Files
oboe/Win32/game/boe.actions.cpp

2989 lines
92 KiB
C++

#include <windows.h>
#include <cstdio> /* for sprintf */
#include <cstdlib>
#include <cmath>
#include "global.h"
#include "boe.main.h"
#include "boe.graphics.h"
#include "boe.fileio.h"
#include "boe.dlgutil.h"
#include "boe.locutils.h"
#include "boe.fields.h"
#include "boe.town.h"
#include <cmath>
#include "boe.text.h"
#include "boe.party.h"
#include "boe.monster.h"
#include "boe.specials.h"
#include "boe.newgraph.h"
#include "boe.combat.h"
#include "boe.items.h"
#include "tools/soundtool.h"
#include "boe.infodlg.h"
#include "boe.itemdata.h"
#include "tools/dlogtool.h"
#include "tools/mathutil.h"
#include "boe.graphutil.h"
#include "boe.actions.h"
#include "globvar.h"
extern short store_flags[3];
//extern BOOL timed_special_happened;
unsigned char previous_blocked_direction = 50;//no previous block on initialisation
unsigned short times_blocked=0;
extern buf_line text_buffer[TEXT_BUF_LEN];
void init_screen_locs()
{
short i,j,k,l;
RECT startup_base = {5,279,306,327};
RECT shop_base = {12,63,267,99}; /**/
for (i = 0; i < 7; i++)
shopping_rects[0][i] = shop_base;
shopping_rects[0][1].right -= 35;
shopping_rects[0][2].right = shopping_rects[0][2].left + 28;
shopping_rects[0][3].top += 4;
shopping_rects[0][3].left += 28;
shopping_rects[0][4].top += 20;
shopping_rects[0][4].left += 154;
shopping_rects[0][5].top += 20;
shopping_rects[0][5].left += 34;
shopping_rects[0][6].top += 3;
shopping_rects[0][6].bottom -= 21;
shopping_rects[0][6].right -= 19;
shopping_rects[0][6].left = shopping_rects[0][6].right - 14;
for (i = 1; i < 8; i++)
for (j = 0; j < 7; j++) {
shopping_rects[i][j] = shopping_rects[0][j];
OffsetRect(&shopping_rects[i][j],0,i * 36);
}
for (i = 0; i < 6; i++) {
startup_button[i] = startup_base;
OffsetRect(&startup_button[i],301 * (i / 3) - 0,48 * (i % 3));
}
startup_top.top = 5;
startup_top.bottom = startup_button[0].top;
startup_top.left = 5;
startup_top.right = startup_button[3].right;
for (i = 0; i < 200; i++)
for (j = 0; j < 8; j++)
for (k = 0; k < 64; k++)
{
town_maps.town_maps[i][j][k] = 0;
}
for (i = 0; i < 100; i++)
for (k = 0; k < 6; k++)
for (l = 0; l < 48; l++)
o_maps.outdoor_maps[i][k][l] = 0;
for (i = 0; i < 7; i++) {
bottom_buttons[i].top = 383;
bottom_buttons[i].bottom = 420;
bottom_buttons[i].left = 5 + (i * 37);
bottom_buttons[i].right = bottom_buttons[i].left + 36;
town_buttons[i] = bottom_buttons[i];
}
for (i = 0; i < 5; i++) combat_buttons[i] = bottom_buttons[i];
town_buttons[7] = bottom_buttons[6];
town_buttons[5] = medium_buttons[0];
town_buttons[6] = medium_buttons[1];
for (i = 5; i < 9; i++) combat_buttons[i] = medium_buttons[i - 5];
// name, use, give, drip, info, sell/id each one 13 down
item_buttons[0][0].top = 17;
item_buttons[0][0].bottom = item_buttons[0][0].top + 12;
item_buttons[0][0].left = 3;
item_buttons[0][0].right = item_buttons[0][0].left + 185;
OffsetRect(&item_buttons[0][0],0,1);
item_buttons[0][1] = item_buttons[0][0];
item_buttons[0][1].left = 196;
item_buttons[0][1].right = 210;
item_buttons[0][2] = item_buttons[0][0];
item_buttons[0][2].left = 210;
item_buttons[0][2].right = 224;
item_buttons[0][3] = item_buttons[0][0];
item_buttons[0][3].left = 224;
item_buttons[0][3].right = 238;
item_buttons[0][4] = item_buttons[0][0];
item_buttons[0][4].left = 238;
item_buttons[0][4].right = 252;
item_buttons[0][5] = item_buttons[0][0];
item_buttons[0][5].left = 173;
item_buttons[0][5].right = 232;
for (i = 1; i < 8; i++)
for (j = 0; j < 6; j++) {
item_buttons[i][j] = item_buttons[0][j];
OffsetRect(&item_buttons[i][j],0,13 * i);
}
// name, hp, sp, info, trade
pc_buttons[0][0].top = 18;
pc_buttons[0][0].bottom = pc_buttons[0][0].top + 12;
pc_buttons[0][0].left = 3;
pc_buttons[0][0].right = pc_buttons[0][0].left + 177;
pc_buttons[0][1] = pc_buttons[0][0];
pc_buttons[0][1].left = 184;
pc_buttons[0][1].right = 214;
pc_buttons[0][2] = pc_buttons[0][0];
pc_buttons[0][2].left = 214;
pc_buttons[0][2].right = 237;
pc_buttons[0][3] = pc_buttons[0][0];
pc_buttons[0][3].left = 241;
pc_buttons[0][3].right = 253;
pc_buttons[0][4] = pc_buttons[0][0];
pc_buttons[0][4].left = 253;
pc_buttons[0][4].right = 262;
for (i = 1; i < 6; i++)
for (j = 0; j < 5; j++) {
pc_buttons[i][j] = pc_buttons[0][j];
OffsetRect(&pc_buttons[i][j],0,13 * i);
}
pc_help_button.top = 101;
pc_help_button.bottom = 114;
pc_help_button.left = 251;
pc_help_button.right = 267;
pc_area_rect.top = PC_WIN_UL_Y;
pc_area_rect.left = PC_WIN_UL_X;
pc_area_rect.bottom = PC_WIN_UL_Y + 116;
pc_area_rect.right = PC_WIN_UL_X + 271;
item_area_rect.top = ITEM_WIN_UL_Y;
item_area_rect.left = ITEM_WIN_UL_X;
item_area_rect.bottom = ITEM_WIN_UL_Y + 143;
item_area_rect.right = ITEM_WIN_UL_X + 271;
}
Boolean prime_time()
{
return ((overall_mode < MODE_TALK_TOWN) || (overall_mode == MODE_COMBAT))? true : false;
}
Boolean handle_action(POINT the_point, WPARAM wparam, LPARAM lparam )
{
short i,j,k,item_hit,which_t,s1,s2,s3;
Boolean are_done = false;
Boolean need_redraw = false, did_something = false, need_reprint = false;
Boolean town_move_done = false,pc_delayed = false;
location destination,cur_loc,loc_in_sec,cur_direction;
unsigned char storage;
short find_direction_from,ter_looked_at,button_hit = 12;
short store_sp[6];
char str[60], id_name[256];
POINT point_in_area;
Boolean right_button = false;
Boolean ctrl_key = false;
unsigned char ter;
if (lparam != -1) {
the_point.x -= ulx;
the_point.y -= uly;
}
if (lparam == -2) right_button = true;
if(((GetAsyncKeyState(VK_LCONTROL) & 32768) == 32768) || ((GetAsyncKeyState(VK_RCONTROL) & 32768) == 32768)){
ctrl_key = true;
}
for (i = 0; i < 20; i++) //emptying the special queue array (events already happened)
special_queue[i].queued_special = -1;
queue_position = 0; //return the position pointer to origin since the array is now empty|
end_scenario = false;
// Now split off the extra stuff, like talking and shopping.
if (overall_mode == MODE_TALKING) {
handle_talk_event(the_point);
if (overall_mode != MODE_TALKING)
return false;
}
if (overall_mode == MODE_SHOPPING) {
handle_shop_event(the_point);
if (overall_mode != MODE_SHOPPING)
return false;
}
// First, figure out where party is
switch (overall_mode) {
case MODE_OUTDOORS: case MODE_LOOK_OUTDOORS:
cur_loc = party.p_loc;
for (i = 0; i < 7; i++)
if (PtInRect ( &bottom_buttons[i], the_point) == true) {
button_hit = i;
if (spell_forced == false)
main_button_click(overall_mode,bottom_buttons[i]);
}
break;
case MODE_TOWN: case MODE_TALK_TOWN: case MODE_TOWN_TARGET: case MODE_USE: case 5: case 6: case 7: case MODE_LOOK_TOWN:
cur_loc = center;
for (i = 0; i < 8; i++)
if (PtInRect (&town_buttons[i], the_point) == true) {
button_hit = i;
if (spell_forced == false)
main_button_click(overall_mode,town_buttons[i]);
}
break;
case MODE_TALKING:
case MODE_SHOPPING:
break;
default:
cur_loc = (overall_mode > MODE_COMBAT) ? center : pc_pos[current_pc];
for (i = 0; i < 9; i++)
if (PtInRect (&combat_buttons[i], the_point) == true) {
button_hit = i;
if (spell_forced == false)
main_button_click(overall_mode,combat_buttons[i]);
}
break;
}
// Then, handle a button being hit.
if (button_hit != 12)
switch(button_hit)
{
case 0: case 1:
if (someone_awake() == false) {
ASB("Everyone's asleep/paralyzed.");
need_reprint = true;
need_redraw = true;
}
if (overall_mode == MODE_OUTDOORS) {
cast_spell(button_hit,0);
spell_forced = false;
need_reprint = true;
need_redraw = true;
}
else if (overall_mode == MODE_TOWN) {
for (i = 0; i < 6; i++)
store_sp[i] = adven[i].cur_sp;
cast_spell(button_hit,1);
spell_forced = false;
need_reprint = true;
need_redraw = true;
for (i = 0; i < 6; i++)
if (store_sp[i] != adven[i].cur_sp)
did_something = true;
}
else if (overall_mode == MODE_TOWN_TARGET) {
add_string_to_buf(" Cancelled. ");
overall_mode = MODE_TOWN;
}
else if (overall_mode == MODE_COMBAT) {
if (button_hit == 0) {
did_something = combat_cast_mage_spell();
need_reprint = true;
}
if (button_hit == 1) {
did_something = combat_cast_priest_spell();
need_reprint = true;
}
need_redraw = true;
spell_forced = false;
redraw_terrain();
}
else if ((overall_mode == MODE_SPELL_TARGET) || (overall_mode == MODE_FANCY_TARGET)) {
add_string_to_buf(" Cancelled. ");
overall_mode = MODE_COMBAT;
center = pc_pos[current_pc];
pause(10);
need_redraw = true;
}
put_pc_screen();
put_item_screen(stat_window,0);
break;
case 2:
if (overall_mode == MODE_OUTDOORS) overall_mode = MODE_LOOK_OUTDOORS;
if (overall_mode == MODE_TOWN) overall_mode = MODE_LOOK_TOWN;
if (overall_mode == MODE_COMBAT) overall_mode = MODE_LOOK_COMBAT;
add_string_to_buf("Look: Select a space. You can also ");
add_string_to_buf(" right click to look.");
need_redraw = true;
break;
case 3:
if (overall_mode == MODE_COMBAT) {
add_string_to_buf("Parry. ");
char_parry();
did_something = true;
need_reprint = true;
need_redraw = true;
}
if (overall_mode == MODE_TOWN) {
overall_mode = MODE_TALK_TOWN;
add_string_to_buf("Talk: Select someone ");
need_reprint = true;
}
if (overall_mode == MODE_OUTDOORS) { // Resting
i = 0;
ter = out[party.p_loc.x][party.p_loc.y];
if (party.in_boat >= 0)
add_string_to_buf("Rest: Not in boat. ");
else if (adven.isPoisoned())
add_string_to_buf("Rest: Someone poisoned. ");
else if (party.food <= 12)
add_string_to_buf("Rest: Not enough food. ");
else if (nearest_monster() <= 3)
add_string_to_buf("Rest: Monster too close. ");
else if ((scenario.ter_types[ter].special >= TER_SPEC_DOES_FIRE_DAMAGE) && (scenario.ter_types[ter].special <= TER_SPEC_DISEASED_LAND))
add_string_to_buf("Rest: It's dangerous here.");////
else if (party.isFlying())
add_string_to_buf("Rest: Not while flying. ");
else {
add_string_to_buf("Resting... ");
print_buf();
play_sound(20);
draw_rest_screen();
pause(25);
party.food -= 6;
while (i < 50) {
increase_age();
if (get_ran(1,1,2) == 2)
do_monsters();
if (get_ran(1,1,70) == 10)
create_wand_monst();
if (nearest_monster() <= 3) {
i = 200;
add_string_to_buf(" Monsters nearby.");
}
if(timed_special_happened && PSD[SDF_COMPATIBILITY_SPECIALS_INTERRUPT_REST] == 1){
i=200;
add_string_to_buf(" Rest interrupted.");
}
else i++;
}
put_pc_screen();
}
if (i == 50) {
if(PSD[SDF_COMPATIBILITY_CHECK_TIMERS_WHILE_RESTING] == 1){
for(i=0; i < 115; i++){
party.age += 10;
// Specials countdowns
if ((party.age % 500 == 0) && (get_ran(1,0,5) == 3) && (adven.hasAbil(ITEM_DISEASE_PARTY) == true)) {
i = 200;
adven.disease(2);
}
// Plants and magic shops
if (party.age % 4000 == 0) refresh_store_items();
timed_special_happened = special_increase_age(0);//don't delay the trigger of the special, if there's a special
if(timed_special_happened && PSD[SDF_COMPATIBILITY_SPECIALS_INTERRUPT_REST] == 1){
i=200;
add_string_to_buf(" Rest interrupted.");
}
}
if(i == 115){
add_string_to_buf(" Rest successful. ");
adven.heal(get_ran(5,1,10));
adven.restoreSP(50);
put_pc_screen();
}
}
else{
party.age += 1200;////
add_string_to_buf(" Rest successful. ");
adven.heal(get_ran(5,1,10));
adven.restoreSP(50);
put_pc_screen();
}
}
need_reprint = true;
need_redraw = true;
}
break;
case 4:
if (overall_mode == MODE_OUTDOORS) {
give_help(62,0,0);
display_map();
SetCursor(sword_curs);
SetFocus(mainPtr);
}
if ((overall_mode == MODE_TOWN) || (overall_mode == MODE_COMBAT)) {
if (party.in_boat >= 0) {
j = 0;
add_string_to_buf("Get: Not while in boat. ");
}
if (overall_mode == MODE_TOWN)
j = get_item(c_town.p_loc,6,false);
else {
j = get_item(pc_pos[current_pc],current_pc,false);
take_ap(4);
}
if (j > 0) {
put_item_screen(stat_window, 0);
put_pc_screen();
need_redraw = true;
did_something = true;
}
need_reprint = true;
}
break;
case 5:
if (overall_mode == MODE_OUTDOORS) {
save_file(0);
need_redraw = true;
current_switch = 6;
break;
}
if (overall_mode == MODE_TOWN) {
add_string_to_buf("Use: Select a space or item.");
add_string_to_buf(" (Hit button again to cancel.)");
need_reprint = true;
overall_mode = MODE_USE;
}
else if (overall_mode == MODE_USE) {
overall_mode = MODE_TOWN;
need_reprint = true;
add_string_to_buf(" Cancelled.");
}
if (overall_mode == MODE_COMBAT) {
need_reprint = true;
need_redraw = true;
pc_delayed = true;
}
break;
case 6:
if (overall_mode == MODE_OUTDOORS) {
do_load();
break;
}
if (overall_mode == MODE_TOWN) {
give_help(62,0,0);
display_map();
SetCursor(sword_curs);
SetFocus(mainPtr);
}
if (overall_mode == MODE_COMBAT) {
load_missile();
need_reprint = true;
redraw_terrain();
}
else if ((overall_mode == MODE_FIRING) || (overall_mode == MODE_THROWING)) {
add_string_to_buf(" Cancelled. ");
center = pc_pos[current_pc];
pause(10);
need_redraw = true;
overall_mode = MODE_COMBAT;
}
break;
case 7:
if (overall_mode == MODE_TOWN) {
if (party.in_boat >= 0) {
need_reprint = true;
add_string_to_buf("Combat: Not while in boat. ");
}
else if (party.in_horse >= 0) {
need_reprint = true;
add_string_to_buf("Combat: Not while on horseback. ");
}
else {
add_string_to_buf("Combat! ");
play_sound(18);
need_reprint = true;
start_town_combat(party.direction);
need_redraw = true;
current_pc = 6;
did_something = true;
put_pc_screen();
}
}
else if (overall_mode == MODE_COMBAT) {
if (which_combat_type == 0) {
if (hit_end_c_button() == true) {
end_town_mode(0,c_town.p_loc);
play_sound(93);
add_string_to_buf("End combat. ");
handle_wandering_specials(1);
menu_activate(1);
put_pc_screen();
set_stat_window(current_pc);
}
else add_string_to_buf("Can't end combat yet. ");
}
else {
party.direction = end_town_combat();
center = c_town.p_loc;
set_stat_window(current_pc);
redraw_screen(0);
play_sound(93);
need_reprint = true;
need_redraw = true;
did_something = true;
menu_activate(1);
}
need_redraw = true;
}
break;
case 8:
if (overall_mode == MODE_COMBAT) {
if (combat_active_pc == INVALID_PC) {
add_string_to_buf("This PC now active. ");
combat_active_pc = current_pc;
}
else {
add_string_to_buf("All PC's now active. ");
current_pc = combat_active_pc;
combat_active_pc = INVALID_PC;
}
need_reprint = true;
}
break;
}
// Begin : click in terrain
if ((PtInRect ( &world_screen,the_point)) && ((is_out()) || (is_town()) || (is_combat())) ){
i = (the_point.x - 23) / 28;
j = (the_point.y - 23) / 36;
destination = cur_loc;
if ((overall_mode == MODE_OUTDOORS) || (overall_mode == MODE_TOWN) || (overall_mode == MODE_COMBAT))
if ((i == 4) && (j == 4) && (right_button == false)) { // Pausing
if (overall_mode == MODE_COMBAT) {
char_stand_ready();
add_string_to_buf("Stand ready. ");
if (adven[current_pc].status[STATUS_WEBS] > 0) {
add_string_to_buf("You clean webs. ");
move_to_zero(adven[current_pc].status[STATUS_WEBS]);
move_to_zero(adven[current_pc].status[STATUS_WEBS]);
put_pc_screen();
}
check_fields(pc_pos[current_pc],2,current_pc);
}
else {
add_string_to_buf("Pause.");
for (k = 0; k < 6; k++)
if ((adven[k].isAlive()) && (adven[k].status[STATUS_WEBS] > 0)) {
sprintf((char *) str,"%s cleans webs.",adven[k].name);
add_string_to_buf((char *) str);
move_to_zero(adven[k].status[STATUS_WEBS]);
move_to_zero(adven[k].status[STATUS_WEBS]);
}
if (party.in_horse >= 0) {
if (overall_mode == MODE_OUTDOORS) {
party.horses[party.in_horse].which_town = 200;
party.horses[party.in_horse].horse_loc_in_sec = party.p_loc.toLocal();
party.horses[party.in_horse].horse_loc = party.p_loc;
party.horses[party.in_horse].horse_sector.x = party.outdoor_corner.x + party.i_w_c.x;
party.horses[party.in_horse].horse_sector.y = party.outdoor_corner.y + party.i_w_c.y;
party.in_horse = -1;
}
else if (overall_mode == MODE_TOWN){
party.horses[party.in_horse].horse_loc = c_town.p_loc;
party.horses[party.in_horse].which_town = c_town.town_num;
party.in_horse = -1;
}
}
put_pc_screen();
check_fields(c_town.p_loc,1,0);
}
did_something = true;
need_redraw = true;
}
else if (right_button == false) {
cur_direction = get_cur_direction(the_point);
destination.x += cur_direction.x;
destination.y += cur_direction.y;
// Begin: Moving
if ((right_button == false) && (overall_mode == MODE_COMBAT)) {
if (pc_combat_move(destination) == true) {
center = pc_pos[current_pc];
did_something = true;
update_explored(destination);
}
need_redraw = true;
menu_activate(1);
}
if ((right_button == false) && (overall_mode == MODE_TOWN)) {
if (someone_awake() == false) {
ASB("Everyone's asleep/paralyzed.");
need_reprint = true;
need_redraw = true;
}
else {
need_redraw = true;
if (town_move_party(destination,0) == true) {
did_something = true;
center = c_town.p_loc;
update_explored(destination);
if (loc_off_act_area(c_town.p_loc) == true) {
destination = end_town_mode(0,destination);
town_move_done = true;
FlushEvents(2);
}
}
else need_reprint = true;
menu_activate(1);
}
}
if ((right_button == false) && (overall_mode == MODE_OUTDOORS)) {
if (outd_move_party(destination,town_move_done) == true) {
center = destination;
need_redraw = true;
did_something = true;
update_explored(party.p_loc);
menu_activate(1);
}
else need_redraw = true;
storage = out[party.p_loc.x][party.p_loc.y];
if (scenario.ter_types[storage].special == TER_SPEC_TOWN_ENTRANCE) {//// town entry
if (party.direction == 0) find_direction_from = 2;
else if (party.direction == 4) find_direction_from = 0;
else if (party.direction < 4) find_direction_from = 3;
else find_direction_from = 1;
for (i = 0; i < 8; i++)
if (same_point(party.loc_in_sec,outdoors[party.i_w_c.x][party.i_w_c.y].exit_locs[i]) == true) {
which_t = outdoors[party.i_w_c.x][party.i_w_c.y].exit_dests[i];
if (which_t >= 0)
start_town_mode(outdoors[party.i_w_c.x][party.i_w_c.y].exit_dests[i], find_direction_from);
if (is_town() == true) {
need_redraw = false;
i = 8;
if (party.in_boat >= 0)
party.boats[party.in_boat].which_town = c_town.town_num;
if (party.in_horse >= 0)
party.horses[party.in_horse].which_town = c_town.town_num;
}
}
}
} // End if(overall_mode == MODE_OUTDOORS)
}
// End: Moving
// Begin: Looking at something
if ((right_button == true) || (overall_mode == MODE_LOOK_OUTDOORS) || (overall_mode == MODE_LOOK_TOWN) || (overall_mode == MODE_LOOK_COMBAT)) {
destination.x = destination.x + i - 4;
destination.y = destination.y + j - 4;
need_reprint = true;
// if ((can_see(cur_loc,destination) >= 4) || ((overall_mode != MODE_LOOK_OUTDOORS) && (loc_off_world(destination) == true)))
if ((is_combat() == false) && (party_can_see(destination) == 6))
add_string_to_buf(" Can't see space. ");
else if ((is_combat() == true) && (can_see(pc_pos[current_pc],destination,0) >= 4))
add_string_to_buf(" Can't see space. ");
else {
add_string_to_buf("You see... ");
ter_looked_at = do_look(destination);
if ((is_town()) || (is_combat()))
if (adjacent(c_town.p_loc,destination) == true)
if (adj_town_look(destination) == true)
need_redraw = true;
if (scenario.ter_types[ter_looked_at].special == TER_SPEC_IS_A_SIGN) {
print_buf();
need_reprint = false;
k = 0;
if (is_town()) {
while (k < 15) {
if (same_point (destination, c_town.town.sign_locs[k]) == true) {
need_reprint = true;
if (adjacent(c_town.town.sign_locs[k],c_town.p_loc)==true)
do_sign(c_town.town_num,k,(short) ter_looked_at);
else add_string_to_buf(" Too far away to read sign. ");
}
k++;
}
}
if (is_out()) {
loc_in_sec = party.loc_in_sec;
loc_in_sec.x += i - 4;
loc_in_sec.y += j - 4;
while (k < 8) {
if (same_point (loc_in_sec,
outdoors[party.i_w_c.x][party.i_w_c.y].sign_locs[k]) == true) {
need_reprint = true;
if (adjacent(outdoors[party.i_w_c.x][party.i_w_c.y].sign_locs[k],party.loc_in_sec)==true)
do_sign((short) (200 + get_outdoor_num()),k,(short) ter_looked_at);
else add_string_to_buf(" Too far away to read sign. ");
}
k++;
}
}
}
}
// If option not pressed, looking done, so restore center
if ((ctrl_key == false) && (right_button == false)) {
if (overall_mode == MODE_LOOK_COMBAT) {
overall_mode = MODE_COMBAT;
center = pc_pos[current_pc];
pause(5);
need_redraw = true;
}
else if (overall_mode == MODE_LOOK_TOWN) {
overall_mode = MODE_TOWN;
center = c_town.p_loc;
need_redraw = true;
}
else if (overall_mode == MODE_LOOK_OUTDOORS)
overall_mode = MODE_OUTDOORS;
}
}
// End: looking at something
// Begin : talking to someone
if (overall_mode == MODE_TALK_TOWN) {
destination.x = destination.x + i - 4;
destination.y = destination.y + j - 4;
if ((can_see(cur_loc,destination,0) >= 4) || (loc_off_world(destination) == true)) {
add_string_to_buf(" Can't see space ");
need_reprint = true;
}
else {
for (i = 0; i < T_M; i++) {
if (monst_on_space(destination,i) == true) {
did_something = true;
need_redraw = true;
if (c_town.monst.dudes[i].attitude % 2 == 1) {
add_string_to_buf(" Creature is hostile. ");
}
else if ((c_town.monst.dudes[i].summoned > 0)////
|| (c_town.monst.dudes[i].monst_start.personality < 0))
add_string_to_buf("Talk: No response. ");
else{
start_talk_mode(i,c_town.monst.dudes[i].monst_start.personality,c_town.monst.dudes[i].number,
c_town.monst.dudes[i].monst_start.facial_pic);
did_something = false;
need_redraw = false;
}
break;
}
}
if ((did_something == false) && (overall_mode != MODE_TALKING)){
add_string_to_buf(" Nobody there");
need_reprint = true;
}
if (overall_mode != MODE_TALKING)
overall_mode = MODE_TOWN;
}
if (overall_mode != MODE_TALKING)
need_redraw = true;
}
// End : talking to someone
// Begin : Targeting a space
if ((overall_mode == MODE_SPELL_TARGET) || (overall_mode == MODE_FIRING) || (overall_mode == MODE_THROWING) ||
(overall_mode == MODE_FANCY_TARGET) || (overall_mode == MODE_DROPPING)) {
destination.x += i - 4;
destination.y += j - 4;
if (overall_mode == MODE_SPELL_TARGET)
do_combat_cast(destination);
if ((overall_mode == MODE_THROWING) || (overall_mode == MODE_FIRING))
fire_missile(destination);
if (overall_mode == MODE_FANCY_TARGET) {
place_target(destination);
need_reprint = true;
}
if (overall_mode != MODE_FANCY_TARGET) {
did_something = true;
center = pc_pos[current_pc];
}
if (overall_mode == MODE_DROPPING) { // dropping
if (adjacent(pc_pos[current_pc],destination) == false)
add_string_to_buf("Drop: must be adjacent.");
else {
adven[current_pc].dropItem(store_drop_item,destination);
take_ap(1);
}
}
pause(6);
need_redraw = true;
if ((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING) && (overall_mode != MODE_FANCY_TARGET))
overall_mode = MODE_COMBAT;
put_pc_screen();
put_item_screen(stat_window,0);
}
if ((overall_mode > MODE_TALK_TOWN) && (overall_mode < 6)) {
destination.x += i - 4;
destination.y += j - 4;
switch (overall_mode) {
case MODE_TOWN_TARGET:
cast_town_spell(destination);
did_something = true;
break;
case MODE_USE:
if (adjacent(destination,c_town.p_loc) == false)
add_string_to_buf(" Must be adjacent. ");
else {
did_something = use_space(destination);
}
break;
case MODE_TOWN_DROPPING:
if (adjacent(c_town.p_loc,destination) == false)
add_string_to_buf("Drop: must be adjacent.");
else if (get_obscurity(destination.x,destination.y) == 5)
ASB("Drop: Space is blocked.");
else adven[current_pc].dropItem(store_drop_item,destination);
break;
}
overall_mode = MODE_TOWN;
need_redraw = true;
put_pc_screen();
put_item_screen(stat_window,0);
}
// End : Targeting a space
}
//End: click in terrain
// Begin: Screen shift
if ((overall_mode == MODE_SPELL_TARGET) || (overall_mode == MODE_FIRING) || (overall_mode == MODE_THROWING) || (overall_mode == MODE_FANCY_TARGET)
|| (overall_mode == MODE_LOOK_COMBAT) || (overall_mode == MODE_LOOK_TOWN)) {
if ((PtInRect ( &border_rect[0],the_point)) && (center.y > c_town.town.in_town_rect.top)
&& (center.y > 4)) {
center.y--;
need_redraw = true;
}
if ((PtInRect ( &border_rect[1],the_point)) && (center.x > c_town.town.in_town_rect.left)
&& (center.x > 4)) {
center.x--;
need_redraw = true;
}
if ((PtInRect ( &border_rect[2],the_point)) && (center.y < c_town.town.in_town_rect.bottom)
&& (center.y < town_size[town_type] - 5)) {
center.y++;
need_redraw = true;
}
if ((PtInRect (&border_rect[3],the_point)) && (center.x < c_town.town.in_town_rect.right)
&& (center.x < town_size[town_type] - 5)) {
center.x++;
need_redraw = true;
}
}
// End: Screen shift
// Process clicks in PC stats area
if (PtInRect (&pc_area_rect,the_point)) {
point_in_area = the_point;
point_in_area.x -= PC_WIN_UL_X;
point_in_area.y -= PC_WIN_UL_Y;
if (PtInRect (&pc_help_button,point_in_area)) {
OffsetRect(&pc_help_button,PC_WIN_UL_X,PC_WIN_UL_Y);
arrow_button_click(pc_help_button);
OffsetRect(&pc_help_button,-1 * PC_WIN_UL_X,-1 * PC_WIN_UL_Y);
FCD(1082,0);
}
for (i = 0; i < 6; i++)
for (j = 0; j < 5; j++)
if ((pc_area_button_active[i][j] > 0) && (PtInRect (&pc_buttons[i][j],point_in_area))) {
OffsetRect(&pc_buttons[i][j],PC_WIN_UL_X,PC_WIN_UL_Y);
arrow_button_click(pc_buttons[i][j]);
OffsetRect(&pc_buttons[i][j],-1 * PC_WIN_UL_X,-1 * PC_WIN_UL_Y);
switch (j) {
case 0:
if ((prime_time() == false) && (overall_mode != MODE_SHOPPING)&& (overall_mode != MODE_TALKING))
add_string_to_buf("Set active: Finish what you're doing first.");
else if (is_combat())
add_string_to_buf("Set active: Can't set this in combat.");
else if ((adven[i].isAlive() == false) &&
((overall_mode != MODE_SHOPPING) || (store_shop_type != SHOP_HEALER)))
add_string_to_buf("Set active: PC must be here & active.");
else {
current_pc = i;
set_stat_window (i);
if (overall_mode == MODE_SHOPPING)
sprintf(str,"Now shopping: %s",adven[i].name);
else sprintf(str,"Now active: %s",adven[i].name);
add_string_to_buf(str);
adjust_spell_menus();
}
break;
case 1:
sprintf(str,"%s has %d health out of %d.",adven[i].name,
adven[i].cur_health,adven[i].max_health);
add_string_to_buf(str);
break;
case 2:
sprintf(str,"%s has %d spell pts. out of %d.",adven[i].name,
adven[i].cur_sp,adven[i].max_sp);
add_string_to_buf(str);
break;
case 3: // pc info
give_pc_info(i);
break;
case 4: // trade places
if (prime_time() == false)
add_string_to_buf("Trade places: Finish what you're doing first.");
else if (is_combat())
add_string_to_buf("Trade places: Can't do this in combat.");
else {
switch_pc(i);
}
break;
}
}
need_reprint = true;
put_pc_screen();
put_item_screen(stat_window,0);
if (overall_mode == MODE_SHOPPING) {
set_up_shop_array();
draw_shop_graphics(0,pc_buttons[0][0]);
}
}
// Process clicks in item stats area
if (PtInRect (&item_area_rect,the_point)) {
point_in_area = the_point;
point_in_area.x -= ITEM_WIN_UL_X;
point_in_area.y -= ITEM_WIN_UL_Y;
for (i = 0; i < 9; i++)
if ((item_bottom_button_active[i] > 0) && (PtInRect (&item_screen_button_rects[i],point_in_area))) {
OffsetRect(&item_screen_button_rects[i],ITEM_WIN_UL_X,ITEM_WIN_UL_Y);
arrow_button_click(item_screen_button_rects[i]);
OffsetRect(&item_screen_button_rects[i],-1 * ITEM_WIN_UL_X,-1 * ITEM_WIN_UL_Y);
switch (i) {
case 0: case 1: case 2: case 3: case 4: case 5:
if ((prime_time() == false) && (overall_mode != MODE_TALKING) && (overall_mode != MODE_SHOPPING))
add_string_to_buf("Set active: Finish what you're doing first.");
else {
if (!(is_combat())) {
if ((adven[i].isAlive() == false) &&
((overall_mode != MODE_SHOPPING) || (store_shop_type != SHOP_ALCHEMY)))
add_string_to_buf("Set active: PC must be here & active.");
else {
current_pc = i;
sprintf(str,"Now active: %s",adven[i].name);
add_string_to_buf(str);
adjust_spell_menus();
}
}
set_stat_window(i);
if (overall_mode == MODE_SHOPPING) {
set_up_shop_array();
draw_shop_graphics(0,item_screen_button_rects[i]); // rect is dummy
}
}
break;
case 6: // special screen
give_help(50,0,0);
set_stat_window(6);
break;
case 7: // jobs
give_help(50,0,0);
set_stat_window(7);
break;
case 8: // help
FCD(1090,0);
break;
}
}
if (stat_window < 7) {
for (i = 0; i < 8; i++)
for (j = 0; j < 6; j++)
if ((item_area_button_active[i][j] > 0) && (PtInRect (&item_buttons[i][j],point_in_area))) {
OffsetRect(&item_buttons[i][j],ITEM_WIN_UL_X,ITEM_WIN_UL_Y);
if ((j > 0) || (stat_screen_mode < 2))
arrow_button_click(item_buttons[i][j]);
OffsetRect(&item_buttons[i][j],-1 * ITEM_WIN_UL_X,-1 * ITEM_WIN_UL_Y);
item_hit = GetScrollPos(item_sbar,SB_CTL) + i;
if ((prime_time() == false) && (j < 4)
&& ((j > 0) || (stat_screen_mode < 2)))
add_string_to_buf("Item action: Finish what you're doing first.");
else switch (j) {
case 0: // equip
if (overall_mode == MODE_USE) {
add_string_to_buf("Note: Clicking 'U' button by item");
add_string_to_buf(" uses the item.");
use_item(stat_window, item_hit);
overall_mode = MODE_TOWN;
take_ap(3);
}
else if (prime_time() == true) {
adven[stat_window].equipItem(item_hit);
take_ap(1);
need_redraw = true;
}
break;
case 1: // use
use_item(stat_window, item_hit);
if ((overall_mode != MODE_TOWN_TARGET) && (overall_mode != MODE_SPELL_TARGET))
did_something = true;
take_ap(3);
need_redraw = true;
break;
case 2: // give
adven[stat_window].giveThing(item_hit);
did_something = true;
need_redraw = true;
take_ap(1);
break;
case 3: // drop
if (stat_window == 6){
use_spec_item(spec_item_array[item_hit]);
need_redraw = true;////
}
else if (is_out())
adven[stat_window].dropItem(item_hit,party.p_loc);
else {
add_string_to_buf("Drop item: Click where to drop item.");
store_drop_item = item_hit;
overall_mode = (is_town()) ? MODE_TOWN_DROPPING : MODE_DROPPING;
}
break;
case 4: // info
if (stat_window == 6)
put_spec_item_info(spec_item_array[item_hit]);
else display_pc_item(stat_window, item_hit,adven[stat_window].items[item_hit],0);
break;
case 5: // sell? That this codes was reached indicates that the item was sellable
switch (stat_screen_mode) {
case 2: // identify item
if (party.takeGold(shop_identify_cost, false) == false)
ASB("Identify: You don't have the gold.");
else {
play_sound(68);
sprintf(id_name, "Your item is identified. (%s)",adven[stat_window].items[item_hit].full_name);
ASB(id_name);
/*ASB("Your item is identified.");
ASB(adven[stat_window].items[item_hit].full_name);*/
adven[stat_window].items[item_hit].item_properties =
adven[stat_window].items[item_hit].item_properties | 1;
adven[stat_window].combineThings();
}
break;
case 3: case 4: case 5: // various selling
play_sound(39);
party.gold += store_selling_values[i];
ASB("You sell your item.");
adven[stat_window].takeItem(item_hit);
break;
case 6: // enchant item
if (party.takeGold(store_selling_values[i], false) == false)
ASB("Enchant: You don't have the gold.");
else {
play_sound(51);
ASB("Your item is now enchanted.");
adven[stat_window].enchantWeapon(item_hit,shop_identify_cost,store_selling_values[i]);
}
break;
}
break;
}
}
}
put_pc_screen();
put_item_screen(stat_window,0);
need_reprint = true;
}
// Alchemy
if (the_point.x == 1000) {
need_reprint = true;
need_redraw = true;
if (overall_mode == MODE_TOWN) {
do_alchemy();
}
else add_string_to_buf("Alchemy: Only in town.");
}
// Wait 80 spaces (town only)
if (the_point.x == 1001) {
need_reprint = true;
need_redraw = true;
if (party_sees_a_monst() == true)
add_string_to_buf("Long wait: Monster in sight.");
else {
add_string_to_buf("Long wait... ");
print_buf();
play_sound(-20);
draw_rest_screen();
pause(10);
for (i = 0; i < 6; i++){
store_sp[i] = adven[i].cur_health;
adven[i].status[STATUS_WEBS] = 0;
}
}
i = 0;
while ((i < 80) && (party_sees_a_monst() == false)){
increase_age();
do_monsters();
do_monster_turn();
j = get_ran(1,1,160 - c_town.difficulty);
if (j == 10)
create_wand_monst();
if(timed_special_happened && PSD[SDF_COMPATIBILITY_SPECIALS_INTERRUPT_REST] == 1){
i = 200;
add_string_to_buf(" Waiting interrupted.");
}
else{
for (j = 0; j < 6; j++)
if (adven[j].cur_health < store_sp[j]) {
i = 200;
j = 6;
add_string_to_buf(" Waiting interrupted.");
}
if (party_sees_a_monst() == true) {
i = 200;
add_string_to_buf(" Monster sighted! ");
}
else i++;
}
}
put_pc_screen();
}
// If in combat and pc delayed, jump forward a step
if (pc_delayed == true)
{
initiate_redraw();
current_pc++;
combat_next_step();
set_stat_window(current_pc);
put_pc_screen();
}
// At this point, see if any specials have been queued up, and deal with them
// also handled the entering/exiting town special events
for (i = 0; i < 20; i++)
if (special_queue[i].queued_special >= 0) {
s3 = 0;
switch (special_queue[i].mode) {
case SPEC_ENTER_TOWN:
run_special(SPEC_ENTER_TOWN,2,special_queue[i].queued_special,c_town.p_loc,&s1,&s2,&s3);
queue_position--; //free the queue slot
break;
case SPEC_LEAVE_TOWN:
run_special(SPEC_LEAVE_TOWN,2,special_queue[i].queued_special,party.p_loc,&s1,&s2,&s3);
queue_position--; //free the queue slot
break;
default:
long store_time = party.age;
party.age = special_queue[i].trigger_time;
// Call run_special() with the other data from special_queue[i] (which is a pending_special_type struct)
run_special(special_queue[i].mode, special_queue[i].type, special_queue[i].queued_special, special_queue[i].where, &s1, &s2, &s3);
party.age = max(party.age, store_time);
queue_position--; //free the queue slot
break;
}
if (s3 > 0)
initiate_redraw();
}
// Handle non-PC stuff (like monsters) if the party actually did something
if (did_something == true) {
draw_map(modeless_dialogs[5],5);
if ((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING)) {
if (no_pcs_left() == true) {
end_combat();
if (which_combat_type == 0) {
end_town_mode(0,party.p_loc);
add_string_to_buf("Fled the combat. ");
handle_wandering_specials(2);
}
}
else {
if (need_redraw == true) {
initiate_redraw();
if ((combat_active_pc == 6) || (pc_moves[combat_active_pc] > 0))
need_redraw = false;
}
if (combat_next_step() == true)
need_redraw = true;
}
}
else {
increase_age();
if (!(is_out()) || ((is_out()) && (party.age % 10 == 0))) // no monst move is party outdoors and on horse
do_monsters();
if (overall_mode != MODE_OUTDOORS) do_monster_turn();
// Wand monsts
if ((overall_mode == MODE_OUTDOORS) && (party_toast() == false) && (party.age % 10 == 0))
{
if (get_ran(1,1,70 + PSD[SDF_LESS_WANDER_ENC] * 200) == 10)
create_wand_monst();
for (i = 0; i < 10; i++)
if (party.out_c[i].exists == true)
if (((adjacent(party.p_loc,party.out_c[i].m_loc) == true) ||
(party.out_c[i].what_monst.cant_flee >= 10))
&& (party.in_boat < 0) && (party.isFlying() == false)) {
store_wandering_special = party.out_c[i].what_monst;
if (handle_wandering_specials(0) == true)
initiate_outdoor_combat(i);
party.out_c[i].exists = false;
// Get rid of excess keyclicks
FlushEvents(2);
need_reprint = false;
i = 20;
}
}
if (overall_mode == MODE_TOWN)
if (get_ran(1,1,160 - c_town.difficulty + PSD[SDF_LESS_WANDER_ENC] * 200) == 2)
create_wand_monst();
}
}
if (need_redraw == true) initiate_redraw();
if ((need_reprint == true) || (need_redraw == true)) print_buf();
if (end_scenario == true) {
reload_startup();
in_startup_mode = true;
in_scen_debug=false;
ghost_mode = false;
draw_startup(0);
menu_activate(1);
if (FCD(901,0) == 2) save_file(1);
}
if (party_toast() == true) {
for (i = 0; i < 6; i++)
if (adven[i].main_status == MAIN_STATUS_FLED) {
adven[i].main_status = MAIN_STATUS_ALIVE;
if (is_combat()) {
end_town_mode(0,c_town.p_loc);
add_string_to_buf("End combat. ");
handle_wandering_specials(2);
}
}
if (party.stuff_done[SDF_IS_PARTY_SPLIT] > 0) {
end_split(0);
if (is_combat()) overall_mode = MODE_TOWN;
center = c_town.p_loc;
}
menu_activate(1);
initiate_redraw();
put_pc_screen();
put_item_screen(stat_window,0);
if (party_toast() == true)
{
play_sound(13);
handle_death();
if (All_Done == true) return true;
}
}
are_done = All_Done;
return are_done;
}
Boolean someone_awake()
{
short i;
for (i = 0; i < 6; i++)
if ((adven[i].isAlive()) && (adven[i].status[STATUS_ASLEEP] <= 0) && (adven[i].status[STATUS_PARALYZED] <= 0))
return true;
return false;
}
void check_cd_event(HWND hwnd,UINT message, WPARAM wparam, LPARAM lparam)
{
POINT press;
short wind_hit = -1,item_hit = -1;
switch (message) {
case WM_COMMAND:
// pare out command messages sent from text box
///GK2 if (wparam == 150) break;
if (LOWORD(wparam) == 150) break;
cd_find_dlog(hwnd,&wind_hit,&item_hit); // item_hit is dummy
item_hit = (short) LOWORD(wparam);
break;
case WM_KEYDOWN:
wind_hit = cd_process_syskeystroke(hwnd, wparam, lparam,&item_hit);
break;
case WM_CHAR:
wind_hit = cd_process_keystroke(hwnd, wparam, lparam,&item_hit);
break;
case WM_LBUTTONDOWN:
press = MAKEPOINT(lparam);
wind_hit = cd_process_click(hwnd,press, wparam, lparam,&item_hit);
break;
case WM_RBUTTONDOWN:
press = MAKEPOINT(lparam);
wparam = wparam | MK_CONTROL;
wind_hit = cd_process_click(hwnd,press, wparam, lparam,&item_hit);
break;
case WM_PAINT:
cd_redraw(hwnd);
break;
}
if (wind_hit < 0)
return;
switch (wind_hit) {
case -1: break;
case 869: pick_prefab_scen_event_filter(item_hit); break;
case 947: pick_a_scen_event_filter(item_hit); break;
case 958: tip_of_day_event_filter(item_hit); break;
case 960: talk_notes_event_filter(item_hit); break;
case 961: adventure_notes_event_filter(item_hit); break;
case 970: case 971: case 972: case 973: display_strings_event_filter(item_hit); break;
case 987: display_item_event_filter(item_hit); break;
case 988: pick_trapped_monst_event_filter(item_hit); break;
case 989: edit_party_event_filter(item_hit); break;
case 991: display_pc_event_filter(item_hit); break;
case 996: display_alchemy_event_filter(item_hit); break;
case 997: display_help_event_filter(item_hit); break;
case 998: display_pc_item_event_filter(item_hit); break;
case 999: display_monst_event_filter(item_hit); break;
case 1010: spend_xp_event_filter (item_hit); break;
case 1012: get_num_of_items_event_filter (item_hit); break;
case 1013: pick_race_abil_event_filter (item_hit); break;
case 1014: dialog_not_toast = false; break;
case 1017: case 873: get_text_response_event_filter(item_hit); break;
case 1018: select_pc_event_filter (item_hit); break;
case 1019: give_pc_info_event_filter(item_hit); break;
case 1047: alch_choice_event_filter(item_hit); break;
case 1050: pc_graphic_event_filter(item_hit); break;
case 1051: pc_name_event_filter(); break;
case 1096: display_spells_event_filter (item_hit); break;
case 1097: display_skills_event_filter (item_hit); break;
case 1098: pick_spell_event_filter (item_hit); break;
case 1099: prefs_event_filter (item_hit); break;
case 1100: compatibility_event_filter (item_hit); break;
default: fancy_choice_dialog_event_filter (item_hit); break;
}
}
void handle_menu_spell(short spell_picked,short spell_type)
{
POINT pass_point;
spell_forced = true;
pc_casting = current_pc;
pc_last_cast[spell_type][current_pc] = spell_picked;
if (spell_type == 0)
store_mage = spell_picked;
else store_priest = spell_picked;
if ((spell_type == 0) && (mage_need_select[spell_picked] > 0)) {
if ((store_spell_target = char_select_pc(2 - mage_need_select[spell_picked],0,"Cast spell on who?")) == 6)
return;
}
else {
if ((spell_type == 1) && (priest_need_select[spell_picked] > 0))
if ((store_spell_target = char_select_pc(2 - priest_need_select[spell_picked],0,"Cast spell on who?")) == 6)
return;
}
pass_point.x = bottom_buttons[spell_type].left + 5;
pass_point.y = bottom_buttons[spell_type].top + 5;
handle_action(pass_point,0,-1);
}
void initiate_outdoor_combat(short i)
{
short m,n;
location to_place;
initiate_redraw();
// Is combat too easy?
if ((adven.getTotalLevel() > ((out_enc_lev_tot(i) * 5) / 3) ) && (out_enc_lev_tot(i) < 200)
&& (party.out_c[i].what_monst.cant_flee % 10 != 1)) {
add_string_to_buf("Combat: Monsters fled! ");
party.out_c[i].exists = false;
return;
}
// Delay((long) 100,&dummy);
start_outdoor_combat(party.out_c[i], out[party.p_loc.x][party.p_loc.y], party.p_loc.countWalls());
party.out_c[i].exists = false;
for (m = 0; m < 6; m++)
if (adven[m].isAlive())
to_place = pc_pos[m];
for (m = 0; m < 6; m++)
for (n = 0; n < 24; n++)
if ((adven[m].isAlive() == false) && (adven[m].items[n].variety != ITEM_TYPE_NO_ITEM)) {
place_item(adven[m].items[n],to_place,true);
adven[m].items[n].variety = ITEM_TYPE_NO_ITEM;
}
overall_mode = MODE_COMBAT;
center = pc_pos[current_pc];
initiate_redraw();
}
void initiate_redraw()
// Draw changes in terrain, but only if terrain is onscreen
{
if ((overall_mode < MODE_TALKING) || (overall_mode >= 30)) draw_terrain(0);
}
Boolean handle_syskeystroke(WPARAM wParam, LPARAM,short *handled)
{
UINT kp[10] = {VK_NUMPAD0,VK_NUMPAD1, VK_NUMPAD2, VK_NUMPAD3, VK_NUMPAD4,
VK_NUMPAD5, VK_NUMPAD6, VK_NUMPAD7, VK_NUMPAD8, VK_NUMPAD9};
POINT terrain_click[10] = {{150,185},{120,215},{150,215},{180,215},
{120,185},{150,185},{180,185},
{120,155},{150,155},{180,135}};
POINT pass_point;
Boolean are_done = false;
short i;
if (in_startup_mode == true)
return false;
for (i = 0; i < 10; i++)
if (wParam == kp[i]) {
if (i == 0) {
*handled = 1;
return handle_keystroke((UINT) 'z',-1);
}
else {
//*handled = 1;
pass_point.x = terrain_click[i].x;
pass_point.y = terrain_click[i].y;
wParam = 0;
FlushEvents(0);
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
}
if (overall_mode == MODE_TALKING) {
if (wParam == VK_ESCAPE) {
pass_point.x = preset_words[6].word_rect.left + 9;
pass_point.y = preset_words[6].word_rect.top + 9;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
}
else if (overall_mode == MODE_SHOPPING) { // shopping keystrokes
if (wParam == VK_ESCAPE) {
pass_point.x = 222;
pass_point.y = 398;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
}
if ((wParam == VK_LEFT) || (wParam == VK_RIGHT)) { //go left or right
*handled = 1;
pass_point.x = (wParam == VK_LEFT) ? 120 : 180;
pass_point.y = 185;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
if ((wParam == VK_UP) || (wParam == VK_DOWN)) { //go up or down
*handled = 1;
pass_point.x = 150;
pass_point.y = (wParam == VK_UP) ? 155 : 215;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
if ((wParam == VK_HOME) || (wParam == VK_PRIOR)) { //go northwest or northeast
*handled = 1;
pass_point.x = (wParam == VK_HOME) ? 120 : 170;
pass_point.y = 155;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
if ((wParam == VK_END) || (wParam == VK_NEXT)) { //go southwest or southeast
*handled = 1;
pass_point.x = (wParam == VK_END) ? 120 : 180;
pass_point.y = 215;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
return are_done;
}
Boolean handle_keystroke(WPARAM wParam, LPARAM lParam)
{
Boolean are_done = false;
POINT pass_point;
short i,j,k;
POINT terrain_click[10] = {{150,185},{120,215},{150,215},{180,215},
{120,185},{150,185},{180,185},
{120,155},{150,155},{180,135}};
char talk_chars[9] = {'l','n','j','b','s','r','d','g','a'};
char chr;
short x,y;
location loc;
if (in_startup_mode == true)
return false;
chr = (char) wParam;
if (overall_mode == MODE_TALKING) {
if (chr == ' ')
chr = 'g';
if (chr == '?') {
party.help_received[5] = 0;
give_help(205,6,0);
}
for (i = 0; i < 9; i++)
if (chr == talk_chars[i]) {
pass_point.x = preset_words[i].word_rect.left + 9;
pass_point.y = preset_words[i].word_rect.top + 9;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
}
else if (overall_mode == MODE_SHOPPING) { // shopping keystrokes
if (chr == '?') {
party.help_received[26] = 0;
give_help(226,27,0);
}
for (i = 0; i < 8; i++)
if (chr == 97 + i) {
pass_point.x = shopping_rects[i][1].left + 9;
pass_point.y = shopping_rects[i][1].top + 9;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
}
if ((overall_mode != MODE_TALKING) && (overall_mode != MODE_SHOPPING)) {
for (k = 0; k < (short) LOWORD(lParam); k++)
switch(chr)
{
case 'D':
if (in_scen_debug)
{
in_scen_debug = false;
ASB("Debug mode OFF.");
}
else
{
in_scen_debug = true;
ASB("Debug mode ON.");
}
print_buf();
break;
case '&':
add_string_to_buf("If Valorim ...");
print_buf();
break;
case '*':
add_string_to_buf("You want to save ...");
print_buf();
break;
case '(':
add_string_to_buf("Back up your save files ...");
print_buf();
break;
case ')':
add_string_to_buf("Burma Shave.");
print_buf();
break;
case '?':
if (is_out()){
FCD(1079,0);
break;
}
if (is_town()){
FCD(1080,0);
break;
}
if (is_combat()){
FCD(1081,0);
break;
}
break;
case '1': case '2': case '3': case '4': case '5': case '6':
pass_point.x = pc_buttons[((short) chr) - 49][0].left + 1 + PC_WIN_UL_X;
pass_point.y = pc_buttons[((short) chr) - 49][0].top + PC_WIN_UL_Y;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
break;
case '9':
pass_point.x = item_screen_button_rects[6].left + ITEM_WIN_UL_X;
pass_point.y = item_screen_button_rects[6].top + ITEM_WIN_UL_Y;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
break;
case ' ':
if (overall_mode == MODE_FANCY_TARGET) { // cast multi-target spell, set # targets to 0 so that
// space clicked doesn't matter
num_targets_left = 0;
pass_point = terrain_click[5];
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
if (overall_mode == MODE_SPELL_TARGET)
spell_cast_hit_return();
break;
case 'z':
if (((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING)) || (overall_mode == MODE_LOOK_COMBAT)) {
set_stat_window(current_pc);
put_item_screen(stat_window,0);
}
else {
set_stat_window(0);
put_item_screen(stat_window,0);
}
break;
case '=':
if (in_scen_debug) {
party.gold += 100;
party.food += 100;
for (i = 0; i < 6; i++) {
adven[i].main_status = MAIN_STATUS_ALIVE;
adven[i].cur_health = 100;
adven[i].cur_sp = 100;
}
party.stuff_done[SDF_IS_PARTY_SPLIT] = 0;
adven.giveXP(25);
refresh_store_items();
for (i = 0; i < 6; i++){
for (j = 0; j < 62; j++) {
adven[i].mage_spells[j] = true;
adven[i].priest_spells[j] = true;
}
adven[i].skills[SKILL_MAGE_SPELLS] = 7;
adven[i].skills[SKILL_PRIEST_SPELLS] = 7;
}
add_string_to_buf("Debug: Add stuff and heal. ");
print_buf();
put_pc_screen();
}
break;
// case 'A': Alchemy
case 'B': // Leave town
if (in_scen_debug) {
if(overall_mode != MODE_TOWN){
add_string_to_buf("Debug - Leave Town: You're not in town !");
print_buf();
break;
}
party.stuff_done[SDF_IS_PARTY_SPLIT] = 0;
for(i=0;i<6;i++)
if(adven[i].main_status > 9)
adven[i].main_status -= MAIN_STATUS_SPLIT;
overall_mode = MODE_OUTDOORS;
position_party(party.outdoor_corner.x,party.outdoor_corner.y,party.p_loc.x,party.p_loc.y);
clear_map();
add_string_to_buf("Debug: Leaving town...");
add_string_to_buf("Choose which direction to go.");
print_buf();
redraw_screen(0);
}
break;
case 'C': // Clean up
if (in_scen_debug) {
for (i = 0; i < 6; i++) {
adven[i].status[STATUS_POISON] = 0;
if (adven[i].status[STATUS_BLESS_CURSE] < 0)
adven[i].status[STATUS_BLESS_CURSE] = 0;
if (adven[i].status[STATUS_HASTE_SLOW] < 0)
adven[i].status[STATUS_HASTE_SLOW] = 0;
adven[i].status[STATUS_WEBS] = 0;
adven[i].status[STATUS_DISEASE] = 0;
adven[i].status[STATUS_DUMB] = 0;
adven[i].status[STATUS_ASLEEP] = 0;
adven[i].status[STATUS_PARALYZED] = 0;
adven[i].status[STATUS_ACID] = 0;
}
add_string_to_buf("Debug: You get cleaned up!");
print_buf();
put_pc_screen();
}
break;
// case 'D': toggle Debug mode
//Can be moved out of this function to allow the character to switch debug mode during dialogues or shopping.
case 'E': // Miscellaneous help
if (in_scen_debug) {
party.stuff_done[SDF_STEALTH] = 10;
party.stuff_done[SDF_DETECT_MONSTER] = 10;
party.stuff_done[SDF_LAVAWALK ] = 10;
add_string_to_buf("Debug: Sanctuary, Detect, Lavawalk!");
print_buf();
put_pc_screen();
}
break;
case 'F': // Flight
if (in_scen_debug) {
if (overall_mode == MODE_TOWN){
add_string_to_buf("Debug - Flying: Not while in Town !");
print_buf();
break;
}
party.stuff_done[SDF_FLYING] = 10;
add_string_to_buf("Debug: You start flying!");
print_buf();
}
break;
case 'G': //Ghost Mode
if(in_scen_debug){
if(ghost_mode){
ghost_mode = false;
ASB("Debug: Ghost mode OFF.");
}
else{
ghost_mode = true;
ASB("Debug: Ghost mode ON.");
}
print_buf();
}
break;
case 'H': // Heal PCs and restore their SP
if (in_scen_debug) {
party.gold += 100;
party.food += 100;
for (i = 0; i < 6; i++) {
if ((adven[i].main_status > MAIN_STATUS_ALIVE) && (adven[i].main_status < MAIN_STATUS_FLED))
adven[i].main_status = MAIN_STATUS_ALIVE;
}
adven.heal(250);
adven.restoreSP(100);
add_string_to_buf("Debug: Heal.");
print_buf();
put_pc_screen();
}
break;
case 'K':
if (in_scen_debug) {
for (i = 0; i < T_M; i++) {
if ((is_combat()) && (c_town.monst.dudes[i].active > 0) && (c_town.monst.dudes[i].attitude % 2 == 1))
c_town.monst.dudes[i].active = 0;
if ((c_town.monst.dudes[i].active > 0) && (c_town.monst.dudes[i].attitude % 2 == 1)
&& (dist(c_town.monst.dudes[i].m_loc,c_town.p_loc) <= 10) )
damage_monst(i, 7,1000,0, 4);
}
initiate_redraw();
add_string_to_buf("Debug: Kill things.");
print_buf();
break;
}
// case 'L': automap
// case 'M': repeat Mage spell
case 'N': // End scenario
if (in_scen_debug) {
reload_startup();
in_startup_mode = true;
in_scen_debug=false;
ghost_mode = false;
draw_startup(0);
menu_activate(1);
if (FCD(901,0) == 2) save_file(1);
}
break;
case 'O': // Location
if (is_town()) {
loc = c_town.p_loc;
sprintf (c_line, "Debug: You're at x %d, y %d in town %d.",
(short) loc.x, (short) loc.y, c_town.town_num);
}
if (is_out()) {
loc = party.p_loc;
x = loc.x; y = loc.y;
x += 48 * party.outdoor_corner.x; y += 48 * party.outdoor_corner.y;
sprintf (c_line, "Debug: You're outside at x %d, y %d.",x,y);
}
if(is_combat()){
loc = pc_pos[current_pc];
sprintf (c_line, "Debug: You're in combat at x %d, y %d.", loc.x, loc.y);
}
add_string_to_buf(c_line);
print_buf();
break;
// case 'P': repeat Priest spell
case 'I': //debug info
//char buf[256]; //debug info
//sprintf(buf,"Party Age : %d, Ctown ploc : x = %d, y = %d", party.age, center.x, center.y);
// sprintf(buf,"Town chop time : %d, chop key : %d",c_town.town.town_chop_time, c_town.town.town_chop_key);
/*sprintf(buf,"Scenario prog version %d %d %d", scenario.prog_make_ver[0], scenario.prog_make_ver[1], scenario.prog_make_ver[2]);
give_error(buf,"",0);*/
break;
case 'Q': // Magic map
if (in_scen_debug) {
if (overall_mode == MODE_OUTDOORS) {
for (i = 0; i < 96; i++)
for (j = 0; j < 96; j++)
make_explored(i,j);
}
else {
for (i = 0; i < 64; i++)
for (j = 0; j < 64; j++)
make_explored(i,j);
}
clear_map();
add_string_to_buf("Debug: Magic Map.");
print_buf();
}
break;
case 'R': // Return to Start
if (in_scen_debug) {
if (party.in_boat >= 0) {
add_string_to_buf(" Not while in boat. ");
print_buf();
break;
}
if (party.in_horse >= 0) {
add_string_to_buf(" Not while on horse. ");
print_buf();
break;
}
force_town_enter(scenario.which_town_start,scenario.where_start);
start_town_mode(scenario.which_town_start,9);
position_party(scenario.out_sec_start.x,scenario.out_sec_start.y,
scenario.out_start.x,scenario.out_start.y);
center = c_town.p_loc = scenario.where_start;
redraw_screen(0);
add_string_to_buf("Debug: You are moved... ");
print_buf();
}
break;
case 'S': // Set a SDF
if (in_scen_debug) { //and leave alone the 300+ SDF (game options/mechanics)
char response[256]="";
display_strings("Enter Stuff Done Flag Part A (between 0 and 299)","",0,0,0,0,"Which SDFa ?",-1,130,0);
get_text_response(873,response,0);
i = atoi(response);
if(i >= 0 && i <300){
display_strings("Enter Stuff Done Flag Part B (between 0 and 9)","",0,0,0,0,"Which SDFb ?",-1,130,0);
get_text_response(873,response,0);
j = atoi(response);
if(j >= 0 && j < 10){
display_strings("Enter Stuff Done Flag Part Value (outrageous values are a sure way to crash, or at least broke, the game)|Entering -1 show the value of the specified SDF.","",0,0,0,0,"Which value ?",-1,130,0);
get_text_response(873,response,0);
x = atoi(response);
if(x == -1){
sprintf(response,"SDF[%d][%d] = %d",i,j,party.stuff_done[i][j]);
give_error(response,"",0);
}
else
party.stuff_done[i][j]=x;
}
}
}
break;
case 'T': // Enter a Town
if (in_scen_debug) {
short find_direction_from;
char response[256]="";
sprintf(response,"Enter Town Number (between 0 and %d)",scenario.num_towns -1 );
display_strings(response,"",0,0,0,0,"Which Town ?",-1,130,0);
get_text_response(873,response,0);
i = atoi(response);
if(i>=0 && i < scenario.num_towns ){
if (party.direction == 0) find_direction_from = 2;
else if (party.direction == 4) find_direction_from = 0;
else if (party.direction < 4) find_direction_from = 3;
else find_direction_from = 1;
start_town_mode(i, find_direction_from);
}
}
break;
case 'W':
if(in_scen_debug){
refresh_store_items();
add_string_to_buf("Debug: Refreshed jobs/shops. ");
print_buf();
}
break;
case '<': // Advance clock by one day
if (in_scen_debug) {
ASB("Debug: One day passes...");
print_buf();
party.age += 3700;
put_pc_screen();
}
break;
case '>':
if(in_scen_debug){
ASB("Debug: Towns have short memory.");
ASB("Your deeds have been forgotten.");
print_buf();
for (i = 0; i < 4; i++)
party.creature_save[i].which_town = 200;
}
break;
case '/': // Help list
if(in_scen_debug){
ASB(" Debug hot keys");
ASB(" B: Leave town");
ASB(" C: Get cleaned up");
ASB(" D: Toggle Debug mode");
ASB(" E: Sanctuary, Detect, Lavawalk");
ASB(" F: Flight");
ASB(" G: Ghost Mode");
ASB(" H: Heal");
ASB(" K: Kill things");
ASB(" N: End Scenario");
ASB(" O: Location");
ASB(" Q: Magic map");
ASB(" R: Return to Start");
ASB(" S: Set a SDF");
ASB(" T: Enter Town");
ASB(" W: Refresh jobs/shops");
ASB(" =: Heal, increase magic skills");
ASB(" <: Make one day pass");
ASB(" >: Towns forgive you");
ASB(" /: Bring up this list");
print_buf();
}
break;
case 'a': // automap
if (overall_mode < MODE_TALK_TOWN) {
pass_point.x = (overall_mode == MODE_OUTDOORS) ? 170 : 221;
pass_point.y = 405;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
break;
case 'b': case 'u': case 'L': // End combat, shoot and only active character <= why did you remove 'b' ?
if (overall_mode == MODE_TOWN) {
pass_point.x = (chr == 'u') ? 220 : 205;
pass_point.y = (chr == 'L') ? 405 : 388;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
break;
case 's': case 'x': case 'e':
if ((overall_mode == MODE_COMBAT) ||
((overall_mode == MODE_FIRING) && (chr == 's')) ||
((overall_mode == MODE_THROWING) && (chr == 's')) ) {
pass_point.x = (chr == 's') ? 205 : 240;
pass_point.y = (chr == 'e') ? 390 : 406;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
break;
case 'A': case 'M': case 'P': case 'd': case 'f': case 'g': case 'l':
case 'm': case 'p': case 'r': case 't': case 'w':
j = 50;
if ((chr == 'm') && ((overall_mode == MODE_SPELL_TARGET) || (overall_mode == MODE_FANCY_TARGET))) // cancel spell
j = 0;
if ((chr == 'p') && ((overall_mode == MODE_SPELL_TARGET) || (overall_mode == MODE_FANCY_TARGET))) // cancel spell
j = 1;
if ((overall_mode == MODE_OUTDOORS) || (overall_mode == MODE_TOWN) || (overall_mode == MODE_COMBAT)) {
switch (chr) {
case 'M': spell_forced = true; j = 0; break;
case 'm': j = 0; break;
case 'P': spell_forced = true; j = 1; break;
case 'p': j = 1; break;
case 'l': j = 2; break;
case 'r': if (overall_mode != MODE_OUTDOORS) return false;
j = 3;
break;
case 't': if (overall_mode == MODE_TOWN)
j = 3;
else return false;
break;
case 'A':if (overall_mode == MODE_TOWN) {
pass_point.x = 1000;
are_done = handle_action(pass_point,wParam,-1);
}
else {
add_string_to_buf("Alchemy: In town only.");
print_buf();
return false;
}
break;
case 'w':if (overall_mode == MODE_COMBAT)
j = 5;
else if (overall_mode == MODE_TOWN) {
pass_point.x = 1001;
are_done = handle_action(pass_point,wParam,-1);
}
else {
add_string_to_buf("Wait: In town only.");
print_buf();
return false;
}
break;
case 'd': if (overall_mode != MODE_COMBAT) return false;
j = 3;
break;
case 'g': if (overall_mode == MODE_OUTDOORS) return false;
j = 4;
break;
case 'f': if (overall_mode != MODE_TOWN) return false;
j = 6;
break;
}
}
if (j < 50) {
pass_point.x = bottom_buttons[j].left + 5;
pass_point.y = bottom_buttons[j].top + 5;
are_done = handle_action(pass_point,wParam,-1);
return are_done;
}
break;
}
}
spell_forced = false;
return are_done;
}
void menu_activate(short)
// type; // 0 - save off alter off 1 - not all off
{
HMENU menu;
menu = GetMenu(mainPtr);
if (in_startup_mode == true) {
EnableMenuItem(menu,2,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,3,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,21,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,22,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,23,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,24,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,26,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,27,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,28,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,29,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,81,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,82,MF_GRAYED | MF_BYCOMMAND);
EnableMenuItem(menu,84,MF_GRAYED | MF_BYCOMMAND);
//EnableMenuItem(menu,,MF_GRAYED | MF_BYCOMMAND);
DrawMenuBar(mainPtr);
return;
}
EnableMenuItem(menu,3,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,2,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,21,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,22,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,23,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,24,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,26,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,27,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,28,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,29,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,81,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,82,MF_ENABLED | MF_BYCOMMAND);
EnableMenuItem(menu,84,MF_ENABLED | MF_BYCOMMAND);
DrawMenuBar(mainPtr);
}
void do_load()
{
load_file();
if (in_startup_mode == false)
post_load();
menu_activate(1);
}
void post_load()
{
current_switch = 6;
reset_item_max();
if (overall_mode == MODE_OUTDOORS)
update_explored(party.p_loc);
if (overall_mode == MODE_TOWN) {
make_town_trim(0);
}
make_out_trim();
create_clip_region();
redraw_screen(0);
stat_window = first_active_pc();
set_stat_window(0);
clear_map();
adjust_spell_menus();
adjust_monst_menu();
}
void do_save(short mode) //mode 0 - normal 1 - save as
{
if (overall_mode > MODE_TOWN) {
add_string_to_buf("Save: Only while outdoors, or in ");
add_string_to_buf(" town and not looking/casting. ");
print_buf();
return;
}
save_file(mode);
pause(6);
initiate_redraw();
put_pc_screen();
put_item_screen(stat_window,0);
print_buf();
}
void increase_age()
{
short i,j,item,how_many_short = 0,r1,store_day;
Boolean update_stat = false;
// Increase age, adjust light level & stealth
store_day = calc_day();
if (is_out()) {
if (party.in_horse < 0)
party.age -= party.age % 10;
else party.age -= party.age % 5;
party.age += 5;
if (party.in_horse < 0)
party.age += 5;
}
else party.age++;
if (calc_day() != store_day) { // Day changed, so check for interesting stuff.
update_stat = true;
}
move_to_zero(party.light_level);
// decrease monster present counter
move_to_zero(party.stuff_done[SDF_MONSTERS_ALERTNESS]);
// Party spell effects
if (party.stuff_done[SDF_STEALTH] == 1) {reset_text_bar();
add_string_to_buf("Your footsteps grow louder. "); }
move_to_zero(party.stuff_done[SDF_STEALTH]);
if (party.stuff_done[SDF_DETECT_MONSTER] == 1) {reset_text_bar();
add_string_to_buf("You stop detecting monsters. ");}
move_to_zero(party.stuff_done[SDF_DETECT_MONSTER]);
if (party.stuff_done[SDF_LAVAWALK] == 1) {reset_text_bar();
add_string_to_buf("Your feet stop glowing. ");}
move_to_zero(party.stuff_done[SDF_LAVAWALK]);
if (party.stuff_done[SDF_FLYING] == 2)
add_string_to_buf("You are starting to descend.");
if (party.stuff_done[SDF_FLYING] == 1) {
if (scenario.ter_types[out[party.p_loc.x][party.p_loc.y]].blockage > 2) {
add_string_to_buf(" You plummet to your deaths. ");
adven.kill(2);
print_buf();
pause(150);
}
else add_string_to_buf(" You land safely. ");
reset_text_bar();
}
move_to_zero(party.stuff_done[SDF_FLYING]);
if ((overall_mode > MODE_OUTDOORS) && (c_town.town.lighting == 2))
party.light_level = max (0,party.light_level - 9);
if (c_town.town.lighting == 3) {
if (party.light_level > 0)
ASB("Your light is drained.");
party.light_level = 0;
}
// Specials countdowns
if ((party.age % 500 == 0) && (get_ran(1,0,5) == 3) && (adven.hasAbil(ITEM_DISEASE_PARTY) == true)) {
update_stat = true;
adven.disease(2);
}
// Plants and magic shops
if (party.age % 4000 == 0) refresh_store_items();
// Protection, etc.
for (i = 0; i < NUM_OF_PCS; i++) { // Process some status things, and check if stats updated
if ((adven[i].status[STATUS_INVULNERABLE] == 1) || (adven[i].status[5] == 1) || (adven[i].status[8] == 1)
|| (adven[i].status[STATUS_ASLEEP] == 1)|| (adven[i].status[STATUS_PARALYZED] == 1))
update_stat = true;
move_to_zero(adven[i].status[STATUS_INVULNERABLE]);
move_to_zero(adven[i].status[STATUS_MAGIC_RESISTANCE]);
move_to_zero(adven[i].status[STATUS_INVISIBLE]);
move_to_zero(adven[i].status[STATUS_MARTYRS_SHIELD]);
move_to_zero(adven[i].status[STATUS_ASLEEP]);
move_to_zero(adven[i].status[STATUS_PARALYZED]);
if ((party.age % 40 == 0) && (adven[i].status[STATUS_POISONED_WEAPON] > 0)) {
update_stat = true;
move_to_zero(adven[i].status[STATUS_POISONED_WEAPON]);
}
}
// Food
if ((party.age % 1000 == 0) && (overall_mode < 10)) {
for (i = 0; i < NUM_OF_PCS; i++)
if (adven[i].isAlive())
how_many_short++;
how_many_short = party.takeFood (how_many_short, false);
if (how_many_short > 0) {
add_string_to_buf("Starving! ");
play_sound(66);
r1 = get_ran(3,1,6);
adven.damage(r1,4);
update_stat = true;
if (overall_mode < MODE_COMBAT)
boom_space(party.p_loc,overall_mode,0,r1,0);
}
else {
play_sound(6);
add_string_to_buf("You eat. ");
}
update_stat = true;
}
// Poison, acid, disease damage
for (i = 0; i < 6; i++) // Poison
if (adven[i].status[STATUS_POISON] > 0) {
i = 6;
if (((overall_mode == MODE_OUTDOORS) && (party.age % 50 == 0)) || ((overall_mode == MODE_TOWN) && (party.age % 20 == 0))) {
update_stat = true;
do_poison();
}
}
for (i = 0; i < 6; i++) // Disease
if (adven[i].status[STATUS_DISEASE] > 0) {
i = 6;
if (((overall_mode == MODE_OUTDOORS) && (party.age % 100 == 0)) || ((overall_mode == MODE_TOWN) && (party.age % 25 == 0))) {
update_stat = true;
handle_disease();
}
}
for (i = 0; i < 6; i++) // Acid
if (adven[i].status[STATUS_ACID] > 0) {
i = 6;
update_stat = true;
handle_acid();
}
// Healing and restoration of spell pts.
if (is_out()) {
if (party.age % 100 == 0) {
for (i = 0; i < 6; i++)
if ((adven[i].isAlive()) && (adven[i].cur_health < adven[i].max_health))
update_stat = true;
adven.heal(2);
}
}
else {
if (party.age % 50 == 0) {
for (i = 0; i < 6; i++)
if ((adven[i].isAlive()) && (adven[i].cur_health < adven[i].max_health))
update_stat = true;
adven.heal(1);
}
}
if (is_out()) {
if (party.age % 80 == 0) {
for (i = 0; i < 6; i++)
if ((adven[i].isAlive()) && (adven[i].cur_sp < adven[i].max_sp))
update_stat = true;
adven.restoreSP(2);
}
}
else {
if (party.age % 40 == 0) {
for (i = 0; i < 6; i++)
if ((adven[i].isAlive()) && (adven[i].cur_sp < adven[i].max_sp))
update_stat = true;
adven.restoreSP(1);
}
}
// Recuperation and chronic disease disads
for (i = 0; i < 6; i++)
if (adven[i].isAlive()) {
if ((adven[i].traits[TRAIT_RECUPERATION] > 0) && (get_ran(1,0,10) == 1) && (adven[i].cur_health < adven[i].max_health)) {
adven[i].heal(2);
update_stat = true;
}
if ((adven[i].traits[TRAIT_CHRONIC_DISEASE] > 0) && (get_ran(1,0,110) == 1)) {
adven[i].disease(4);
update_stat = true;
}
}
// Blessing, slowed,etc.
if (party.age % 4 == 0)
for (i = 0; i < 6; i++) {
if ((adven[i].status[STATUS_BLESS_CURSE] != 0) || (adven[i].status[STATUS_HASTE_SLOW] != 0))
update_stat = true;
move_to_zero(adven[i].status[STATUS_BLESS_CURSE]);
move_to_zero(adven[i].status[STATUS_HASTE_SLOW]);
if (((item = adven[i].hasAbilEquip(ITEM_REGENERATE)) < 24)
&& (adven[i].cur_health < adven[i].max_health)
&& ((overall_mode > MODE_OUTDOORS) || (get_ran(1,0,10) == 5))){
j = get_ran(1,0,adven[i].items[item].ability_strength / 3);
if (adven[i].items[item].ability_strength / 3 == 0)
j = get_ran(1,0,1);
if (is_out()) j = j * 4;
adven[i].heal(j);
update_stat = true;
}
}
dump_gold(1);
timed_special_happened = special_increase_age(0);//don't delay the trigger of the special, if there's a special
push_things();
if (is_town()) process_fields();
// Cancel switching PC order
current_switch = 6;
// If a change, draw stat screen
if (update_stat == true) put_pc_screen();
adjust_spell_menus();
}
void switch_pc(short which)
{
pc_record_type store_pc;
if (current_switch < 6) {
if (current_switch != which) {
add_string_to_buf("Switch: OK.");
store_pc = adven[which];
adven[which] = adven[current_switch];
adven[current_switch] = store_pc;
if (current_pc == current_switch)
current_pc = which;
else if (current_pc == which)
current_pc = current_switch;
set_stat_window(current_pc);
current_switch = 6;
}
else {
ASB("Switch: Not with self.");
current_switch = 6;
}
}
else {
add_string_to_buf("Switch: Switch with who? ");
current_switch = which;
}
}
void handle_death()
{
short choice, i;
bool done = false;
while (done == false)
{
// Use death (or leave Exile) dialog
choice = FCD(1069,0); //// FCD hates it when it gets called in startup mode
// and startup graphics aren't loaded.
done = true;
if (choice == 1) {//restore
load_file();
if (party_toast() == false) {
if (in_startup_mode == false)
post_load();
else return;
}
else
done = false;
}
if (choice == 2){//restart
i = FCD(1091,0);//"are you sure ?" dialog
if(i == 1)//cancel button hit
done = false;
else{
for (i = 0; i < 6; i++)
adven[i].main_status = MAIN_STATUS_ABSENT;
party_in_memory = false;
reload_startup();
in_startup_mode = true;
draw_startup(0);
start_new_game();
draw_startup(0);
}
}
if (choice == 3) {//quit
done = true;
All_Done = true;
}
}
}
void start_new_game()
{
short i;
short choice;
choice = FCD(1065,0);
if (choice == 2) return;
init_party(0);
edit_party();
// if no PCs left, forget it
for (i = 0 ; i < NUM_OF_PCS; i++)
if (adven[i].isAlive())
i = 100;
if (i == NUM_OF_PCS)
return;
// everyone gets a weapon
for (i = 0; i < NUM_OF_PCS; i++)
if (adven[i].isAlive()) {
adven[i].items[0] = start_items[adven[i].race * 2];
adven[i].equip[0] = true;
adven[i].items[1] = start_items[adven[i].race * 2 + 1];
adven[i].equip[1] = true;
}
// PCs get adjustments
for (i = 0; i < 6; i++)
if (adven[i].isAlive()) {
// Do stat adjs for selected race.
if (adven[i].race == RACE_NEPHIL) {
if (adven[i].skills[SKILL_DEXTERITY] < 18)
adven[i].skills[SKILL_DEXTERITY] += 2;
}
if (adven[i].race == RACE_SLITH) {
if (adven[i].skills[SKILL_STRENGTH] < 18)
adven[i].skills[SKILL_STRENGTH] += 2;
if (adven[i].skills[SKILL_INTELLIGENCE] < 19)
adven[i].skills[SKILL_INTELLIGENCE] += 1;
}
adven[i].max_sp += adven[i].skills[SKILL_MAGE_SPELLS] * 3 + adven[i].skills[SKILL_PRIEST_SPELLS] * 3;
adven[i].cur_sp = adven[i].max_sp;
}
save_file(1);
party_in_memory = true;
}
location get_cur_direction(POINT the_point)
{
location store_dir;
int x = the_point.x;
int y = the_point.y;
// This is a kludgy adjustment to adjust for the screen shifting between Exile I & II
y += 5;
x += 5;
if ((x < 135) & (y >= ((x * 34) / 10) - 293) & (y <= (-1 * ((x * 34) / 10) + 663)))
store_dir.x--;
if ((x > 163) & (y <= ((x * 34) / 10) - 350) & (y >= (-1 * ((x * 34) / 10) + 721)))
store_dir.x++;
if ((y < 167) & (y <= (x / 2) + 102) & (y <= (-1 * (x / 2) + 249)))
store_dir.y--;
if ((y > 203) & (y >= (x / 2) + 123) & (y >= (-1 * (x / 2) + 268)))
store_dir.y++;
return store_dir;
}
Boolean outd_move_party(location destination,Boolean forced)
{
char create_line[60];
short boat_num,horse_num,spec_num;
location real_dest, sector_p_in;
Boolean keep_going = true,check_f;
location store_corner,store_iwc;
unsigned char ter;
short buffer_ptr;
keep_going = check_special_terrain(destination,0,0,&spec_num,&check_f);
if (check_f == true) forced = true;
if (in_scen_debug && ghost_mode) forced = true;
/*if (spec_num == 50) forced = true;*/ //if it's the number 50 special node, then force movement...
// If not blocked and not put in town by a special, process move
if ((keep_going == true) && (overall_mode == MODE_OUTDOORS)) {
real_dest.x = destination.x - party.p_loc.x;
real_dest.y = destination.y - party.p_loc.y;
sector_p_in.x = party.outdoor_corner.x + party.i_w_c.x;
sector_p_in.y = party.outdoor_corner.y + party.i_w_c.y;
store_corner = party.outdoor_corner;
store_iwc = party.i_w_c;
// Check if party moves into new sector
if ((destination.x < 6) && (party.outdoor_corner.x > 0)) shift_universe_left();
if ((destination.x > 90) && (party.outdoor_corner.x < scenario.out_width - 1)) shift_universe_right();
if ((destination.y < 6) && (party.outdoor_corner.y > 0)) shift_universe_up();
else if ((destination.y > 90) && (party.outdoor_corner.y < scenario.out_height - 1))
shift_universe_down();
// Now stop from going off the world's edge
real_dest.x = party.p_loc.x + real_dest.x;
real_dest.y = party.p_loc.y + real_dest.y;
if ((real_dest.x < 4) && (party.outdoor_corner.x <= 0)) {
ASB("You've reached the world's edge.");
return false;
}
if (((real_dest.x > 92) && (party.outdoor_corner.x >= scenario.out_width - 2)) ||
((real_dest.x > 44) && (party.outdoor_corner.x >= scenario.out_width - 1))) {
ASB("You've reached the world's edge.");
return false;
}
if ((real_dest.y < 4) && (party.outdoor_corner.y <= 0)) {
ASB("You've reached the world's edge.");
return false;
}
else if (((real_dest.y > 92) && (party.outdoor_corner.y >= scenario.out_height - 2)) ||
((real_dest.y > 44) && (party.outdoor_corner.y >= scenario.out_height - 1))) {
ASB("You've reached the world's edge.");
return false;
}
ter = out[real_dest.x][real_dest.y];
if (party.in_boat >= 0) {
if ((outd_is_blocked(real_dest) == false) //&& (outd_is_special(real_dest) == false)
// not in towns
&& ((scenario.ter_types[ter].boat_over == false)
|| ((real_dest.x != party.p_loc.x) && (real_dest.y != party.p_loc.y)))
&& (scenario.ter_types[ter].special != TER_SPEC_TOWN_ENTRANCE)) {
add_string_to_buf("You leave the boat.");
party.in_boat = -1;
}
else if (((real_dest.x != party.p_loc.x) && (real_dest.y != party.p_loc.y))
|| ((forced == false) && (out_boat_there(destination) < 30)))
return false;
else if ((outd_is_blocked(real_dest) == false)
&& (scenario.ter_types[ter].boat_over == true)
&& (scenario.ter_types[ter].special != TER_SPEC_TOWN_ENTRANCE) && (ter != 75) && (ter != 76)) {//75-76=> lava is hardcoded... to change
if ((fancy_choice_dialog(1086,0)) == 1)
forced = true;
else {
add_string_to_buf("You leave the boat. ");
party.in_boat = -1;
}
}
else if (scenario.ter_types[ter].boat_over == true)
forced = true;
}
if (((boat_num = out_boat_there(real_dest)) < 30) && (party.in_boat < 0) && (party.in_horse < 0)) {
if (party.isFlying())
{
add_string_to_buf("You land first. ");
party.stuff_done[SDF_FLYING] = 0;
}
give_help(61,0,0);
add_string_to_buf("Move: You board the boat. ");
party.in_boat = boat_num;
party.direction = set_direction(party.p_loc, destination);
party.p_loc = real_dest;
party.i_w_c.x = (party.p_loc.x > 48) ? 1 : 0;
party.i_w_c.y = (party.p_loc.y > 48) ? 1 : 0;
party.loc_in_sec = party.p_loc.toLocal();
if ((store_corner.x != party.outdoor_corner.x) || (store_corner.y != party.outdoor_corner.y) ||
(store_iwc.x != party.i_w_c.x) || (store_iwc.y != party.i_w_c.y))
clear_map();
return true;
}
else if (((horse_num = out_horse_there(real_dest)) < 30) && (party.in_boat < 0) && (party.in_horse < 0)) {
if (party.isFlying())
{
add_string_to_buf("Land before mounting horses.");
return false;
}
give_help(60,0,0);
add_string_to_buf("Move: You mount the horses. ");
play_sound(84);
party.in_horse = horse_num;
party.direction = set_direction(party.p_loc, destination);
party.p_loc = real_dest;
party.i_w_c.x = (party.p_loc.x > 48) ? 1 : 0;
party.i_w_c.y = (party.p_loc.y > 48) ? 1 : 0;
party.loc_in_sec = party.p_loc.toLocal();
if ((store_corner.x != party.outdoor_corner.x) || (store_corner.y != party.outdoor_corner.y) ||
(store_iwc.x != party.i_w_c.x) || (store_iwc.y != party.i_w_c.y))
clear_map();
return true;
}
else if ((outd_is_blocked(real_dest) == false) || (forced == true)
// Check if can fly over
|| ((party.isFlying()) && (scenario.ter_types[ter].fly_over == true)))
{
if (party.in_horse >= 0){
if ((scenario.ter_types[ter].special >= TER_SPEC_DOES_FIRE_DAMAGE) && (scenario.ter_types[ter].special <= TER_SPEC_DOES_MAGIC_DAMAGE)) {
ASB("Your horses quite sensibly refuse.");
return false;
}
if (scenario.ter_types[ter].block_horse == true) {
ASB("You can't take horses there!");
return false;
}
}
party.direction = set_direction(party.p_loc, destination);
if ((party.isFlying()) && (scenario.ter_types[ter].special == TER_SPEC_TOWN_ENTRANCE)) {
add_string_to_buf("Moved: You have to land first. ");
return false;
}
party.p_loc = real_dest;
party.i_w_c.x = (party.p_loc.x > 47) ? 1 : 0;
party.i_w_c.y = (party.p_loc.y > 47) ? 1 : 0;
party.loc_in_sec = party.p_loc.toLocal();
move_sound(out[real_dest.x][real_dest.y],num_out_moves);
num_out_moves++;
if (party.in_boat >= 0) {
// Waterfall!!!
while (scenario.ter_types[out[party.p_loc.x][party.p_loc.y + 1]].special == TER_SPEC_WATERFALL) {
add_string_to_buf(" Waterfall! ");
party.p_loc.y += 2;
party.loc_in_sec.y += 2;
update_explored(party.p_loc);
initiate_redraw();
print_buf();
if ((cave_lore_present() > 0) && (get_ran(1,0,1) == 0))
add_string_to_buf(" (No supplies lost.)");
else if (party.food > 1800)
party.food -= 50;
else party.food = (party.food * 19) / 20;
put_pc_screen();
play_sound(28);
pause(8);
}
party.boats[party.in_boat].which_town = 200;
party.boats[party.in_boat].boat_loc_in_sec = party.loc_in_sec;
party.boats[party.in_boat].boat_loc = party.p_loc;
party.boats[party.in_boat].boat_sector.x = party.outdoor_corner.x + party.i_w_c.x;
party.boats[party.in_boat].boat_sector.y = party.outdoor_corner.y + party.i_w_c.y;
}
if (party.in_horse >= 0) {
party.horses[party.in_horse].which_town = 200;
party.horses[party.in_horse].horse_loc_in_sec = party.loc_in_sec;
party.horses[party.in_horse].horse_loc = party.p_loc;
party.horses[party.in_horse].horse_sector.x = party.outdoor_corner.x + party.i_w_c.x;
party.horses[party.in_horse].horse_sector.y = party.outdoor_corner.y + party.i_w_c.y;
}
if ((store_corner.x != party.outdoor_corner.x) || (store_corner.y != party.outdoor_corner.y) ||
(store_iwc.x != party.i_w_c.x) || (store_iwc.y != party.i_w_c.y))
clear_map();
return true;
}
else {
if(set_direction(party.p_loc, destination) == previous_blocked_direction){
times_blocked++;
buffer_ptr = ((buf_pointer - 1) == -1) ? (TEXT_BUF_LEN - 1) : buf_pointer - 1;
sprintf(text_buffer[buffer_ptr].line, "Blocked: %s (x%d)",dir_string[set_direction(party.p_loc, destination)], times_blocked);
string_added = true;
print_buf();
}
else{
sprintf (create_line, "Blocked: %s",dir_string[set_direction(party.p_loc, destination)]);
add_string_to_buf(create_line);
previous_blocked_direction = set_direction(party.p_loc, destination);
times_blocked = 1;
}
return false;
}
}
return false;
}
Boolean town_move_party(location destination,short forced)
{
char create_line[60],keep_going = true;
short boat_there,horse_there,spec_num;
unsigned char ter;
Boolean check_f = false;
short buffer_ptr;
if (in_scen_debug && ghost_mode) forced = true;
if (monst_there(destination) > T_M)
keep_going = check_special_terrain(destination,1,0,&spec_num,&check_f);
if (check_f == true)
forced = true;
/*if (spec_num == 50) forced = true;*/ //if it's the number 50 special node, then force movement...
ter = t_d.terrain[destination.x][destination.y];
if (keep_going == true) {
if (party.in_boat >= 0) {
if ((is_blocked(destination) == false) && (is_special(destination) == false)
// If to bridge, exit if heading diagonal, keep going is head horiz or vert
&& ( (scenario.ter_types[ter].boat_over == false)
|| ((destination.x != c_town.p_loc.x) && (destination.y != c_town.p_loc.y)))) {
add_string_to_buf("You leave the boat. ");
party.in_boat = -1;
}
else if ((destination.x != c_town.p_loc.x) && (destination.y != c_town.p_loc.y))
return false;
// Crossing bridge: land or go through
else if ((is_blocked(destination) == false) && (scenario.ter_types[ter].boat_over == true) && ter != 75 && ter!=76) {
if ((fancy_choice_dialog(1086,0)) == 1)
forced = true;
else if (is_blocked(destination) == false) {
add_string_to_buf("You leave the boat. ");
party.in_boat = -1;
}
}
// boat in destination
else if (town_boat_there(destination) < 30) {
add_string_to_buf(" Boat there already. ");
return false;
}
// water or lava
else if (scenario.ter_types[ter].boat_over == true)
forced = true;
}
if (((boat_there = town_boat_there(destination)) < 30) && (party.in_boat < 0)) {
if (party.boats[boat_there].property == true) {
add_string_to_buf(" Not your boat. ");
return false;
}
give_help(61,0,0);
add_string_to_buf("Move: You board the boat. ");
party.in_boat = boat_there;
party.direction = set_direction(c_town.p_loc, destination);
c_town.p_loc = destination;
center = c_town.p_loc;
return true;
}
else if (((horse_there = town_horse_there(destination)) < 30) && (party.in_horse < 0)) {
if (party.horses[horse_there].property == true) {
add_string_to_buf(" Not your horses. ");
return false;
}
give_help(60,0,0);
add_string_to_buf("Move: You mount the horses. ");
play_sound(84);
party.in_horse = horse_there;
party.direction = set_direction(c_town.p_loc, destination);
c_town.p_loc = destination;
center = c_town.p_loc;
return true;
}
else if ((is_blocked(destination) == false) || (forced == true)) {
if (party.in_horse >= 0) {
if ((scenario.ter_types[ter].special >= TER_SPEC_DOES_FIRE_DAMAGE) && (scenario.ter_types[ter].special <= TER_SPEC_DOES_MAGIC_DAMAGE)) {
ASB("Your horses quite sensibly refuse.");
return false;
}
if (scenario.ter_types[ter].block_horse == true) {
ASB("You can't take horses there!");
return false;
}
if ((c_town.town.lighting > 0) && (get_ran(1,0,1) == 0)) {
ASB("The darkness spooks your horses.");
return false;
}
}
party.direction = set_direction(c_town.p_loc, destination);
c_town.p_loc = destination;
move_sound(t_d.terrain[destination.x][destination.y],(short) party.age);
if (party.in_boat >= 0) { // Watchout, party.p_loc is party outdoor location !!! Town location is c_town.p_loc ...
if(party.stuff_done[SDF_COMPATIBILITY_WORKING_TOWN_WATERFALL] > 0){
center = c_town.p_loc; //put on top of waterfall
// Waterfall!!!
while (scenario.ter_types[t_d.terrain[c_town.p_loc.x][c_town.p_loc.y + 1]].special == TER_SPEC_WATERFALL) {
add_string_to_buf(" Waterfall! ");
c_town.p_loc.y += 2;
update_explored(c_town.p_loc);
initiate_redraw();
print_buf();
if ((cave_lore_present() > 0) && (get_ran(1,0,1) == 0))
add_string_to_buf(" (No supplies lost.)");
else if (party.food > 1800)
party.food -= 50;
else party.food = (party.food * 19) / 20;
put_pc_screen();
play_sound(28);
pause(8);
}
}
party.boats[party.in_boat].boat_loc = c_town.p_loc;
party.boats[party.in_boat].which_town = c_town.town_num;
}
if (party.in_horse >= 0) {
party.horses[party.in_horse].horse_loc = c_town.p_loc;
party.horses[party.in_horse].which_town = c_town.town_num;
}
center = c_town.p_loc;
return true;
}
else {
if (destination.isDoor()){
sprintf (create_line, "Door locked: %s ",dir_string[set_direction(c_town.p_loc, destination)]);
add_string_to_buf(create_line);
}
else{
if(set_direction(c_town.p_loc, destination) == previous_blocked_direction){
times_blocked++;
buffer_ptr = ((buf_pointer - 1) == -1) ? (TEXT_BUF_LEN - 1) : buf_pointer - 1;
sprintf (text_buffer[buffer_ptr].line, "Blocked: %s (x%d)",dir_string[set_direction(c_town.p_loc, destination)], times_blocked);
string_added = true;
print_buf();
}
else{
sprintf (create_line, "Blocked: %s ",dir_string[set_direction(c_town.p_loc, destination)]);
add_string_to_buf(create_line);
previous_blocked_direction = set_direction(c_town.p_loc, destination);
times_blocked = 1;
}
}
return false;
}
}
return false;
}
bool pc_array::isPoisoned()
{
for (int i = 0; i < NUM_OF_PCS; i++)
if (pc[i].isAlive() && (pc[i].status[STATUS_POISON] > 0))
return true;
return false;
}
short nearest_monster()
{
short i = 100,j,s;
for (j = 0; j < 10; j++)
if (party.out_c[j].exists == true) {
s = dist(party.p_loc,party.out_c[j].m_loc);
i = min(i,s);
}
return i;
}
short get_outdoor_num()
{
return (scenario.out_width * (party.outdoor_corner.y + party.i_w_c.y) + party.outdoor_corner.x + party.i_w_c.x);
}
void set_up_lights() {
short i, j, rad;
location where, l;
short num_lights = 0;
Boolean where_lit[64][64];
short max_dim[3] = {64, 48, 32}; // Town sizes from Scenario Editor blscened.cpp:82
// Find bonfires, braziers, etc.
num_lights = 0;
for(i = 0; i < 64; i++)
for(j = 0; j < 64; j++)
where_lit[i][j] = 0;
for(i = 0; i < max_dim[town_type]; i++)
for(j = 0; j < max_dim[town_type]; j++) {
l.x = i; l.y = j;
rad = scenario.ter_types[t_d.terrain[i][j]].light_radius;
if(rad > 0) {
for(where.x = max(0, i - rad); where.x < min(max_dim[town_type], i + rad + 1); where.x++)
for(where.y = max(0, j - rad); where.y < min(max_dim[town_type], j + rad + 1); where.y++)
if((where_lit[where.x][where.y] == 0) && (dist(where, l) <= rad) && (can_see(l, where, 0) < 5))
where_lit[where.x][where.y] = 1;
}
}
for(i = 0; i < 8; i++)
for(j = 0; j < 64; j++)
t_d.lighting[i][j] = 0;
for(where.x = 0; where.x < max_dim[town_type]; where.x++)
for(where.y = 0; where.y < max_dim[town_type]; where.y++) {
if(where_lit[where.x][where.y] > 0) {
t_d.lighting[where.x / 8][where.y] = t_d.lighting[where.x / 8][where.y] | (char)(s_pow(2, where.x % 8));
}
}
}