Files
oboe/osx/boe.actions.cpp
Celtic Minstrel a4430cdf5a Fix spellcasting and dynamic menus
- Spell targeting line and array draws nicely, though not the same as the original
- Fix targeting falsely complaining about being off the edge of town
- Monster info dialog works properly; attacks now display correctly
- Fix dialogs always showing the wrong terrain or monster graphic
- Spell menus, monster menus, and PC editor item menus all work
- Spellcasting dialog now chooses the correct spell
- Fix out-of-place LED in spellcasting dialog
2014-04-22 02:06:31 -04:00

3094 lines
95 KiB
C++

#include <cmath>
//#include "item.h"
#include "boe.global.h"
#include "classes.h"
#include "boe.actions.h"
#include "boe.graphutil.h"
#include "boe.graphics.h"
#include "boe.townspec.h"
#include "boe.fileio.h"
#include "boe.dlgutil.h"
#include "boe.locutils.h"
#include "boe.fields.h"
#include "boe.town.h"
#include "boe.text.h"
#include "boe.party.h"
#include "boe.monster.h"
#include "boe.specials.h"
#include "boe.newgraph.h"
#include "boe.combat.h"
#include "boe.items.h"
#include "soundtool.h"
#include "boe.infodlg.h"
#include "boe.itemdata.h"
#include "boe.main.h"
#include "mathutil.h"
#include "fileio.h"
#include "dlogutil.h"
#include "dialog.h"
#include "scrollbar.h"
#include "boe.menus.h"
#include "winutil.h"
#include "cursors.h"
RECT bottom_buttons[7];
RECT town_buttons[10];
RECT combat_buttons[9];
RECT world_screen = {23, 23, 346, 274};
// TODO: The duplication of RECT here shouldn't be necessary...
RECT item_screen_button_rects[9] = {
RECT{125,10,141,28},RECT{125,40,141,58},RECT{125,68,141,86},RECT{125,98,141,116},RECT{125,126,141,144},RECT{125,156,141,174},
RECT{126,176,141,211},
RECT{126,213,141,248},
RECT{127,251,140,267}};
RECT border_rect[4] = {RECT{5, 5, 15, 283}, RECT{5, 5, 355, 15},
RECT{345, 5, 355, 283}, RECT{5, 273, 355, 283}};
RECT medium_buttons[4] = {RECT{383,190,401,225}, RECT{402, 190, 420, 225},
RECT{383, 227, 401, 263}, RECT{402, 227,420, 263}}; ;
RECT item_buttons[8][6];
// name, use, give, drip, info, sell/id
RECT pc_buttons[6][5];
// name, hp, sp, info, trade
short num_chirps_played = 0;
extern RECT startup_button[6];
extern bool flushingInput;
bool ghost_mode;
RECT startup_top;
// For menu spell casting, some info needs to be stored up here.
short refer_mage[62] = {
0,2,1,1,2,2,0,2,2,0, 2,2,2,2,1,2,2,2,2,2, 0,1,2,0,2,2,3,3,2,1,
2,2,1,0,2,2,3,2, 0,1,2,0,2,3,2,3, 2,1,2,3,2,2,2,0, 1,1,1,0,3,2,2,3};
short refer_priest[62] = {
1,0,0,2,0,0,0,0,0,2, 1,0,2,0,2,2,0,2,3,0, 0,0,2,0,0,0,2,0,0,3,
0,1,2,0,3,0,0,0, 1,0,0,2,0,3,0,2, 0,0,0,0,2,1,1,1, 0,2,0,2,1,2,0,0};
// 0 - refer 1 - do in combat immed. 2 - need targeting 3 - need fancy targeting
short mage_need_select[62] = {
0,0,1,1,0,0,0,0,0,0, 0,0,0,0,1,0,0,0,0,0, 0,1,0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,1,0,0,0,0};
short priest_need_select[62] = {
1,1,1,0,0,1,1,0,0,0, 1,1,0,0,0,0,0,0,0,1, 1,0,0,0,1,0,0,1,1,0,
0,0,0,1,0,1,1,0, 0,1,2,0,0,0,0,0, 0,1,0,2,0,0,0,0, 0,0,2,0,0,0,0,0};
// 0 - no select 1 - active only 2 - any existing
// TODO: The duplication of RECT here shouldn't be necessary...
word_rect_type preset_words[9] = {
{"Look",RECT{366,4,386,54}},{"Name",RECT{366,70,386,130}},{"Job",RECT{366,136,386,186}},
{"Buy",RECT{389,4,409,54}},{"Sell",RECT{389,70,409,120}},{"Record",RECT{389,121,409,186}},
{"Done",RECT{389,210,409,270}},{"Go Back",RECT{366,190,386,270}},
{"Ask About...",RECT{343,4,363,134}}};
cItemRec start_items[6] = {cItemRec('nife'),cItemRec('buck'),cItemRec('bow '),cItemRec('arrw'),cItemRec('pole'),cItemRec('helm')};
bool item_area_button_active[8][6];
bool pc_area_button_active[6][5];
short item_bottom_button_active[9] = {0,0,0,0,0, 0,1,1,1};
RECT pc_help_button,pc_area_rect,item_area_rect;
short current_terrain_type = 0,num_out_moves = 0;
short door_pc,store_drop_item;
short current_switch = 6;
cOutdoors::cWandering store_wandering_special;
long dummy;
short store_shop_type;
short store_selling_values[8] = {0,0,0,0,0,0,0,0};
extern short cen_x, cen_y, stat_window,give_delays;//,pc_moves[6];
extern eGameMode overall_mode;
extern location to_create;
extern bool All_Done,play_sounds,frills_on,spell_forced,save_maps,monsters_going;
extern bool party_in_memory,in_scen_debug;
// game info globals
//extern stored_town_maps_type town_maps;
extern sf::RenderWindow mainPtr;
////extern party_record_type party;
//extern cOutdoors outdoors[2][2];
//extern current_town_type c_town;
//extern big_tr_type t_d;
//extern unsigned char out[96][96],out_e[96][96];
extern short which_item_page[6];
extern short /*town_size[3],*/store_spell_target,pc_last_cast[2][6],pc_casting,store_mage,store_priest;
//extern town_item_list t_i; // shouldn't be here
//extern unsigned char misc_i[64][64];
extern short spec_item_array[60];
extern cScenario scenario;
extern cUniverse univ;
//extern piles_of_stuff_dumping_type *data_store;
// combat globals
extern short which_combat_type,num_targets_left;
extern ter_num_t combat_terrain[64][64];
extern location center;
extern location pc_pos[6];
extern short current_pc,town_type;
extern short combat_active_pc,stat_screen_mode;
extern bool map_visible,diff_depth_ok;
extern sf::RenderWindow mini_map;
//extern stored_items_list_type stored_items[3];
//extern stored_outdoor_maps_type o_maps;
extern location ul;
extern std::shared_ptr<cScrollbar> text_sbar,item_sbar,shop_sbar;
extern short shop_identify_cost;
const char *dir_string[] = {"North", "NorthEast", "East", "SouthEast", "South", "SouthWest", "West", "NorthWest"};
char get_new_terrain();
cCreature save_monster_type;
short wand_loc_count = 0;
short monst_place_count = 0; // 1 - standard place 2 - place last
// 0 - whole area, 1 - active area 2 - graphic 3 - item name
// 4 - item cost 5 - item extra str 6 - item help button
RECT shopping_rects[8][7];
pending_special_type special_queue[20];
bool end_scenario = false;
void init_screen_locs() ////
{
short i,j,k,l;
RECT startup_base = {279,5,327,306};
RECT shop_base = {63,12,99,267};
for (i = 0; i < 7; i++)
shopping_rects[0][i] = shop_base;
shopping_rects[0][SHOPRECT_ACTIVE_AREA].right -= 35;
shopping_rects[0][SHOPRECT_GRAPHIC].right = shopping_rects[0][SHOPRECT_GRAPHIC].left + 28;
shopping_rects[0][SHOPRECT_ITEM_NAME].top += 4;
shopping_rects[0][SHOPRECT_ITEM_NAME].left += 28;
shopping_rects[0][SHOPRECT_ITEM_COST].top += 20;
shopping_rects[0][SHOPRECT_ITEM_COST].left += 154;
shopping_rects[0][SHOPRECT_ITEM_EXTRA].top += 20;
shopping_rects[0][SHOPRECT_ITEM_EXTRA].left += 34;
shopping_rects[0][SHOPRECT_ITEM_HELP].top += 3;
shopping_rects[0][SHOPRECT_ITEM_HELP].bottom -= 21;
shopping_rects[0][SHOPRECT_ITEM_HELP].right -= 19;
shopping_rects[0][SHOPRECT_ITEM_HELP].left = shopping_rects[0][SHOPRECT_ITEM_HELP].right - 14;
for (i = 1; i < 8; i++)
for (j = 0; j < 7; j++) {
shopping_rects[i][j] = shopping_rects[0][j];
shopping_rects[i][j].offset(0,i * 36);
}
for (i = 0; i < 6; i++) {
startup_button[i] = startup_base;
startup_button[i].offset(301 * (i / 3) - 18,48 * (i % 3));
}
startup_top.top = 5;
startup_top.bottom = startup_button[STARTBTN_LOAD].top;
startup_top.left = 5;
startup_top.right = startup_button[STARTBTN_JOIN].right;
for (i = 0; i < 200; i++)
for (j = 0; j < 8; j++)
for (k = 0; k < 64; k++)////
univ.town_maps[i][j][k] = 0;
for (i = 0; i < 100; i++)
for (k = 0; k < 6; k++)
for (l = 0; l < 48; l++)
univ.out_maps[i][k][l] = 0;
for (i = 0; i < 7; i++) {
bottom_buttons[i].top = 383;
bottom_buttons[i].bottom = 420;
bottom_buttons[i].left = 5 + (i * 37);
bottom_buttons[i].right = bottom_buttons[i].left + 36;
town_buttons[i] = bottom_buttons[i];
//FrameRect (&bottom_buttons[i]);
}
for (i = 0; i < 5; i++) {
combat_buttons[i] = bottom_buttons[i];
}
town_buttons[7] = bottom_buttons[6];
town_buttons[5] = medium_buttons[0];
town_buttons[6] = medium_buttons[1];
for (i = 5; i < 9; i++) {
combat_buttons[i] = medium_buttons[i - 5];
}
// name, use, give, drip, info, sell/id each one 13 down
item_buttons[0][ITEMBTN_NAME].top = 17;
item_buttons[0][ITEMBTN_NAME].bottom = item_buttons[0][ITEMBTN_NAME].top + 12;
item_buttons[0][ITEMBTN_NAME].left = 3;
item_buttons[0][ITEMBTN_NAME].right = item_buttons[0][ITEMBTN_NAME].left + 185;
item_buttons[0][ITEMBTN_USE] = item_buttons[0][0];
item_buttons[0][ITEMBTN_USE].left = 196;
item_buttons[0][ITEMBTN_USE].right = 210;
item_buttons[0][ITEMBTN_GIVE] = item_buttons[0][ITEMBTN_NAME];
item_buttons[0][ITEMBTN_GIVE].left = 210;
item_buttons[0][ITEMBTN_GIVE].right = 224;
item_buttons[0][ITEMBTN_DROP] = item_buttons[0][ITEMBTN_NAME];
item_buttons[0][ITEMBTN_DROP].left = 224;
item_buttons[0][ITEMBTN_DROP].right = 238;
item_buttons[0][ITEMBTN_INFO] = item_buttons[0][ITEMBTN_NAME];
item_buttons[0][ITEMBTN_INFO].left = 238;
item_buttons[0][ITEMBTN_INFO].right = 252;
item_buttons[0][ITEMBTN_SPEC] = item_buttons[0][ITEMBTN_NAME];
item_buttons[0][ITEMBTN_SPEC].left = 173;
item_buttons[0][ITEMBTN_SPEC].right = 232;
for (i = 1; i < 8; i++)
for (j = 0; j < 6; j++) {
item_buttons[i][j] = item_buttons[0][j];
item_buttons[i][j].offset(0,13 * i);
}
/* for (i = 0; i < 8; i++) {
item_screen_button_rects[i] = bottom_base;
OffsetRect(&item_screen_button_rects[i],10 + i * 29,126);
}
item_screen_button_rects[6].left = 176;
item_screen_button_rects[6].right = 211;
item_screen_button_rects[7].left = 213;
item_screen_button_rects[7].right = 248;
item_screen_button_rects[8].top = 127;
item_screen_button_rects[8].bottom = 140;
item_screen_button_rects[8].left = 251;
item_screen_button_rects[8].right = 267; */
// name, hp, sp, info, trade
pc_buttons[0][PCBTN_NAME].top = 18;
pc_buttons[0][PCBTN_NAME].bottom = pc_buttons[0][PCBTN_NAME].top + 12;
pc_buttons[0][PCBTN_NAME].left = 3;
pc_buttons[0][PCBTN_NAME].right = pc_buttons[0][PCBTN_NAME].left + 177;
pc_buttons[0][PCBTN_HP] = pc_buttons[0][PCBTN_NAME];
pc_buttons[0][PCBTN_HP].left = 184;
pc_buttons[0][PCBTN_HP].right = 214;
pc_buttons[0][PCBTN_SP] = pc_buttons[0][PCBTN_NAME];
pc_buttons[0][PCBTN_SP].left = 214;
pc_buttons[0][PCBTN_SP].right = 237;
pc_buttons[0][PCBTN_INFO] = pc_buttons[0][PCBTN_NAME];
pc_buttons[0][PCBTN_INFO].left = 241;
pc_buttons[0][PCBTN_INFO].right = 253;
pc_buttons[0][PCBTN_TRADE] = pc_buttons[0][PCBTN_NAME];
pc_buttons[0][PCBTN_TRADE].left = 253;
pc_buttons[0][PCBTN_TRADE].right = 262;
for (i = 1; i < 6; i++)
for (j = 0; j < 5; j++) {
pc_buttons[i][j] = pc_buttons[0][j];
pc_buttons[i][j].offset(0,13 * i);
}
pc_help_button.top = 101;
pc_help_button.bottom = 114;
pc_help_button.left = 251;
pc_help_button.right = 267;
pc_area_rect.top = PC_WIN_UL_Y;
pc_area_rect.left = PC_WIN_UL_X;
pc_area_rect.bottom = PC_WIN_UL_Y + 116;
pc_area_rect.right = PC_WIN_UL_X + 271;
item_area_rect.top = ITEM_WIN_UL_Y;
item_area_rect.left = ITEM_WIN_UL_X;
item_area_rect.bottom = ITEM_WIN_UL_Y + 143;
item_area_rect.right = ITEM_WIN_UL_X + 271;
}
bool prime_time()
{
if ((overall_mode < MODE_TALK_TOWN) || (overall_mode == MODE_COMBAT))
return true;
return false;
}
bool handle_action(sf::Event event)
{
short i,j,k,item_hit,which_t,s1,s2,s3;
bool are_done = false;
bool need_redraw = false, did_something = false, need_reprint = false;
bool town_move_done = false,pc_delayed = false;
short storage;
location destination,cur_loc,loc_in_sec,cur_direction;
unsigned char debug_storage;
short find_direction_from,ter_looked_at,button_hit = 12,store_cur_pc;
short store_sp[6];
ter_num_t ter;
char str[60];
location the_point,point_in_area;
debug_storage = univ.party.spec_items[1];
the_point = location(event.mouseButton.x, event.mouseButton.y);
the_point.x -= ul.x;
the_point.y -= ul.y;
for (i = 0; i < 20; i++) // TODO: Does this cause problems by leaving some specials uncalled?
special_queue[i].spec = -1;
end_scenario = false;
// Now split off the extra stuff, like talking and shopping.
if (overall_mode == MODE_TALKING) {
handle_talk_event(the_point);
if (overall_mode != MODE_TALKING)
return false;
}
if (overall_mode == MODE_SHOPPING) {
handle_shop_event(the_point);
if (overall_mode != MODE_SHOPPING)
return false;
}
num_chirps_played = 0;
// MARK: First, figure out where party is
switch (overall_mode) {
case MODE_OUTDOORS: case MODE_LOOK_OUTDOORS:
cur_loc = univ.party.p_loc;
for (i = 0; i < 7; i++)
if(the_point.in(bottom_buttons[i])) {
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_USE_TOWN: case MODE_LOOK_TOWN: case MODE_DROP_TOWN:
// I think 5 is "town drop"
// cur_loc = c_town.p_loc;
cur_loc = center;
for (i = 0; i < 8; i++)
if(the_point.in(town_buttons[i])) {
button_hit = i;
if (spell_forced == false)
main_button_click(overall_mode,town_buttons[i]);
}
break;
case MODE_TALKING: case MODE_SHOPPING: break;
case MODE_TOWN_TARGET: case MODE_COMBAT: case MODE_SPELL_TARGET: case MODE_FIRING: case MODE_THROWING:
case MODE_FANCY_TARGET: case MODE_DROP_COMBAT: case MODE_LOOK_COMBAT:
cur_loc = (overall_mode < MODE_COMBAT) ? center : pc_pos[current_pc];
for (i = 0; i < 9; i++)
if(the_point.in(combat_buttons[i])) {
button_hit = i;
if (spell_forced == false)
main_button_click(overall_mode,combat_buttons[i]);
}
break;
default:
// either resting or startup; do nothing
// TODO: A call to handle_startup_action() would make sense here, though
break;
}
// MARK: Then, handle a button being hit.
if (button_hit != 12)
switch(button_hit) {
case 0: case 1:
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] = univ.party[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] != univ.party[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 ((overall_mode == MODE_COMBAT) && (button_hit == 0)) {
did_something = combat_cast_mage_spell();
need_reprint = true;
}
if ((overall_mode == MODE_COMBAT) && (button_hit == 1)) {
did_something = combat_cast_priest_spell();
need_reprint = true;
}
if ((overall_mode != MODE_SPELL_TARGET) && (overall_mode != MODE_FANCY_TARGET)) {
need_redraw = true;
}
else did_something = false;
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;
add_string_to_buf("Look: Select a space. Option-click ");
add_string_to_buf(" to look more than once.");
need_redraw = true;
}
if (overall_mode == MODE_TOWN) {
overall_mode = MODE_LOOK_TOWN;
add_string_to_buf("Look: Select a space. Option-click ");
add_string_to_buf(" to look more than once.");
need_redraw = true;
}
if (overall_mode == MODE_COMBAT) {
overall_mode = MODE_LOOK_COMBAT;
add_string_to_buf("Look: Select a space. Option-click ");
add_string_to_buf(" to look more than once.");
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 = univ.out[univ.party.p_loc.x][univ.party.p_loc.y];
if (univ.party.in_boat >= 0)////
add_string_to_buf("Rest: Not in boat. ");
else if (someone_poisoned() == true)
add_string_to_buf("Rest: Someone poisoned. ");
else if (univ.party.food <= 12)
add_string_to_buf("Rest: Not enough food. ");
else if (nearest_monster() <= 3)
add_string_to_buf("Rest: Monster too close. ");
else if ((scenario.ter_types[ter].special == TER_SPEC_DAMAGING) || (scenario.ter_types[ter].special == TER_SPEC_DANGEROUS))
add_string_to_buf("Rest: It's dangerous here.");////
else if (flying() == true)
add_string_to_buf("Rest: Not while flying. ");
else {
add_string_to_buf("Resting... ");
print_buf();
play_sound(20);
draw_rest_screen();
pause(25);
univ.party.food -= 6;
while (i < 50) {
increase_age();
j = get_ran(1,1,2);
if (j == 2)
do_monsters();
j = get_ran(1,1,70);
if (j == 10)
create_wand_monst();
if (nearest_monster() <= 3) {
i = 200;
add_string_to_buf(" Monsters nearby.");
}
else i++;
}
put_pc_screen();
}
if (i == 50) {
univ.party.age += 1200;////
add_string_to_buf(" Rest successful. ");
k = get_ran(5,1,10);
heal_party(k);
restore_sp_party(50);
put_pc_screen();
}
need_reprint = true;
need_redraw = true;
}
break;
case 4:
if (overall_mode == MODE_OUTDOORS) {
give_help(62,0);
display_map();
make_cursor_sword();
}
if ((overall_mode == MODE_TOWN) || (overall_mode == MODE_COMBAT)) {
if (univ.party.in_boat >= 0) {////
j = 0;
add_string_to_buf("Get: Not while in boat. ");
}
if (overall_mode == MODE_TOWN)
j = get_item(univ.town.p_loc,6,false);
else {
j = get_item(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_party(univ.file);
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_TOWN;
}
else if (overall_mode == MODE_USE_TOWN) {
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);
display_map();
make_cursor_sword();
}
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 (univ.party.in_boat >= 0) {////
need_reprint = true;
add_string_to_buf("Combat: Not while in boat. ");
}
else if (univ.party.in_horse >= 0) {
need_reprint = true;
add_string_to_buf("Combat: Not while on horseback. ");
}
else {
add_string_to_buf("Combat! ");
play_sound(18);
need_reprint = true;
start_town_combat(univ.party.direction);
need_redraw = true;
current_pc = 6;
did_something = true;
put_pc_screen();
}
}
else if (overall_mode == MODE_COMBAT) {
if (which_combat_type == 0) {
if (hit_end_c_button() == true) {
end_town_mode(0,univ.town.p_loc);
play_sound(93);
add_string_to_buf("End combat. ");
handle_wandering_specials(0,1);
menu_activate();
put_pc_screen();
set_stat_window(current_pc);
}
else add_string_to_buf("Can't end combat yet. ");
}
else {
univ.party.direction = end_town_combat();
center = univ.town.p_loc;
//put_pc_screen();
set_stat_window(current_pc);
redraw_screen(REFRESH_TERRAIN | REFRESH_TEXT);
play_sound(93);
need_reprint = true;
need_redraw = true;
did_something = true;
menu_activate();
}
need_redraw = true;
}
break;
case 8:
if (overall_mode == MODE_COMBAT) {
if (combat_active_pc == 6) {
add_string_to_buf("This PC now active. ");
combat_active_pc = current_pc;
}
else {
add_string_to_buf("All PC's now active. ");
current_pc = combat_active_pc;
combat_active_pc = 6;
}
need_reprint = true;
}
break;
}
/* if (overall_mode == 30) /// I don't know what this is for.
if (PtInRect(the_point, &text_panel_rect)) {
through_sending();
restore_mode();
print_buf();
} */
// MARK: Begin : click in terrain
if ((the_point.in(world_screen)) && ((is_out()) || (is_town()) || (is_combat())) ){
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)) { // Pausing
if (overall_mode == MODE_COMBAT) {
char_stand_ready();
add_string_to_buf("Stand ready. ");
if (univ.party[current_pc].status[6] > 0) {
add_string_to_buf("You clean webs. ");
univ.party[current_pc].status[6] = move_to_zero(univ.party[current_pc].status[6]);
univ.party[current_pc].status[6] = move_to_zero(univ.party[current_pc].status[6]);
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 ((univ.party[k].main_status == 1) && (univ.party[k].status[6] > 0)) {
sprintf((char *) str,"%s cleans webs.",univ.party[k].name.c_str());
add_string_to_buf((char *) str);
univ.party[k].status[6] = move_to_zero(univ.party[k].status[6]);
univ.party[k].status[6] = move_to_zero(univ.party[k].status[6]);
}
if (univ.party.in_horse >= 0) {
if (overall_mode == MODE_OUTDOORS) {
univ.party.horses[univ.party.in_horse].which_town = 200;
univ.party.horses[univ.party.in_horse].loc_in_sec = global_to_local(univ.party.p_loc);
univ.party.horses[univ.party.in_horse].loc = univ.party.p_loc;
univ.party.horses[univ.party.in_horse].sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
univ.party.horses[univ.party.in_horse].sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
univ.party.in_horse = -1;
}
else if (overall_mode == MODE_TOWN){
univ.party.horses[univ.party.in_horse].loc = univ.town.p_loc;
univ.party.horses[univ.party.in_horse].which_town = univ.town.num;
univ.party.in_horse = -1;
}
}
put_pc_screen();
check_fields(univ.town.p_loc,1,0);
}
did_something = true;
need_redraw = true;
}
else {
cur_direction = get_cur_direction(the_point);
destination.x += cur_direction.x;
destination.y += cur_direction.y;
// for (i = 0; i < 6; i++) // debug
// if (univ.party[i].exp_adj != 100) {
// ASB("Error: Flag 1");
// }
// MARK: Begin: Moving
if (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();
}
if (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 = univ.town.p_loc;
update_explored(destination);
if (loc_off_act_area(univ.town.p_loc) == true) {
destination = end_town_mode(0,destination);
town_move_done = true;
flushingInput = true;
}
}
else need_reprint = true;
menu_activate();
}
}
if (overall_mode == MODE_OUTDOORS) {
if (outd_move_party(destination,town_move_done) == true) {
center = destination;
need_redraw = true;
did_something = true;
update_explored(univ.party.p_loc);
menu_activate();
}
else need_redraw = true;
storage = univ.out[univ.party.p_loc.x][univ.party.p_loc.y];
if (scenario.ter_types[storage].special == TER_SPEC_TOWN_ENTRANCE) {//// town entry
if (univ.party.direction == 0) find_direction_from = 2;
else if (univ.party.direction == 4) find_direction_from = 0;
else if (univ.party.direction < 4) find_direction_from = 3;
else find_direction_from = 1;
for (i = 0; i < 8; i++)
if (univ.party.loc_in_sec == univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].exit_locs[i]) {
which_t = univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].exit_dests[i];
if (which_t >= 0)
start_town_mode(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].exit_dests[i], find_direction_from);
if (is_town() == true) {
need_redraw = false;
i = 8;
if (univ.party.in_boat >= 0)
univ.party.boats[univ.party.in_boat].which_town = univ.town.num;
if (univ.party.in_horse >= 0)
univ.party.horses[univ.party.in_horse].which_town = univ.town.num;
}
}
}
} // End if(overall_mode == MODE_OUTDOORS)
}
// MARK: End: Moving
// MARK: Begin: Looking at something
if ((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 != 35) && (loc_off_world(destination) == true)))
if ((overall_mode != MODE_LOOK_COMBAT) && (party_can_see(destination) == 6))
add_string_to_buf(" Can't see space. ");
else if ((overall_mode == MODE_LOOK_COMBAT) && (can_see(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 ((overall_mode == MODE_LOOK_TOWN) || (overall_mode == MODE_LOOK_COMBAT))
if (adjacent(univ.town.p_loc,destination) == true)
if (adj_town_look(destination) == true)
need_redraw = true;
if (is_sign(ter_looked_at)) {
print_buf();
need_reprint = false;
k = 0;
if (overall_mode == MODE_LOOK_TOWN) {
while (k < 15) {
if (destination == univ.town->sign_locs[k]) {
need_reprint = true;
if (adjacent(univ.town->sign_locs[k],univ.town.p_loc)==true)
do_sign(univ.town.num,k,(short) ter_looked_at,destination);
else add_string_to_buf(" Too far away to read sign. ");
}
k++;
}
}
if (overall_mode == MODE_LOOK_OUTDOORS) {
loc_in_sec = univ.party.loc_in_sec;
loc_in_sec.x += i - 4;
loc_in_sec.y += j - 4;
while (k < 8) {
if (loc_in_sec == univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].sign_locs[k]) {
need_reprint = true;
if (adjacent(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].sign_locs[k],univ.party.loc_in_sec)==true)
do_sign((short) (200 + get_outdoor_num()),k,(short) ter_looked_at,destination);
else add_string_to_buf(" Too far away to read sign. ");
}
k++;
}
}
}
}
// sprintf(store_str," Mod: %d",event.modifiers);
// add_string_to_buf(store_str);
// If option not pressed, looking done, so restore center
if(!sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt) && !sf::Keyboard::isKeyPressed(sf::Keyboard::RAlt)) {
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 = univ.town.p_loc;
need_redraw = true;
}
else if (overall_mode == MODE_LOOK_OUTDOORS)
overall_mode = MODE_OUTDOORS;
}
}
// MARK: End: looking at something
// MARK: 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 < univ.town->max_monst(); i++) {
if (monst_on_space(destination,i) == true) {
did_something = true;
need_redraw = true;
if (univ.town.monst[i].attitude % 2 == 1) {
add_string_to_buf(" Creature is hostile. ");
}
else if ((univ.town.monst[i].summoned > 0)////
|| (univ.town.monst[i].personality < 0))
add_string_to_buf("Talk: No response. ");
else {
start_talk_mode(i,univ.town.monst[i].personality,univ.town.monst[i].number,
univ.town.monst[i].facial_pic);
did_something = false;
need_redraw = false;
break;
}
}
}
if ((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;
}
// MARK: End : talking to someone
// MARK: 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_DROP_COMBAT)) {
destination.x = destination.x + i - 4;
destination.y = 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_DROP_COMBAT) { // dropping
if (adjacent(pc_pos[current_pc],destination) == false)
add_string_to_buf("Drop: must be adjacent.");
else {
drop_item(current_pc,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 < MODE_COMBAT/*6*/)) {
destination.x = destination.x + i - 4;
destination.y = destination.y + j - 4;
if (overall_mode == MODE_TOWN_TARGET) {
cast_town_spell(destination);
did_something = true;
}else if(overall_mode == MODE_USE_TOWN) {
if (adjacent(destination,univ.town.p_loc) == false)
add_string_to_buf(" Must be adjacent. ");
else
did_something = use_space(destination);
}else if(overall_mode == MODE_DROP_TOWN) {
if (adjacent(univ.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 drop_item(current_pc,store_drop_item,destination);
}
overall_mode = MODE_TOWN;
need_redraw = true;
put_pc_screen();
put_item_screen(stat_window,0);
}
// MARK: End : Targeting a space
}
// MARK: End: click in terrain
// MARK: Begin: Screen shift
if ((overall_mode == MODE_SPELL_TARGET) || (overall_mode == MODE_FIRING) || (overall_mode == MODE_THROWING) || (overall_mode == MODE_FANCY_TARGET)
|| (overall_mode == MODE_LOOK_COMBAT) || (overall_mode == MODE_LOOK_TOWN)) {
if ((the_point.in(border_rect[0])) && (center.y > univ.town->in_town_rect.top)
&& (center.y > 4)) {
center.y--;
need_redraw = true;
}
if ((the_point.in(border_rect[1])) && (center.x > univ.town->in_town_rect.left)
&& (center.x > 4)) {
center.x--;
need_redraw = true;
}
if ((the_point.in(border_rect[2])) && (center.y < univ.town->in_town_rect.bottom)
&& (center.y < univ.town->max_dim() - 5)) {
center.y++;
need_redraw = true;
}
if ((the_point.in(border_rect[3])) && (center.x < univ.town->in_town_rect.right)
&& (center.x < univ.town->max_dim() - 5)) {
center.x++;
need_redraw = true;
}
}
// MARK: End: Screen shift
// MARK: Process clicks in PC stats area
if (the_point.in(pc_area_rect)) {
point_in_area = the_point;
point_in_area.x -= PC_WIN_UL_X;
point_in_area.y -= PC_WIN_UL_Y;
if (point_in_area.in(pc_help_button)) {
pc_help_button.offset(PC_WIN_UL_X,PC_WIN_UL_Y);
arrow_button_click(pc_help_button);
pc_help_button.offset(-PC_WIN_UL_X,-PC_WIN_UL_Y);
cChoiceDlog("help-party").show();
}
for (i = 0; i < 6; i++)
for (j = 0; j < 5; j++)
if((pc_area_button_active[i][j] > 0) && (point_in_area.in(pc_buttons[i][j]))) {
pc_buttons[i][j].offset(PC_WIN_UL_X,PC_WIN_UL_Y);
arrow_button_click(pc_buttons[i][j]);
pc_buttons[i][j].offset(-PC_WIN_UL_X,-PC_WIN_UL_Y);
switch (j) {
case 0:
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 ((univ.party[i].main_status != 1) &&
((overall_mode != MODE_SHOPPING) || (store_shop_type != 3)))
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((char *) str,"Now shopping: %s",univ.party[i].name.c_str());
else sprintf((char *) str,"Now active: %s",univ.party[i].name.c_str());
add_string_to_buf((char *)str);
adjust_spell_menus();
}
break;
case 1:
sprintf((char *) str,"%s has %d health out of %d.",univ.party[i].name.c_str(),
univ.party[i].cur_health,univ.party[i].max_health);
add_string_to_buf((char *)str);
break;
case 2:
sprintf((char *) str,"%s has %d spell pts. out of %d.",univ.party[i].name.c_str(),
univ.party[i].cur_sp,univ.party[i].max_sp);
add_string_to_buf((char *)str);
break;
case 3: // pc info
give_pc_info(i);
break;
case 4: // trade places
if (prime_time() == false)
add_string_to_buf("Trade places: Finish what you're doing first.");
else if (is_combat())
add_string_to_buf("Trade places: Can't do this in combat.");
else {
switch_pc(i);
}
break;
}
}
need_reprint = true;
put_pc_screen();
put_item_screen(stat_window,0);
if (overall_mode == MODE_SHOPPING) {
set_up_shop_array();
draw_shop_graphics(0,pc_buttons[0][0]);
}
}
// Process clicks in item stats area
if (the_point.in(item_area_rect)) {
point_in_area = the_point;
point_in_area.x -= ITEM_WIN_UL_X;
point_in_area.y -= ITEM_WIN_UL_Y;
for (i = 0; i < 9; i++)
if ((item_bottom_button_active[i] > 0) && (point_in_area.in(item_screen_button_rects[i]))) {
item_screen_button_rects[i].offset(ITEM_WIN_UL_X,ITEM_WIN_UL_Y);
arrow_button_click(item_screen_button_rects[i]);
item_screen_button_rects[i].offset(-ITEM_WIN_UL_X,-ITEM_WIN_UL_Y);
switch (i) {
case 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 ((univ.party[i].main_status != 1) &&
((overall_mode != MODE_SHOPPING) || (store_shop_type != 12)))
add_string_to_buf("Set active: PC must be here & active.");
else {
current_pc = i;
sprintf((char *) str,"Now active: %s",univ.party[i].name.c_str());
add_string_to_buf((char *)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);
set_stat_window(6);
break;
case 8: // help
cChoiceDlog("help-inventory.xml").show();
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) && (point_in_area.in(item_buttons[i][j]))) {
item_buttons[i][j].offset(ITEM_WIN_UL_X,ITEM_WIN_UL_Y);
arrow_button_click(item_buttons[i][j]);
item_buttons[i][j].offset(-ITEM_WIN_UL_X,-ITEM_WIN_UL_Y);
item_hit = item_sbar->getPosition() + i;
if ((prime_time() == 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_TOWN) {
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) {
equip_item(stat_window, item_hit);
take_ap(1);
}
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);
break;
case 2: // give
give_thing(stat_window, item_hit);
did_something = 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())
drop_item(stat_window,item_hit,univ.party.p_loc);
else {
add_string_to_buf("Drop item: Click where to drop item.");
store_drop_item = item_hit;
overall_mode = (is_town()) ? MODE_DROP_TOWN : MODE_DROP_COMBAT;
}
break;
case 4: // info
if (stat_window == 6)
put_spec_item_info(spec_item_array[item_hit]);
else display_pc_item(stat_window, item_hit,univ.party[stat_window].items[item_hit],0);
break;
case 5: // sell? That this codes was reached indicates that the item was sellable
switch (stat_screen_mode) {
case 2: // identify item
if (take_gold(shop_identify_cost,false) == false)
ASB("Identify: You don't have the gold.");
else {
play_sound(68);
ASB("Your item is identified.");
univ.party[stat_window].items[item_hit].ident = true;
}
break;
case 3: case 4: case 5: // various selling
play_sound(-39);
univ.party.gold += store_selling_values[i];
ASB("You sell your item.");
take_item(stat_window,item_hit);
break;
case 6: // enchant item
if (take_gold(store_selling_values[i],false) == false)
ASB("Enchant: You don't have the gold.");
else {
play_sound(51);
ASB("Your item is now enchanted.");
enchant_weapon(stat_window,item_hit,shop_identify_cost,store_selling_values[i]);
}
break;
}
break;
}
}
}
put_pc_screen();
put_item_screen(stat_window,0);
need_reprint = true;
}
// MARK: 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.");
}
// MARK: Wait 40 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] = univ.party[i].cur_health;
univ.party[i].status[6] = 0;
}
}
i = 0;
while ((i < 80) && (party_sees_a_monst() == false)){
increase_age();
do_monsters();
do_monster_turn();
j = get_ran(1,1,160 - univ.town.difficulty);
if (j == 10)
create_wand_monst();
for (j = 0; j < 6; j++)
if (univ.party[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();
}
// MARK: If in combat and pc delayed, jump forward a step
if (pc_delayed == true) {
draw_terrain();
//pause(2);
current_pc++;
combat_next_step();
set_stat_window(current_pc);
put_pc_screen();
}
// MARK: At this point, see if any specials have been queued up, and deal with them
for (i = 0; i < 20; i++)
if (special_queue[i].spec >= 0) {
long long store_time = univ.party.age;
univ.party.age = special_queue[i].trigger_time;
s3 = 0;
run_special(special_queue[i].mode,special_queue[i].type,special_queue[i].spec,
special_queue[i].where,&s1,&s2,&s3);
special_queue[i].spec = -1;
long long change_time = univ.party.age - special_queue[i].trigger_time;
univ.party.age = store_time + change_time;
if (s3 > 0)
draw_terrain();
}
// MARK: Handle non-PC stuff (like monsters) if the party actually did something
if (did_something == true) {
draw_map(true); // TODO: Might be possible to only do this in certain circumstances?
play_ambient_sound();
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,univ.party.p_loc);
add_string_to_buf("Fled the combat. ");
handle_wandering_specials(0,2);
}
}
else {
if (need_redraw == true) {
draw_terrain();
if ((combat_active_pc == 6) || (univ.party[combat_active_pc].ap > 0))
need_redraw = false;
}
//pause(2);
store_cur_pc = current_pc;
if (combat_next_step() == true)
need_redraw = true;
/* if ((store_cur_pc != current_pc) && (combat_active_pc == 6)) {
// need_reprint = true;
need_redraw = true;
} */
}
}
else {
increase_age();
if (!(is_out()) || ((is_out()) && (univ.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) && (univ.party.age % 10 == 0)) {
i = get_ran(1,1,70 + PSD[SDF_LESS_WANDER_ENC] * 200);
if (i == 10)
create_wand_monst();
for (i = 0; i < 10; i++)
if (univ.party.out_c[i].exists == true)
if (((adjacent(univ.party.p_loc,univ.party.out_c[i].m_loc) == true) ||
(univ.party.out_c[i].what_monst.cant_flee >= 10))
&& (univ.party.in_boat < 0) && (flying() == false)) {
store_wandering_special = univ.party.out_c[i].what_monst;
if (handle_wandering_specials(0,0) == true)
initiate_outdoor_combat(i);
univ.party.out_c[i].exists = false;
// Get rid of excess keyclicks
flushingInput = true;
need_reprint = false;
i = 20;
}
}
if (overall_mode == MODE_TOWN) {
i = get_ran(1,1,160 - univ.town.difficulty + PSD[SDF_LESS_WANDER_ENC] * 200);
if (i == 2)
create_wand_monst();
}
}
}
if (need_redraw == true) {
draw_terrain();
}
if ((need_reprint == true) || (need_redraw == true)) {
print_buf();
}
if (end_scenario) {
reload_startup();
overall_mode = MODE_STARTUP;
draw_startup(0);
menu_activate();
univ.party.scen_name = ""; // should be harmless...
if(cChoiceDlog("congrats-save.xml",{"cancel","save"}).show() == "save"){
fs::path file = nav_put_party();
if(!file.empty()) save_party(file);
}
}
else if (party_toast() == true) {
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == MAIN_STATUS_FLED) {
univ.party[i].main_status = MAIN_STATUS_ALIVE;
if (is_combat()) {
end_town_mode(0,univ.town.p_loc);
add_string_to_buf("End combat. ");
handle_wandering_specials(0,2);
}
}
if (univ.party.is_split()) {
ASB(univ.party.end_split(0));
update_explored(univ.town.p_loc);
center = univ.town.p_loc;
if (is_combat()) {
overall_mode = MODE_TOWN;
}
else if (is_town()) {
}
center = univ.town.p_loc;
}
menu_activate();
draw_terrain();
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;
}
bool someone_awake()
{
short i;
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (univ.party[i].status[11] <= 0) && (univ.party[i].status[12] <= 0))
return true;
return false;
}
void handle_menu_spell(short spell_picked,short spell_type)
{
if(!prime_time()) {
ASB("Finish what you're doing first.");
print_buf();
return;
}
location pass_point;
sf::Event event;
spell_forced = true;
pc_casting = current_pc;
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;
}
/* if ((is_combat()) && (((spell_type == 0) && (refer_mage[spell_picked] > 0)) ||
((spell_type == 1) && (refer_priest[spell_picked] > 0)))){
if ((spell_type == 0) && (mage_need_select[spell_picked] > 0))
store_spell_target = char_select_pc(2 - mage_need_select[spell_picked],0,"Cast spell on who?");
else if ((spell_type == 1) && (priest_need_select[spell_picked] > 0))
store_spell_target = char_select_pc(2 - priest_need_select[spell_picked],0,"Cast spell on who?");
}
else {
} */
pass_point.x = bottom_buttons[spell_type].left + 5;
pass_point.y = bottom_buttons[spell_type].top + 5;
event.mouseButton.x = pass_point.x + ul.x;
event.mouseButton.y = pass_point.y + ul.y;
handle_action(event);
}
void initiate_outdoor_combat(short i)
{
short m,n;
location to_place;
draw_terrain();
// Is combat too easy?
if ((party_total_level() > ((out_enc_lev_tot(i) * 5) / 3) ) && (out_enc_lev_tot(i) < 200)
&& (univ.party.out_c[i].what_monst.cant_flee % 10 != 1)) {
add_string_to_buf("Combat: Monsters fled! ");
univ.party.out_c[i].exists = false;
return;
}
// Delay((long) 100,&dummy);
start_outdoor_combat(univ.party.out_c[i], univ.out[univ.party.p_loc.x][univ.party.p_loc.y],count_walls(univ.party.p_loc));
univ.party.out_c[i].exists = false;
for (m = 0; m < 6; m++)
if (univ.party[m].main_status == 1)
to_place = pc_pos[m];
for (m = 0; m < 6; m++)
for (n = 0; n < 24; n++)
if ((univ.party[m].main_status != 1) && (univ.party[m].items[n].variety != 0)) {
place_item(univ.party[m].items[n],to_place,true);
univ.party[m].items[n].variety = ITEM_TYPE_NO_ITEM;
}
overall_mode = MODE_COMBAT;
center = pc_pos[current_pc];
draw_terrain();
}
bool handle_keystroke(sf::Event& event){
bool are_done = false;
location pass_point; // TODO: This isn't needed
short i,j;
std::ostringstream sout;
using kb = sf::Keyboard;
using Key = sf::Keyboard::Key;
Key keypad[10] = {kb::Numpad0,kb::Numpad1,kb::Numpad2,kb::Numpad3,kb::Numpad4,kb::Numpad5,kb::Numpad6,kb::Numpad7,kb::Numpad8,kb::Numpad9};
// TODO: The duplication of location here shouldn't be necessary...
location terrain_click[10] = {location{150,185},location{120,215},location{150,215},location{180,215},
location{120,185},location{150,185},location{180,185},
location{120,155},location{150,155},location{180,135}};
Key talk_chars[9] = {kb::L,kb::N,kb::J,kb::B,kb::S,kb::R,kb::D,kb::G,kb::A};
Key shop_chars[8] = {kb::A,kb::B,kb::C,kb::D,kb::E,kb::F,kb::G,kb::H};
if(map_visible && event.key.code == kb::Escape
&& (overall_mode != MODE_TALKING) && (overall_mode != MODE_SHOPPING)) {
mini_map.setVisible(false);
map_visible = false;
mainPtr.setActive();
return false;
}
if(overall_mode == MODE_STARTUP)
return false;
obscureCursor();
// DEBUG
// sprintf((char *) debug, "%d ",(short) chr2);
// add_string_to_buf((char *) debug);
// print_buf();
Key chr2 = event.key.code;
if(chr2 == kb::LShift || chr2 == kb::LAlt || chr2 == kb::LControl || chr2 == kb::LSystem) return false;
if(chr2 == kb::RShift || chr2 == kb::RAlt || chr2 == kb::RControl || chr2 == kb::RSystem) return false;
if(chr2 == kb::Up && !kb::isKeyPressed(kb::Down)) {
if(kb::isKeyPressed(kb::Left)) chr2 = kb::Numpad7;
else if(kb::isKeyPressed(kb::Right)) chr2 = kb::Numpad9;
else chr2 = kb::Numpad8;
} else if(chr2 == kb::Down && !kb::isKeyPressed(kb::Up)) {
if(kb::isKeyPressed(kb::Left)) chr2 = kb::Numpad1;
else if(kb::isKeyPressed(kb::Right)) chr2 = kb::Numpad3;
else chr2 = kb::Numpad2;
} else if(chr2 == kb::Left && !kb::isKeyPressed(kb::Right)) {
if(kb::isKeyPressed(kb::Up)) chr2 = kb::Numpad7;
else if(kb::isKeyPressed(kb::Down)) chr2 = kb::Numpad1;
else chr2 = kb::Numpad4;
} else if(chr2 == kb::Right && !kb::isKeyPressed(kb::Left)) {
if(kb::isKeyPressed(kb::Up)) chr2 = kb::Numpad9;
else if(kb::isKeyPressed(kb::Down)) chr2 = kb::Numpad3;
else chr2 = kb::Numpad6;
}
sf::Event pass_event = {sf::Event::MouseButtonPressed};
if (overall_mode == MODE_TALKING) {
if (chr2 == kb::Escape)
chr2 = kb::D;
if (chr2 == kb::Space)
chr2 = kb::G;
for (i = 0; i < 9; i++)
if (chr2 == talk_chars[i]) {
pass_point.x = preset_words[i].word_rect.left + 9 + ul.x;
pass_point.y = preset_words[i].word_rect.top + 9 + ul.y;
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
}
}
else if (overall_mode == MODE_SHOPPING) { // shopping keystrokes
if (chr2 == kb::Escape) {
pass_point.x = 222 + ul.x;
pass_point.y = 398 + ul.y;
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
}
for (i = 0; i < 8; i++)
if (chr2 == shop_chars[i]) {
pass_point.x = shopping_rects[i][1].left + 9 + ul.x;
pass_point.y = shopping_rects[i][1].top + 9 + ul.y;
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
}
} else {
for (i = 0; i < 10; i++)
if (chr2 == keypad[i]) {
if (i == 0) {
chr2 = kb::Z;
}
else {
pass_point.x = terrain_click[i].x + ul.x;
pass_point.y = terrain_click[i].y + ul.y;
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
return are_done;
}
}
}
char chr = keyToChar(chr2, event.key.shift);
switch(chr)
{
case '&':
add_string_to_buf("If Valorim ...");
print_buf();
break;
case '*':
add_string_to_buf("You want to save ...");
print_buf();
break;
case '(':
add_string_to_buf("Back up your save files ...");
print_buf();
break;
case ')':
add_string_to_buf("Burma Shave.");
print_buf();
break;
case '?':
if (overall_mode == MODE_SHOPPING) {
univ.party.help_received[26] = 0;
give_help(226,27);
break;
}
if (overall_mode == MODE_TALKING) {
univ.party.help_received[5] = 0;
give_help(205,6);
break;
}
if (is_out()) cChoiceDlog("help-outdoor.xml").show();
if (is_town()) cChoiceDlog("help-town.xml").show();
if (is_combat()) cChoiceDlog("help-combat.xml").show();
break;
case '1': case '2': case '3': case '4': case '5': case '6':
pass_point.x = pc_buttons[((short) chr) - 49][0].left + 1 + PC_WIN_UL_X + ul.x;
pass_point.y = pc_buttons[((short) chr) - 49][0].top + PC_WIN_UL_Y + ul.y;
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
break;
case '9':
pass_point.x = item_screen_button_rects[6].left + ITEM_WIN_UL_X + ul.x;
pass_point.y = item_screen_button_rects[6].top + ITEM_WIN_UL_Y + ul.y;
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
break;
case ' ':
if (overall_mode == MODE_FANCY_TARGET) { // cast multi-target spell, set # targets to 0 so that
// space clicked doesn't matter
num_targets_left = 0;
pass_point = terrain_click[5];
pass_event.mouseButton.x = pass_point.x + ul.x;
pass_event.mouseButton.y = pass_point.y + ul.y;
are_done = handle_action(pass_event);
}
if (overall_mode == MODE_SPELL_TARGET)
spell_cast_hit_return();
break;
case 'D':
if (in_scen_debug) {
in_scen_debug = false;
ASB("Debug mode OFF.");
} else {
in_scen_debug = true;
ASB("Debug mode ON.");
}
print_buf();
break;
case 'z':
if (((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING)) || (overall_mode == MODE_LOOK_COMBAT)) {
set_stat_window(current_pc);
put_item_screen(stat_window,0);
} else {
set_stat_window(0);
put_item_screen(stat_window,0);
}
break;
case '=':
if(!in_scen_debug) break;
univ.party.gold += 100;
univ.party.food += 100;
for (i = 0; i < 6; i++) {
univ.party[i].main_status = MAIN_STATUS_ALIVE;
univ.party[i].cur_health = univ.party[i].max_health;
univ.party[i].cur_sp = 100;
}
award_party_xp(25);
for (i = 0; i < 6; i++)
for (j = 0; j < 62; j++) {
univ.party[i].priest_spells[j] = 1;
univ.party[i].mage_spells[j] = 1;
}
refresh_store_items();
add_string_to_buf("Debug: Add stuff and heal.");
print_buf();
put_pc_screen();
break;
case 'B':
if(!in_scen_debug) break;
for(i=0;i<6;i++)
if(univ.party[i].main_status >= MAIN_STATUS_SPLIT)
univ.party[i].main_status -= MAIN_STATUS_SPLIT;
if(overall_mode == MODE_OUTDOORS){
add_string_to_buf("Debug - Leave Town: You're not in town!");
print_buf();
break;
}
overall_mode = MODE_OUTDOORS;
position_party(univ.party.outdoor_corner.x,univ.party.outdoor_corner.y,univ.party.p_loc.x,univ.party.p_loc.y);
clear_map();
add_string_to_buf("Debug: Reunite party and leave town.");
print_buf();
redraw_screen(REFRESH_ALL);
break;
case 'C':
if(!in_scen_debug) break;
for (i = 0; i < 6; i++) {
univ.party[i].status[STATUS_POISON] = 0;
if(univ.party[i].status[STATUS_BLESS_CURSE] < 0)
univ.party[i].status[STATUS_BLESS_CURSE] = 0;
if (univ.party[i].status[STATUS_HASTE_SLOW] < 0)
univ.party[i].status[STATUS_HASTE_SLOW] = 0;
univ.party[i].status[STATUS_WEBS] = 0;
univ.party[i].status[STATUS_DISEASE] = 0;
univ.party[i].status[STATUS_DUMB] = 0;
univ.party[i].status[STATUS_ASLEEP] = 0;
univ.party[i].status[STATUS_PARALYZED] = 0;
univ.party[i].status[STATUS_ACID] = 0;
}
add_string_to_buf("Debug: You get cleaned up!");
print_buf();
put_pc_screen();
break;
case 'E':
if(!in_scen_debug) break;
PSD[SDF_PARTY_STEALTHY] += 10;
PSD[SDF_PARTY_DETECT_LIFE] += 10;
PSD[SDF_PARTY_FIREWALK] += 10;
add_string_to_buf("Debug: Stealth, Detect Life, Firewalk!");
print_buf();
put_pc_screen();
break;
case 'F':
if(!in_scen_debug) break;
if(overall_mode != MODE_OUTDOORS){
add_string_to_buf("Debug: Can only fly outdoors.");
}else{
PSD[SDF_PARTY_FLIGHT] += 10;
add_string_to_buf("Debug: You start flying!");
}
print_buf();
put_pc_screen();
break;
case 'G':
if(!in_scen_debug) break;
if(ghost_mode){
ghost_mode = false;
ASB("Debug: Ghost mode OFF.");
}else{
ghost_mode = true;
ASB("Debug:Ghost mode ON.");
}
print_buf();
break;
case 'H':
if(!in_scen_debug) break;
univ.party.gold += 100;
univ.party.food += 100;
for (i = 0; i < 6; i++) {
if ((univ.party[i].main_status > MAIN_STATUS_ALIVE) && (univ.party[i].main_status < MAIN_STATUS_FLED))
univ.party[i].main_status = MAIN_STATUS_ALIVE;
}
heal_party(250);
restore_sp_party(100);
add_string_to_buf("Debug: Heal party.");
print_buf();
put_pc_screen();
break;
case 'K':
if (!in_scen_debug) break;
for (i = 0; i < univ.town->max_monst(); i++) {
if ((is_combat()) && (univ.town.monst[i].active > 0) && (univ.town.monst[i].attitude % 2 == 1))
univ.town.monst[i].active = 0;
if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].attitude % 2 == 1)
&& (dist(univ.town.monst[i].cur_loc,univ.town.p_loc) <= 10) )
damage_monst(i, 7,1000,0, DAMAGE_UNBLOCKABLE,0);
}
// kill_monst(&univ.town.monst[i],6);
draw_terrain();
add_string_to_buf("Debug: Kill things. ");
print_buf();
break;
case 'N':
if(!in_scen_debug) break;
end_scenario = true;
in_scen_debug = false;
break;
case 'O':
if(!in_scen_debug) break;
if (is_town()) {
sout << "Debug: You're at x " << (short) univ.town.p_loc.x << ", y " << (short) univ.town.p_loc.y
<< " in town " << univ.town.num << '.';
} else if (is_out()) {
short x = univ.party.p_loc.x;
short y = univ.party.p_loc.y;
x += 48 * univ.party.outdoor_corner.x;
y += 48 * univ.party.outdoor_corner.y;
sout << "Debug: You're outside at x " << x << ", y " << y << ',';
}
add_string_to_buf(sout.str());
print_buf();
break;
case 'I': // TODO: Seems useless?
// if(!in_scen_debug) break;
// sout << "Debug: The party's age is " << univ.party.age;
// add_string_to_buf(sout.str());
// add_string_to_buf("Debug: Reset map."); // Surely this won't work?
// print_buf();
break;
case 'Q':
if(!in_scen_debug) break;
if (overall_mode == MODE_OUTDOORS) {
for (i = 0; i < 96; i++)
for (j = 0; j < 96; j++)
make_explored(i,j);
} else {
for (i = 0; i < 64; i++)
for (j = 0; j < 64; j++)
make_explored(i,j);
}
clear_map();
add_string_to_buf("Debug: Magic Map.");
print_buf();
break;
case 'R':
if(!in_scen_debug) break;
if (univ.party.in_boat >= 0) {
add_string_to_buf(" Not while in boat. ");
break;
}
if (univ.party.in_horse >= 0) {
add_string_to_buf(" Not while on horse. ");
break;
}
force_town_enter(scenario.which_town_start,scenario.where_start);
start_town_mode(scenario.which_town_start,9);
position_party(scenario.out_sec_start.x,scenario.out_sec_start.y,
scenario.out_start.x,scenario.out_start.y);
center = univ.town.p_loc = scenario.where_start;
redraw_screen(REFRESH_ALL);
add_string_to_buf("Debug: You return to the start.");
print_buf();
break;
case 'S': // TODO: Create a dedicated dialog for this.
if (!in_scen_debug) break;
cStrDlog("Enter Stuff Done Flag Part A (between 1 and 299)","","Which SDFa ?",130,PIC_DLOG).show();
i = atoi(get_text_response(873,0).c_str());
if(i > 0 && i < 300){
cStrDlog("Enter Stuff Done Flag Part B (between 0 and 49)","","Which SDFb ?",130,PIC_DLOG).show();
j = atoi(get_text_response(873,0).c_str());
if(j >= 0 && j < 50){
cStrDlog("Enter Stuff Done Flag Value (up to 255)","","Which value ?",130,PIC_DLOG).show();
int x = atoi(get_text_response(873,0).c_str());
if(x < 256 && x >= 0)
PSD[i][j] = x;
else if(x == -1){
sout << "SDF(" << i << ',' << j << ") = " << PSD[i][j];
add_string_to_buf(sout.str());
}
}
}
break;
case 'T':
// TODO: Create a dedicated dialog for this?
if(!in_scen_debug) break;
short find_direction_from;
sout << "Enter Town Number (between 0 and " << scenario.num_towns - 1 << ')';
cStrDlog(sout.str(),"","Which Town ?",130,PIC_DLOG).show();
i = atoi(get_text_response(873,0).c_str());
if(i >= 0 && i < scenario.num_towns ){
if (univ.party.direction == 0) find_direction_from = 2;
else if (univ.party.direction == 4) find_direction_from = 0;
else if (univ.party.direction < 4) find_direction_from = 3;
else find_direction_from = 1;
start_town_mode(i, find_direction_from);
}
break;
case 'W':
refresh_store_items();
add_string_to_buf("Debug: Refreshed jobs/shops. ");
print_buf();
break;
// case '`':
// break;
// case '[':
// break;
// case '+':
// break;
case '<':
//break;
if (!in_scen_debug) break;
ASB("Debug: Increase age.");
ASB(" It is now 1 day later.");
print_buf();
univ.party.age += 3700;
put_pc_screen();
break;
case '>':
ASB("DEBUG: Towns have short memory.");
ASB("Your deeds have been forgotten.");
print_buf();
for (i = 0; i < 4; i++)
univ.party.creature_save[i].which_town = 200;
break;
case '/':
if(!in_scen_debug) break;
ASB("Debug hot keys");
ASB(" B Leave town");
ASB(" C Get cleaned up");
ASB(" D Toggle Debug mode");
ASB(" E Stealth, Detect Life, Firewalk");
ASB(" F Flight");
ASB(" G Ghost");
ASB(" H Heal");
ASB(" K Kill things");
ASB(" N End Scenario");
ASB(" O Location");
ASB(" Q Magic map");
ASB(" R Return to Start");
ASB(" S Set a SDF");
ASB(" T Enter Town");
ASB(" W Refresh jobs/shops");
ASB(" = Heal, increase magic skills");
ASB(" < Make one day pass");
ASB(" > Towns forgive you");
ASB(" / Bring up this list");
print_buf();
break;
case 'a':
if (overall_mode < MODE_TALK_TOWN) {
pass_point.x = (overall_mode == MODE_OUTDOORS) ? 170 : 221;
pass_point.y = 405;
pass_event.mouseButton.x = pass_point.x + ul.x;
pass_event.mouseButton.y = pass_point.y + ul.y;
are_done = handle_action(pass_event);
}
break;
case 'b': case 'u': case 'L':
if (overall_mode == MODE_TOWN) {
pass_point.x = (chr == 'u') ? 220 : 205;
pass_point.y = (chr == 'L') ? 405 : 388;
pass_event.mouseButton.x = pass_point.x + ul.x;
pass_event.mouseButton.y = pass_point.y + ul.y;
are_done = handle_action(pass_event);
}
break;
case 's': case 'x': case 'e':
if ((overall_mode == MODE_COMBAT) ||
((overall_mode == MODE_FIRING) && (chr == 's')) ||
((overall_mode == MODE_THROWING) && (chr == 's')) ) {
pass_point.x = (chr == 's') ? 205 : 240;
pass_point.y = (chr == 'e') ? 390 : 406;
pass_event.mouseButton.x = pass_point.x + ul.x;
pass_event.mouseButton.y = pass_point.y + ul.y;
are_done = handle_action(pass_event);
}
break;
case 'm': case 'p': case 'l': case 'r': case 'w': case 't': case 'd': case 'g': case 'f':
case 'M': case 'P': case 'A':
j = 50;
if ((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) {
// TODO: Uh, what about ul.y?
pass_point.x = 1000 + ul.x;
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
}
else {
add_string_to_buf("Alchemy: In town only.");
print_buf();
return false;
}
break;
case 'w':if (overall_mode == MODE_COMBAT)
j = 5;
else if (overall_mode == MODE_TOWN) {
// TODO: Uh, what about ul.y?
pass_point.x = 1001 + ul.x;
pass_event.mouseButton.x = pass_point.x;
pass_event.mouseButton.y = pass_point.y;
are_done = handle_action(pass_event);
}
else {
add_string_to_buf("Wait: In town only.");
print_buf();
return false;
}
break;
case 'd': if (overall_mode != MODE_COMBAT) return false;
j = 3;
break;
case 'g': if (overall_mode == MODE_OUTDOORS) return false;
j = 4;
break;
case 'f': if (overall_mode != MODE_TOWN) return false;
j = 6;
break;
}
}
if (j < 50) {
pass_point.x = bottom_buttons[j].left + 5;
pass_point.y = bottom_buttons[j].top + 5;
pass_event.mouseButton.x = pass_point.x + ul.x;
pass_event.mouseButton.y = pass_point.y + ul.y;
are_done = handle_action(pass_event);
}
break;
}
spell_forced = false;
return are_done;
}
void do_load()
{
fs::path file_to_load = nav_get_party();
if(!file_to_load.empty())
if(!load_party(file_to_load))
return;
finish_load_party();
if(overall_mode != MODE_STARTUP)
post_load();
menu_activate();
}
void post_load()
{
current_switch = 6;
reset_item_max();
if (overall_mode == MODE_OUTDOORS)
update_explored(univ.party.p_loc);
// if (overall_mode == MODE_TOWN) {
// make_town_trim(0);
// }
// make_out_trim();
// TODO: Presumably need to call draw() as well, but maybe not here
text_sbar->show();
item_sbar->show();
shop_sbar->hide();
set_stat_window(0);
put_pc_screen();
draw_terrain();
draw_buttons(0);
draw_text_bar(1);
print_buf();
clear_map();
adjust_spell_menus();
adjust_monst_menu();
}
void do_save(short mode)
//mode; // 0 - normal 1 - save as
{
if (overall_mode > MODE_TOWN) {
add_string_to_buf("Save: Only while outdoors, or in ");
add_string_to_buf(" town and not looking/casting. ");
print_buf();
return;
}
fs::path file = univ.file;
if(mode == 1) file = nav_put_party();
if(!file.empty()) {
univ.file = file;
save_party(univ.file);
}
pause(6);
redraw_screen(REFRESH_TEXT);
}
void increase_age()////
{
short i,j,item,how_many_short = 0,r1,store_day;
bool update_stat = false;
// Increase age, adjust light level & stealth
store_day = calc_day();
if (is_out()) {
if (univ.party.in_horse < 0)
univ.party.age -= univ.party.age % 10;
else univ.party.age -= univ.party.age % 5;
univ.party.age += 5;
if (univ.party.in_horse < 0)
univ.party.age += 5;
}
else univ.party.age++;
if (calc_day() != store_day) { // Day changed, so check for interesting stuff.
update_stat = true;
}
univ.party.light_level = move_to_zero(univ.party.light_level);
// if (PSD[128][9] == 1)
// clear_map();
// decrease monster present counter
PSD[SDF_HOSTILES_PRESENT] = move_to_zero(PSD[SDF_HOSTILES_PRESENT]);
// Party spell effects
if (PSD[SDF_PARTY_STEALTHY] == 1) {reset_text_bar();
add_string_to_buf("Your footsteps grow louder. "); }
PSD[SDF_PARTY_STEALTHY] = move_to_zero(PSD[SDF_PARTY_STEALTHY]);
if (PSD[SDF_PARTY_DETECT_LIFE] == 1) {reset_text_bar();
add_string_to_buf("You stop detecting monsters. ");}
PSD[SDF_PARTY_DETECT_LIFE] = move_to_zero(PSD[SDF_PARTY_DETECT_LIFE]);
if (PSD[SDF_PARTY_FIREWALK] == 1) {reset_text_bar();
add_string_to_buf("Your feet stop glowing. ");}
PSD[SDF_PARTY_FIREWALK] = move_to_zero(PSD[SDF_PARTY_FIREWALK]);
if (PSD[SDF_PARTY_FLIGHT] == 2)
add_string_to_buf("You are starting to descend.");
if (PSD[SDF_PARTY_FLIGHT] == 1) {
if (scenario.ter_types[univ.out[univ.party.p_loc.x][univ.party.p_loc.y]].blockage > 2) {
add_string_to_buf(" You plummet to your deaths. ");
slay_party(MAIN_STATUS_DEAD);
print_buf();
pause(150);
}
else add_string_to_buf(" You land safely. ");
reset_text_bar();
}
PSD[SDF_PARTY_FLIGHT] = move_to_zero(PSD[SDF_PARTY_FLIGHT]);
if ((overall_mode > MODE_OUTDOORS) && (univ.town->lighting_type == 2)) {
univ.party.light_level = max (0,univ.party.light_level - 9);
if (univ.town->lighting_type == 3) {
if (univ.party.light_level > 0)
ASB("Your light is drained.");
univ.party.light_level = 0;
}
}
// Specials countdowns
if ((univ.party.age % 500 == 0
) && (get_ran(1,0,5) == 3) && (party_has_abil(52) == true)) {
update_stat = true;
// TODO: This seems to be the "radioactivity" handler, and the string appears to not exist.
cStrDlog display_enc_string("Missing String: Radioactivity", "", "", 8, PIC_DLOG);
display_enc_string.setSound(3);
display_enc_string.show();
for (i = 0; i < 6; i++)
disease_pc(i,2);
}
// Plants and magic shops
if (univ.party.age % 4000 == 0) {
//SysBeep(2);
//ASB("DEBUG: Stuff replaced.");
refresh_store_items();
//for (i = 0; i < 10; i++)
// PSD[302][i] = 0;
//for (i = 0; i < 10; i++)
// PSD[301][i] = 0;
//for (i = 0; i < 10; i++)
//// PSD[300][i] = 0;
}
// Protection, etc.
for (i = 0; i < 6; i++) { // Process some status things, and check if stats updated
if ((univ.party[i].status[4] == 1) || (univ.party[i].status[5] == 1) || (univ.party[i].status[8] == 1)
|| (univ.party[i].status[11] == 1)|| (univ.party[i].status[12] == 1))
update_stat = true;
univ.party[i].status[4] = move_to_zero(univ.party[i].status[4]);
univ.party[i].status[5] = move_to_zero(univ.party[i].status[5]);
univ.party[i].status[8] = move_to_zero(univ.party[i].status[8]);
univ.party[i].status[10] = move_to_zero(univ.party[i].status[10]);
univ.party[i].status[11] = move_to_zero(univ.party[i].status[11]);
univ.party[i].status[12] = move_to_zero(univ.party[i].status[12]);
if ((univ.party.age % 40 == 0) && (univ.party[i].status[0] > 0)) {
update_stat = true;
univ.party[i].status[0] = move_to_zero(univ.party[i].status[0]);
}
}
// Food
if ((univ.party.age % 1000 == 0) && (overall_mode < MODE_COMBAT)) {
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
how_many_short++;
how_many_short = take_food (how_many_short,false);
if (how_many_short > 0) {
add_string_to_buf("Starving! ");
play_sound(66);
r1 = get_ran(3,1,6);
hit_party(r1,DAMAGE_UNBLOCKABLE);
update_stat = true;
if (overall_mode < MODE_COMBAT)
boom_space(univ.party.p_loc,overall_mode,0,r1,0);
}
else {
play_sound(6);
add_string_to_buf("You eat. ");
}
update_stat = true;
}
// Poison, acid, disease damage
for (i = 0; i < 6; i++) // Poison
if (univ.party[i].status[2] > 0) {
i = 6;
if (((overall_mode == MODE_OUTDOORS) && (univ.party.age % 50 == 0)) || ((overall_mode == MODE_TOWN) && (univ.party.age % 20 == 0))) {
update_stat = true;
do_poison();
}
}
for (i = 0; i < 6; i++) // Disease
if (univ.party[i].status[7] > 0) {
i = 6;
if (((overall_mode == MODE_OUTDOORS) && (univ.party.age % 100 == 0)) || ((overall_mode == MODE_TOWN) && (univ.party.age % 25 == 0))) {
update_stat = true;
handle_disease();
}
}
for (i = 0; i < 6; i++) // Acid
if (univ.party[i].status[13] > 0) {
i = 6;
update_stat = true;
handle_acid();
}
// Healing and restoration of spell pts.
if (is_out()) {
if (univ.party.age % 100 == 0) {
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (univ.party[i].cur_health < univ.party[i].max_health))
update_stat = true;
heal_party(2);
}
}
else {
if (univ.party.age % 50 == 0) {
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (univ.party[i].cur_health < univ.party[i].max_health))
update_stat = true;
heal_party(1);
}
}
if (is_out()) {
if (univ.party.age % 80 == 0) {
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (univ.party[i].cur_sp < univ.party[i].max_sp))
update_stat = true;
restore_sp_party(2);
}
}
else {
if (univ.party.age % 40 == 0) {
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (univ.party[i].cur_sp < univ.party[i].max_sp))
update_stat = true;
restore_sp_party(1);
}
}
// Recuperation and chronic disease disads
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1) {
if ((univ.party[i].traits[9] > 0) && (get_ran(1,0,10) == 1) && (univ.party[i].cur_health < univ.party[i].max_health)) {
heal_pc(i,2);
update_stat = true;
}
if ((univ.party[i].traits[13] > 0) && (get_ran(1,0,110) == 1)) {
disease_pc(i,4);
update_stat = true;
}
}
// Blessing, slowed,etc.
if (univ.party.age % 4 == 0)
for (i = 0; i < 6; i++) {
if ((univ.party[i].status[1] != 0) || (univ.party[i].status[3] != 0))
update_stat = true;
univ.party[i].status[1] = move_to_zero(univ.party[i].status[1]);
univ.party[i].status[3] = move_to_zero(univ.party[i].status[3]);
if (((item = pc_has_abil_equip(i,50)) < 24)
&& (univ.party[i].cur_health < univ.party[i].max_health)
&& ((overall_mode > MODE_OUTDOORS) || (get_ran(1,0,10) == 5))){
j = get_ran(1,0,univ.party[i].items[item].ability_strength / 3);
if (univ.party[i].items[item].ability_strength / 3 == 0)
j = get_ran(1,0,1);
if (is_out()) j = j * 4;
heal_pc(i,j);
update_stat = true;
}
}
dump_gold(1);
special_increase_age();
//if (debug_on == false)
push_things();
if (is_town()) {
process_fields();
}
// Cancel switching PC order
current_switch = 6;
// If a change, draw stat screen
if (update_stat == true)
put_pc_screen();
adjust_spell_menus();
}
void handle_cave_lore()////
{
char str[60];
short i,pic;
ter_num_t ter;
if (!is_out())
return;
ter = univ.out[univ.party.p_loc.x][univ.party.p_loc.y];
pic = scenario.ter_types[ter].picture;
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (univ.party[i].traits[4] > 0) && (get_ran(1,0,12) == 5)
&& (((pic >= 0) && (pic <= 1)) || ((pic >= 70) && (pic <= 76))) ) {
sprintf((char *)str,"%s hunts.",univ.party[i].name.c_str());
univ.party.food += get_ran(2,1,6);
add_string_to_buf((char *)str);
put_pc_screen();
}
for (i = 0; i < 6; i++)
if (
(univ.party[i].main_status == 1) && (univ.party[i].traits[5] > 0) && (get_ran(1,0,12) == 5)
&& (((pic >= 2) && (pic <= 4)) || ((pic >= 79) && (pic <= 84)))) {
sprintf((char *)str,"%s hunts.",univ.party[i].name.c_str());
univ.party.food += get_ran(2,1,6);
add_string_to_buf((char *)str);
put_pc_screen();
}
}
void switch_pc(short which)
{
cPlayer store_pc;
if (current_switch < 6) {
add_string_to_buf("Switch: OK.");
if (current_switch != which) {
store_pc = univ.party[which];
univ.party[which] = univ.party[current_switch];
univ.party[current_switch] = store_pc;
if (current_pc == current_switch)
current_pc = which;
else if (current_pc == which)
current_pc = current_switch;
set_stat_window(current_pc);
current_switch = 6;
}
}
else {
add_string_to_buf("Switch: Switch with who? ");
current_switch = which;
}
}
void drop_pc(short which)
{
std::string choice;
choice = cChoiceDlog("delete-pc-confirm.xml",{"yes","no"}).show();
if (choice == "no") {
add_string_to_buf("Delete PC: Cancelled. ");
return;
}
add_string_to_buf("Delete PC: OK. ");
kill_pc(which,MAIN_STATUS_ABSENT);
for(short i = which; i < 5; i++)
univ.party[i] = univ.party[i + 1];
univ.party[5].main_status = MAIN_STATUS_ABSENT;
set_stat_window(0);
put_pc_screen();
}
void handle_death()
{
std::string choice;
overall_mode = MODE_STARTUP;
while(true) {
// Use death (or leave Exile) dialog
choice = cChoiceDlog("party-death.xml",{"load","new","quit"}).show();
if(choice == "quit") {
All_Done = true;
return;
}
else if(choice == "load") {
fs::path file_to_load = nav_get_party();
if(!file_to_load.empty()) load_party(file_to_load);
if (party_toast() == false) {
if(overall_mode != MODE_STARTUP)
post_load();
return;
}
}
else if(choice == "new") {
start_new_game();
return;
}
}
}
void start_new_game()
{
short i;
std::string choice;
using kb = sf::Keyboard;
choice = cChoiceDlog("new-party.xml",{"okay","cancel"}).show();
if(choice == "cancel")
return;
//which = choice - 1;
// display_intro();
if(kb::isKeyPressed(kb::LSystem) || kb::isKeyPressed(kb::RSystem)) init_party(2); // if command key held down, create debug party
else init_party(0);
//while (creation_done == false) {
edit_party(1,0);
/* if ((i > 0) || (in_startup_mode == false))
creation_done = true;
if ((i == 0) && (in_startup_mode == false))
return;
} */
// if no PCs left, forget it
for (i = 0 ; i < 6; i++)
if (univ.party[i].main_status == 1)
i = 100;
if (i == 6)
return;
// everyone gets a weapon
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1) {
univ.party[i].items[0] = start_items[univ.party[i].race * 2];
univ.party[i].equip[0] = true;
univ.party[i].items[1] = start_items[univ.party[i].race * 2 + 1];
univ.party[i].equip[1] = true;
}
// PCs get adjustments
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1) {
// Do stat adjs for selected race.
if (univ.party[i].race == 1)
univ.party[i].skills[1] += 2;
if (univ.party[i].race == 2) {
univ.party[i].skills[0] += 2;
univ.party[i].skills[2] += 1;
}
univ.party[i].max_sp += univ.party[i].skills[9] * 3 + univ.party[i].skills[10] * 3;
univ.party[i].cur_sp = univ.party[i].max_sp;
}
fs::path file = nav_put_party();
if(!file.empty()) save_party(file);
party_in_memory = true;
party_in_memory = true;
}
location get_cur_direction(location the_point)
{
location store_dir;
// This is a kludgy adjustment to adjust for the screen shifting between Exile I & II
the_point.x += 5;
the_point.y += 5;
if ((the_point.x < 135) & (the_point.y >= ((the_point.x * 34) / 10) - 293)
& (the_point.y <= (-1 * ((the_point.x * 34) / 10) + 663)))
store_dir.x--;
if ((the_point.x > 163) & (the_point.y <= ((the_point.x * 34) / 10) - 350)
& (the_point.y >= (-1 * ((the_point.x * 34) / 10) + 721)))
store_dir.x++;
if ((the_point.y < 167) & (the_point.y <= (the_point.x / 2) + 102)
& (the_point.y <= (-1 * (the_point.x / 2) + 249)))
store_dir.y--;
if ((the_point.y > 203) & (the_point.y >= (the_point.x / 2) + 123)
& (the_point.y >= (-1 * (the_point.x / 2) + 268)))
store_dir.y++;
return store_dir;
}
static eDirection find_waterfall(short x, short y, short mode){
// If more than one waterfall adjacent, randomly selects
bool to_dir[8];
for(eDirection i = DIR_N; i < DIR_HERE; i++){
if(mode == 0){
to_dir[i] = (scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].special == TER_SPEC_WATERFALL);
//printf("%i\n",scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].flag1);
if(scenario.ter_types[univ.town->terrain(x + dir_x_dif[i],y + dir_y_dif[i])].flag1.u != i) to_dir[i] = false;
}else{
to_dir[i] = (scenario.ter_types[univ.out[x + dir_x_dif[i]][y + dir_y_dif[i]]].special == TER_SPEC_WATERFALL);
if(scenario.ter_types[univ.out[x + dir_x_dif[i]][y + dir_y_dif[i]]].flag1.u != i) to_dir[i] = false;
}
}
short count = 0;
for(int i = 0; i < 8; i++)
count += to_dir[i];
if(count > 0) count = get_ran(1,1,count);
else return DIR_HERE;
for(eDirection i = DIR_N; i < DIR_HERE; i++){
if(to_dir[i]){
count--;
if(count == 0) return i;
}
}
return DIR_HERE; // just in case something wonky happens
}
static void run_waterfalls(short mode){ // mode 0 - town, 1 - outdoors
short x,y;
if(mode == 0){
x = univ.town.p_loc.x;
y = univ.town.p_loc.y;
}else{
x = univ.party.p_loc.x;
y = univ.party.p_loc.y;
}
eDirection dir;
while((dir = find_waterfall(x,y,mode)) != DIR_HERE){
add_string_to_buf(" Waterfall! ");
if(mode == 0){
x += 2 * dir_x_dif[dir];
y += 2 * dir_y_dif[dir];
univ.town.p_loc.x += 2 * dir_x_dif[dir];
univ.town.p_loc.y += 2 * dir_y_dif[dir];
update_explored(univ.party.p_loc);
}else{
x += 2 * dir_x_dif[dir];
y += 2 * dir_y_dif[dir];
univ.party.p_loc.x += 2 * dir_x_dif[dir];
univ.party.loc_in_sec.x += 2 * dir_x_dif[dir];
univ.party.p_loc.y += 2 * dir_y_dif[dir];
univ.party.loc_in_sec.y += 2 * dir_y_dif[dir];
update_explored(univ.party.p_loc);
}
draw_terrain();
print_buf();
if ((cave_lore_present() > 0) && (get_ran(1,0,1) == 0))
add_string_to_buf(" (No supplies lost.)");
else if (univ.party.food > 1800){
add_string_to_buf(" (Many supplies lost.)");
univ.party.food -= 50;
}
else {
int n = univ.party.food;
char s[25];
univ.party.food = (univ.party.food * 19) / 20;
sprintf(s," (%d supplies lost.)",n - univ.party.food);
add_string_to_buf(s);
}
put_pc_screen();
play_sound(28);
pause(8);
}
if(mode == 0){
univ.party.boats[univ.party.in_boat].loc = univ.town.p_loc;
univ.party.boats[univ.party.in_boat].which_town = univ.town.num;
}else{
univ.party.boats[univ.party.in_boat].which_town = 200;
univ.party.boats[univ.party.in_boat].loc_in_sec = univ.party.loc_in_sec;
univ.party.boats[univ.party.in_boat].loc = univ.party.p_loc;
univ.party.boats[univ.party.in_boat].sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
univ.party.boats[univ.party.in_boat].sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
}
}
bool outd_move_party(location destination,bool forced)
{
char create_line[60];
short boat_num,horse_num,spec_num;
location real_dest, sector_p_in;
bool keep_going = true,check_f;
location store_corner,store_iwc;
ter_num_t ter;
keep_going = check_special_terrain(destination,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 not blocked and not put in town by a special, process move
if ((keep_going == true) && (overall_mode == MODE_OUTDOORS)) {
real_dest.x = destination.x - univ.party.p_loc.x;
real_dest.y = destination.y - univ.party.p_loc.y;
sector_p_in.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
sector_p_in.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
store_corner = univ.party.outdoor_corner;
store_iwc = univ.party.i_w_c;
// Check if party moves into new sector
if ((destination.x < 6) && (univ.party.outdoor_corner.x > 0))
shift_universe_left();
if ((destination.x > 90) && (univ.party.outdoor_corner.x < scenario.out_width - 1))
shift_universe_right();
if ((destination.y < 6) && (univ.party.outdoor_corner.y > 0)) {
shift_universe_up();
}
else if ((destination.y > 90) && (univ.party.outdoor_corner.y < scenario.out_height - 1))
shift_universe_down();
// Now stop from going off the world's edge
real_dest.x = univ.party.p_loc.x + real_dest.x;
real_dest.y =univ. party.p_loc.y + real_dest.y;
if ((real_dest.x < 1 /*4*/) && (univ.party.outdoor_corner.x <= 0)) {
ASB("You've reached the world's edge.");
return false;
}
if (((real_dest.x > 95 /*92*/) && (univ.party.outdoor_corner.x >= scenario.out_width - 2)) ||
((real_dest.x > 47 /*44*/) && (univ.party.outdoor_corner.x >= scenario.out_width - 1))) {
ASB("You've reached the world's edge.");
return false;
}
if ((real_dest.y < 1 /*4*/) && (univ.party.outdoor_corner.y <= 0)) {
ASB("You've reached the world's edge.");
return false;
}
else if (((real_dest.y > 95 /*92*/) && (univ.party.outdoor_corner.y >= scenario.out_height - 2)) ||
((real_dest.y > 47 /*44*/) && (univ.party.outdoor_corner.y >= scenario.out_height - 1))) {
ASB("You've reached the world's edge.");
return false;
}
// if ((store_corner.x != party.outdoor_corner.x) || (store_corner.y != party.outdoor_corner.y) ||
// (store_iwc.x != party.i_w_c.x) || (store_iwc.y != party.i_w_c.y))
// clear_map();
// if (forced == true)
// for (i = 0; i < 10; i++)
// if (same_point(destination,party.out_c[i].m_loc) == true)
// party.out_c[i].exists = false;
ter = univ.out[real_dest.x][real_dest.y];
if (univ.party.in_boat >= 0) {
if ((outd_is_blocked(real_dest) == false) //&& (outd_is_special(real_dest) == false)
// not in towns
&& ((scenario.ter_types[ter].boat_over == false)
|| ((real_dest.x != univ.party.p_loc.x) && (real_dest.y != univ.party.p_loc.y)))
&& (scenario.ter_types[ter].special != TER_SPEC_TOWN_ENTRANCE)) {
add_string_to_buf("You leave the boat.");
univ.party.in_boat = -1;
}
else if (((real_dest.x != univ.party.p_loc.x) && (real_dest.y != univ.party.p_loc.y))
|| ((forced == false) && (out_boat_there(destination) < 30)))
return false;
else if ((outd_is_blocked(real_dest) == false)
&& (scenario.ter_types[ter].boat_over == true)
&& (scenario.ter_types[ter].special != TER_SPEC_TOWN_ENTRANCE)) {
if(cChoiceDlog("boat-bridge.xml",{"under","land"}).show() == "under")
forced = true;
else {
add_string_to_buf("You leave the boat. ");
univ.party.in_boat = -1;
}
}
else if (scenario.ter_types[ter].boat_over == true)
forced = true;
}
if (((boat_num = out_boat_there(real_dest)) < 30) && (univ.party.in_boat < 0) && (univ.party.in_horse < 0)) {
if (flying() == true) {
add_string_to_buf("You land first. ");
PSD[SDF_PARTY_FLIGHT] = 0;
}
give_help(61,0);
add_string_to_buf("Move: You board the boat. ");
univ.party.in_boat = boat_num;
univ.party.direction = set_direction(univ.party.p_loc, destination);
univ.party.p_loc = real_dest;
univ.party.i_w_c.x = (univ.party.p_loc.x > 48) ? 1 : 0;
univ.party.i_w_c.y = (univ.party.p_loc.y > 48) ? 1 : 0;
univ.party.loc_in_sec = global_to_local(univ.party.p_loc);
if ((store_corner.x != univ.party.outdoor_corner.x) || (store_corner.y != univ.party.outdoor_corner.y) ||
(store_iwc.x != univ.party.i_w_c.x) || (store_iwc.y != univ.party.i_w_c.y))
clear_map();
return true;
}
else if (((horse_num = out_horse_there(real_dest)) < 30) && (univ.party.in_boat < 0) && (univ.party.in_horse < 0)) {
if (flying() == true) {
add_string_to_buf("Land before mounting horses.");
return false;
}
give_help(60,0);
add_string_to_buf("Move: You mount the horses. ");
play_sound(84);
univ.party.in_horse = horse_num;
univ.party.direction = set_direction(univ.party.p_loc, destination);
univ.party.p_loc = real_dest;
univ.party.i_w_c.x = (univ.party.p_loc.x > 48) ? 1 : 0;
univ.party.i_w_c.y = (univ.party.p_loc.y > 48) ? 1 : 0;
univ.party.loc_in_sec = global_to_local(univ.party.p_loc);
if ((store_corner.x != univ.party.outdoor_corner.x) || (store_corner.y != univ.party.outdoor_corner.y) ||
(store_iwc.x != univ.party.i_w_c.x) || (store_iwc.y != univ.party.i_w_c.y))
clear_map();
return true;
}
else if ((outd_is_blocked(real_dest) == false) || (forced == true)
// Check if can fly over
|| ((flying() == true) &&
(scenario.ter_types[ter].fly_over == true)) ) {
// TODO: This should only happen if you're actually on a horse
if (scenario.ter_types[ter].special == TER_SPEC_DAMAGING || scenario.ter_types[ter].special == TER_SPEC_DANGEROUS) {
ASB("Your horses quite sensibly refuse.");
return false;
}
univ.party.direction = set_direction(univ.party.p_loc, destination);
// TODO: But I though you automatically landed when entering?
if ((flying() == true) && (scenario.ter_types[ter].special == TER_SPEC_TOWN_ENTRANCE)) {
add_string_to_buf("Moved: You have to land first. ");
return false;
}
univ.party.p_loc = real_dest;
univ.party.i_w_c.x = (univ.party.p_loc.x > 47) ? 1 : 0;
univ.party.i_w_c.y = (univ.party.p_loc.y > 47) ? 1 : 0;
univ.party.loc_in_sec = global_to_local(univ.party.p_loc);
sprintf ((char *) create_line, "Moved: %s",dir_string[univ.party.direction]);//, univ.party.p_loc.x, univ.party.p_loc.y, univ.party.loc_in_sec.x, univ.party.loc_in_sec.y);
add_string_to_buf((char *) create_line);
move_sound(univ.out[real_dest.x][real_dest.y],num_out_moves);
num_out_moves++;
if (univ.party.in_boat >= 0) { // Waterfall!!!
run_waterfalls(1);
}
if (univ.party.in_horse >= 0) {
univ.party.horses[univ.party.in_horse].which_town = 200;
univ.party.horses[univ.party.in_horse].loc_in_sec = univ.party.loc_in_sec;
univ.party.horses[univ.party.in_horse].loc = univ.party.p_loc;
univ.party.horses[univ.party.in_horse].sector.x = univ.party.outdoor_corner.x + univ.party.i_w_c.x;
univ.party.horses[univ.party.in_horse].sector.y = univ.party.outdoor_corner.y + univ.party.i_w_c.y;
}
if ((store_corner.x != univ.party.outdoor_corner.x) || (store_corner.y != univ.party.outdoor_corner.y) ||
(store_iwc.x != univ.party.i_w_c.x) || (store_iwc.y != univ.party.i_w_c.y))
clear_map();
return true;
}
else {
sprintf ((char *) create_line, "Blocked: %s",dir_string[set_direction(univ.party.p_loc, destination)]);
add_string_to_buf((char *) create_line);
return false;
}
}
return false;
}
bool town_move_party(location destination,short forced)////
{
char create_line[60],keep_going = true;
short boat_there,horse_there,spec_num;
ter_num_t ter;
bool check_f = false;
if (in_scen_debug && ghost_mode)
forced = true;
// remove if not registered
/*
if ((scenario.out_width != 3) || (scenario.out_height != 3) ||
(scenario.num_towns != 21) || (scenario.town_size[3] != 1) || (scenario.town_size[9] != 0)) {
ASB("Blades of Exile must be registered");
ASB("before you can play scenarios besides");
ASB("the unmodified Valley of Dying things.");
print_buf();
return false;
}
*/
if (monst_there(destination) > univ.town->max_monst())
keep_going = check_special_terrain(destination,1,0,&spec_num,&check_f);
if (check_f == true)
forced = true;
if (spec_num == 50)
forced = true;
ter = univ.town->terrain(destination.x,destination.y);
if (keep_going == true) {
if (univ.party.in_boat >= 0) {
if ((!is_blocked(destination)) && (!is_special(destination))
// If to bridge, exit if heading diagonal, keep going if heading horiz or vert
&& ( (!scenario.ter_types[ter].boat_over)
|| ((destination.x != univ.town.p_loc.x) && (destination.y != univ.town.p_loc.y)))) {
add_string_to_buf("You leave the boat. ");
univ.party.in_boat = -1;
}
else if ((destination.x != univ.town.p_loc.x) && (destination.y != univ.town.p_loc.y))
return false;
// Crossing bridge: land or go through
else if ((!is_blocked(destination)) && (scenario.ter_types[ter].boat_over) && (scenario.ter_types[ter].special == TER_SPEC_BRIDGE)) {
if(cChoiceDlog("boat-bridge.xml",{"under","land"}).show() == "under")
forced = true;
else if (is_blocked(destination) == false) {
add_string_to_buf("You leave the boat. ");
univ.party.in_boat = -1;
}
}
// boat in destination
else if (town_boat_there(destination) < 30) {
add_string_to_buf(" Boat there already. ");
return false;
}
// water or lava
else if (scenario.ter_types[ter].boat_over == true)
forced = true;
}
if (((boat_there = town_boat_there(destination)) < 30) && (univ.party.in_boat < 0)) {
if (univ.party.boats[boat_there].property == true) {
add_string_to_buf(" Not your boat. ");
return false;
}
give_help(61,0);
add_string_to_buf("Move: You board the boat. ");
univ.party.in_boat = boat_there;
univ.party.direction = set_direction(univ.town.p_loc, destination);
univ.town.p_loc = destination;
center = univ.town.p_loc;
return true;
}
else if (((horse_there = town_horse_there(destination)) < 30) && (univ.party.in_horse < 0)) {
if (univ.party.horses[horse_there].property == true) {
add_string_to_buf(" Not your horses. ");
return false;
}
give_help(60,0);
add_string_to_buf("Move: You mount the horses. ");
play_sound(84);
univ.party.in_horse = horse_there;
univ.party.direction = set_direction(univ.town.p_loc, destination);
univ.town.p_loc = destination;
center = univ.town.p_loc;
return true;
}
else if ((is_blocked(destination) == false) || (forced == 1)) {
if (univ.party.in_horse >= 0) {
if (scenario.ter_types[ter].special == TER_SPEC_DAMAGING) {
ASB("Your horses quite sensibly refuse.");
return false;
}
if (scenario.ter_types[ter].block_horse == true) {
ASB("You can't take horses there!");
return false;
}
if ((univ.town->lighting_type > 0) && (get_ran(1,0,1) == 0)) {
ASB("The darkness spooks your horses.");
return false;
}
}
univ.party.direction = set_direction(univ.town.p_loc, destination);
univ.town.p_loc = destination;
sprintf ((char *) create_line, "Moved: %s",dir_string[univ.party.direction]);
add_string_to_buf((char *) create_line);
// place_treasure(destination,5,3);
move_sound(univ.town->terrain(destination.x,destination.y),(short) univ.party.age);
if (univ.party.in_boat >= 0) {
// Waterfall!!!
run_waterfalls(0);
}
if (univ.party.in_horse >= 0) {
univ.party.horses[univ.party.in_horse].loc = univ.town.p_loc;
univ.party.horses[univ.party.in_horse].which_town = univ.town.num;
}
center = univ.town.p_loc;
return true;
}
else {
if (is_door(destination) == true)
sprintf ((char *) create_line, "Door locked: %s ",dir_string[set_direction(univ.town.p_loc, destination)]);
else sprintf ((char *) create_line, "Blocked: %s ",dir_string[set_direction(univ.town.p_loc, destination)]);
add_string_to_buf((char *) create_line);
return false;
}
}
return false;
}
bool someone_poisoned()
{
short i;
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1) && (univ.party[i].status[2] > 0))
return true;
return false;
}
short nearest_monster()
{
short i = 100,j,s;
for (j = 0; j < 10; j++)
if (univ.party.out_c[j].exists == true) {
s = dist(univ.party.p_loc,univ.party.out_c[j].m_loc);
i = min(i,s);
}
return i;
}
void setup_outdoors(location where)
{
update_explored(where);
}
short get_outdoor_num()////
{
return (scenario.out_width * (univ.party.outdoor_corner.y + univ.party.i_w_c.y) + univ.party.outdoor_corner.x + univ.party.i_w_c.x);
}
short count_walls(location loc) // TODO: Generalize this function
{
unsigned char walls[31] = {5,6,7,8,9, 10,11,12,13,14, 15,16,17,18,19, 20,21,22,23,24,
25,26,27,28,29, 30,31,32,33,34, 35};
short answer = 0;
short k = 0;
for (k = 0; k < 31 ; k++) {
if (univ.out[loc.x + 1][loc.y] == walls[k])
answer++;
if (univ.out[loc.x - 1][loc.y] == walls[k])
answer++;
if (univ.out[loc.x][loc.y + 1] == walls[k])
answer++;
if (univ.out[loc.x][loc.y - 1] == walls[k])
answer++;
}
return answer;
}
bool is_sign(ter_num_t ter)
{
if (scenario.ter_types[ter].special == TER_SPEC_IS_A_SIGN)
return true;
return false;
}
bool check_for_interrupt(){
using kb = sf::Keyboard;
#ifdef __APPLE__
if((kb::isKeyPressed(kb::LSystem) || kb::isKeyPressed(kb::RSystem)) && kb::isKeyPressed(kb::Period))
return true;
#endif
if((kb::isKeyPressed(kb::LControl) || kb::isKeyPressed(kb::RControl)) && kb::isKeyPressed(kb::C))
return true;
return false;
}