236 lines
5.6 KiB
C++
236 lines
5.6 KiB
C++
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//#include "item.h"
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#include "boe.global.h"
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#include "classes.h"
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#include "boe.party.h"
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#include "boe.town.h"
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#include "boe.items.h"
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#include "boe.combat.h"
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#include "boe.monster.h"
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#include "boe.infodlg.h"
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#include "boe.locutils.h"
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#include "boe.fields.h"
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#include "boe.text.h"
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#include "boe.itemdata.h"
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#include "boe.townspec.h"
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#include "soundtool.h"
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#include "mathutil.h"
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#include "dlogutil.h"
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extern eGameMode overall_mode;
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//extern party_record_type univ.party;
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//extern current_town_type univ.town;
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//extern unsigned char out[96][96],out_e[96][96];
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extern ter_num_t combat_terrain[64][64];
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extern short current_pc,stat_window;
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//extern cOutdoors outdoors[2][2];
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extern location pc_pos[6],center;
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//extern town_item_list t_i;
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//extern big_tr_type t_d;
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extern sf::RenderWindow mainPtr;
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extern cScenario scenario;
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extern cUniverse univ;
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char answer[256];
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/*bool (which)
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short which;
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{
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short choice,i;
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item_record_type treas[] = {
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{0,0,0,0,0,0,0,0,0,0,0,0,false,false,false,{0,0},"",""}
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};
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bool can_enter = true;
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location where;
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where = get_spec_loc(which);
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switch (which) {
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case 1:
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break;
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}
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return can_enter;
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} */
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void activate_monster_enc(short enc_num,std::string list,short str,short strsnd,short *flip_bit)
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{
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if (*flip_bit == 0) {
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cStrDlog display_enc_string(get_str(list,str),"","",8,PIC_DLOG);
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display_enc_string.setSound(strsnd);
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display_enc_string.show();
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activate_monsters(enc_num,1);
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*flip_bit = 20;
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}
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}
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bool run_trap(short pc_num,eTrapType trap_type,short trap_level,short diff)
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//short pc_num; // 6 - BOOM! 7 - pick here
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//short trap_type; // 0 - random 1 - blade 2 - dart 3 - gas 4 - boom 5 - paralyze 6 - no
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// 7 - level drain 8 - alert 9 - big flames 10 - dumbfound 11 - disease 1
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// 12 - disease all
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{
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short r1,skill,i,num_hits = 1,i_level;
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short trap_odds[30] = {5,30,35,42,48, 55,63,69,75,77,
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78,80,82,84,86, 88,90,92,94,96,98,99,99,99,99,99,99,99,99,99};
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if (pc_num > 7) { // Debug
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// TODO: Play an error sound here
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ASB("TRAP ERROR! REPORT!");
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return true;
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}
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if (pc_num == 7) {
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pc_num = select_pc(1,0);
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if (pc_num == 6)
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return false;
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}
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num_hits += trap_level;
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if (trap_type == TRAP_RANDOM)
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trap_type = (eTrapType) get_ran(1,1,4);
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if (trap_type == TRAP_FALSE_ALARM)
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return true;
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if (pc_num < 6) {
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i = stat_adj(pc_num,1);
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if ((i_level = get_prot_level(pc_num,42)) > 0)
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i = i + i_level / 2;
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skill = minmax(0,20,univ.party[pc_num].skills[SKILL_DISARM_TRAPS] +
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+ univ.party[pc_num].skills[SKILL_LUCK] / 2 + 1 - univ.town.difficulty + 2 * i);
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r1 = get_ran(1,1,100) + diff;
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// Nimble?
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if (univ.party[pc_num].traits[TRAIT_NIMBLE])
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r1 -= 6;
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if (r1 < trap_odds[skill]) {
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add_string_to_buf(" Trap disarmed. ");
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return true;
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}
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else add_string_to_buf(" Disarm failed. ");
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}
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switch (trap_type) {
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case TRAP_BLADE:
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for (i = 0; i < num_hits; i++) {
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add_string_to_buf(" A knife flies out! ");
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r1 = get_ran(2 + univ.town.difficulty / 14,1,10);
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damage_pc(pc_num,r1,DAMAGE_WEAPON,MONSTER_TYPE_UNKNOWN,0);
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}
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break;
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case TRAP_DART:
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add_string_to_buf(" A dart flies out. ");
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r1 = 3 + univ.town.difficulty / 14;
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r1 = r1 + trap_level * 2;
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poison_pc(pc_num,r1);
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break;
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case TRAP_GAS:
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add_string_to_buf(" Poison gas pours out. ");
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r1 = 2 + univ.town.difficulty / 14;
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r1 = r1 + trap_level * 2;
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for(i = 0; i < 6; i++)
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poison_pc(i,r1);
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break;
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case TRAP_EXPLOSION:
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for (i = 0; i < num_hits; i++) {
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add_string_to_buf(" There is an explosion. ");
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r1 = get_ran(3 + univ.town.difficulty / 13,1,8);
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hit_party(r1,DAMAGE_FIRE);
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}
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break;
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case TRAP_SLEEP_RAY:
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add_string_to_buf(" A purple ray flies out. ");
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r1 = 200 + univ.town.difficulty * 100;
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r1 = r1 + trap_level * 400;
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sleep_pc(pc_num,r1,STATUS_PARALYZED,50);
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break;
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case TRAP_DRAIN_XP:
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add_string_to_buf(" You feel weak. ");
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r1 = 40;
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r1 = r1 + trap_level * 30;
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univ.party[pc_num].experience = max (0,univ.party[pc_num].experience - r1);
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break;
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case TRAP_ALERT:
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add_string_to_buf(" An alarm goes off!!! ");
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make_town_hostile();
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break;
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case TRAP_FLAMES:
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add_string_to_buf(" Flames shoot from the walls. ");
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r1 = get_ran(10 + trap_level * 5,1,8);
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hit_party(r1,DAMAGE_FIRE);
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break;
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case TRAP_DUMBFOUND:
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add_string_to_buf(" You feel disoriented. ");
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for(i = 0; i < 6; i++)
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dumbfound_pc(i,2 + trap_level * 2);
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break;
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case TRAP_DISEASE:
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add_string_to_buf(" You prick your finger. ");
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r1 = 3 + univ.town.difficulty / 14;
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r1 = r1 + trap_level * 2;
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disease_pc(pc_num,r1);
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break;
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case TRAP_DISEASE_ALL:
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add_string_to_buf(" A foul substance sprays out.");
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r1 = 2 + univ.town.difficulty / 14;
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r1 = r1 + trap_level * 2;
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for(i = 0; i < 6; i++)
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disease_pc(i,r1);
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break;
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default:
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add_string_to_buf("ERROR: Invalid trap type."); // should never be reached
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}
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put_pc_screen();
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put_item_screen(stat_window,0);
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return true;
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}
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location get_spec_loc(short which)
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{
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location where;
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short i;
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for (i = 0; i < 50; i++)
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if (univ.town->spec_id[i] == which)
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return univ.town->special_locs[i];
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return where;
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}
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// 0 if no pull.
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// 1 if pull
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// levers should always start to left.
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short handle_lever(location w)
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{
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if(cChoiceDlog("basic-lever.xml",{"pull", "leave"}).show() == "leave")
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return 0;
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play_sound(94);
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switch_lever(w);
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return 1;
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}
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void switch_lever(location w)
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{
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alter_space(w.x,w.y,scenario.ter_types[univ.town->terrain(w.x,w.y)].trans_to_what);
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}
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