#include #include //#include "item.h" #include "boe.global.h" #include "classes.h" #include "boe.graphics.h" #include "boe.text.h" #include "boe.items.h" #include "boe.party.h" #include "boe.fields.h" #include "boe.locutils.h" #include "boe.newgraph.h" #include "boe.itemdata.h" #include "boe.infodlg.h" #include "soundtool.h" #include "boe.monster.h" #include "boe.main.h" #include "graphtool.h" #include "mathutil.h" #include "dlogutil.h" #include "restypes.hpp" #include "message.h" #include #include #include "cursors.h" #include "winutil.h" extern short stat_window,which_combat_type,current_pc; extern eGameMode overall_mode; //extern party_record_type party; //extern current_town_type univ.town; //extern town_item_list univ.town.items; extern sf::RenderWindow mainPtr; extern bool boom_anim_active; extern RECT d_rects[80]; extern short d_rect_index[80]; //extern big_tr_type t_d; extern location pc_pos[6]; //extern CursHandle sword_curs; extern bool map_visible,diff_depth_ok; extern sf::RenderWindow mini_map; //extern short town_size[3]; extern short town_type; extern sf::Texture pc_gworld; extern cScenario scenario; extern cUniverse univ; //// bool equippable[26] = { false,true,true,false,true, true,true,false,false,false, true,false,true,true,true, true,true,true,true,true, false,false,true,true,true,true}; short num_hands_to_use[26] = {0,1,2,0,0, 0,0,0,0,0 ,0,0,1,0,0, 0,1,0,0,0, 0,0,0,0,0, 0}; short num_that_can_equip[26] = {0,2,1,0,1, 1,1,0,0,0, 1,0,1,1,1, 1,1,1,2,1, 0,0,1,1,1, 1}; // For following, if an item of type n is equipped, no other items of type n can be equipped, // if n > 0 short excluding_types[26] = {0,0,0,0,2, 1,1,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,2,1, 2}; short selected,item_max = 0; short first_item_shown,store_get_mode,current_getting_pc,store_pcnum,total_items_gettable; // these 5 used for get items dialog short item_array[130]; // NUM_TOWN_ITEMS + a bit void sort_pc_items(short pc_num) { cItemRec store_item; //// short item_priority[26] = {20,8,8,20,9, 9,3,2,1,0, 7,20,10,10,10, 10,10,10,5,6, 4,11,12,9,9, 9}; bool no_swaps = false,store_equip; short i; while (no_swaps == false) { no_swaps = true; for (i = 0; i < 23; i++) if (item_priority[univ.party[pc_num].items[i + 1].variety] < item_priority[univ.party[pc_num].items[i].variety]) { no_swaps = false; store_item = univ.party[pc_num].items[i + 1]; univ.party[pc_num].items[i + 1] = univ.party[pc_num].items[i]; univ.party[pc_num].items[i] = store_item; store_equip = univ.party[pc_num].equip[i + 1]; univ.party[pc_num].equip[i + 1] = univ.party[pc_num].equip[i]; univ.party[pc_num].equip[i] = store_equip; if (univ.party[pc_num].weap_poisoned == i + 1) univ.party[pc_num].weap_poisoned--; else if (univ.party[pc_num].weap_poisoned == i) univ.party[pc_num].weap_poisoned++; } } } bool give_to_party(cItemRec item, short print_result) { short i = 0; while (i < 6) { if (give_to_pc(i,item,print_result)) return true; i++; } return false; } //// bool give_to_pc(short pc_num,cItemRec item,short print_result) { short free_space; char announce_string[60]; if (item.variety == 0) return true; if (item.variety == 3) { univ.party.gold += item.item_level; ASB("You get some gold."); return true; } if (item.variety == 11) { univ.party.food += item.item_level; ASB("You get some food."); return true; } if (item.item_weight() > amount_pc_can_carry(pc_num) - pc_carry_weight(pc_num)) { if (print_result == true) { // TODO: Play an error sound here ASB("Item too heavy to carry."); } return false; } free_space = pc_has_space(pc_num); if ((free_space == 24) || (univ.party[pc_num].main_status != 1)) return false; else { item.property = false; item.contained = false; univ.party[pc_num].items[free_space] = item; if (print_result == 1) { if (stat_window == pc_num) put_item_screen(stat_window,0); } if(overall_mode != MODE_STARTUP) { if (!item.ident) sprintf((char *) announce_string," %s gets %s.",univ.party[pc_num].name.c_str(),item.name.c_str()); else sprintf((char *) announce_string," %s gets %s.",univ.party[pc_num].name.c_str(),item.full_name.c_str()); if (print_result == true) add_string_to_buf((char *)announce_string); } combine_things(pc_num); sort_pc_items(pc_num); return true; } return false; } bool forced_give(short item_num,eItemAbil abil) //// // if abil > 0, force abil, else ignore { short i,j; cItemRec item; char announce_string[60]; if ((item_num < 0) || (item_num > 399)) return true; item = get_stored_item(item_num); if (abil > ITEM_NO_ABILITY) item.ability = abil; for (i = 0; i < 6; i++) for (j = 0; j < 24; j++) if ((univ.party[i].main_status == 1) && (univ.party[i].items[j].variety == 0)) { univ.party[i].items[j] = item; if (!item.ident) sprintf((char *) announce_string," %s gets %s.",univ.party[i].name.c_str(),item.name.c_str()); else sprintf((char *) announce_string," %s gets %s.",univ.party[i].name.c_str(),item.full_name.c_str()); add_string_to_buf((char *)announce_string); combine_things(i); sort_pc_items(i); return true; } return false; } bool GTP(short item_num) { cItemRec item; item = get_stored_item(item_num); return give_to_party(item,true); } bool silent_GTP(short item_num) { cItemRec item; item = get_stored_item(item_num); return give_to_party(item,false); } void give_gold(short amount,bool print_result)//// { if (amount < 0) return; univ.party.gold = univ.party.gold + amount; if (print_result == true) put_pc_screen(); } bool take_gold(short amount,bool print_result) { if (univ.party.gold < amount) return false; univ.party.gold = univ.party.gold - amount; if (print_result == true) put_pc_screen(); return true; } // returnes equipped protection level of specified abil, or -1 if no such abil is equipped short get_prot_level(short pc_num,short abil) //// { short i = 0; for (i = 0; i < 24; i++) if ((univ.party[pc_num].items[i].variety != 0) && (univ.party[pc_num].items[i].ability == abil) && (univ.party[pc_num].equip[i] == true)) return univ.party[pc_num].items[i].ability_strength; return -1; } short pc_has_abil_equip(short pc_num,short abil) { short i = 0; while (((univ.party[pc_num].items[i].variety == 0) || (univ.party[pc_num].items[i].ability != abil) || (univ.party[pc_num].equip[i] == false)) && (i < 24)) i++; return i; } short pc_has_abil(short pc_num,short abil) { short i = 0; while (((univ.party[pc_num].items[i].variety == 0) || (univ.party[pc_num].items[i].ability != abil) ) && (i < 24)) i++; return i; } bool party_has_abil(short abil) { short i; for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) if (pc_has_abil(i,abil) < 24) return true; return false; } bool party_take_abil(short abil) { short i,item; for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) if ((item = pc_has_abil(i,abil)) < 24) { if (univ.party[i].items[item].charges > 1) univ.party[i].items[item].charges--; else take_item(i,item); return true; } return false; } // returns true is party has item of given item class // mode - 0 - take one of them, 1 - don't take bool party_check_class(short item_class,short mode) //// { short i,j; if (item_class == 0) return false; for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) for (j = 23; j >= 0; j--) if ((univ.party[i].items[j].variety > 0) && (univ.party[i].items[j].special_class == item_class)) { if (mode == 0) { if (univ.party[i].items[j].charges > 1) univ.party[i].items[j].charges--; else take_item(i,j); } return true; } return false; } short amount_pc_can_carry(short pc_num) { return 100 + (15 * min(univ.party[pc_num].skills[0],20)) + ((univ.party[pc_num].traits[8] == 0) ? 0 : 30) + ((univ.party[pc_num].traits[14] == 0) ? 0 : -50); } short pc_carry_weight(short pc_num) { short i,storage = 0; bool airy = false,heavy = false; for (i = 0; i < 24; i++) if (univ.party[pc_num].items[i].variety > 0) { storage += univ.party[pc_num].items[i].item_weight(); if (univ.party[pc_num].items[i].ability == 44) airy = true; if (univ.party[pc_num].items[i].ability == 45) heavy = true; } if (airy) storage -= 30; if (heavy) storage += 30; if (storage < 0) storage = 0; return storage; } void give_food(short amount,bool print_result)//// { if (amount < 0) return; univ.party.food = univ.party.food + amount; if (print_result == true) put_pc_screen(); } short take_food(short amount,bool print_result) { short diff; diff = amount - univ.party.food; if (diff > 0) { univ.party.food = 0; if (print_result == true) put_pc_screen(); return diff; } univ.party.food = univ.party.food - amount; if (print_result == true) put_pc_screen(); return 0; } short pc_has_space(short pc_num) { short i = 0; while (i < 24) { if (univ.party[pc_num].items[i].variety == 0) return i; i++; } return 24; } // returns 1 if OK, 2 if no room, 3 if not enough cash, 4 if too heavy, 5 if too many of item // Made specials cases for if item is gold or food short pc_ok_to_buy(short pc_num,short cost,cItemRec item) //// { short i; if ((item.variety != 3) && (item.variety != 11)) { for (i = 0; i < 24; i++) if ((univ.party[pc_num].items[i].variety > 0) && (univ.party[pc_num].items[i].type_flag == item.type_flag) && (univ.party[pc_num].items[i].charges > 123)) return 5; if (pc_has_space(pc_num) == 24) return 2; if (item.item_weight() > amount_pc_can_carry(pc_num) - pc_carry_weight(pc_num)) { return 4; } } if (take_gold(cost,false) == false) return 3; return 1; } void take_item(short pc_num,short which_item) //short pc_num,which_item; // if which_item > 30, don't update stat win, item is which_item - 30 { short i; bool do_print = true; if (which_item >= 30) { do_print = false; which_item -= 30; } if ((univ.party[pc_num].weap_poisoned == which_item) && (univ.party[pc_num].status[0] > 0)) { add_string_to_buf(" Poison lost. "); univ.party[pc_num].status[0] = 0; } if ((univ.party[pc_num].weap_poisoned > which_item) && (univ.party[pc_num].status[0] > 0)) univ.party[pc_num].weap_poisoned--; for (i = which_item; i < 23; i++) { univ.party[pc_num].items[i] = univ.party[pc_num].items[i + 1]; univ.party[pc_num].equip[i] = univ.party[pc_num].equip[i + 1]; } univ.party[pc_num].items[23] = cItemRec(); univ.party[pc_num].equip[23] = false; if ((stat_window == pc_num) && (do_print == true)) put_item_screen(stat_window,1); } void remove_charge(short pc_num,short which_item) { if (univ.party[pc_num].items[which_item].charges > 0) { univ.party[pc_num].items[which_item].charges--; if (univ.party[pc_num].items[which_item].charges == 0) { take_item(pc_num,which_item); } } if (stat_window == pc_num) put_item_screen(stat_window,1); } void enchant_weapon(short pc_num,short item_hit,short enchant_type,short new_val) { char store_name[60]; //// if (univ.party[pc_num].items[item_hit].magic || (univ.party[pc_num].items[item_hit].ability != 0)) return; univ.party[pc_num].items[item_hit].magic = true; univ.party[pc_num].items[item_hit].enchanted = true; switch (enchant_type) { case 0: sprintf((char *)store_name,"%s (+1)",univ.party[pc_num].items[item_hit].full_name.c_str()); univ.party[pc_num].items[item_hit].bonus++; univ.party[pc_num].items[item_hit].value = new_val; break; case 1: sprintf((char *)store_name,"%s (+2)",univ.party[pc_num].items[item_hit].full_name.c_str()); univ.party[pc_num].items[item_hit].bonus += 2; univ.party[pc_num].items[item_hit].value = new_val; break; case 2: sprintf((char *)store_name,"%s (+3)",univ.party[pc_num].items[item_hit].full_name.c_str()); univ.party[pc_num].items[item_hit].bonus += 3; univ.party[pc_num].items[item_hit].value = new_val; break; case 3: sprintf((char *)store_name,"%s (F)",univ.party[pc_num].items[item_hit].full_name.c_str()); univ.party[pc_num].items[item_hit].ability = ITEM_SPELL_FLAME; univ.party[pc_num].items[item_hit].ability_strength = 5; univ.party[pc_num].items[item_hit].charges = 8; break; case 4: sprintf((char *)store_name,"%s (F!)",univ.party[pc_num].items[item_hit].full_name.c_str()); univ.party[pc_num].items[item_hit].value = new_val; univ.party[pc_num].items[item_hit].ability = ITEM_FLAMING_WEAPON; univ.party[pc_num].items[item_hit].ability_strength = 5; break; case 5: sprintf((char *)store_name,"%s (+5)",univ.party[pc_num].items[item_hit].full_name.c_str()); univ.party[pc_num].items[item_hit].value = new_val; univ.party[pc_num].items[item_hit].bonus += 5; break; case 6: sprintf((char *)store_name,"%s (B)",univ.party[pc_num].items[item_hit].full_name.c_str()); univ.party[pc_num].items[item_hit].bonus++; univ.party[pc_num].items[item_hit].ability = ITEM_BLESS_CURSE; univ.party[pc_num].items[item_hit].ability_strength = 5; univ.party[pc_num].items[item_hit].magic_use_type = 0; univ.party[pc_num].items[item_hit].charges = 8; break; default: strcpy(store_name,univ.party[pc_num].items[item_hit].full_name.c_str()); break; } if (univ.party[pc_num].items[item_hit].value > 15000) univ.party[pc_num].items[item_hit].value = 15000; if (univ.party[pc_num].items[item_hit].value < 0) univ.party[pc_num].items[item_hit].value = 15000; univ.party[pc_num].items[item_hit].full_name = store_name; } void equip_item(short pc_num,short item_num) { short num_equipped_of_this_type = 0; short num_hands_occupied = 0; short i; short equip_item_type = 0; if ((overall_mode == MODE_COMBAT) && (univ.party[pc_num].items[item_num].variety == 11)) add_string_to_buf("Equip: Not in combat"); else { // unequip if (univ.party[pc_num].equip[item_num] == true) { if (univ.party[pc_num].equip[item_num] && univ.party[pc_num].items[item_num].cursed) add_string_to_buf("Equip: Item is cursed. "); else { univ.party[pc_num].equip[item_num] = false; add_string_to_buf("Equip: Unequipped"); if ((univ.party[pc_num].weap_poisoned == item_num) && (univ.party[pc_num].status[0] > 0)) { add_string_to_buf(" Poison lost. "); univ.party[pc_num].status[0] = 0; } } } else { // equip if (equippable[univ.party[pc_num].items[item_num].variety] == false) add_string_to_buf("Equip: Can't equip this item."); else { for (i = 0; i < 24; i++) if (univ.party[pc_num].equip[i] == true) { if (univ.party[pc_num].items[i].variety == univ.party[pc_num].items[item_num].variety) num_equipped_of_this_type++; num_hands_occupied = num_hands_occupied + num_hands_to_use[univ.party[pc_num].items[i].variety]; } equip_item_type = excluding_types[univ.party[pc_num].items[item_num].variety]; // Now if missile is already equipped, no more missiles if (equip_item_type > 0) { for (i = 0; i < 24; i++) if ((univ.party[pc_num].equip[i] == true) && (excluding_types[univ.party[pc_num].items[i].variety] == equip_item_type)) { add_string_to_buf("Equip: You have something of"); add_string_to_buf(" this type equipped."); return; } } if ((is_combat()) && (univ.party[pc_num].items[item_num].variety == 13)) add_string_to_buf("Equip: Not armor in combat"); else if ((2 - num_hands_occupied) < num_hands_to_use[univ.party[pc_num].items[item_num].variety]) add_string_to_buf("Equip: Not enough free hands"); else if (num_that_can_equip[univ.party[pc_num].items[item_num].variety] <= num_equipped_of_this_type) add_string_to_buf("Equip: Can't equip another"); else { univ.party[pc_num].equip[item_num] = true; add_string_to_buf("Equip: OK"); } } } } if (stat_window == pc_num) put_item_screen(stat_window,1); } void drop_item(short pc_num,short item_num,location where_drop) { std::string choice; short how_many = 0; cItemRec item_store; bool take_given_item = true; location loc; item_store = univ.party[pc_num].items[item_num]; if (univ.party[pc_num].equip[item_num] && univ.party[pc_num].items[item_num].cursed) add_string_to_buf("Drop: Item is cursed. "); else switch (overall_mode) { case MODE_OUTDOORS: choice = cChoiceDlog("drop-item-confirm.xml",{"okay","cancel"}).show(); if (choice == "cancel") return; add_string_to_buf("Drop: OK"); if ((item_store.type_flag > 0) && (item_store.charges > 1)) { how_many = get_num_of_items(item_store.charges); if (how_many == item_store.charges) take_item(pc_num,item_num); else univ.party[pc_num].items[item_num].charges -= how_many; } else take_item(pc_num,item_num); break; case MODE_DROP_TOWN: case MODE_DROP_COMBAT: loc = where_drop; if ((item_store.type_flag > 0) && (item_store.charges > 1)) { how_many = get_num_of_items(item_store.charges); if (how_many <= 0) return; if (how_many < item_store.charges) take_given_item = false; item_store.charges = how_many; } if (is_container(loc) == true) item_store.contained = true; if (!place_item(item_store,loc,false)) { add_string_to_buf("Drop: Too many items on ground"); item_store.contained = false; } else { if (item_store.contained) add_string_to_buf("Drop: Item put away"); else add_string_to_buf("Drop: OK"); univ.party[pc_num].items[item_num].charges -= how_many; if (take_given_item) take_item(pc_num,item_num); } break; default: //should never be reached break; } } bool place_item(cItemRec item,location where,bool forced) { short i; for (i = 0; i < NUM_TOWN_ITEMS; i++) if (univ.town.items[i].variety == 0) { univ.town.items[i] = item; univ.town.items[i].item_loc = where; reset_item_max(); return true; } if (forced == false) return false; destroy_an_item(); for (i = 0; i < NUM_TOWN_ITEMS; i++) if (univ.town.items[i].variety == 0) { univ.town.items[i] = item; univ.town.items[i].item_loc = where; reset_item_max(); return true; } return true; } void destroy_an_item() { short i; ASB("Too many items. Some item destroyed."); // for (i = 0; i < NUM_TOWN_ITEMS; i++) // if (univ.town.items[i].type_flag == 15) { // univ.town.items[i].variety = ITEM_TYPE_NO_ITEM; // return; // } for (i = 0; i < NUM_TOWN_ITEMS; i++) if (univ.town.items[i].value < 3) { univ.town.items[i].variety = ITEM_TYPE_NO_ITEM; return; } for (i = 0; i < NUM_TOWN_ITEMS; i++) if (univ.town.items[i].value < 30) { univ.town.items[i].variety = ITEM_TYPE_NO_ITEM; return; } for (i = 0; i < NUM_TOWN_ITEMS; i++) if (!univ.town.items[i].magic) { univ.town.items[i].variety = ITEM_TYPE_NO_ITEM; return; } i = get_ran(1,0,NUM_TOWN_ITEMS); univ.town.items[i].variety = ITEM_TYPE_NO_ITEM; } void give_thing(short pc_num, short item_num) { short who_to,how_many = 0; cItemRec item_store; bool take_given_item = true; if (univ.party[pc_num].equip[item_num] && univ.party[pc_num].items[item_num].cursed) add_string_to_buf("Give: Item is cursed. "); else { item_store = univ.party[pc_num].items[item_num]; who_to = char_select_pc(1,1,"Give item to who?"); if ((overall_mode == MODE_COMBAT) && (adjacent(pc_pos[pc_num],pc_pos[who_to]) == false)) { add_string_to_buf("Give: Must be adjacent."); who_to = 6; } if ((who_to < 6) && (who_to != pc_num) && ((overall_mode != MODE_COMBAT) || (adjacent(pc_pos[pc_num],pc_pos[who_to]) == true))) { if ((item_store.type_flag > 0) && (item_store.charges > 1)) { how_many = get_num_of_items(item_store.charges); if (how_many == 0) return; if (how_many < item_store.charges) take_given_item = false; univ.party[pc_num].items[item_num].charges -= how_many; item_store.charges = how_many; } if (give_to_pc(who_to,item_store,0) == true) { if (take_given_item) take_item(pc_num,item_num); } else { if (pc_has_space(who_to) == 24) ASB("Can't give: PC has max. # of items."); else ASB("Can't give: PC carrying too much."); if (how_many > 0) univ.party[pc_num].items[item_num].charges += how_many; } } } } void combine_things(short pc_num) { short i,j,test; for (i = 0; i < 24; i++) { if ((univ.party[pc_num].items[i].variety > 0) && (univ.party[pc_num].items[i].type_flag > 0) && (univ.party[pc_num].items[i].ident)) { for (j = i + 1; j < 24; j++) if ((univ.party[pc_num].items[j].variety > 0) && (univ.party[pc_num].items[j].type_flag == univ.party[pc_num].items[i].type_flag) && (univ.party[pc_num].items[j].ident)) { add_string_to_buf("(items combined)"); test = (short) (univ.party[pc_num].items[i].charges) + (short) (univ.party[pc_num].items[j].charges); if (test > 125) { univ.party[pc_num].items[i].charges = 125; ASB("(Can have at most 125 of any item."); } else univ.party[pc_num].items[i].charges += univ.party[pc_num].items[j].charges; if (univ.party[pc_num].equip[j] == true) { univ.party[pc_num].equip[i] = true; univ.party[pc_num].equip[j] = false; } take_item(pc_num,30 + j); } } if ((univ.party[pc_num].items[i].variety > 0) && (univ.party[pc_num].items[i].charges < 0)) univ.party[pc_num].items[i].charges = 1; } } // Procedure only ready for town and outdoor short dist_from_party(location where) { short store = 1000, i; if ((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING)) { for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) store = min(store,dist(pc_pos[i],where)); } else store = dist(univ.town.p_loc,where); return store; } // TODO: I have no idea what is going on here, other than that it seems to have something to do items being picked up in town void set_item_flag(cItemRec *item) { if ((item->is_special > 0) && (item->is_special < 65)) { item->is_special--; univ.party.item_taken[univ.town.num][item->is_special / 8] = univ.party.item_taken[univ.town.num][item->is_special / 8] | s_pow(2,item->is_special % 8); item->is_special = 0; } } short get_item(location place,short pc_num,bool check_container) //short pc_num; // if 6, any { short i,taken = 0; bool item_near = false; short mass_get = 1; for (i = 0; i < univ.town->max_monst(); i++) if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].attitude == 1) && (can_see(place,univ.town.monst[i].cur_loc,0) < 5)) mass_get = 0; for (i = 0; i < NUM_TOWN_ITEMS; i++) if (univ.town.items[i].variety != 0) if (((adjacent(place,univ.town.items[i].item_loc) == true) || ((mass_get == 1) && (check_container == false) && ((dist(place,univ.town.items[i].item_loc) <= 4) || ((is_combat()) && (which_combat_type == 0))) && (can_see(place,univ.town.items[i].item_loc,0) < 5))) && ((!univ.town.items[i].contained) || (check_container == true))) { taken = 1; if (univ.town.items[i].value < 2) univ.town.items[i].ident = true; item_near = true; } if (item_near == true) if (display_item(place,pc_num,mass_get,check_container) > 0) { // if true, there was a theft for (i = 0; i < univ.town->max_monst(); i++) if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].attitude % 2 != 1) && (can_see(place,univ.town.monst[i].cur_loc,0) < 5)) { make_town_hostile(); i = univ.town->max_monst(); add_string_to_buf("Your crime was seen!"); } } if (pc_num != 10) { if (taken == 0) add_string_to_buf("Get: nothing here"); else add_string_to_buf("Get: OK"); } reset_item_max(); return taken; } void make_town_hostile() { short i,num; bool fry_party = false; if (which_combat_type == 0) return; give_help(53,0); univ.town.monst.friendly = 1; //// for (i = 0; i < univ.town->max_monst(); i++) if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].summoned == 0)){ univ.town.monst[i].attitude = 1; num = univ.town.monst[i].number; univ.town.monst[i].mobility = 1; if (scenario.scen_monsters[num].spec_skill == 37) { univ.town.monst[i].active = 2; // If a town, give pwoer boost univ.town.monst[i].health *= 3; univ.town.monst[i].status[3] = 8; univ.town.monst[i].status[1] = 8; } } // In some towns, doin' this'll getcha' killed. //// wedge in special if (fry_party == true) { for (i = 0; i < 6; i++) if (univ.party[i].main_status > MAIN_STATUS_ABSENT) univ.party[i].main_status = MAIN_STATUS_ABSENT; stat_window = 6; boom_anim_active = false; } } static void put_item_graphics(cDialog& me) { short i,storage; cItemRec item; char message[256]; // First make sure all arrays for who can get stuff are in order. if ((current_getting_pc < 6) && ((univ.party[current_getting_pc].main_status != 1) || (pc_has_space(current_getting_pc) == 24))) { current_getting_pc = 6; } for (i = 0; i < 6; i++) { std::ostringstream sout; sout << "pc" << i + 1; std::string id = sout.str(); if ((univ.party[i].main_status == 1) && (pc_has_space(i) < 24) && ((!is_combat()) || (current_pc == i))) { if (current_getting_pc == 6) current_getting_pc = i; me[id].show(); } else { me[id].hide(); sout << "-g"; me[sout.str()].hide(); } if(current_getting_pc == i) me.addLabelFor(id, "* ", LABEL_LEFT, 7, true); else me.addLabelFor(id," ", LABEL_LEFT, 7, true); } // darken arrows, as appropriate if (first_item_shown == 0) me["up"].hide(); else me["up"].show(); if ((first_item_shown > total_items_gettable - 7) || (total_items_gettable <= 8) ) me["down"].hide(); else me["down"].show(); for (i = 0; i < 8; i++) { std::ostringstream sout; sout << "item" << i + 1; std::string pict = sout.str() + "-g", name = sout.str() + "-name"; std::string detail = sout.str() + "-detail", weight = sout.str() + "-weight"; if (item_array[i + first_item_shown] != 200) { // display an item in window me[pict].show(); item = univ.town.items[item_array[i + first_item_shown]]; me[name].setText(item.ident ? item.full_name : item.name); // TODO: Party sheet items cPict& pic = dynamic_cast(me[pict]); if(item.graphic_num >= 1000) pic.setPict(item.graphic_num - 1000, PIC_CUSTOM_ITEM); else pic.setPict(item.graphic_num, PIC_ITEM); // TODO: This code is currently kept here for reference to the changed numbers. It can be removed after verifying it works correctly. #if 0 if (item.graphic_num >= 1000) // was 150 csp(987,20 + i * 4,/*3000 + 2000 + */item.graphic_num - 1000,PICT_CUSTOM + PICT_ITEM); else csp(987,20 + i * 4,/*4800 + */item.graphic_num,PICT_ITEM); #endif get_item_interesting_string(item,(char *) message); me[detail].setText(message); storage = item.item_weight(); sprintf ((char *) message, "Weight: %d",storage); me[weight].setText(message); } else { // erase the spot me[pict].hide(); me[name].setText(""); me[detail].setText(""); me[weight].setText(""); } } if (current_getting_pc < 6) { i = amount_pc_can_carry(current_getting_pc); storage = pc_carry_weight(current_getting_pc); sprintf ((char *) message, "%s is carrying %d out of %d.",univ.party[current_getting_pc].name.c_str(),storage,i); me["prompt"].setText(message); } for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) { std::ostringstream sout; sout << "pc" << i + 1 << "-g"; dynamic_cast(me[sout.str()]).setPict(univ.party[i].which_graphic); } } static bool display_item_event_filter(cDialog& me, std::string id, eKeyMod mods) { cItemRec item; if(id == "done") { me.toast(); } else if(id == "up") { if(first_item_shown > 0) { first_item_shown -= 8; put_item_graphics(me); } } else if(id == "down") { // TODO: This 116 is a magic number, and a limit to be removed if (first_item_shown < 116) { first_item_shown += 8; put_item_graphics(me); } } else if(id.substr(0,2) == "pc") { current_getting_pc = id[2] - '1'; put_item_graphics(me); } else { if(current_getting_pc == 6) return true; short item_hit; item_hit = id[4] - '1'; item_hit += first_item_shown; if(item_array[item_hit] >= NUM_TOWN_ITEMS) return true; item = univ.town.items[item_array[item_hit]]; if(item.property) { if(me.getResult()) { std::string choice = cChoiceDlog("steal-item.xml",{"steal","leave"}).show(); if(choice == "leave") return true; me.setResult(true); } item.property = false; } if(univ.town.items[item_array[item_hit]].variety == 3) { if(univ.town.items[item_array[item_hit]].item_level > 3000) univ.town.items[item_array[item_hit]].item_level = 3000; set_item_flag(&item); give_gold(univ.town.items[item_array[item_hit]].item_level,false); play_sound(39); // formerly force_play_sound } else if(univ.town.items[item_array[item_hit]].variety == 11) { give_food(univ.town.items[item_array[item_hit]].item_level,false); set_item_flag(&item); set_item_flag(&univ.town.items[item_array[item_hit]]); play_sound(62); // formerly force_play_sound } else { if(item.item_weight() > amount_pc_can_carry(current_getting_pc) - pc_carry_weight(current_getting_pc)) { // TODO: Play an error sound here me["prompt"].setText("It's too heavy to carry."); give_help(38,0,me); return true; } set_item_flag(&item); play_sound(0); // formerly force_play_sound give_to_pc(current_getting_pc, item, 0);//// } univ.town.items[item_array[item_hit]] = cItemRec(); for(short i = item_hit; i < 125; i++) item_array[i] = item_array[i + 1]; total_items_gettable--; put_item_graphics(me); } return true; } // TODO: Move this to a more appropriate place bool pc_gworld_loaded = false; // Returns true is a theft committed bool display_item(location from_loc,short pc_num,short mode, bool check_container) //pc_num; // < 6 - this pc only 6 - any pc //short mode; // 0 - adjacent 1 - all in sight { short i,array_position = 0; make_cursor_sword(); first_item_shown = 0; store_get_mode = mode; current_getting_pc = current_pc; store_pcnum = pc_num; for (i = 0; i < 130; i++) item_array[i] = 200; total_items_gettable = 0; for (i = 0; i < NUM_TOWN_ITEMS; i++) if (univ.town.items[i].variety != 0) { if (((adjacent(from_loc,univ.town.items[i].item_loc) == true) || ((mode == 1) && (check_container == false) && ((dist(from_loc,univ.town.items[i].item_loc) <= 4) || ((is_combat()) && (which_combat_type == 0))) && (can_see(from_loc,univ.town.items[i].item_loc,0) < 5))) && (univ.town.items[i].contained == check_container) && ((!check_container) || (univ.town.items[i].item_loc == from_loc))) { item_array[array_position] = i; array_position++; total_items_gettable++; } } if (!pc_gworld_loaded) pc_gworld.loadFromImage(*ResMgr::get("pcs")); cDialog itemDialog("get-items.xml"); itemDialog.attachClickHandlers(display_item_event_filter, {"done", "up", "down"}); itemDialog.attachClickHandlers(display_item_event_filter, {"pc1", "pc2", "pc3", "pc4", "pc5", "pc6"}); itemDialog.setResult(false); cTextMsg& title = dynamic_cast(itemDialog["title"]); if(check_container == true) title.setText("Looking in container:"); else if(mode == 0) title.setText("Getting all adjacent items:"); else title.setText("Getting all nearby items:"); for(i = 1; i <= 8; i++) { std::ostringstream sout; sout << "item" << i << "-key"; itemDialog[sout.str()].attachKey({false, static_cast('`' + i), mod_none}); itemDialog[sout.str()].attachClickHandler(display_item_event_filter); } put_item_graphics(itemDialog); if (univ.party.help_received[36] == 0) { // TODO: Not sure if I need to an initial draw // cd_initial_draw(987); give_help(36,37,itemDialog); } itemDialog.run(); put_item_screen(stat_window,0); put_pc_screen(); return itemDialog.getResult(); } //void fancy_choice_dialog_event_filter (short item_hit) //{ // toast_dialog(); // dialog_answer = item_hit; //} short custom_choice_dialog(std::array& strs,short pic_num,ePicType pic_type,std::array& buttons) //// { make_cursor_sword(); std::vector vec; std::copy(strs.begin(), strs.end(), std::inserter(vec, vec.begin())); cThreeChoice customDialog(vec, buttons, pic_num, pic_type); std::string item_hit = customDialog.show(); for(int i = 0; i < 3; i++) { cBasicButtonType& btn = basic_buttons[available_btns[i]]; if(btn && item_hit == btn->label) return i; } return -1; } //short fancy_choice_dialog(short which_dlog,short parent) //// ignore parent in Mac version //{ // short item_hit,i,store_dialog_answer,err; // // store_dialog_answer = dialog_answer; // make_cursor_sword(); // // err = cd_create_dialog_parent_num(which_dlog,parent); // if(err != 0) // printf("Error %i while creating dialog %i.\n",err,which_dlog); // // if (which_dlog == 1062) { // //i = get_ran(1,0,12); // //get_str(temp_str,11,10 + i); // //csit(1062,10,(char *) temp_str); // } // // item_hit = cd_run_dialog(); // cd_kill_dialog(which_dlog,0); // // if (parent < 2) { // SetPort(GetWindowPort(mainPtr)); // BeginUpdate(mainPtr); // if (in_startup_mode == false) // refresh_screen(0); // else draw_startup(0); // EndUpdate(mainPtr); // } // i = dialog_answer; // dialog_answer = store_dialog_answer; // // return i; //} static bool get_num_of_items_event_filter(cDialog& me, std::string item_hit, eKeyMod mods) { me.setResult(me["number"].getTextAsNum()); return true; } short get_num_of_items(short max_num) //town_num; // Will be 0 - 200 for town, 200 - 290 for outdoors //short sign_type; // terrain type { char sign_text[256]; make_cursor_sword(); cDialog numPanel("get-num.xml"); numPanel.attachClickHandlers(get_num_of_items_event_filter, {"okay"}); sprintf((char *) sign_text,"How many? (0-%d) ",max_num); numPanel["prompt"].setText(sign_text); numPanel["number"].setTextToNum(max_num); numPanel.run(); return minmax(0,max_num,numPanel.getResult()); } void init_mini_map() { // TODO: I'm not sure if the bounds in the DLOG resource included the titlebar height; perhaps the actual height should be a little less mini_map.create(sf::VideoMode(296,277), "Map", sf::Style::Titlebar | sf::Style::Close); mini_map.setPosition(sf::Vector2i(52,62)); mini_map.setVisible(false); setWindowFloating(mini_map, true); makeFrontWindow(mainPtr); } void make_cursor_watch() { // TODO: If this doesn't work, which I suspect it won't, add a "custom" watch cursor and use that. Or conclude this isn't even needed. SetNSCursorWatch(); } //// void place_glands(location where,m_num_t m_type) { cItemRec store_i; cMonster monst; monst = scenario.scen_monsters[m_type]; if ((monst.corpse_item >= 0) && (monst.corpse_item < 400) && (get_ran(1,1,100) < monst.corpse_item_chance)) { store_i = get_stored_item(monst.corpse_item); place_item(store_i,where,false); } } short party_total_level() { short i,j = 0; for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) j += univ.party[i].level; return j; } void reset_item_max() { short i; for (i = 0; i < NUM_TOWN_ITEMS; i++) if (univ.town.items[i].variety != 0) item_max = i + 1; } short item_val(cItemRec item) { if (item.charges == 0) return item.value; return item.charges * item.value; } //// rewrite void place_treasure(location where,short level,short loot,short mode) //short mode; // 0 - normal, 1 - force { cItemRec new_item; short amt,r1,i,j; // Make these static const because they are never changed. // Saves them being initialized every time the function is called. static const short treas_chart[5][6] = { {0,-1,-1,-1,-1,-1}, {1,-1,-1,-1,-1,-1}, {2,1,1,-1,-1,-1}, {3,2,1,1,-1,-1}, {4,3,2,2,1,1} }; static const short treas_odds[5][6] = { {10,0,0,0,0,0}, {50,0,0,0,0,0}, {60,50,40,0,0,0}, {100,90,80,70,0,0}, {100,80,80,75,75,75} }; static const short id_odds[21] = { 0,10,15,20,25,30,35, 39,43,47,51,55,59,63, 67,71,73,75,77,79,81 }; static const short max_mult[5][10] = { {0,0,0,0,0,0,0,0,0,1}, {0,0,1,1,1,1,2,3,5,20}, {0,0,1,1,2,2,4,6,10,25}, {5,10,10,10,15,20,40,80,100,100}, {25,25,50,50,50,100,100,100,100,100} }; static const short min_chart[5][10] = { {0,0,0,0,0,0,0,0,0,1}, {0,0,0,0,0,0,0,0,5,20}, {0,0,0,0,1,1,5,10,15,40}, {10,10,15,20,20,30,40,50,75,100}, {50,100,100,100,100,200,200,200,200,200} }; short max,min; if (loot == 1) amt = get_ran(2,1,7) + 1; else amt = loot * (get_ran(1,0,10 + (loot * 6) + (level * 2)) + 5); if (party_total_level() <= 12) amt += 1; if ((party_total_level() <= 60) && (amt > 2)) amt += 2; if (amt > 3) { new_item = get_stored_item(0); new_item.item_level = amt; r1 = get_ran(1,1,9); if (((loot > 1) && (r1 < 7)) || ((loot == 1) && (r1 < 5)) || (mode == 1) || ((r1 < 6) && (party_total_level() < 30)) || (loot > 2) ) place_item(new_item,where,false); } for (j = 0; j < 5; j++) { r1 = get_ran(1,1,100); if ((treas_chart[loot][j] >= 0) && (r1 <= treas_odds[loot][j] + luck_total())) { r1 = get_ran(1,0,9); min = min_chart[treas_chart[loot][j]][r1]; r1 = get_ran(1,0,9); max = (min + level + (2 * (loot - 1)) + (luck_total() / 3)) * max_mult[treas_chart[loot][j]][r1]; if (get_ran(1,0,1000) == 500) { max = 10000; min = 100; } // reality check if ((loot == 1) && (max > 100) && (get_ran(1,0,8) < 7)) max = 100; if ((loot == 2) && (max > 200) && (get_ran(1,0,8) < 6)) max = 200; new_item = return_treasure(treas_chart[loot][j],level,mode); if ((item_val(new_item) < min) || (item_val(new_item) > max)) { new_item = return_treasure(treas_chart[loot][j],level,mode); if ((item_val(new_item) < min) || (item_val(new_item) > max)) { new_item = return_treasure(treas_chart[loot][j],level,mode); if (item_val(new_item) > max) new_item.variety = ITEM_TYPE_NO_ITEM; } } // not many magic items if (mode == 0) { if (new_item.magic && (level < 2) && (get_ran(1,0,5) < 3)) new_item.variety = ITEM_TYPE_NO_ITEM; if (new_item.magic && (level == 2) && (get_ran(1,0,5) < 2)) new_item.variety = ITEM_TYPE_NO_ITEM; if (new_item.cursed && (get_ran(1,0,5) < 3)) new_item.variety = ITEM_TYPE_NO_ITEM; } // if forced, keep dipping until a treasure comes up if ((mode == 1) && (max >= 20)) { do new_item = return_treasure(treas_chart[loot][j],level,mode); while ((new_item.variety == 0) || (item_val(new_item) > max)); } // Not many cursed items if (new_item.cursed && (get_ran(1,0,2) == 1)) new_item.variety = ITEM_TYPE_NO_ITEM; if (new_item.variety != ITEM_TYPE_NO_ITEM) { for (i = 0; i < 6; i++) if ((univ.party[i].main_status == 1) && (get_ran(1,1,100) < id_odds[univ.party[i].skills[13]])) new_item.ident = true; place_item(new_item,where,false); } } } } short luck_total() { short i = 0; for (i = 0; i < 6; i++) if (univ.party[i].main_status == 1) i += univ.party[i].skills[18]; return i; } cItemRec return_treasure(short loot,short level,short mode) //short mode; // 0 - normal 1 - force { cItemRec treas; static const short which_treas_chart[48] = { 1,1,1,1,1,2,2,2,2,2, 3,3,3,3,3,2,2,2,4,4, 4,4,5,5,5,6,6,6,7,7, 7,8,8,9,9,10,11,12,12,13, 13,14, 9,10,11,9,10,11 }; short r1; treas.variety = ITEM_TYPE_NO_ITEM; r1 = get_ran(1,0,41); if (loot >= 3) r1 += 3; if (loot == 4) r1 += 3; switch (which_treas_chart[r1]) { case 1: treas = get_food(); break; case 2: treas = get_weapon(loot,level); break; case 3: treas = get_armor(loot,level); break; case 4: treas = get_shield(loot); break; case 5: treas = get_helm(loot); break; case 6: treas = get_missile(loot); break; case 7: treas = get_potion(loot); break; case 8: treas = get_scroll(loot); break; case 9: treas = get_wand(loot); break; case 10: treas = get_ring(loot); break; case 11: treas = get_necklace(loot); break; case 12: treas = get_poison(loot,level); break; case 13: treas = get_gloves(loot); break; case 14: treas = get_boots(loot); break; } if (treas.variety == 0) treas.value = 0; return treas; } void refresh_store_items() { short i,j; short loot_index[10] = {1,1,1,1,2,2,2,3,3,4}; for (i = 0; i < 5; i++) for (j = 0; j < 10; j++) { univ.party.magic_store_items[i][j] = return_treasure(loot_index[j],7,1); if ((univ.party.magic_store_items[i][j].variety == 3) || (univ.party.magic_store_items[i][j].variety == 11)) univ.party.magic_store_items[i][j] = cItemRec(); univ.party.magic_store_items[i][j].ident = true; } } static bool get_text_response_event_filter(cDialog& me, std::string item_hit, eKeyMod mods) { me.toast(); me.setResult(me["response"].getText()); return true; } std::string get_text_response(short dlg,short parent_num) { make_cursor_sword(); cDialog strPanel("get-response.xml"); strPanel.attachClickHandlers(get_text_response_event_filter, {"okay"}); // FIXME: A sort of hack to change the prompt and graphic if the other text response dialog was requested. if(dlg == 1017) { dynamic_cast(strPanel["pic"]).setPict(8); strPanel["prompt"].setText("Ask about what?"); } strPanel.run(); // Note: Originally it only changed the first 15 characters. std::string result = strPanel.getResult(); std::transform(result.begin(), result.end(), result.begin(), tolower); return result; }