party[i].apply_status(eStatus::INVULNERABLE, spec.ex1a); else univ.party[i].apply_status(eStatus::INVULNERABLE, -spec.ex1a); break; case eStatus::MAGIC_RESISTANCE: if(spec.ex1b == 0) univ.party[i].apply_status(eStatus::MAGIC_RESISTANCE, spec.ex1a); else univ.party[i].apply_status(eStatus::MAGIC_RESISTANCE, -spec.ex1a); break; case eStatus::WEBS: if(spec.ex1b == 0) univ.party[i].apply_status(eStatus::WEBS, -spec.ex1a); else web_pc(i, spec.ex1a); break; case eStatus::DISEASE: if(spec.ex1b == 0) univ.party[i].apply_status(eStatus::DISEASE, -spec.ex1a); else disease_pc(i, spec.ex1a); break; case eStatus::INVISIBLE: if(spec.ex1b == 0) univ.party[i].apply_status(eStatus::INVISIBLE, spec.ex1a); else univ.party[i].apply_status(eStatus::INVISIBLE, -spec.ex1a); break; case eStatus::BLESS_CURSE: if(spec.ex1b == 0) curse_pc(i, -spec.ex1a); else curse_pc(i, spec.ex1a); break; case eStatus::DUMB: if(spec.ex1b == 0) univ.party[i].apply_status(eStatus::DUMB, -spec.ex1a); else dumbfound_pc(i, spec.ex1a); break; case eStatus::ASLEEP: if(spec.ex1b == 0) univ.party[i].apply_status(eStatus::ASLEEP, -spec.ex1a); else sleep_pc(i, spec.ex1a, eStatus::ASLEEP, 10); break; case eStatus::PARALYZED: if(spec.ex1b == 0) univ.party[i].apply_status(eStatus::PARALYZED, -spec.ex1a); else sleep_pc(i, spec.ex1a, eStatus::PARALYZED, 10); break; case eStatus::POISONED_WEAPON: if(spec.ex1b == 0) poison_weapon(i, spec.ex1a, true); else univ.party[i].apply_status(eStatus::POISONED_WEAPON, -spec.ex1a); break; case eStatus::MARTYRS_SHIELD: if(spec.ex1b == 0) univ.party[i].apply_status(eStatus::MARTYRS_SHIELD, spec.ex1a); else univ.party[i].apply_status(eStatus::MARTYRS_SHIELD, -spec.ex1a); break; case eStatus::ACID: if(spec.ex1b == 0) univ.party[i].apply_status(eStatus::ACID, -spec.ex1a); else acid_pc(i, spec.ex1a); break; // Invalid values case eStatus::MAIN: case eStatus::CHARM: case eStatus::FORCECAGE: break; } } } else { cCreature& who = univ.town.monst[pc - 100]; if(who.active > 0) { switch(eStatus(spec.ex2a)) { case eStatus::POISON: if(spec.ex1b == 0) poison_monst(&who, -spec.ex1a); else poison_monst(&who, spec.ex1a); break; case eStatus::HASTE_SLOW: if(spec.ex1b == 0) slow_monst(&who, -spec.ex1a); else slow_monst(&who, spec.ex1a); break; case eStatus::WEBS: if(spec.ex1b == 0) web_monst(&who, -spec.ex1a); else web_monst(&who, spec.ex1a); break; case eStatus::DISEASE: if(spec.ex1b == 0) disease_monst(&who, -spec.ex1a); else disease_monst(&who, spec.ex1a); break; case eStatus::BLESS_CURSE: if(spec.ex1b == 0) curse_monst(&who, -spec.ex1a); else curse_monst(&who, spec.ex1a); break; case eStatus::DUMB: if(spec.ex1b == 0) dumbfound_monst(&who, -spec.ex1a); else dumbfound_monst(&who, spec.ex1a); break; case eStatus::ASLEEP: if(spec.ex1b == 0) charm_monst(&who, 0, eStatus::ASLEEP, -spec.ex1a); else charm_monst(&who, 0, eStatus::ASLEEP, spec.ex1a); break; case eStatus::PARALYZED: if(spec.ex1b == 0) charm_monst(&who, 0, eStatus::PARALYZED, -spec.ex1a); else charm_monst(&who, 0, eStatus::PARALYZED, spec.ex1a); break; case eStatus::MARTYRS_SHIELD: if(spec.ex1b == 0) who.status[eStatus::MARTYRS_SHIELD] = min(10, who.status[eStatus::MARTYRS_SHIELD] + spec.ex1a); else who.status[eStatus::MARTYRS_SHIELD] = max(0, who.status[eStatus::MARTYRS_SHIELD] - spec.ex1a); break; case eStatus::ACID: if(spec.ex1b == 0) acid_monst(&who, -spec.ex1a); else acid_monst(&who, spec.ex1a); break; // Invalid values case eStatus::MAIN: case eStatus::FORCECAGE: case eStatus::POISONED_WEAPON: case eStatus::INVULNERABLE: case eStatus::MAGIC_RESISTANCE: case eStatus::INVISIBLE: case eStatus::CHARM: break; } } } break; case eSpecType::AFFECT_STAT: if(pc >= 100) break; if(spec.ex2a != minmax(0,20,spec.ex2a)) { giveError("Skill is out of range."); break; } for(i = 0; i < 6; i++) if((pc < 0 || pc == i) && get_ran(1,1,100) < spec.pic) { eSkill skill = eSkill(spec.ex2a); int adj = spec.ex1a * (spec.ex1b != 0 ? -1: 1); if(skill == eSkill::MAX_HP) univ.party[i].max_health = minmax(6, 250, univ.party[i].max_health + adj); else if(skill == eSkill::MAX_SP) univ.party[i].max_sp = minmax(0, 150, univ.party[i].max_sp + adj); else univ.party[i].skills[skill] = minmax(0, skill_max[skill], univ.party[i].skills[skill] + adj); } break; case eSpecType::AFFECT_MAGE_SPELL: if(pc >= 100) break; if(spec.ex1a != minmax(0,61,spec.ex1a)) { giveError("Mage spell is out of range (0 - 61). See docs."); break; } for(i = 0; i < 6; i++) if((pc < 0) || (pc == i)) univ.party[i].mage_spells[spec.ex1a] = spec.ex1b; break; case eSpecType::AFFECT_PRIEST_SPELL: if(pc >= 100) break; if(spec.ex1a != minmax(0,61,spec.ex1a)) { giveError("Priest spell is out of range (0 - 61). See docs."); break; } for(i = 0; i < 6; i++) if((pc < 0) || (pc == i)) univ.party[i].priest_spells[spec.ex1a] = spec.ex1b; break; case eSpecType::AFFECT_GOLD: if(spec.ex1b == 0) give_gold(spec.ex1a,true); else if(univ.party.gold < spec.ex1a) univ.party.gold = 0; else take_gold(spec.ex1a,false); break; case eSpecType::AFFECT_FOOD: if(spec.ex1b == 0) give_food(spec.ex1a,true); else if(univ.party.food < spec.ex1a) univ.party.food = 0; else take_food(spec.ex1a,false); break; case eSpecType::AFFECT_ALCHEMY: if(spec.ex1a != minmax(0,19,spec.ex1a)) { giveError("Alchemy is out of range."); break; } univ.party.alchemy[spec.ex1a] = true; break; case eSpecType::AFFECT_PARTY_STATUS: if(spec.ex2a < 0 || spec.ex2a > 3) break; if(spec.ex2a == 1 && univ.party.in_boat >= 0) add_string_to_buf(" Can't fly when on a boat. "); else if(spec.ex2a == 1 && univ.party.in_horse >= 0)//// add_string_to_buf(" Can't fly when on a horse. "); r1 = univ.party.status[ePartyStatus(spec.ex2a)]; r1 = minmax(0,250,r1 + spec.ex1a); univ.party.status[ePartyStatus::STEALTH] = r1; break; case eSpecType::AFFECT_TRAITS: if(pc >= 100) break; if(spec.ex1a < 0 || spec.ex1a > 15) { giveError("Trait is out of range (0 - 15)."); break; } for(i = 0; i < 6; i++) if(pc < 0 || pc == i) univ.party[i].traits[eTrait(spec.ex1a)] = !spec.ex1b; break; case eSpecType::AFFECT_AP: if(!is_combat()) break; if(pc < 100) { for(i = 0; i < 6; i++) if(pc < 0 || pc == i) { if(spec.ex1b) univ.party[i].ap += spec.ex1a; else univ.party[i].ap -= spec.ex1a; if(univ.party[i].ap < 0) univ.party[i].ap = 0; } } else { cCreature& who = univ.town.monst[pc - 100]; if(spec.ex1b) who.ap += spec.ex1a; else who.ap -= spec.ex1a; if(who.ap < 0) who.ap = 0; } break; case eSpecType::AFFECT_NAME: get_strs(str, str, 0, spec.m3, -1); if(pc < 100) { for(i = 0; i < 6; i++) if(pc < 0 || pc == i) univ.party[i].name = str; } else univ.town.monst[pc - 100].m_name = str; break; case eSpecType::CREATE_NEW_PC: if(spec.ex1c < 0 || spec.ex1c > 19) { giveError("Race out of range (0 - 19)."); break; } pc = univ.party.free_space(); if(pc == 6) { add_string_to_buf("No room for new PC."); *next_spec = spec.pictype; check_mess = false; break; } current_pc_picked_in_spec_enc = pc; get_strs(str, str, 0, spec.m3, -1); univ.party.new_pc(pc); univ.party[pc].name = str; univ.party[pc].which_graphic = spec.pic; univ.party[pc].cur_health = univ.party[pc].max_health = spec.ex1a; univ.party[pc].cur_sp = univ.party[pc].max_sp = spec.ex1b; univ.party[pc].race = eRace(spec.ex1c); univ.party[pc].skills[eSkill::STRENGTH] = spec.ex2a; univ.party[pc].skills[eSkill::DEXTERITY] = spec.ex2b; univ.party[pc].skills[eSkill::INTELLIGENCE] = spec.ex2c; break; } if(check_mess) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } static bool isValidField(int fld, bool allowSpecial) { if(fld <= SPECIAL_EXPLORED) return false; if(fld == SPECIAL_SPOT) return false; if(fld >= WALL_FORCE && fld <= BARRIER_CAGE) return true; if(!allowSpecial) return false; if(fld == FIELD_DISPEL || fld == FIELD_SMASH) return true; return false; } // TODO: What was next_spec_type for? Is it still needed? void ifthen_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type, short *next_spec,short* /*next_spec_type*/,short *a,short *b,short *redraw) { bool check_mess = false; std::string str1, str2, str3; short i,j,k; cSpecial spec; location l; spec = cur_node; *next_spec = cur_node.jumpto; switch(cur_node.type) { case eSpecType::IF_SDF: if(sd_legit(spec.sd1,spec.sd2)) { if((spec.ex1a >= 0) && (PSD[spec.sd1][spec.sd2] >= spec.ex1a)) *next_spec = spec.ex1b; else if((spec.ex2a >= 0) && (PSD[spec.sd1][spec.sd2] < spec.ex2a)) *next_spec = spec.ex2b; } break; case eSpecType::IF_TOWN_NUM: if(((is_town()) || (is_combat())) && (univ.town.num == spec.ex1a)) *next_spec = spec.ex1b; break; case eSpecType::IF_RANDOM: if(get_ran(1,1,100) < spec.ex1a) *next_spec = spec.ex1b; break; case eSpecType::IF_HAVE_SPECIAL_ITEM: if(spec.ex1a != minmax(0,49,spec.ex1a)) { giveError("Special item is out of range."); } else if(univ.party.spec_items[spec.ex1a] > 0) *next_spec = spec.ex1b; break; case eSpecType::IF_SDF_COMPARE: if((sd_legit(spec.sd1,spec.sd2)) && (sd_legit(spec.ex1a,spec.ex1b))) { if(PSD[spec.ex1a][spec.ex1b] < PSD[spec.sd1][spec.sd2]) *next_spec = spec.ex2b; } else giveError("A Stuff Done flag is out of range."); break; case eSpecType::IF_TER_TYPE: l.x = spec.ex1a; l.y = spec.ex1b; l = local_to_global(l); if((is_town() || is_combat()) && univ.town->terrain(spec.ex1a,spec.ex1b) == spec.ex2a) *next_spec = spec.ex2b; else if(is_out() && univ.out[l.x][l.y] == spec.ex2a) *next_spec = spec.ex2b; break; case eSpecType::IF_HAS_GOLD: if(univ.party.gold >= spec.ex1a) { if(spec.ex2a) take_gold(spec.ex1a,true); *next_spec = spec.ex1b; } break; case eSpecType::IF_HAS_FOOD: if(univ.party.food >= spec.ex1a) { if(spec.ex2a) take_food(spec.ex1a,true); *next_spec = spec.ex1b; } break; case eSpecType::IF_ITEM_CLASS_ON_SPACE: if(is_out()) break; l.x = spec.ex1a; l.y = spec.ex1b; for(i = 0; i < NUM_TOWN_ITEMS; i++) if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].special_class == (unsigned)spec.ex2a && l == univ.town.items[i].item_loc) { *next_spec = spec.ex2b; if(spec.ex2c) { *redraw = 1; univ.town.items[i].variety = eItemType::NO_ITEM; } } break; case eSpecType::IF_HAVE_ITEM_CLASS: if(univ.party.check_class(spec.ex1a,spec.ex2a)) *next_spec = spec.ex1b; break; case eSpecType::IF_EQUIP_ITEM_CLASS: for(i = 0; i < 6; i++) if(univ.party[i].main_status == eMainStatus::ALIVE) for(j = 0; j < 24; j++) if(univ.party[i].items[j].variety != eItemType::NO_ITEM && univ.party[i].items[j].special_class == (unsigned)spec.ex1a && univ.party[i].equip[j]) { *next_spec = spec.ex1b; if(spec.ex2c) { *redraw = 1; univ.party[i].take_item(j); if(i == stat_window) put_item_screen(stat_window,1); } } break; case eSpecType::IF_DAY_REACHED: if(calc_day() >= spec.ex1a) *next_spec = spec.ex1b; break; case eSpecType::IF_FIELDS: if(!isValidField(spec.m1, false)) { giveError("Scenario tried to check for invalid field type (1...24)"); break; } i = 0; for(j = spec.ex1b; j < std::min(spec.ex2b, univ.town->max_dim()); j++) for(k = spec.ex1a; k < std::min(spec.ex2a, univ.town->max_dim()); k++) { switch(eFieldType(spec.m1)) { // These values are not allowed case SPECIAL_EXPLORED: case SPECIAL_SPOT: case FIELD_DISPEL: case FIELD_SMASH: break; // Walls case WALL_FIRE: i += univ.town.is_fire_wall(i,j); break; case WALL_FORCE: i += univ.town.is_force_wall(i,j); break; case WALL_ICE: i += univ.town.is_ice_wall(i,j); break; case WALL_BLADES: i += univ.town.is_blade_wall(i,j); break; // Clouds case CLOUD_STINK: i += univ.town.is_scloud(i,j); break; case CLOUD_SLEEP: i += univ.town.is_sleep_cloud(i,j); break; // Advanced case FIELD_QUICKFIRE: i += univ.town.is_quickfire(i,j); break; case FIELD_ANTIMAGIC: i += univ.town.is_antimagic(i,j); break; case BARRIER_FIRE: i += univ.town.is_fire_barr(i,j); break; case BARRIER_FORCE: i += univ.town.is_force_barr(i,j); break; case BARRIER_CAGE: i += univ.town.is_force_cage(i,j); break; // Objects case FIELD_WEB: i += univ.town.is_web(i,j); break; case OBJECT_BARREL: i += univ.town.is_barrel(i,j); break; case OBJECT_CRATE: i += univ.town.is_crate(i,j); break; case OBJECT_BLOCK: i += univ.town.is_block(i,j); break; // Sfx case SFX_SMALL_BLOOD: i += univ.town.is_sm_blood(i,j); break; case SFX_MEDIUM_BLOOD: i += univ.town.is_med_blood(i,j); break; case SFX_LARGE_BLOOD: i += univ.town.is_lg_blood(i,j); break; case SFX_SMALL_SLIME: i += univ.town.is_sm_slime(i,j); break; case SFX_LARGE_SLIME: i += univ.town.is_lg_slime(i,j); break; case SFX_ASH: i += univ.town.is_ash(i,j); break; case SFX_BONES: i += univ.town.is_bones(i,j); break; case SFX_RUBBLE: i += univ.town.is_rubble(i,j); break; } } if(i >= spec.sd1 && i <= spec.sd2) *next_spec = spec.m2; break; case eSpecType::IF_PARTY_SIZE: if(spec.ex2a < 1) { if(party_size(spec.ex2b) == spec.ex1a) *next_spec = spec.ex1b; } else { if(party_size(spec.ex2b) >= spec.ex1a) *next_spec = spec.ex1b; } break; case eSpecType::IF_EVENT_OCCURRED: if(day_reached(spec.ex1a,spec.ex1b)) *next_spec = spec.ex2b; break; case eSpecType::IF_SPECIES: if(spec.ex1a < 0 || spec.ex1a > 2) { giveError("Species out of range (0-human, 1-nephilim, 2-slith)"); break; // TODO: Should we allow monster races too? } i = 0; j = min(spec.ex2a,party_size(true)); if(j < 1) j = 1; i = race_present(eRace(spec.ex1a)); if(spec.ex2b == -2 && i <= j) *next_spec = spec.ex1b; if(spec.ex2b == -1 && i < j) *next_spec = spec.ex1b; if(spec.ex2b == 0 && i == j) *next_spec = spec.ex1b; if(spec.ex2b == 1 && i > j) *next_spec = spec.ex1b; if(spec.ex2b == 2 && i >= j) *next_spec = spec.ex1b; break; case eSpecType::IF_TRAIT: if(spec.ex1a < 0 || spec.ex1a > 15) { giveError("Invalid trait (0...15)"); break; } j = min(spec.ex2a,party_size(true)); if(j < 1) j = 1; i = trait_present((eTrait)spec.ex1a); if(spec.ex2b == -2 && i <= j) *next_spec = spec.ex1b; if(spec.ex2b == -1 && i < j) *next_spec = spec.ex1b; if(spec.ex2b == 0 && i == j) *next_spec = spec.ex1b; if(spec.ex2b == 1 && i > j) *next_spec = spec.ex1b; if(spec.ex2b == 2 && i >= j) *next_spec = spec.ex1b; break; case eSpecType::IF_STATISTIC: if((spec.ex2a < 0 || spec.ex2a > 20) && (spec.ex2a < 100 || spec.ex2a > 104)) { giveError("Attempted to check an invalid statistic (0...20 or 100...104)."); break; } if(spec.ex2b < -1 || spec.ex2b > 3) { giveError("Invalid statistic-checking mode (-1...3); will fall back to cumulative check."); spec.ex2b = 0; } if(spec.ex2b == -1) { // Check specific PC's stat (uses the active PC from Select PC node) short pc = 6; if(univ.party.is_split()) pc = univ.party.pc_present(); if(pc == 6 && univ.party.pc_present(current_pc_picked_in_spec_enc)) pc = current_pc_picked_in_spec_enc; if(pc != 6) { if(check_party_stat(eSkill(spec.ex2a), 10 + pc) >= spec.ex1a) *next_spec = spec.ex1b; break; } } if(check_party_stat(eSkill(spec.ex2a), spec.ex2b) >= spec.ex1a) *next_spec = spec.ex1b; break; case eSpecType::IF_TEXT_RESPONSE: check_mess = false; get_strs(str1,str1,0,spec.m1,-1); str3 = get_text_response(str1); j = 1; k = 1; spec.pic = minmax(0,50,spec.pic); get_strs(str1,str2,0,spec.ex1a,spec.ex2a); for(i = 0; i < spec.pic;i++) { if((spec.ex1a < 0) || (str3[i] != str1[i])) j = 0; if((spec.ex2a < 0) || (str3[i] != str2[i])) k = 0; } if(j == 1) *next_spec = spec.ex1b; else if(k == 1) *next_spec = spec.ex2b; break; /* This is a little complicated. m1 - points to a prompt string m2,m3 - If nonequal, specifies a range of allowed responses. pic - Comparison mode: 0 - in range, 1 - not in range, 2 - simple compare pictype - Special to jump to if both tests pass ex1a, ex1b, ex1c - Test 1 values (see below) ex2a, ex2b, ex2c - Test 2 values (see below) Test values: If pic = 0 or 1: ex#a - Lower bound ex#b - Upper bound Enabled if ex#a < ex#b. If ex#a >= ex#b, this test is ignored. If pic = 2: ex#a - Value to compare to. ex#b - Set to 0 to enable. If -1, this test is ignored. ex#c - Special to jump to if test # succeeds but the other test fails. jumpto - Special to jump to if both tests fail. */ case eSpecType::IF_NUM_RESPONSE: check_mess = false; if(spec.m2 > spec.m3) std::swap(spec.m2,spec.m3); get_strs(str1,str1,0,spec.m1,-1); i = get_num_response(spec.m2,spec.m3,str1); setsd(spec.sd1, spec.sd2, abs(i)); j = 0; spec.pic = minmax(0,2,spec.pic); switch(spec.pic) { // Comparison mode case 0: // Is in range? if(spec.ex1a < spec.ex1b && i == minmax(spec.ex1a,spec.ex1b,i)) j += 1; if(spec.ex2a < spec.ex2b && i == minmax(spec.ex2a,spec.ex2b,i)) j += 2; break; case 1: // Not in range? if(spec.ex1a < spec.ex1b && i != minmax(spec.ex1a,spec.ex1b,i)) j += 1; if(spec.ex2a < spec.ex2b && i != minmax(spec.ex2a,spec.ex2b,i)) j += 2; break; case 2: // Simple comparison? switch(spec.ex1b) { case -2: if(i <= spec.ex1a) j += 1; break; case -1: if(i < spec.ex1a) j += 1; break; case 0: if(i == spec.ex1a) j += 1; break; case 1: if(i > spec.ex1a) j += 1; break; case 2: if(i >= spec.ex1a) j += 1; break; } switch(spec.ex2b) { case -2: if(i <= spec.ex2a) j += 1; break; case -1: if(i < spec.ex2a) j += 1; break; case 0: if(i == spec.ex2a) j += 1; break; case 1: if(i > spec.ex2a) j += 1; break; case 2: if(i >= spec.ex2a) j += 1; break; } break; } if(j == 1) *next_spec = spec.ex1c; if(j == 2) *next_spec = spec.ex2c; if(j == 3) *next_spec = spec.pictype; break; case eSpecType::IF_SDF_EQ: if(sd_legit(spec.sd1,spec.sd2)) { if(PSD[spec.sd1][spec.sd2] == spec.ex1a) *next_spec = spec.ex1b; } break; case eSpecType::IF_ALIVE: i = 0; if(current_pc_picked_in_spec_enc < 100) { int pc = current_pc_picked_in_spec_enc; eMainStatus stat; switch(spec.ex1a) { case -1: stat = eMainStatus::ALIVE; break; case 0: stat = eMainStatus::DEAD; break; case 1: stat = eMainStatus::DUST; break; case 2: stat = eMainStatus::STONE; break; case 3: stat = eMainStatus::FLED; break; case 4: stat = eMainStatus::SPLIT; break; case 5: stat = eMainStatus::ABSENT; break; } if(stat == eMainStatus::SPLIT) i = univ.party.is_split(); else for(j = 0; j < 6; j++) if(pc < 0 || pc == j) i += univ.party[j].main_status == stat; } else i = univ.town.monst[current_pc_picked_in_spec_enc - 100].active; if(i > 0) *next_spec = spec.ex1b; break; case eSpecType::IF_MAGE_SPELL: i = 0; if(current_pc_picked_in_spec_enc < 100) { int pc = current_pc_picked_in_spec_enc; if(spec.ex1a < 0 || spec.ex1a >= 62) break; for(j = 0; j < 6; j++) if(pc < 0 || pc == j) i += univ.party[j].mage_spells[spec.ex1a]; } else { // TODO: Implement for monsters // Currently they have a fixed spell list depending solely on caster level } if(i > 0) *next_spec = spec.ex1b; break; case eSpecType::IF_PRIEST_SPELL: i = 0; if(current_pc_picked_in_spec_enc < 100) { int pc = current_pc_picked_in_spec_enc; if(spec.ex1a < 0 || spec.ex1a >= 62) break; for(j = 0; j < 6; j++) if(pc < 0 || pc == j) i += univ.party[j].priest_spells[spec.ex1a]; } else { // TODO: Implement for monsters // Currently they have a fixed spell list depending solely on caster level } if(i > 0) *next_spec = spec.ex1b; break; case eSpecType::IF_RECIPE: if(i < 0 || i >= 20) { giveError("Alchemy recipe out of range (0 - 19)."); break; } if(univ.party.alchemy[spec.ex1a]) *next_spec = spec.ex1b; break; case eSpecType::IF_STATUS: if(spec.ex1a < 0 || spec.ex1a > 14) { giveError("Invalid status effect (0...14)"); break; } if(current_pc_picked_in_spec_enc < 0) { k = spec.ex2b == 2 ? std::numeric_limits::max() : 0; j = 0; for(i = 0; i < 6; i++, j++) if(univ.party[i].main_status == eMainStatus::ALIVE) { eStatus stat = eStatus(spec.ex1a); if(spec.ex2b < 2) k += univ.party[i].status[stat]; else if(spec.ex2b == 3) k = max(univ.party[i].status[stat], k); else if(spec.ex2b == 2) k = min(univ.party[i].status[stat], k); } if(spec.ex2b == 1 && j > 0) k /= j; } else if(current_pc_picked_in_spec_enc < 100) { cPlayer& pc = univ.party[current_pc_picked_in_spec_enc]; if(pc.main_status == eMainStatus::ALIVE) k = pc.status[eStatus(spec.ex1a)]; else k = 0; } else { cCreature& monst = univ.town.monst[current_pc_picked_in_spec_enc - 100]; if(monst.active > 0) k = monst.status[eStatus(spec.ex1a)]; else k = 0; } j = spec.ex2a; if(spec.ex2c == -2 && k <= j) *next_spec = spec.ex1b; if(spec.ex2c == -1 && k < j) *next_spec = spec.ex1b; if(spec.ex2c == 0 && k == j) *next_spec = spec.ex1b; if(spec.ex2c == 1 && k > j) *next_spec = spec.ex1b; if(spec.ex2c == 2 && k >= j) *next_spec = spec.ex1b; break; case eSpecType::IF_CONTEXT: // TODO: Test this. In particular, test that the legacy behaviour is correct. j = -1; switch(spec.ex1a) { case 0: // Out move if(is_out()) { j = bool(spec.ex1b); // Should block move? 1 = yes, 0 = no *next_spec = spec.ex1c; if(j && which_mode == eSpecCtx::OUT_MOVE) ASB("Can't go here while outdoors."); } break; case 1: // Town move if(is_town()) { j = bool(spec.ex1b); // Should block move? 1 = yes, 0 = no *next_spec = spec.ex1c; if(j && which_mode == eSpecCtx::TOWN_MOVE) ASB("Can't go here while in town mode."); } break; case 2: // Combat move if(is_combat()) { j = bool(spec.ex1b); // Should block move? 1 = yes, 0 = no *next_spec = spec.ex1c; if(j && which_mode == eSpecCtx::COMBAT_MOVE) ASB("Can't go here during combat."); } break; case 3: // Out look if(is_out()) { if(which_mode == eSpecCtx::OUT_LOOK) *next_spec = spec.ex1c; } break; case 4: // Town look if(is_town()) { if(which_mode == eSpecCtx::TOWN_LOOK) *next_spec = spec.ex1c; } break; case 5: // Enter town if(which_mode == eSpecCtx::ENTER_TOWN) *next_spec = spec.ex1c; break; case 6: // Leave town if(which_mode == eSpecCtx::LEAVE_TOWN) *next_spec = spec.ex1c; break; case 7: // Talking if(which_mode == eSpecCtx::TALK) *next_spec = spec.ex1c; break; case 8: // Use special item if(which_mode == eSpecCtx::USE_SPEC_ITEM) *next_spec = spec.ex1c; break; case 9: // Town timer if(which_mode == eSpecCtx::TOWN_TIMER) *next_spec = -1; break; case 10: // Scenario timer if(which_mode == eSpecCtx::SCEN_TIMER) *next_spec = spec.ex1c; else j = 0; break; case 11: // Party timer if(which_mode == eSpecCtx::PARTY_TIMER) *next_spec = spec.ex1c; break; case 12: // Kill monster if(which_mode == eSpecCtx::KILL_MONST) *next_spec = spec.ex1c; break; case 13: // Start outdoor encounter if(which_mode == eSpecCtx::OUTDOOR_ENC) *next_spec = spec.ex1c; break; case 14: // Flee outdoor encounter if(which_mode == eSpecCtx::FLEE_ENCOUNTER) *next_spec = spec.ex1c; break; case 15: // Win outdoor encounter if(which_mode == eSpecCtx::WIN_ENCOUNTER) *next_spec = spec.ex1c; break; case 16: // Target spell if(which_mode == eSpecCtx::TARGET) { // TODO: I'm not quite sure if this covers every way of determining which spell was cast if(spec.ex1b == -1 || (is_town() && int(town_spell) == spec.ex1b) || (is_combat() && int(spell_being_cast) == spec.ex1b)) *next_spec = spec.ex1c; } break; case 17: // Use space if(which_mode == eSpecCtx::USE_SPACE) *next_spec = spec.ex1c; break; case 18: // See monster if(which_mode == eSpecCtx::SEE_MONST) *next_spec = spec.ex1c; break; case 19: // Monster using special ability if(which_mode == eSpecCtx::MONST_SPEC_ABIL) *next_spec = spec.ex1c; break; case 20: // Town goes hostile if(which_mode == eSpecCtx::TOWN_HOSTILE) *next_spec = spec.ex1c; break; case 21: // Item ability activated on attacking if(which_mode == eSpecCtx::ATTACKING_MELEE) *next_spec = spec.ex1c; break; case 22: // Item ability activated on attacking if(which_mode == eSpecCtx::ATTACKING_RANGE) *next_spec = spec.ex1c; break; case 23: // Item or monster ability activated on being hit if(which_mode == eSpecCtx::ATTACKED_MELEE) *next_spec = spec.ex1c; break; case 24: // Item or monster ability activated on being hit if(which_mode == eSpecCtx::ATTACKED_RANGE) *next_spec = spec.ex1c; break; // Past here are special values that don't have an equivalent in eSpecCtx. case 100: // Look (town or out) if(which_mode == eSpecCtx::OUT_LOOK || which_mode == eSpecCtx::TOWN_LOOK) *next_spec = spec.ex1c; break; case 101: // In boat if((spec.ex1b == -1 && univ.party.in_boat >= 0) || spec.ex1b == univ.party.in_boat) *next_spec = spec.ex1c; break; case 102: // On horse if((spec.ex1b == -1 && univ.party.in_horse >= 0) || spec.ex1b == univ.party.in_horse) *next_spec = spec.ex1c; break; } if(j >= 0) *a = j; break; } if(check_mess) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } void set_terrain(location l, ter_num_t terrain_type) { if(terrain_type >= univ.scenario.ter_types.size()) return; if(is_out()) { univ.out->terrain[l.x][l.y] = terrain_type; l = local_to_global(l); univ.out[l.x][l.y] = terrain_type; } else { ter_num_t former = univ.town->terrain(l.x,l.y); univ.town->terrain(l.x,l.y) = terrain_type; if(univ.scenario.ter_types[terrain_type].special == eTerSpec::CONVEYOR) belt_present = true; if(univ.scenario.ter_types[former].light_radius != univ.scenario.ter_types[terrain_type].light_radius) univ.town->set_up_lights(); } } // TODO: What was next_spec_type for? Is it still needed? void townmode_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type, short *next_spec,short* /*next_spec_type*/,short *a,short *b,short *redraw) { static const char*const stairDlogs[8] = { "basic-stair-up", "basic-stair-down", "basic-slope-up", "basic-slope-down", "slimy-stair-up", "slimy-stair-down", "dark-slope-up", "dark-slope-down" }; bool check_mess = true; std::array strs; short i,r1; std::array buttons = {-1,-1,-1}; cSpecial spec; location l; ter_num_t ter; cItem store_i; effect_pat_type pat; spec = cur_node; *next_spec = cur_node.jumpto; l.x = spec.ex1a; l.y = spec.ex1b; if(is_out()) return; switch(cur_node.type) { case eSpecType::MAKE_TOWN_HOSTILE: set_town_attitude(spec.ex1a,spec.ex1b,spec.ex2a); break; case eSpecType::TOWN_MOVE_PARTY: if(is_combat()) { ASB("Not while in combat."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; } else { // 1 no *a = 1; if(which_mode == eSpecCtx::TALK || spec.ex2a == 0) teleport_party(spec.ex1a,spec.ex1b,1); else teleport_party(spec.ex1a,spec.ex1b,0); } *redraw = 1; break; case eSpecType::TOWN_HIT_SPACE: if(which_mode == eSpecCtx::TALK) break; hit_space(l,spec.ex2a,(eDamageType) spec.ex2b,1,1); *redraw = 1; break; case eSpecType::TOWN_EXPLODE_SPACE: if(which_mode == eSpecCtx::TALK) break; radius_damage(l,spec.pic, spec.ex2a, (eDamageType) spec.ex2b); *redraw = 1; break; case eSpecType::TOWN_LOCK_SPACE: ter = coord_to_ter(spec.ex1a,spec.ex1b); if(univ.scenario.ter_types[ter].special == eTerSpec::LOCKABLE) set_terrain(l,univ.scenario.ter_types[ter].flag1.u); *redraw = 1; break; case eSpecType::TOWN_UNLOCK_SPACE: ter = coord_to_ter(spec.ex1a,spec.ex1b); if(univ.scenario.ter_types[ter].special == eTerSpec::UNLOCKABLE) set_terrain(l,univ.scenario.ter_types[ter].flag1.u); *redraw = 1; break; case eSpecType::TOWN_SFX_BURST: // TODO: Add a "random offset" mode if(which_mode == eSpecCtx::TALK) break; run_a_boom(l,spec.ex2a,0,0); break; case eSpecType::TOWN_CREATE_WANDERING: create_wand_monst(); *redraw = 1; break; case eSpecType::TOWN_PLACE_MONST: if(spec.ex2a > 0) forced_place_monster(spec.ex2a,l); else place_monster(spec.ex2a,l); *redraw = 1; break; case eSpecType::TOWN_DESTROY_MONST: for(i = 0; i < univ.town->max_monst(); i++) if(univ.town.monst[i].number == spec.ex1a) { univ.town.monst[i].active = 0; } *redraw = 1; break; case eSpecType::TOWN_NUKE_MONSTS: for(i = 0; i < univ.town->max_monst(); i++) if((univ.town.monst[i].active > 0) && (((spec.ex1a == 0) && (1 == 1)) || ((spec.ex1a == 1) && (univ.town.monst[i].attitude % 2 == 0)) || ((spec.ex1a == 2) && (univ.town.monst[i].attitude % 2 == 1)))){ univ.town.monst[i].active = 0; } *redraw = 1; break; case eSpecType::TOWN_GENERIC_LEVER: if(which_mode != eSpecCtx::OUT_MOVE && which_mode != eSpecCtx::TOWN_MOVE && which_mode != eSpecCtx::COMBAT_MOVE && which_mode != eSpecCtx::OUT_LOOK && which_mode != eSpecCtx::TOWN_LOOK) { ASB("Can't use lever now."); check_mess = false; *next_spec = -1; } else { if(handle_lever(store_special_loc) > 0) *next_spec = spec.ex1b; } break; case eSpecType::TOWN_GENERIC_PORTAL: if(is_combat()) { ASB("Not while in combat."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; } else if(which_mode != eSpecCtx::TOWN_MOVE && which_mode != eSpecCtx::TOWN_LOOK) { ASB("Can't teleport now."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; } else if(cChoiceDlog("basic-portal",{"yes","no"}).show() == "yes") { *a = 1; if(which_mode == eSpecCtx::TALK) teleport_party(spec.ex1a,spec.ex1b,1); else teleport_party(spec.ex1a,spec.ex1b,spec.ex2a); } break; case eSpecType::TOWN_GENERIC_BUTTON: if(cChoiceDlog("basic-button",{"yes","no"}).show() == "yes") *next_spec = spec.ex1b; break; case eSpecType::TOWN_GENERIC_STAIR: if(spec.ex2c != 1 && spec.ex2c != 2 && is_combat()) { ASB("Can't change level in combat."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; } else if(spec.ex2c != 2 && spec.ex2c != 3 && which_mode != eSpecCtx::TOWN_MOVE) { ASB("Can't change level now."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; } else { // TODO: This is missing some additions that the non-generic stair has *a = 1; if(spec.ex2b < 0) spec.ex2b = 0; if((spec.ex2b >= 8) || (cChoiceDlog(stairDlogs[spec.ex2b],{"climb","leave"}).show() == "climb")) change_level(spec.ex2a,l.x,l.y); } break; case eSpecType::TOWN_LEVER: check_mess = false; if(spec.m1 < 0) break; if(which_mode != eSpecCtx::OUT_MOVE && which_mode != eSpecCtx::TOWN_MOVE && which_mode != eSpecCtx::COMBAT_MOVE && which_mode != eSpecCtx::OUT_LOOK && which_mode != eSpecCtx::TOWN_LOOK) { ASB("Can't use lever now."); check_mess = false; *next_spec = -1; } else { for(i = 0; i < 3; i++) get_strs(strs[i * 2],strs[i * 2 + 1],cur_spec_type, spec.m1 + i * 2 ,spec.m1 + i * 2 + 1); buttons[0] = 9; buttons[1] = 35; i = custom_choice_dialog(strs, spec.pic, ePicType(spec.pictype), buttons); if(i == 1) {*next_spec = -1;} else { ter = coord_to_ter(store_special_loc.x,store_special_loc.y); set_terrain(store_special_loc,univ.scenario.ter_types[ter].trans_to_what); *next_spec = spec.ex1b; } } break; case eSpecType::TOWN_PORTAL: check_mess = false; if(spec.m1 < 0) break; if(is_combat()) { ASB("Not while in combat."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; } else if(which_mode != eSpecCtx::TOWN_MOVE && which_mode != eSpecCtx::TOWN_LOOK) { ASB("Can't teleport now."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; } else { for(i = 0; i < 3; i++) get_strs(strs[i * 2],strs[i * 2 + 1], cur_spec_type,spec.m1 + i * 2, spec.m1 + i * 2 + 1); buttons[0] = 9; buttons[1] = 8; i = custom_choice_dialog(strs, spec.pic, ePicType(spec.pictype), buttons); if(i == 1) { *next_spec = -1; if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; } else { *a = 1; if(which_mode == eSpecCtx::TALK) teleport_party(spec.ex1a,spec.ex1b,1); else teleport_party(spec.ex1a,spec.ex1b,spec.ex2a); } } break; case eSpecType::TOWN_STAIR: check_mess = false; if((spec.m1 < 0) && (spec.ex2b != 1)) break; if(spec.ex2c != 1 && spec.ex2c != 2 && is_combat()) { ASB("Can't change level in combat."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; } else if(spec.ex2c != 2 && spec.ex2c != 3 && which_mode != eSpecCtx::TOWN_MOVE) { ASB("Can't change level now."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; } else { if(spec.m1 >= 0) { for(i = 0; i < 3; i++) get_strs(strs[i * 2],strs[i * 2 + 1],cur_spec_type, spec.m1 + i * 2, spec.m1 + i * 2 + 1); buttons[0] = 20; buttons[1] = 24; } if(spec.ex2b == 1) i = 2; else i = custom_choice_dialog(strs, spec.pic, ePicType(spec.pictype), buttons); *a = 1; if(i == 1) { *next_spec = -1; if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; } else { bool was_in_combat = false; short was_active; if(overall_mode == MODE_TALKING) end_talk_mode(); else if(is_combat()) { was_in_combat = true; if(which_combat_type == 0) { // outdoor combat ASB("Can't change level in combat."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; break; } else { was_active = current_pc; univ.party.direction = end_town_combat(); } } *a = 1; change_level(spec.ex2a,l.x,l.y); if(was_in_combat) { start_town_combat(univ.party.direction); current_pc = was_active; } } } break; case eSpecType::TOWN_RELOCATE: position_party(spec.ex1a,spec.ex1b,spec.ex2a,spec.ex2b); break; case eSpecType::TOWN_PLACE_ITEM: store_i = get_stored_item(spec.ex2a); place_item(store_i,l,true,spec.ex2b); break; case eSpecType::TOWN_SPLIT_PARTY: if(which_mode == eSpecCtx::TALK) break; if(is_combat()) { ASB("Not while in combat."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; break; } if(univ.party.is_split()) { ASB("Party is already split."); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; break; } r1 = char_select_pc(0,"Which character goes?"); if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; if(r1 != 6) { current_pc = r1; *next_spec = -1; if(!univ.party.start_split(spec.ex1a,spec.ex1b,spec.ex2a,r1)) ASB("Party already split!"); update_explored(univ.town.p_loc); center = univ.town.p_loc; } else check_mess = false; break; case eSpecType::TOWN_REUNITE_PARTY: if(is_combat()) { ASB("Not while in combat."); break; } if(which_mode == eSpecCtx::OUT_MOVE || which_mode == eSpecCtx::TOWN_MOVE || which_mode == eSpecCtx::COMBAT_MOVE) *a = 1; *next_spec = -1; check_mess = false; if(univ.party.end_split(spec.ex1a)) ASB("Party already together!"); else ASB("You are reunited."); if(spec.ex2a); // This means reunite the party by bringing the others to the current location rather than the reverse. else if(univ.party.left_in == size_t(-1) || univ.town.num == univ.party.left_in) { univ.town.p_loc = univ.party.left_at; update_explored(univ.town.p_loc); center = univ.town.p_loc; } else change_level(univ.party.left_in, univ.party.left_at.x, univ.party.left_at.y); break; case eSpecType::TOWN_TIMER_START: univ.party.start_timer(spec.ex1a, spec.ex1b, 1); break; // OBoE: Change town lighting case eSpecType::TOWN_CHANGE_LIGHTING: // Change global town lighting if(spec.ex1a >= 0 && spec.ex1a <= 3) { univ.town->lighting_type = (eLighting) spec.ex1a; draw_terrain(); } // Change party light level if(spec.ex2a > 0) { if(spec.ex2b == 0) increase_light(spec.ex2a); else increase_light(-spec.ex2a); } break; case eSpecType::TOWN_SET_ATTITUDE: if((spec.ex1a < 0) || (spec.ex1a > 59)){ giveError("Tried to change the attitude of a nonexistent monster (should be 0...59)."); break; } if((spec.ex1b < 0) || (spec.ex1b > 3)){ giveError("Invalid attitude (0-Friendly Docile, 1-Hostile A, 2-Friendly Will Fight, 3-Hostile B)."); break; } univ.town.monst[spec.ex1a].attitude = spec.ex1b; break; case eSpecType::TOWN_RUN_MISSILE: if(which_mode == eSpecCtx::TALK) break; if((i = monst_there(loc(spec.ex2a, spec.ex2b))) < 90) { cCreature& who = univ.town.monst[i]; i = 14 * who.x_width - 1; r1 = 18 * who.y_width - 1; } else i = r1 = 0; run_a_missile(l, loc(spec.ex2a, spec.ex2b), spec.pic, spec.ex1c, spec.ex2c, i, r1, 100); break; case eSpecType::TOWN_BOOM_SPACE: // TODO: This should work, but does it need a bit of extra logic? if(which_mode == eSpecCtx::TALK) break; boom_space(l, 100, spec.ex2a, spec.ex2b, -spec.ex2c); break; case eSpecType::TOWN_MONST_ATTACK: // TODO: I'm not certain if this will work. if(which_mode == eSpecCtx::TALK) break; i = combat_posing_monster; if(l.y >= 0) { int monst = monst_there(l); if(monst < 90) combat_posing_monster = 100 + monst; else combat_posing_monster = pc_there(l); if(combat_posing_monster == 6) combat_posing_monster = -1; } else combat_posing_monster = spec.ex1a; if(combat_posing_monster < 0 || combat_posing_monster >= univ.town->max_monst()) { combat_posing_monster = i; break; } redraw_screen(REFRESH_TERRAIN); combat_posing_monster = i; break; case eSpecType::TOWN_SET_CENTER: if(l.x >= 0 && l.y >= 0) center = l; else center = is_combat() ? univ.party[current_pc].combat_pos : univ.town.p_loc; redraw_screen(REFRESH_TERRAIN); break; case eSpecType::TOWN_LIFT_FOG: fog_lifted = spec.ex1a; redraw_screen(REFRESH_TERRAIN); break; case eSpecType::TOWN_START_TARGETING: if(spec.ex1a < 0 || spec.ex1a > 7) { giveError("Invalid spell pattern (0 - 7)."); break; } if(spec.ex1c > 1 && !is_combat()) { add_string_to_buf(" Target: Only in combat"); break; } if(!is_combat()) start_town_targeting(eSpell::NONE, spec.jumpto, true, eSpellPat(spec.ex1a)); else if(spec.ex1c > 1) start_fancy_spell_targeting(eSpell::NONE, true, spec.ex1b, eSpellPat(spec.ex1a), spec.ex1c); else start_spell_targeting(eSpell::NONE, true, spec.ex1b, eSpellPat(spec.ex1a)); spell_caster = spec.jumpto; *next_spec = -1; break; case eSpecType::TOWN_SPELL_PAT_FIELD: if(spec.ex1c < -1 || spec.ex1c > 14) { giveError("Invalid spell pattern (-1 - 14)."); break; } if((spec.ex2a < 1 || spec.ex2a == 9 || spec.ex2a > 24) && spec.ex2a != 32 && spec.ex2a != 33) { giveError("Invalid field type (see docs)."); break; } switch(spec.ex1c) { case -1: pat = current_pat; break; case PAT_SINGLE: pat = single; break; case PAT_SQ: pat = square; break; case PAT_SMSQ: pat = small_square; break; case PAT_OPENSQ: pat = open_square; break; case PAT_PLUS: pat = t; break; case PAT_RAD2: pat = radius2; break; case PAT_RAD3: pat = radius3; break; default: pat = field[spec.ex1c - 7]; } place_spell_pattern(pat, l, eFieldType(spec.ex2a), 6); break; case eSpecType::TOWN_SPELL_PAT_BOOM: if(spec.ex1c < -1 || spec.ex1c > 14) { giveError("Invalid spell pattern (-1 - 14)."); break; } if(spec.ex2a < 0 || spec.ex2a > 7) { giveError("Invalid damage type (0 - 7)."); break; } switch(spec.ex1c) { case -1: pat = current_pat; break; case PAT_SINGLE: pat = single; break; case PAT_SQ: pat = square; break; case PAT_SMSQ: pat = small_square; break; case PAT_OPENSQ: pat = open_square; break; case PAT_PLUS: pat = t; break; case PAT_RAD2: pat = radius2; break; case PAT_RAD3: pat = radius3; break; default: pat = field[spec.ex1c - 7]; } if(spec.ex2c) start_missile_anim(); place_spell_pattern(pat, l, eDamageType(spec.ex2a), spec.ex2b, 6); if(spec.ex2c) { do_explosion_anim(0, 0); end_missile_anim(); } break; } if(check_mess) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } // TODO: What was next_spec_type for? Is it still needed? void rect_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type, short *next_spec,short* /*next_spec_type*/,short *a,short *b,short *redraw){ bool check_mess = true; short i,j,k; cSpecial spec; location l; ter_num_t ter; spec = cur_node; *next_spec = cur_node.jumpto; *redraw = 1; for(i = spec.ex1b;i <= spec.ex2b;i++) for(j = spec.ex1a; j <= spec.ex2a; j++) { l.x = i; l.y = j; // If pict non-zero, exclude rectangle interior if(spec.pic > 0 && i > spec.ex1b && i < spec.ex2b && j > spec.ex1a && j < spec.ex2a) continue; switch(cur_node.type) { case eSpecType::RECT_PLACE_FIELD: if(is_out()) return; if(!isValidField(spec.sd2, true)) { giveError("Scenario tried to place an invalid field type (1...24)"); goto END; // Break out of the switch AND both loops, but still handle messages } if(spec.sd2 == FIELD_DISPEL || get_ran(1,1,100) <= spec.sd1) switch(eFieldType(spec.sd2)) { // These values are not allowed. case SPECIAL_EXPLORED: case SPECIAL_SPOT: break; // Walls case WALL_FIRE: univ.town.set_fire_wall(i,j,true); break; case WALL_FORCE: univ.town.set_force_wall(i,j,true); break; case WALL_ICE: univ.town.set_ice_wall(i,j,true); break; case WALL_BLADES: univ.town.set_blade_wall(i,j,true); break; // Clouds case CLOUD_STINK: univ.town.set_scloud(i,j,true); break; case CLOUD_SLEEP: univ.town.set_sleep_cloud(i,j,true); break; // Advanced case FIELD_QUICKFIRE: univ.town.set_quickfire(i,j,true); break; case FIELD_ANTIMAGIC: univ.town.set_antimagic(i,j,true); break; case BARRIER_FIRE: univ.town.set_fire_barr(i,j,true); break; case BARRIER_FORCE: univ.town.set_force_barr(i,j,true); break; case BARRIER_CAGE: univ.town.set_force_cage(i,j,true); break; // Cleanse case FIELD_DISPEL: if(spec.sd1 == 0) dispel_fields(i,j,1); else dispel_fields(i,j,2); break; // Objects case FIELD_WEB: univ.town.set_web(i,j,true); break; case OBJECT_BARREL: univ.town.set_barrel(i,j,true); break; case OBJECT_CRATE: univ.town.set_crate(i,j,true); break; case OBJECT_BLOCK: univ.town.set_block(i,j,true); break; // Sfx case SFX_SMALL_BLOOD: univ.town.set_sm_blood(i,j,true); break; case SFX_MEDIUM_BLOOD: univ.town.set_med_blood(i,j,true); break; case SFX_LARGE_BLOOD: univ.town.set_lg_blood(i,j,true); break; case SFX_SMALL_SLIME: univ.town.set_sm_slime(i,j,true); break; case SFX_LARGE_SLIME: univ.town.set_lg_slime(i,j,true); break; case SFX_ASH: univ.town.set_ash(i,j,true); break; case SFX_BONES: univ.town.set_bones(i,j,true); break; case SFX_RUBBLE: univ.town.set_rubble(i,j,true); break; // Special value: Move Mountains! case FIELD_SMASH: crumble_wall(loc(i,j)); break; } break; case eSpecType::RECT_MOVE_ITEMS: if(is_out()) return; i = is_container(loc(spec.sd1,spec.sd2)); for(k = 0; k < NUM_TOWN_ITEMS; k++) if(univ.town.items[k].variety != eItemType::NO_ITEM && univ.town.items[k].item_loc == l) { univ.town.items[k].item_loc.x = spec.sd1; univ.town.items[k].item_loc.y = spec.sd2; if(i && spec.m3) univ.town.items[k].contained = true; } break; case eSpecType::RECT_DESTROY_ITEMS: if(is_out()) return; for(k = 0; k < NUM_TOWN_ITEMS; k++) if(univ.town.items[k].variety != eItemType::NO_ITEM && univ.town.items[k].item_loc == l) { univ.town.items[k].variety = eItemType::NO_ITEM; } break; case eSpecType::RECT_CHANGE_TER: if(get_ran(1,1,100) <= spec.sd2){ set_terrain(l,spec.sd1); *redraw = true; draw_map(true); } break; case eSpecType::RECT_SWAP_TER: if(coord_to_ter(i,j) == spec.sd1){ set_terrain(l,spec.sd2); *redraw = true; draw_map(true); } else if(coord_to_ter(i,j) == spec.sd2){ set_terrain(l,spec.sd1); *redraw = true; draw_map(true); } break; case eSpecType::RECT_TRANS_TER: ter = coord_to_ter(i,j); set_terrain(l,univ.scenario.ter_types[ter].trans_to_what); *redraw = true; draw_map(true); break; case eSpecType::RECT_LOCK: ter = coord_to_ter(i,j); if(univ.scenario.ter_types[ter].special == eTerSpec::LOCKABLE){ set_terrain(l,univ.scenario.ter_types[ter].flag1.u); *redraw = true; draw_map(true); } break; case eSpecType::RECT_UNLOCK: ter = coord_to_ter(i,j); if(univ.scenario.ter_types[ter].special == eTerSpec::UNLOCKABLE){ set_terrain(l,univ.scenario.ter_types[ter].flag1.u); *redraw = true; draw_map(true); break; } case eSpecType::RECT_SET_EXPLORED: if(spec.sd1) make_explored(l.x, l.y); else take_explored(l.x, l.y); break; } } END: if(check_mess) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } // TODO: What was next_spec_type for? Is it still needed? void outdoor_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type, short *next_spec,short* /*next_spec_type*/,short *a,short *b,short *redraw){ bool check_mess = false; std::string str1, str2; cSpecial spec; location l; spec = cur_node; *next_spec = cur_node.jumpto; if(!is_out()) return; switch(cur_node.type) { case eSpecType::OUT_MAKE_WANDER: create_wand_monst(); *redraw = 1; break; case eSpecType::OUT_PLACE_ENCOUNTER: if(spec.ex1a != minmax(0,3,spec.ex1a)) { giveError("Special outdoor enc. is out of range. Must be 0-3."); //set_sd = false; } else { l = global_to_local(univ.party.p_loc); place_outd_wand_monst(l, univ.out->special_enc[spec.ex1a],true); check_mess = true; } break; case eSpecType::OUT_MOVE_PARTY: check_mess = true; out_move_party(spec.ex1a,spec.ex1b); *redraw = 1; *a = 1; break; } if(check_mess) { handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b); } } void setsd(short a,short b,short val) { if(!sd_legit(a,b)) { giveError("The scenario attempted to change an out of range Stuff Done flag."); return; } PSD[a][b] = val; } void handle_message(eSpecCtx which_mode,short cur_type,short mess1,short mess2,short *a,short *b) { eEncNoteType note_type; switch(cur_type) { case 0: note_type = NOTE_SCEN; break; case 1: note_type = NOTE_OUT; break; case 2: note_type = NOTE_TOWN; break; } std::string str1, str2; short where1 = -1,where2 = -1; if((mess1 < 0) && (mess2 < 0)) return; if(which_mode == eSpecCtx::TALK) { *a = mess1; *b = mess2; return; } get_strs(str1, str2, cur_type, mess1, mess2); where1 = is_out() ? univ.party.outdoor_corner.x + univ.party.i_w_c.x : univ.town.num; where2 = is_out() ? univ.party.outdoor_corner.y + univ.party.i_w_c.y : univ.town.num; std::string placename = is_out() ? univ.out->out_name : univ.town->town_name; cStrDlog display_strings(str1.c_str(), str2.c_str(),"",univ.scenario.intro_pic,PIC_SCEN,0); display_strings.setSound(57); display_strings.setRecordHandler(cStringRecorder(note_type).string1(mess1).string2(mess2).from(where1,where2).at(placename)); display_strings.show(); } void get_strs(std::string& str1,std::string& str2,short cur_type,short which_str1,short which_str2) { short num_strs[3] = {260,108,135}; if(((which_str1 >= 0) && (which_str1 != minmax(0,num_strs[cur_type],which_str1))) || ((which_str2 >= 0) && (which_str2 != minmax(0,num_strs[cur_type],which_str2)))) { giveError("The scenario attempted to access a message out of range."); return; } switch(cur_type) { case 0: if(which_str1 >= 0) str1 = univ.scenario.spec_strs[which_str1]; if(which_str2 >= 0) str2 = univ.scenario.spec_strs[which_str2]; break; case 1: if(which_str1 >= 0) str1 = univ.out->spec_strs[which_str1]; if(which_str2 >= 0) str2 = univ.out->spec_strs[which_str2]; break; case 2: if(which_str1 >= 0) str1 = univ.town->spec_strs[which_str1]; if(which_str2 >= 0) str2 = univ.town->spec_strs[which_str2]; break; } } // This function sets/retrieves values to/from campaign flags void set_campaign_flag(short sdf_a, short sdf_b, short cpf_a, short cpf_b, short str, bool get_send) { // get_send = false: Send value in SDF to Campaign Flag // get_send = true: Retrieve value from Campaign Flag and put in SDF try { if(str >= 0) { std::string cp_id = univ.scenario.spec_strs[str]; if(get_send) univ.party.stuff_done[sdf_a][sdf_b] = univ.party.cpn_flag(cpf_a, cpf_b, cp_id); else univ.party.cpn_flag(cpf_a, cpf_b, cp_id) = univ.party.stuff_done[sdf_a][sdf_b]; } else { if(get_send) univ.party.stuff_done[sdf_a][sdf_b] = univ.party.cpn_flag(cpf_a, cpf_b); else univ.party.cpn_flag(cpf_a, cpf_b) = univ.party.stuff_done[sdf_a][sdf_b]; } } catch(std::range_error x) { giveError(x.what()); } }