Files
oboe/src/game/boe.specials.cpp

4668 lines
159 KiB
C++

#include <cstdio>
#include <cstring>
#include <queue>
#include <map>
#include "boe.global.hpp"
#include "universe/universe.hpp"
#include "boe.party.hpp"
#include "boe.town.hpp"
#include "boe.text.hpp"
#include "boe.infodlg.hpp"
#include "boe.items.hpp"
#include "boe.combat.hpp"
#include "boe.monster.hpp"
#include "boe.locutils.hpp"
#include "boe.actions.hpp"
#include "sounds.hpp"
#include "boe.townspec.hpp"
#include "boe.graphics.hpp"
#include "boe.fileio.hpp"
#include "boe.specials.hpp"
#include "boe.newgraph.hpp"
#include "boe.dlgutil.hpp"
#include "mathutil.hpp"
#include "boe.main.hpp"
#include "dialogxml/dialogs/strdlog.hpp"
#include "dialogxml/dialogs/choicedlog.hpp"
#include "dialogxml/dialogs/3choice.hpp"
#include "fileio/fileio.hpp"
#include <array>
#include "spell.hpp"
#include "boe.menus.hpp"
#include "replay.hpp"
#include <boost/lexical_cast.hpp>
#include "winutil.hpp"
extern eGameMode overall_mode;
extern eItemWinMode stat_window;
extern short which_combat_type;
extern location center;
extern bool processing_fields,monsters_going,boom_anim_active;
extern effect_pat_type current_pat;
extern cOutdoors::cWandering store_wandering_special;
extern eSpell spell_being_cast, town_spell;
extern eSpecCtxType spec_target_type;
extern short spell_caster, spec_target_fail, spec_target_options;
extern short fast_bang;
extern bool end_scenario;
extern cUniverse univ;
extern std::queue<pending_special_type> special_queue;
extern short combat_posing_monster;
bool can_draw_pcs = true;
bool fog_lifted = false;
bool cartoon_happening = false;
std::map<eDamageType,int> boom_gr = {
{eDamageType::WEAPON, 3},
{eDamageType::FIRE, 0},
{eDamageType::POISON, 2},
{eDamageType::MAGIC, 1},
{eDamageType::UNBLOCKABLE, 5},
{eDamageType::COLD, 4},
{eDamageType::UNDEAD, 3},
{eDamageType::DEMON, 3},
{eDamageType::SPECIAL, 1},
};
short store_item_spell_level = 10;
extern short store_spell_target;
extern std::map<eSkill,short> skill_max;
// global values for when processing special encounters
bool special_in_progress = false;
struct runtime_state {
eSpecCtx which_mode;
cSpecial cur_spec;
eSpecCtxType cur_spec_type;
location spec_loc;
mutable short next_spec;
mutable eSpecCtxType next_spec_type;
mutable iLiving* cur_target;
short* ret_a;
short* ret_b;
bool* redraw;
};
// The internals of the special nodes runtime
static cSpecial get_node(spec_num_t cur_spec, eSpecCtxType cur_spec_type);
static iLiving& current_pc_picked_in_spec_enc(const runtime_state& ctx);
static void resolve_pointers(cSpecial& cur_node);
static void setsd(short a, short b, short val);
static bool isValidField(int fld, bool allowSpecial);
static void handle_message(const runtime_state& ctx, const std::string& title = "", pic_num_t pic = -1, ePicType pt = PIC_SCEN);
// Sub-runtimes for each category of node
void general_spec(const runtime_state& ctx);
void ifthen_spec(const runtime_state& ctx);
void affect_spec(const runtime_state& ctx);
void oneshot_spec(const runtime_state& ctx);
void townmode_spec(const runtime_state& ctx);
void rect_spec(const runtime_state& ctx);
void outdoor_spec(const runtime_state& ctx);
static void start_cartoon() {
if(!cartoon_happening && !is_combat()) {
for(int i = 0; i < 6; i++)
univ.party[i].combat_pos = univ.party.town_loc;
}
cartoon_happening = true;
}
//short mode; // 0 - pre 1 - end by victory 2 - end by flight
bool handle_wandering_specials(short mode) {
// TODO: Is loc_in_sec the correct location to pass here?
// (I'm pretty sure it is, but I should verify it somehow.)
// (It's either that or univ.party.p_loc.)
switch(mode) {
case 0: // pre-combat, possibly prevent the fight
// TODO: If s2 > 0, encounter is forced (monsters don't flee even if they're weak)
if((mode == 0) && (store_wandering_special.spec_on_meet >= 0)) { // When encountering
short prevent;
run_special(eSpecCtx::OUTDOOR_ENC,eSpecCtxType::OUTDOOR,store_wandering_special.spec_on_meet,univ.party.loc_in_sec,&prevent);
if(prevent > 0)
return false;
}
break;
case 1: // end by victory
run_special(eSpecCtx::WIN_ENCOUNTER,eSpecCtxType::OUTDOOR,store_wandering_special.spec_on_win,univ.party.loc_in_sec);
break;
case 2: // end by loss (flight or total party kill)
run_special(eSpecCtx::FLEE_ENCOUNTER,eSpecCtxType::OUTDOOR,store_wandering_special.spec_on_flee,univ.party.loc_in_sec);
break;
}
return true;
}
// returns true if can enter this space
// sets forced to true if definitely can enter
bool check_special_terrain(location where_check,eSpecCtx mode,cPlayer& which_pc,bool *forced) {
ter_num_t ter;
short r1,door_pc,pic_type = 0;
eTerSpec ter_special;
std::string choice;
int ter_flag1,ter_flag2,ter_flag3;
eDamageType dam_type = eDamageType::WEAPON;
bool can_enter = true;
location out_where,from_loc,to_loc;
short s1 = 0,s2 = 0;
short spec_num = -1;
*forced = false;
switch(mode) {
case eSpecCtx::OUT_MOVE:
ter = univ.out[where_check.x][where_check.y];
from_loc = univ.party.out_loc;
break;
case eSpecCtx::TOWN_MOVE:
ter = univ.town->terrain(where_check.x,where_check.y);
from_loc = univ.party.town_loc;
break;
case eSpecCtx::COMBAT_MOVE:
ter = univ.town->terrain(where_check.x,where_check.y);
from_loc = univ.current_pc().combat_pos;
break;
default:
// No movement happened, so just return false.
// TODO: Should there be an error message here?
std::cout << "Note: Improper mode passed to check_special_terrain: " << int(mode) << std::endl;
return false;
}
ter_special = univ.scenario.ter_types[ter].special;
ter_flag1 = univ.scenario.ter_types[ter].flag1;
ter_flag2 = univ.scenario.ter_types[ter].flag2;
ter_flag3 = univ.scenario.ter_types[ter].flag3;
// TODO: Why not support conveyors outdoors, too?
if(mode != eSpecCtx::OUT_MOVE && ter_special == eTerSpec::CONVEYOR) {
if(
((ter_flag1 == DIR_N) && (where_check.y > from_loc.y)) ||
((ter_flag1 == DIR_E) && (where_check.x < from_loc.x)) ||
((ter_flag1 == DIR_S) && (where_check.y < from_loc.y)) ||
((ter_flag1 == DIR_W) && (where_check.x > from_loc.x)) ) {
ASB("The moving floor prevents you.");
return false;
}
}
if(mode == eSpecCtx::OUT_MOVE) {
out_where = global_to_local(where_check);
for(short i = 0; i < univ.out->special_locs.size(); i++)
if(out_where == univ.out->special_locs[i]) {
spec_num = univ.out->special_locs[i].spec;
// call special
run_special(mode, eSpecCtxType::OUTDOOR, spec_num, out_where, &s1, &s2);
if(s1 > 0)
can_enter = false;
else if(s2 > 0)
*forced = true;
erase_out_specials();
put_pc_screen();
put_item_screen(stat_window);
}
}
if((is_combat()) && (univ.town.is_spot(where_check.x, where_check.y) ||
(univ.scenario.ter_types[coord_to_ter(where_check.x, where_check.y)].trim_type == eTrimType::CITY))) {
ASB("Move: Can't trigger this special in combat.");
return false; // TODO: Maybe replace eTrimType::CITY check with a blockage == clear/special && is_special() check?
}
if(mode != eSpecCtx::OUT_MOVE && univ.town.is_force_barr(where_check.x,where_check.y)) {
add_string_to_buf(" Magic barrier!");
can_enter = false;
}
if(mode != eSpecCtx::OUT_MOVE && univ.town.is_force_cage(where_check.x,where_check.y)) {
add_string_to_buf(" Force cage!");
can_enter = false;
}
if((mode == eSpecCtx::TOWN_MOVE || (mode == eSpecCtx::COMBAT_MOVE && which_combat_type == 1))
&& can_enter && univ.town.is_special(where_check.x,where_check.y)) {
for(short i = 0; i < univ.town->special_locs.size(); i++)
if(where_check == univ.town->special_locs[i]) {
spec_num = univ.town->special_locs[i].spec;
bool runSpecial = false;
if(!is_blocked(where_check)) runSpecial = true;
if(ter_special == eTerSpec::CHANGE_WHEN_STEP_ON) runSpecial = true;
if(ter_special == eTerSpec::CALL_SPECIAL) runSpecial = true;
if(univ.town->specials[spec_num].type == eSpecType::CANT_ENTER)
runSpecial = true;
if(!univ.scenario.is_legacy && univ.party.in_boat >= 0 && univ.scenario.ter_types[ter].boat_over)
runSpecial = true;
if(runSpecial) {
give_help(54,0);
run_special(mode, eSpecCtxType::TOWN, spec_num, where_check, &s1, &s2);
if(s1 > 0)
can_enter = false;
else if(s2 > 0)
*forced = true;
}
}
put_pc_screen();
put_item_screen(stat_window);
}
// TODO: Just verify that yes, it works with this and doesn't work without it.
if(mode == eSpecCtx::COMBAT_MOVE && town_boat_there(where_check)) {
add_string_to_buf("Blocked: Can't enter boats in combat");
can_enter = false;
}
if(!can_enter)
return false;
if(!is_out()) {
check_fields(where_check,mode,which_pc);
if(univ.town.is_web(where_check.x,where_check.y) && univ.current_pc().race != eRace::BUG) {
add_string_to_buf(" Webs!");
if(mode != eSpecCtx::COMBAT_MOVE) {
for(short i = 0; i < 6; i++) {
r1 = get_ran(1,2,3);
univ.party[i].web(r1);
}
}
else univ.current_pc().web(get_ran(1,2,3));
put_pc_screen();
univ.town.set_web(where_check.x,where_check.y,false);
}
if(univ.town.is_crate(where_check.x,where_check.y)) {
add_string_to_buf(" You push the crate.");
to_loc = push_loc(from_loc,where_check);
univ.town.set_crate(where_check.x,where_check.y,false);
if(to_loc.x > 0)
univ.town.set_crate(to_loc.x,to_loc.y,true);
for(short i = 0; i < univ.town.items.size(); i++)
if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where_check
&& univ.town.items[i].contained && univ.town.items[i].held)
univ.town.items[i].item_loc = to_loc;
}
if(univ.town.is_barrel(where_check.x,where_check.y)) {
add_string_to_buf(" You push the barrel.");
to_loc = push_loc(from_loc,where_check);
univ.town.set_barrel(where_check.x,where_check.y,false);
if(to_loc.x > 0)
univ.town.set_barrel(to_loc.x,to_loc.y,true);
for(short i = 0; i < univ.town.items.size(); i++)
if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where_check
&& univ.town.items[i].contained && univ.town.items[i].held)
univ.town.items[i].item_loc = to_loc;
}
if(univ.town.is_block(where_check.x,where_check.y)) {
add_string_to_buf(" You push the stone block.");
to_loc = push_loc(from_loc,where_check);
univ.town.set_block(where_check.x,where_check.y,false);
if(to_loc.x > 0)
univ.town.set_block(to_loc.x,to_loc.y,true);
}
}
switch(ter_special) {
// First, put the specials that aren't activated on moving into the space here.
// This is to silence compiler warnings while still preserving the warning if a new special is added.
case eTerSpec::NONE: case eTerSpec::BRIDGE: case eTerSpec::BED:
case eTerSpec::UNUSED1: case eTerSpec::CRUMBLING: case eTerSpec::LOCKABLE:
case eTerSpec::UNUSED2: case eTerSpec::IS_A_SIGN: case eTerSpec::UNUSED3:
case eTerSpec::IS_A_CONTAINER: case eTerSpec::WATERFALL_CAVE: case eTerSpec::WATERFALL_SURFACE:
case eTerSpec::CONVEYOR: case eTerSpec::BLOCKED_TO_MONSTERS: case eTerSpec::TOWN_ENTRANCE:
case eTerSpec::CHANGE_WHEN_USED: case eTerSpec::CALL_SPECIAL_WHEN_USED:
break;
case eTerSpec::CHANGE_WHEN_STEP_ON:
alter_space(where_check.x,where_check.y,ter_flag1);
if(ter_flag2 >= 0) {
play_sound(-1 * ter_flag2);
}
give_help(47,65);
if(univ.scenario.ter_types[ter].blocksMove())
can_enter = false;
break;
case eTerSpec::DAMAGING:
// if the party is flying, in a boat, or entering a boat, they cannot be harmed by terrain
if(flying() || univ.party.in_boat >= 0)
break;
if(mode == eSpecCtx::TOWN_MOVE && town_boat_there(where_check))
break;
if(mode == eSpecCtx::OUT_MOVE && out_boat_there(where_check))
break;
if(ter_flag3 > 0 && ter_flag3 < 8)
dam_type = (eDamageType) ter_flag3;
else dam_type = eDamageType::WEAPON;
r1 = get_ran(ter_flag2,1,ter_flag1);
switch(dam_type){
case eDamageType::FIRE:
add_string_to_buf(" It's hot!");
pic_type = 0;
// TODO: Would be nice to have something similar to this but for other damaging terrains...
if(univ.party.status[ePartyStatus::FIREWALK] > 0) {
add_string_to_buf(" It doesn't affect you.");
r1 = -1;
}
break;
case eDamageType::COLD:
add_string_to_buf(" You feel cold!");
pic_type = 4;
break;
case eDamageType::SPECIAL:
dam_type = eDamageType::UNBLOCKABLE;
BOOST_FALLTHROUGH;
case eDamageType::MAGIC:
case eDamageType::UNBLOCKABLE:
add_string_to_buf(" Something shocks you!");
pic_type = 1;
break;
case eDamageType::WEAPON:
add_string_to_buf(" You feel pain!");
pic_type = 3;
break;
case eDamageType::POISON:
add_string_to_buf(" You suddenly feel very ill for a moment...");
pic_type = 2;
break;
case eDamageType::UNDEAD:
case eDamageType::DEMON:
add_string_to_buf(" A dark wind blows through you!");
pic_type = 1; // TODO: Verify that this is correct
break;
case eDamageType::MARKED:
break;
}
if(r1 < 0) break; // "It doesn't affect you."
if(mode != eSpecCtx::COMBAT_MOVE)
hit_party(r1,dam_type);
fast_bang = 1;
if(mode == eSpecCtx::COMBAT_MOVE)
damage_pc(which_pc,r1,dam_type,eRace::UNKNOWN);
else
boom_space(univ.party.out_loc,overall_mode,pic_type,r1,12);
fast_bang = 0;
break;
case eTerSpec::DANGEROUS:
// if the party is flying, in a boat, or entering a boat, they cannot be harmed by terrain
if(flying() || univ.party.in_boat >= 0)
break;
if(mode == eSpecCtx::TOWN_MOVE && town_boat_there(where_check))
break;
if(mode == eSpecCtx::OUT_MOVE && out_boat_there(where_check))
break;
//one_sound(17);
for(short i = mode == eSpecCtx::COMBAT_MOVE ? univ.get_target_i(which_pc) : 0 ; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
if(get_ran(1,1,100) <= ter_flag2) {
switch((eStatus)ter_flag3){
// TODO: Should we disallow some statuses when outdoors?
case eStatus::POISONED_WEAPON: // TODO: Do something here
if(get_ran(1,1,100) > 60) add_string_to_buf("It's eerie here...");
break;
case eStatus::BLESS_CURSE: // Should say "You feel awkward." / "You feel blessed."?
univ.party[i].curse(ter_flag1);
break;
case eStatus::POISON:
univ.party[i].poison(ter_flag1);
break;
case eStatus::HASTE_SLOW: // Should say "You feel sluggish." / "You feel speedy."?
univ.party[i].slow(ter_flag1);
break;
case eStatus::INVULNERABLE: // Should say "You feel odd." / "You feel protected."?
univ.party[i].apply_status(eStatus::INVULNERABLE,ter_flag1);
break;
case eStatus::MAGIC_RESISTANCE: // Should say "You feel odd." / "You feel protected."?
univ.party[i].apply_status(eStatus::MAGIC_RESISTANCE,ter_flag1);
break;
case eStatus::WEBS: // Should say "You feel sticky." / "Your skin tingles."?
univ.party[i].web(ter_flag1);
break;
case eStatus::DISEASE: // Should say "You feel healthy." / "You feel sick."?
univ.party[i].disease(ter_flag1);
break;
case eStatus::INVISIBLE:
if(ter_flag1 < 0) add_string_to_buf("You feel obscure.");
else add_string_to_buf("You feel exposed.");
univ.party[i].apply_status(eStatus::INVISIBLE,ter_flag1);
break;
case eStatus::DUMB: // Should say "You feel clearheaded." / "You feel confused."?
univ.party[i].dumbfound(ter_flag1);
break;
case eStatus::MARTYRS_SHIELD: // Should say "You feel dull." / "You start to glow slightly."?
univ.party[i].apply_status(eStatus::MARTYRS_SHIELD,ter_flag1);
break;
case eStatus::ASLEEP: // Should say "You feel alert." / "You feel very tired."?
univ.party[i].sleep(eStatus::ASLEEP,ter_flag1,ter_flag1 / 2);
break;
case eStatus::PARALYZED: // Should say "You find it easier to move." / "You feel very stiff."?
univ.party[i].sleep(eStatus::PARALYZED,ter_flag1,ter_flag1 / 2);
break;
case eStatus::ACID: // Should say "Your skin tingles pleasantly." / "Your skin burns!"?
univ.party[i].acid(ter_flag1);
break;
case eStatus::FORCECAGE:
if(is_out()) break;
univ.party[i].sleep(eStatus::FORCECAGE,ter_flag1,ter_flag1 / 2);
break;
case eStatus::MAIN: case eStatus::CHARM: // These magic values are illegal in this context
break;
}
if(mode == eSpecCtx::COMBAT_MOVE) break; // only damage once in combat!
}
}
put_pc_screen();
if(ter_flag3 == int(eStatus::DUMB))
adjust_spell_menus();
//print_nums(1,which_pc,current_pc);
break;
case eTerSpec::CALL_SPECIAL: {
eSpecCtxType spec_type = eSpecCtxType::SCEN;
if(ter_flag2 == 1){
if(mode == eSpecCtx::TOWN_MOVE || (mode == eSpecCtx::COMBAT_MOVE && which_combat_type == 1))
spec_type = eSpecCtxType::TOWN;
else spec_type = eSpecCtxType::OUTDOOR;
}
run_special(mode, spec_type, ter_flag1, where_check, &s1, &s2);
if(s1 > 0)
can_enter = false;
break;
}
// Locked doors
case eTerSpec::UNLOCKABLE:
if(is_combat()) { // No lockpicking in combat
add_string_to_buf(" Can't enter: It's locked.");
break;
}
// See what party wants to do.
choice = cChoiceDlog("locked-door-action",{"leave","pick","bash"}).show();
can_enter = false;
if(choice == "leave")
break;
if(choice == "pick"){
if((door_pc = select_pc(eSelectPC::ONLY_CAN_LOCKPICK, "Who will pick the lock?", eSkill::LOCKPICKING)) < 6)
pick_lock(where_check,door_pc);
}else{
if((door_pc = select_pc(eSelectPC::ONLY_LIVING, "Who will bash?", eSkill::STRENGTH)) < 6)
bash_door(where_check,door_pc);
}
break;
case eTerSpec::WILDERNESS_CAVE:
case eTerSpec::WILDERNESS_SURFACE:
handle_hunting();
break;
}
// Action may change terrain, so update what's been seen
if(is_town())
update_explored(univ.party.town_loc);
if(is_combat())
update_explored(univ.current_pc().combat_pos);
return can_enter;
}
// This procedure find the effects of fields that would affect a PC who moves into
// a space or waited in that same space
// In town mode, process_fields() is responsible for actually dealing the damage
// All this does is print a message
void check_fields(location where_check,eSpecCtx mode,cPlayer& which_pc) {
short r1;
if(mode != eSpecCtx::COMBAT_MOVE && mode != eSpecCtx::TOWN_MOVE && mode != eSpecCtx::OUT_MOVE) {
std::cout << "Note: Improper mode passed to check_special_terrain: " << int(mode) << std::endl;
return;
}
if(is_out())
return;
if(univ.town.is_fire_wall(where_check.x,where_check.y)) {
add_string_to_buf(" Fire wall!");
r1 = get_ran(1,1,6) + 1;
if(mode == eSpecCtx::COMBAT_MOVE)
damage_pc(which_pc,r1,eDamageType::FIRE,eRace::UNKNOWN);
}
if(univ.town.is_force_wall(where_check.x,where_check.y)) {
add_string_to_buf(" Force wall!");
r1 = get_ran(2,1,6);
if(mode == eSpecCtx::COMBAT_MOVE)
damage_pc(which_pc,r1,eDamageType::MAGIC,eRace::UNKNOWN);
}
if(univ.town.is_ice_wall(where_check.x,where_check.y)) {
add_string_to_buf(" Ice wall!");
r1 = get_ran(2,1,6);
if(mode == eSpecCtx::COMBAT_MOVE)
damage_pc(which_pc,r1,eDamageType::COLD,eRace::UNKNOWN);
if(!is_combat())
boom_space(univ.party.town_loc,overall_mode,4,r1,7);
}
if(univ.town.is_blade_wall(where_check.x,where_check.y)) {
add_string_to_buf(" Blade wall!");
r1 = get_ran(4,1,8);
if(mode == eSpecCtx::COMBAT_MOVE)
damage_pc(which_pc,r1,eDamageType::WEAPON,eRace::UNKNOWN);
}
if(univ.town.is_quickfire(where_check.x,where_check.y)) {
add_string_to_buf(" Quickfire!");
r1 = get_ran(2,1,8);
if(mode == eSpecCtx::COMBAT_MOVE)
damage_pc(which_pc,r1,eDamageType::FIRE,eRace::UNKNOWN);
}
if(univ.town.is_scloud(where_check.x,where_check.y)) {
add_string_to_buf(" Stinking cloud!");
which_pc.curse(get_ran(1,2,3));
}
if(univ.town.is_sleep_cloud(where_check.x,where_check.y)) {
add_string_to_buf(" Sleep cloud!");
which_pc.sleep(eStatus::ASLEEP,3,0);
}
if(univ.town.is_fire_barr(where_check.x,where_check.y)) {
add_string_to_buf(" Magic barrier!");
r1 = get_ran(2,1,10);
if(is_town()) fast_bang = 1;
if(mode == eSpecCtx::COMBAT_MOVE)
damage_pc(which_pc,r1,eDamageType::MAGIC,eRace::UNKNOWN);
else hit_party(r1,eDamageType::MAGIC,0);
fast_bang = 0;
}
put_pc_screen();
}
void use_spec_item(short item, bool& need_redraw) {
if(recording){
record_action("use_spec_item", boost::lexical_cast<std::string>(item));
}
run_special(eSpecCtx::USE_SPEC_ITEM, eSpecCtxType::SCEN, univ.scenario.special_items[item].special, univ.party.get_loc());
need_redraw = true;
}
void use_item(short pc,short item) {
bool take_charge = true;
short level,str,r1;
short sp[3] = {}; // Dummy values to pass to run_special; not actually used
std::string str1, str2; // Used by books
eItemUse type;
location user_loc;
const cItem& item_rec = univ.party[pc].items[item];
eItemAbil abil = item_rec.ability;
bool inept_ok = !item_rec.use_magic();
level = univ.party[pc].items[item].item_level;
(void) level; // TODO: Is it correct to never use the level?
// Maybe it is, since abilities have their own level?
if(is_out())
user_loc = univ.party.out_loc;
if(is_town())
user_loc = univ.party.town_loc;
if(is_combat())
user_loc = univ.current_pc().combat_pos;
if(!item_rec.can_use()) {
add_string_to_buf("Use: Can't use this item.");
take_charge = false;
}
if(item_rec.rechargeable && item_rec.charges == 0) {
add_string_to_buf("Use: No charges left.");
take_charge = false;
}
if(univ.party[pc].traits[eTrait::MAGICALLY_INEPT] && !inept_ok){
add_string_to_buf("Use: Can't - magically inept.");
take_charge = false;
}
if(take_charge) {
if(overall_mode == MODE_OUTDOORS && !item_rec.use_outdoors()) {
add_string_to_buf("Use: Not while outdoors.");
take_charge = false;
}
if((overall_mode != MODE_OUTDOORS) && !item_rec.use_in_town() && !item_rec.use_in_combat()){
add_string_to_buf("Use: Only outdoors.");
take_charge = false;
}
if((overall_mode == MODE_TOWN) && !item_rec.use_in_town()) {
add_string_to_buf("Use: Not while in town.");
take_charge = false;
}
if((overall_mode == MODE_COMBAT) && !item_rec.use_in_combat()) {
add_string_to_buf("Use: Not in combat.");
take_charge = false;
}
}
if(take_charge) {
cItem& the_item = univ.party[pc].items[item];
std::string name;
if(!the_item.ident)
name = the_item.name.c_str();
else name = the_item.full_name.c_str();
add_string_to_buf("Use: " + name);
if(the_item.variety == eItemType::POTION)
play_sound(56);
str = the_item.abil_strength;
store_item_spell_level = str;
type = the_item.magic_use_type;
switch(abil) {
case eItemAbil::POISON_WEAPON: // poison weapon
take_charge = poison_weapon(pc,str,false);
break;
case eItemAbil::AFFECT_STATUS: {
auto status = the_item.abil_data.status;
switch(status) {
case eStatus::MAIN: case eStatus::CHARM:
// These don't make any sense in this context.
break;
case eStatus::POISONED_WEAPON:
if(the_item.abil_harms()) {
ASB(" Weapon poison lost.");
if(the_item.abil_group())
univ.party.apply_status(eStatus::POISONED_WEAPON,-str);
else univ.party[pc].apply_status(eStatus::POISONED_WEAPON,-str);
} else if(the_item.abil_group()) {
for(short i = 0; i < 6; i++)
take_charge = take_charge || poison_weapon(i,str,true);
} else take_charge = poison_weapon(pc,str,true);
break;
case eStatus::BLESS_CURSE:
play_sound(4);
if(!the_item.abil_harms()) {
ASB(" You feel blessed.");
str = str * -1;
}else ASB(" You feel awkward.");
if(the_item.abil_group())
univ.party.curse(str);
else univ.party[pc].curse(str);
break;
case eStatus::HASTE_SLOW:
// TODO: Is this the right sound?
play_sound(75);
if(!the_item.abil_harms()) {
ASB(" You feel speedy.");
str = str * -1;
}else ASB(" You feel sluggish.");
if(the_item.abil_group())
univ.party.slow(str);
else univ.party[pc].slow(str);
break;
case eStatus::INVULNERABLE:
// TODO: Is this the right sound?
play_sound(68);
if(the_item.abil_harms()) {
ASB(" You feel odd.");
str = str * -1;
}else ASB(" You feel protected.");
if(the_item.abil_group())
univ.party.apply_status(status,str);
else univ.party[pc].apply_status(status,str);
break;
case eStatus::MAGIC_RESISTANCE:
// TODO: Is this the right sound?
// TODO: This ignores resistances if it's negative
play_sound(51);
if(the_item.abil_harms()) {
ASB(" You feel odd.");
str = str * -1;
}else ASB(" You feel protected.");
if(the_item.abil_group())
univ.party.apply_status(status,str);
else univ.party[pc].apply_status(status,str);
break;
case eStatus::WEBS:
if(the_item.abil_harms())
ASB(" You feel sticky.");
else {
ASB(" Your skin tingles.");
str = str * -1;
}
if(the_item.abil_group())
univ.party.web(str);
else univ.party[pc].web(str);
break;
case eStatus::INVISIBLE:
// TODO: Is this the right sound?
play_sound(43);
if(the_item.abil_harms()) {
ASB(" You feel exposed.");
str = str * -1;
}else ASB(" You feel obscure.");
if(the_item.abil_group())
univ.party.apply_status(status,str);
else univ.party[pc].apply_status(status,str);
break;
case eStatus::MARTYRS_SHIELD:
// TODO: Is this the right sound?
play_sound(43);
if(the_item.abil_harms()) {
ASB(" You feel dull.");
str = str * -1;
}else ASB(" You start to glow slightly.");
if(the_item.abil_group())
univ.party.apply_status(status,str);
else univ.party[pc].apply_status(status,str);
break;
case eStatus::POISON:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You feel better.");
univ.party[pc].cure(str);
break;
case eItemUse::HARM_ONE:
ASB(" You feel ill.");
univ.party[pc].poison(str);
break;
case eItemUse::HELP_ALL:
ASB(" You all feel better.");
univ.party.cure(str);
break;
case eItemUse::HARM_ALL:
ASB(" You all feel ill.");
univ.party.poison(str);
break;
}
break;
case eStatus::DISEASE:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You feel healthy.");
univ.party[pc].apply_status(eStatus::DISEASE,-1 * str);
break;
case eItemUse::HARM_ONE:
ASB(" You feel sick.");
univ.party[pc].disease(str);
break;
case eItemUse::HELP_ALL:
ASB(" You all feel healthy.");
univ.party.apply_status(eStatus::DISEASE,-1 * str);
break;
case eItemUse::HARM_ALL:
ASB(" You all feel sick.");
univ.party.disease(str);
break;
}
break;
case eStatus::DUMB:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You feel clear headed.");
univ.party[pc].apply_status(eStatus::DUMB,-1 * str);
break;
case eItemUse::HARM_ONE:
ASB(" You feel confused.");
univ.party[pc].dumbfound(str);
break;
case eItemUse::HELP_ALL:
ASB(" You all feel clear headed.");
univ.party.apply_status(eStatus::DUMB,-1 * str);
break;
case eItemUse::HARM_ALL:
ASB(" You all feel confused.");
univ.party.dumbfound(str);
break;
}
adjust_spell_menus();
break;
case eStatus::ASLEEP:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You feel alert.");
univ.party[pc].apply_status(eStatus::ASLEEP,-1 * str);
break;
case eItemUse::HARM_ONE:
ASB(" You feel very tired.");
univ.party[pc].sleep(eStatus::ASLEEP,str + 1,200);
break;
case eItemUse::HELP_ALL:
ASB(" You all feel alert.");
univ.party.apply_status(eStatus::ASLEEP,-1 * str);
break;
case eItemUse::HARM_ALL:
ASB(" You all feel very tired.");
univ.party.sleep(eStatus::ASLEEP,str + 1,200);
break;
}
break;
case eStatus::PARALYZED:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You find it easier to move.");
univ.party[pc].apply_status(eStatus::PARALYZED,-1 * str * 100);
break;
case eItemUse::HARM_ONE:
ASB(" You feel very stiff.");
univ.party[pc].sleep(eStatus::PARALYZED,str * 20 + 10,200);
break;
case eItemUse::HELP_ALL:
ASB(" You all find it easier to move.");
univ.party.apply_status(eStatus::PARALYZED,-1 * str * 100);
break;
case eItemUse::HARM_ALL:
ASB(" You all feel very stiff.");
univ.party.sleep(eStatus::PARALYZED,str * 20 + 10,200);
break;
}
break;
case eStatus::ACID:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" Your skin tingles pleasantly.");
univ.party[pc].apply_status(eStatus::ACID,-1 * str);
break;
case eItemUse::HARM_ONE:
ASB(" Your skin burns!");
univ.party[pc].acid(str);
break;
case eItemUse::HELP_ALL:
ASB(" You all tingle pleasantly.");
univ.party.apply_status(eStatus::ACID,-1 * str);
break;
case eItemUse::HARM_ALL:
ASB(" Everyone's skin burns!");
univ.party.acid(str);
break;
}
break;
case eStatus::FORCECAGE:
switch(type) {
case eItemUse::HELP_ONE:
process_force_cage(univ.party[pc].get_loc(), pc, str);
break;
case eItemUse::HARM_ONE:
univ.party[pc].sleep(eStatus::FORCECAGE, str, str / 2);
break;
case eItemUse::HELP_ALL:
for(short i = 0; i < 6; i++)
process_force_cage(univ.party[i].get_loc(), i, str);
break;
case eItemUse::HARM_ALL:
univ.party.sleep(eStatus::FORCECAGE, str, str / 2);
break;
}
break;
}
} break;
case eItemAbil::BLISS_DOOM:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You feel wonderful!");
univ.party[pc].heal(str * 20);
univ.party[pc].apply_status(eStatus::BLESS_CURSE,str);
break;
case eItemUse::HARM_ONE:
ASB(" You feel terrible.");
drain_pc(univ.party[pc],str * 5);
damage_pc(univ.party[pc],20 * str,eDamageType::UNBLOCKABLE,eRace::HUMAN);
univ.party[pc].disease(2 * str);
univ.party[pc].dumbfound(2 * str);
break;
case eItemUse::HELP_ALL:
ASB(" Everyone feels wonderful!");
univ.party.heal(str*20);
univ.party.apply_status(eStatus::BLESS_CURSE,str);
break;
case eItemUse::HARM_ALL:
ASB(" You all feel terrible.");
for(short i = 0; i < 6; i++) {
drain_pc(univ.party[i],str * 5);
damage_pc(univ.party[i],20 * str,eDamageType::UNBLOCKABLE,eRace::HUMAN);
univ.party[i].disease(2 * str);
univ.party[i].dumbfound(2 * str);
}
break;
}
if(the_item.abil_harms())
adjust_spell_menus();
break;
case eItemAbil::AFFECT_EXPERIENCE:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You feel much smarter.");
award_xp(pc,str * 5);
break;
case eItemUse::HARM_ONE:
ASB(" You feel forgetful.");
drain_pc(univ.party[pc],str * 5);
break;
case eItemUse::HELP_ALL:
ASB(" You all feel much smarter.");
award_party_xp(str * 5);
break;
case eItemUse::HARM_ALL:
ASB(" You all feel forgetful.");
for(short i = 0; i < 6; i++)
drain_pc(univ.party[i],str * 5);
break;
}
break;
case eItemAbil::AFFECT_SKILL_POINTS:
// TODO: Is this the right sound?
play_sound(68);
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You feel much smarter.");
univ.party[pc].skill_pts += str;
break;
case eItemUse::HARM_ONE:
ASB(" You feel forgetful.");
univ.party[pc].skill_pts = max(0,univ.party[pc].skill_pts - str);
break;
case eItemUse::HELP_ALL:
ASB(" You all feel much smarter.");
for(short i = 0; i < 6; i++)
univ.party[i].skill_pts += str;
break;
case eItemUse::HARM_ALL:
ASB(" You all feel forgetful.");
for(short i = 0; i < 6; i++)
univ.party[i].skill_pts = max(0,univ.party[i].skill_pts - str);
break;
}
break;
case eItemAbil::AFFECT_HEALTH:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You feel better.");
univ.party[pc].heal(str * 20);
break;
case eItemUse::HARM_ONE:
ASB(" You feel sick.");
damage_pc(univ.party[pc],20 * str,eDamageType::UNBLOCKABLE,eRace::HUMAN);
break;
case eItemUse::HELP_ALL:
ASB(" You all feel better.");
univ.party.heal(str * 20);
break;
case eItemUse::HARM_ALL:
ASB(" You all feel sick.");
hit_party(20 * str,eDamageType::UNBLOCKABLE);
break;
}
break;
case eItemAbil::AFFECT_SPELL_POINTS:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You feel energized.");
univ.party[pc].restore_sp(str * 5);
break;
case eItemUse::HARM_ONE:
ASB(" You feel drained.");
univ.party[pc].cur_sp = max(0,univ.party[pc].cur_sp - str * 5);
break;
case eItemUse::HELP_ALL:
ASB(" You all feel energized.");
univ.party.restore_sp(str * 5);
break;
case eItemUse::HARM_ALL:
ASB(" You all feel drained.");
for(short i = 0; i < 6; i++)
univ.party[i].cur_sp = max(0,univ.party[i].cur_sp - str * 5);
break;
}
break;
case eItemAbil::LIGHT:
if(!the_item.abil_harms()) {
ASB(" You have more light.");
increase_light(50 * str);
} else {
ASB(" It gets darker.");
increase_light(-50 * str);
}
break;
case eItemAbil::AFFECT_PARTY_STATUS:
if(the_item.abil_harms()) {
ePartyStatus status = the_item.abil_data.party;
int i = univ.party.status[status];
switch(status) {
case ePartyStatus::STEALTH: ASB(" Your footsteps become louder."); str *= 5; break;
case ePartyStatus::FIREWALK: ASB(" The chill recedes from your feet."); str *= 2; break;
case ePartyStatus::DETECT_LIFE: ASB(" Your vision of life becomes blurry."); break;
case ePartyStatus::FLIGHT:
if(i <= str) {
if(univ.scenario.ter_types[univ.out[univ.party.out_loc.x][univ.party.out_loc.y]].blocksMove()) {
add_string_to_buf(" You plummet to your deaths.");
slay_party(eMainStatus::DEAD);
print_buf();
pause(150);
} else if(i > 1) {
add_string_to_buf(" You plummet to the ground.");
hit_party(get_ran(i,1,12), eDamageType::SPECIAL);
} else add_string_to_buf(" You land safely.");
} else add_string_to_buf(" You start to descend.");
break;
}
if(str > i) str = i;
str *= -1;
} else switch(the_item.abil_data.party) {
case ePartyStatus::STEALTH: ASB(" Your footsteps become quieter."); str *= 5; break;
case ePartyStatus::FIREWALK: ASB(" You feel chilly."); str *= 2; break;
case ePartyStatus::DETECT_LIFE: ASB(" You detect life."); break;
case ePartyStatus::FLIGHT:
if(univ.party.status[ePartyStatus::FLIGHT] > 0) {
add_string_to_buf(" Not while already flying.");
take_charge = false;
} else if(univ.party.in_boat >= 0) {
add_string_to_buf(" Leave boat first.");
take_charge = false;
} else if(univ.party.in_horse >= 0) {
add_string_to_buf(" Leave horse first.");
take_charge = false;
} else ASB(" You rise into the air!");
break;
}
if(take_charge) univ.party.status[the_item.abil_data.party] += str;
break;
case eItemAbil::HEALTH_POISON:
switch(type) {
case eItemUse::HELP_ONE:
ASB(" You feel wonderful.");
univ.party[pc].heal(str*25);
univ.party[pc].cure(str);
break;
case eItemUse::HARM_ONE:
ASB(" You feel terrible.");
damage_pc(univ.party[pc], str*25, eDamageType::UNBLOCKABLE, eRace::UNKNOWN);
univ.party[pc].poison(str);
break;
case eItemUse::HELP_ALL:
ASB(" You all feel wonderful.");
univ.party.heal(str*25);
univ.party.cure(str);
break;
case eItemUse::HARM_ALL:
ASB(" You all feel terrible.");
hit_party(str*25, eDamageType::UNBLOCKABLE);
univ.party.poison(str);
break;
}
break;
case eItemAbil::CALL_SPECIAL:
// TODO: Should this have its own separate eSpecCtx?
run_special(eSpecCtx::USE_SPEC_ITEM, eSpecCtxType::SCEN, str, user_loc, &sp[0]);
if(sp[0] > 0)
take_charge = false;
break;
case eItemAbil::CAST_SPELL: {
if(univ.town.is_antimagic(user_loc.x, user_loc.y)) {
add_string_to_buf(" Not in antimagic field.");
take_charge = false;
break;
}
auto spell = the_item.abil_data.spell;
switch(spell) {
case eSpell::FLAME: add_string_to_buf(" It fires a bolt of flame."); break;
case eSpell::FIREBALL: add_string_to_buf(" It shoots a fireball."); break;
case eSpell::FIRESTORM: add_string_to_buf(" It shoots a huge fireball. "); break;
case eSpell::KILL: add_string_to_buf(" It shoots a black ray."); break;
case eSpell::ICE_BOLT: add_string_to_buf(" It fires a ball of ice."); break;
case eSpell::SLOW: add_string_to_buf(" It fires a purple ray."); break;
case eSpell::DISPEL_UNDEAD: add_string_to_buf(" It shoots a white ray."); break;
case eSpell::RAVAGE_SPIRIT: add_string_to_buf(" It shoots a golden ray."); break;
case eSpell::ACID_SPRAY: add_string_to_buf(" Acid sprays from the tip!"); break;
case eSpell::FOUL_VAPOR: add_string_to_buf(" It creates a cloud of gas."); break;
case eSpell::CLOUD_SLEEP: add_string_to_buf(" It creates a shimmering cloud."); break;
case eSpell::POISON: add_string_to_buf(" A green ray emerges."); break;
case eSpell::SHOCKSTORM: add_string_to_buf(" Sparks fly."); break;
case eSpell::PARALYZE_BEAM: add_string_to_buf(" It shoots a silvery beam."); break;
case eSpell::GOO_BOMB: add_string_to_buf(" It explodes!"); break;
case eSpell::STRENGTHEN_TARGET: add_string_to_buf(" It shoots a fiery red ray."); break;
case eSpell::CHARM_MASS: ASB("It throbs, and emits odd rays."); break;
case eSpell::DISPEL_BARRIER: add_string_to_buf(" It fires a blinding ray."); break;
case eSpell::WALL_ICE_BALL: add_string_to_buf(" It shoots a blue sphere."); break;
case eSpell::CHARM_FOE: add_string_to_buf(" It fires a lovely, sparkling beam."); break;
case eSpell::ANTIMAGIC: add_string_to_buf(" Your hair stands on end."); break;
default: add_string_to_buf(" It casts a spell: " + (*spell).name()); break;
}
switch((*spell).need_select) {
case SELECT_NO: break;
case SELECT_ACTIVE: store_spell_target = select_pc(eSelectPC::ONLY_LIVING); break;
case SELECT_ANY: store_spell_target = select_pc(eSelectPC::ANY); break;
}
if(overall_mode == MODE_COMBAT) {
bool priest = (*spell).is_priest();
switch((*spell).refer) {
case REFER_YES:
if(priest) do_priest_spell(univ.cur_pc, spell, true);
else do_mage_spell(univ.cur_pc, spell, true);
break;
case REFER_TARGET:
start_spell_targeting(spell, true);
break;
case REFER_FANCY:
start_fancy_spell_targeting(spell, true);
break;
case REFER_IMMED:
if(priest) combat_immed_priest_cast(univ.cur_pc, spell, true);
else combat_immed_mage_cast(univ.cur_pc, spell, true);
break;
}
} else if((*spell).is_priest())
do_priest_spell(univ.cur_pc, spell, true);
else do_mage_spell(univ.cur_pc, spell, true);
} break;
case eItemAbil::SUMMONING:
if(!summon_monster(the_item.abil_data.value,user_loc,str,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
break;
case eItemAbil::MASS_SUMMONING:
r1 = get_ran(str,1,4); (void) r1; // TODO: This value was never used, so why is it here?
r1 = get_ran(1,3,5);
for(short i = 0; i < r1; i++)
if(!summon_monster(the_item.abil_data.value,user_loc,r1,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
break;
case eItemAbil::QUICKFIRE:
add_string_to_buf("Fire pours out!");
univ.town.set_quickfire(user_loc.x,user_loc.y,true);
break;
case eItemAbil::MESSAGE:
take_charge = false;
r1 = the_item.desc.find("|||");
str1 = the_item.desc.substr(r1 + 3);
r1 = str1.find("|||");
if(r1 != std::string::npos) {
str2 = str1.substr(r1 + 3);
str1 = str1.substr(0, r1);
}
r1 = the_item.graphic_num;
cStrDlog(str1, str2, "Reading " + the_item.name, r1, PIC_ITEM).show();
break;
// Now for all the non-usable abilities. These are enumerated here so that the compiler can catch if we've missed one.
case eItemAbil::ACCURACY: case eItemAbil::ANTIMAGIC_WEAPON: case eItemAbil::ASPTONGUE: case eItemAbil::BOOST_MAGIC:
case eItemAbil::BOOST_STAT: case eItemAbil::BOOST_WAR: case eItemAbil::CAUSES_FEAR: case eItemAbil::COMFREY:
case eItemAbil::DAMAGE_PROTECTION: case eItemAbil::DAMAGING_WEAPON: case eItemAbil::DISTANCE_MISSILE:
case eItemAbil::DRAIN_MISSILES: case eItemAbil::EMBERF: case eItemAbil::ENCUMBERING: case eItemAbil::EVASION:
case eItemAbil::EXPLODING_WEAPON: case eItemAbil::FREE_ACTION: case eItemAbil::FULL_PROTECTION: case eItemAbil::WILL:
case eItemAbil::GIANT_STRENGTH: case eItemAbil::GRAYMOLD: case eItemAbil::HEALING_WEAPON: case eItemAbil::HEAVIER_OBJECT:
case eItemAbil::HIT_CALL_SPECIAL: case eItemAbil::HOLLY: case eItemAbil::LIFE_SAVING: case eItemAbil::LIGHTER_OBJECT:
case eItemAbil::LOCKPICKS: case eItemAbil::MANDRAKE: case eItemAbil::MARTYRS_SHIELD: case eItemAbil::MAGERY:
case eItemAbil::NETTLE: case eItemAbil::NONE: case eItemAbil::OCCASIONAL_STATUS: case eItemAbil::POISON_AUGMENT:
case eItemAbil::PROTECT_FROM_PETRIFY: case eItemAbil::PROTECT_FROM_SPECIES: case eItemAbil::RADIANT:
case eItemAbil::REGENERATE: case eItemAbil::RESURRECTION_BALM: case eItemAbil::RETURNING_MISSILE: case eItemAbil::SAPPHIRE:
case eItemAbil::SEEKING_MISSILE: case eItemAbil::SKILL: case eItemAbil::SLAYER_WEAPON: case eItemAbil::SLOW_WEARER:
case eItemAbil::SMOKY_CRYSTAL: case eItemAbil::SOULSUCKER: case eItemAbil::SPEED: case eItemAbil::STATUS_PROTECTION:
case eItemAbil::STATUS_WEAPON: case eItemAbil::THIEVING: case eItemAbil::WEAK_WEAPON: case eItemAbil::WEAPON_CALL_SPECIAL:
case eItemAbil::WORMGRASS: case eItemAbil::UNUSED: case eItemAbil::DROP_CALL_SPECIAL:
case eItemAbil::HP_DAMAGE: case eItemAbil::HP_DAMAGE_REVERSE: case eItemAbil::SP_DAMAGE: case eItemAbil::SP_DAMAGE_REVERSE:
break;
}
}
put_pc_screen();
if((take_charge) && (univ.party[pc].items[item].charges > 0))
univ.party[pc].remove_charge(item);
if(stat_window == pc)
put_item_screen(stat_window);
if(!take_charge) {
draw_terrain(0);
put_item_screen(stat_window);
}
}
// Returns true if an action is actually carried out. This can only be reached in town.
bool use_space(location where) {
ter_num_t ter;
location from_loc,to_loc;
ter = univ.town->terrain(where.x,where.y);
from_loc = univ.party.town_loc;
add_string_to_buf("Use...");
if(univ.town.is_web(where.x,where.y)) {
add_string_to_buf(" You clear the webs.");
univ.town.set_web(where.x,where.y,false);
return true;
}
if(univ.town.is_crate(where.x,where.y)) {
to_loc = push_loc(from_loc,where);
if(from_loc == to_loc) {
add_string_to_buf(" Can't push crate.");
return false;
}
add_string_to_buf(" You push the crate.");
univ.town.set_crate(where.x,where.y,false);
univ.town.set_crate(to_loc.x,to_loc.y,true);
for(short i = 0; i < univ.town.items.size(); i++)
if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where
&& univ.town.items[i].contained && univ.town.items[i].held)
univ.town.items[i].item_loc = to_loc;
}
if(univ.town.is_barrel(where.x,where.y)) {
to_loc = push_loc(from_loc,where);
if(from_loc == to_loc) {
add_string_to_buf(" Can't push barrel.");
return false;
}
add_string_to_buf(" You push the barrel.");
univ.town.set_barrel(where.x, where.y,false);
univ.town.set_barrel(to_loc.x,to_loc.y,true);
for(short i = 0; i < univ.town.items.size(); i++)
if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].item_loc == where
&& univ.town.items[i].contained && univ.town.items[i].held)
univ.town.items[i].item_loc = to_loc;
}
if(univ.town.is_block(where.x,where.y)) {
to_loc = push_loc(from_loc,where);
if(from_loc == to_loc) {
add_string_to_buf(" Can't push block.");
return false;
}
add_string_to_buf(" You push the block.");
univ.town.set_block(where.x,where.y,false);
univ.town.set_block(to_loc.x,to_loc.y,true);
}
if(univ.scenario.ter_types[ter].special == eTerSpec::CHANGE_WHEN_USED) {
if(where == from_loc) {
add_string_to_buf(" Not while on space.");
return false;
}
add_string_to_buf(" OK.");
alter_space(where.x,where.y,univ.scenario.ter_types[ter].flag1);
if(univ.scenario.ter_types[ter].flag2 >= 0)
play_sound(univ.scenario.ter_types[ter].flag2);
return true;
} else if(univ.scenario.ter_types[ter].special == eTerSpec::CALL_SPECIAL_WHEN_USED) {
eSpecCtxType spec_type = eSpecCtxType::SCEN;
if(univ.scenario.ter_types[ter].flag2 == 1){
if(is_town() || (is_combat() && which_combat_type == 1)) spec_type = eSpecCtxType::TOWN;
else spec_type = eSpecCtxType::OUTDOOR;
}
run_special(eSpecCtx::USE_SPACE, spec_type, univ.scenario.ter_types[ter].flag1, where);
return true;
}
add_string_to_buf(" Nothing to use.");
return false;
}
// Note ... if this is a container, the code must first process any specials. If
// specials return false, can't get items inside. If true, can get items inside.
// Can't get items out in combat.
// TODO this always returns false. Why?
bool adj_town_look(location where) {
ter_num_t terrain;
bool can_open = true,item_there = false,got_special = false;
short s1 = 0;
for(short i = 0; i < univ.town.items.size(); i++)
if(univ.town.items[i].variety != eItemType::NO_ITEM && (univ.town.items[i].contained) &&
(where == univ.town.items[i].item_loc))
item_there = true;
terrain = univ.town->terrain(where.x,where.y);
if(univ.town.is_special(where.x,where.y)) {// && (get_blockage(terrain) > 0)) {
if(!adjacent(univ.party.town_loc,where))
add_string_to_buf(" Not close enough to search.");
else {
for(short i = 0; i < univ.town->special_locs.size(); i++)
if(where == univ.town->special_locs[i]) {
if(get_blockage(univ.town->terrain(where.x,where.y)) > 0) {
// tell party you find something, if looking at a space they can't step in
add_string_to_buf(" Search: You find something!");
}
run_special(eSpecCtx::TOWN_LOOK, eSpecCtxType::TOWN, univ.town->special_locs[i].spec, where, &s1);
if(s1 > 0)
can_open = false;
got_special = true;
}
put_item_screen(stat_window);
}
}
if(is_container(where) && item_there && can_open) {
get_item(where,6,true);
}else if(univ.scenario.ter_types[terrain].special == eTerSpec::CHANGE_WHEN_USED ||
univ.scenario.ter_types[terrain].special == eTerSpec::CALL_SPECIAL_WHEN_USED) {
add_string_to_buf(" (Use this space to do something with it.)", 2);
}else{
if(!got_special)
add_string_to_buf(" Search: You don't find anything.");
return false;
}
return false;
}
void out_move_party(short x,short y) {
location l;
l.x = x;l.y = y;
l = local_to_global(l);
univ.party.out_loc = l;
center = l;
update_explored(l);
}
// mode - 0=full teleport flash 1=no teleport flash 2=only fade flash 3=only arrival flash
void teleport_party(short x,short y,short mode) {
// TODO: Teleport sound? (Sound 10)
location l;
bool fadeIn = false, fadeOut = false;
if(is_combat()) mode = 1;
if(mode == 0 || mode == 2) fadeOut = true;
if(mode == 0 || mode == 3) fadeIn = true;
// Clear forcecage status
for(int i = 0; i < 6; i++)
univ.party[i].status[eStatus::FORCECAGE] = 0;
l = univ.party.town_loc;
update_explored(l);
if(fadeOut) {
start_missile_anim();
for(short i = 0; i < 9; i++)
add_explosion(l,-1,1,1,0,0);
do_explosion_anim(5,1);
can_draw_pcs = false;
do_explosion_anim(5,2);
end_missile_anim();
}
center.x = x; center.y = y;
if(is_combat()) {
univ.current_pc().combat_pos.x = x;
univ.current_pc().combat_pos.y = y;
}
l.x = x; l.y = y;
univ.party.town_loc.x = x;
univ.party.town_loc.y = y;
update_explored(l);
draw_terrain(0);
if(fadeIn) {
start_missile_anim();
for(short i = 0; i < 14; i++)
add_explosion(center,-1,1,1,0,0);
do_explosion_anim(5,1);
}
can_draw_pcs = true;
if(fadeIn) {
do_explosion_anim(5,2);
end_missile_anim();
}
draw_map(true);
}
void fade_party() {
location l;
l = univ.party.town_loc;
start_missile_anim();
for(short i = 0; i < 14; i++)
add_explosion(l,-1,1,1,0,0);
do_explosion_anim(5,1);
univ.party.town_loc.x = 100;
univ.party.town_loc.y = 100;
do_explosion_anim(5,2);
end_missile_anim();
}
void change_level(short town_num,short x,short y) {
location l(x,y);
if((town_num < 0) || (town_num >= univ.scenario.towns.size())) {
showError("The scenario special encounter tried to put you into a town that doesn't exist.");
return;
}
// Clear forcecage status
for(int i = 0; i < 6; i++)
univ.party[i].status[eStatus::FORCECAGE] = 0;
force_town_enter(town_num,l);
end_town_mode(1,l);
start_town_mode(town_num,9);
}
short get_sound_type(eDamageType dam_type, short forced_sound_type) {
short sound_type = forced_sound_type;
if(sound_type == -1){
sound_type = 0;
if(dam_type == eDamageType::FIRE || dam_type == eDamageType::UNBLOCKABLE)
sound_type = 5;
else if(dam_type == eDamageType::COLD)
sound_type = 7;
else if(dam_type == eDamageType::MAGIC)
sound_type = 12;
else if(dam_type == eDamageType::POISON)
sound_type = 11;
}
return sound_type;
}
short get_boom_type(eDamageType dam_type){
short boom_type = 2;
if(dam_type == eDamageType::FIRE)
boom_type = 0;
else if(dam_type == eDamageType::UNBLOCKABLE)
boom_type = 4;
else if(dam_type == eDamageType::COLD)
boom_type = 5;
return boom_type;
}
// Damaging and killing monsters needs to be here because several have specials attached to them.
short damage_monst(cCreature& victim, short who_hit, short how_much, eDamageType dam_type, short sound_type, bool do_print) {
short r1,which_spot;
location where_put;
//print_num(which_m,(short)univ.town.monst[which_m].m_loc.x,(short)univ.town.monst[which_m].m_loc.y);
if(victim.active == eCreatureStatus::DEAD) return false;
// Note: sound type 0 can now be forced for UNBLOCKABLE by passing sound_type 0,
// but -1 is the new value for "use default"
sound_type = get_sound_type(dam_type, sound_type);
if(dam_type < eDamageType::SPECIAL) {
how_much = percent(how_much, victim.resist[dam_type]);
}
// Absorb damage?
if((dam_type == eDamageType::FIRE || dam_type == eDamageType::MAGIC || dam_type == eDamageType::COLD)
&& victim.abil[eMonstAbil::ABSORB_SPELLS].active && get_ran(1,1,1000) <= victim.abil[eMonstAbil::ABSORB_SPELLS].special.extra1) {
if(32767 - victim.health > how_much)
victim.health = 32767;
else victim.health += how_much;
ASB(" Magic absorbed.");
return false;
}
// Saving throw
if((dam_type == eDamageType::FIRE || dam_type == eDamageType::COLD) && get_ran(1,0,20) <= victim.level)
how_much /= 2;
if(dam_type == eDamageType::MAGIC && (get_ran(1,0,24) <= victim.level))
how_much /= 2;
// Invulnerable?
if(dam_type != eDamageType::SPECIAL && victim.invuln)
how_much = how_much / 10;
if(dam_type != eDamageType::SPECIAL && victim.status[eStatus::INVULNERABLE] > 0)
how_much /= 10;
// Mag. res helps w. fire and cold
// TODO: Why doesn't this help with magic damage!?
if(dam_type == eDamageType::FIRE || dam_type == eDamageType::COLD) {
int magic_res = victim.status[eStatus::MAGIC_RESISTANCE];
if(magic_res > 0)
how_much /= 2;
else if(magic_res < 0)
how_much *= 2;
}
// TODO: So, player armour blocks demon/undead damage, but monster armour doesn't?
if(dam_type == eDamageType::WEAPON) {
r1 = get_ran(1,0,(victim.armor * 5) / 4);
r1 += victim.level / 4;
how_much -= r1;
}
if(boom_anim_active) {
if(how_much < 0)
how_much = 0;
victim.marked_damage += how_much;
add_explosion(victim.cur_loc,how_much,0,get_boom_type(dam_type),14 * (victim.x_width - 1),18 * (victim.y_width - 1));
// Note: Windows version printed an "undamaged" message here if applicable, but I don't think that's right.
if(how_much == 0)
return false;
else return true;
}
if(how_much <= 0) {
if(is_combat())
victim.spell_note(7);
if(how_much <= 0 && (dam_type == eDamageType::WEAPON || dam_type == eDamageType::UNDEAD || dam_type == eDamageType::DEMON)) {
draw_terrain(2);
play_sound(2);
}
// sprintf ((char *) create_line, " No damage. ");
// add_string_to_buf((char *) create_line);
return false;
}
if(do_print)
victim.damaged_msg(how_much,0);
victim.health = victim.health - how_much;
if(univ.debug_mode)
victim.health = -1;
// splitting monsters
if(victim.abil[eMonstAbil::SPLITS].active && victim.health > 0 && get_ran(1,1,1000) < victim.abil[eMonstAbil::SPLITS].special.extra1){
where_put = find_clear_spot(victim.cur_loc,1);
if(where_put.x > 0)
if((which_spot = place_monster(victim.number,where_put)) < univ.town.monst.size()) {
static_cast<cTownperson&>(univ.town.monst[which_spot]) = victim;
univ.town.monst[which_spot].health = victim.health;
victim.spell_note(27);
}
}
if(who_hit < 7)
univ.party.total_dam_done += how_much;
// Monster damages. Make it hostile.
victim.active = eCreatureStatus::ALERTED;
if(dam_type != eDamageType::MARKED) {
if(party_can_see_monst(univ.get_target_i(victim) - 100)) {
boom_space(victim.cur_loc,100,boom_gr[dam_type],how_much,sound_type);
}
else {
boom_space(victim.cur_loc,overall_mode, boom_gr[dam_type],how_much,sound_type);
}
}
if(victim.health < 0) {
victim.killed_msg();
kill_monst(victim,who_hit);
}
else {
if(how_much > 0)
victim.morale = victim.morale - 1;
if(how_much > 5)
victim.morale = victim.morale - 1;
if(how_much > 10)
victim.morale = victim.morale - 1;
if(how_much > 20)
victim.morale = victim.morale - 2;
}
if(victim.is_friendly() && who_hit < 7 &&
((!processing_fields && !monsters_going) || (processing_fields && !univ.party.hostiles_present))) {
add_string_to_buf("Damaged an innocent.");
victim.attitude = eAttitude::HOSTILE_A;
make_town_hostile();
}
return how_much;
}
void petrify_monst(cCreature& which_m,int strength) {
which_m.spell_note(9);
short r1 = get_ran(1,0,20);
r1 += which_m.level / 4;
r1 += which_m.status[eStatus::BLESS_CURSE];
r1 -= strength;
// TODO: This should probably do something similar to charm_monst with the magic resistance
if(r1 > 14 || which_m.resist[eDamageType::MAGIC] == 0)
which_m.spell_note(10);
else {
which_m.spell_note(8);
kill_monst(which_m,7,eMainStatus::STONE);
}
}
void kill_monst(cCreature& which_m,short who_killed,eMainStatus type) {
short xp,i,j;
location l;
if(isHumanoid(which_m.m_type)) {
if(which_m.m_type == eRace::GOBLIN)
i = 4;
else i = get_ran(1,0,1);
play_sound(29 + i);
} else switch(which_m.m_type) {
case eRace::GIANT: play_sound(29); break;
// TODO: Should birds be considered beasts? If there are any birds in the bladbase, probably; otherwise, better to have new sound
case eRace::REPTILE: case eRace::BEAST: case eRace::DEMON: case eRace::UNDEAD: case eRace::SKELETAL: case eRace::STONE:
i = get_ran(1,0,1); play_sound(31 + i); break;
// TODO: I feel like dragons should have a different sound.
default: play_sound(33); break;
}
// Special killing effects
if(univ.party.sd_legit(which_m.spec1,which_m.spec2))
PSD[which_m.spec1][which_m.spec2] = 1;
if(which_m.special_on_kill >= 0)
run_special(eSpecCtx::KILL_MONST, eSpecCtxType::TOWN, which_m.special_on_kill, which_m.cur_loc);
if(which_m.abil[eMonstAbil::DEATH_TRIGGER].active)
run_special(eSpecCtx::KILL_MONST,eSpecCtxType::SCEN, which_m.abil[eMonstAbil::DEATH_TRIGGER].special.extra1, which_m.cur_loc);
if(!univ.debug_mode && (which_m.summon_time == 0 || !which_m.party_summoned)) { // no xp for party-summoned monsters
xp = which_m.level * 2;
if(who_killed < 6)
award_xp(who_killed,xp);
else if(who_killed == 6)
award_party_xp(xp / 6 + 1);
if(who_killed < 7) {
univ.party.total_m_killed++;
i = max((xp / 6),1);
award_party_xp(i);
}
l = which_m.cur_loc;
place_glands(l,which_m.number);
}
if(!univ.debug_mode && which_m.summon_time == 0)
place_treasure(which_m.cur_loc, which_m.level / 2, which_m.treasure, 0);
i = which_m.cur_loc.x;
j = which_m.cur_loc.y;
if(type == eMainStatus::DUST)
univ.town.set_ash(i,j,true);
else if(type == eMainStatus::ABSENT || type == eMainStatus::STONE);
else switch(which_m.m_type) {
case eRace::DEMON:
univ.town.set_ash(i,j,true);
break;
case eRace::UNDEAD:
break;
case eRace::SKELETAL:
univ.town.set_bones(i,j,true);
break;
case eRace::SLIME: case eRace::PLANT: case eRace::BUG:
univ.town.set_sm_slime(i,j,true);
break;
case eRace::STONE:
univ.town.set_rubble(i,j,true);
break;
default:
univ.town.set_sm_blood(i,j,true);
break;
}
if((is_town() || which_combat_type == 1) && which_m.summon_time == 0) {
univ.town->m_killed++;
}
which_m.spec1 = 0; // make sure, if this is a spec. activated monster, it won't come back
which_m.active = eCreatureStatus::DEAD;
}
// Pushes party and monsters around by moving walls and conveyor belts.
// This is very fragile, and only hands a few cases.
void push_things() {
bool redraw = false;
ter_num_t ter;
location l;
if(is_out()) // TODO: Make these work outdoors
return;
if(!univ.town.belt_present)
return;
for(short i = 0; i < univ.town.monst.size(); i++)
if(univ.town.monst[i].is_alive()) {
l = univ.town.monst[i].cur_loc;
ter = univ.town->terrain(l.x,l.y);
if (univ.scenario.ter_types[ter].special==eTerSpec::CONVEYOR) {
switch(univ.scenario.ter_types[ter].flag1) { // TODO: Implement the other 4 possible directions
case DIR_N: l.y--; break;
case DIR_E: l.x++; break;
case DIR_S: l.y++; break;
case DIR_W: l.x--; break;
}
}
if(l != univ.town.monst[i].cur_loc) {
univ.town.monst[i].cur_loc = l;
if((point_onscreen(center,univ.town.monst[i].cur_loc)) ||
(point_onscreen(center,l)))
redraw = true;
}
}
for(short i = 0; i < univ.town.items.size(); i++)
if(univ.town.items[i].variety != eItemType::NO_ITEM) {
l = univ.town.items[i].item_loc;
ter = univ.town->terrain(l.x,l.y);
if (univ.scenario.ter_types[ter].special==eTerSpec::CONVEYOR) {
switch(univ.scenario.ter_types[ter].flag1) { // TODO: Implement the other 4 possible directions
case DIR_N: l.y--; break;
case DIR_E: l.x++; break;
case DIR_S: l.y++; break;
case DIR_W: l.x--; break;
}
}
if(l != univ.town.items[i].item_loc) {
univ.town.items[i].item_loc = l;
if((point_onscreen(center,univ.town.items[i].item_loc)) ||
(point_onscreen(center,l)))
redraw = true;
}
}
if(is_town()) {
ter = univ.town->terrain(univ.party.town_loc.x,univ.party.town_loc.y);
l = univ.party.town_loc;
if (univ.scenario.ter_types[ter].special==eTerSpec::CONVEYOR) {
switch(univ.scenario.ter_types[ter].flag1) { // TODO: Implement the other 4 possible directions
case DIR_N: l.y--; break;
case DIR_E: l.x++; break;
case DIR_S: l.y++; break;
case DIR_W: l.x--; break;
}
}
if(l != univ.party.town_loc) {
// TODO: Will this push you into a placed forcecage or barrier? Should it?
ASB("You get pushed.");
if(univ.scenario.ter_types[ter].special == eTerSpec::CONVEYOR)
draw_terrain(0);
center = l;
univ.party.town_loc = l;
update_explored(l);
ter = univ.town->terrain(univ.party.town_loc.x,univ.party.town_loc.y);
(void) ter; // Though it's never read currently, it at least keeps things consistent
draw_map(true);
if(univ.town.is_barrel(univ.party.town_loc.x,univ.party.town_loc.y)) {
univ.town.set_barrel(univ.party.town_loc.x,univ.party.town_loc.y,false);
ASB("You smash the barrel.");
}
if(univ.town.is_crate(univ.party.town_loc.x,univ.party.town_loc.y)) {
univ.town.set_crate(univ.party.town_loc.x,univ.party.town_loc.y,false);
ASB("You smash the crate.");
}
if(univ.town.is_block(univ.party.town_loc.x,univ.party.town_loc.y)) {
ASB("You crash into the block.");
hit_party(get_ran(1, 1, 6), eDamageType::WEAPON);
}
for(short k = 0; k < univ.town.items.size(); k++)
if(univ.town.items[k].variety != eItemType::NO_ITEM && univ.town.items[k].held
&& (univ.town.items[k].item_loc == univ.party.town_loc))
univ.town.items[k].contained = univ.town.items[k].held = false;
redraw = true;
}
}
if(is_combat()) {
for(short i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
ter = univ.town->terrain(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y);
l = univ.party[i].combat_pos;
if (univ.scenario.ter_types[ter].special==eTerSpec::CONVEYOR) {
switch(univ.scenario.ter_types[ter].flag1) { // TODO: Implement the other 4 possible directions
case DIR_N: l.y--; break;
case DIR_E: l.x++; break;
case DIR_S: l.y++; break;
case DIR_W: l.x--; break;
}
}
if(l != univ.party[i].combat_pos) {
ASB("Someone gets pushed.");
ter = univ.town->terrain(l.x,l.y);
if(univ.scenario.ter_types[ter].special == eTerSpec::CONVEYOR)
draw_terrain(0);
univ.party[i].combat_pos = l;
update_explored(l);
draw_map(true);
if(univ.town.is_barrel(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y)) {
univ.town.set_barrel(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y,false);
ASB("You smash the barrel.");
}
if(univ.town.is_crate(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y)) {
univ.town.set_crate(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y,false);
ASB("You smash the crate.");
}
if(univ.town.is_block(univ.party[i].combat_pos.x,univ.party[i].combat_pos.y)) {
ASB("You crash into the block.");
damage_pc(univ.party[i],get_ran(1, 1, 6), eDamageType::WEAPON,eRace::UNKNOWN);
}
for(short k = 0; k < univ.town.items.size(); k++)
if(univ.town.items[k].variety != eItemType::NO_ITEM && univ.town.items[k].held
&& (univ.town.items[k].item_loc == univ.party[i].combat_pos))
univ.town.items[k].contained = univ.town.items[k].held = false;
redraw = true;
}
}
}
if(redraw) {
print_buf();
draw_terrain(0);
}
}
void special_increase_age(long length, bool queue) {
bool redraw = false,stat_area = false;
location trigger_loc;
unsigned long age_before = univ.party.age - length;
unsigned long current_age = univ.party.age;
bool failed_job = false;
if(is_combat()) {
extern short combat_active_pc;
trigger_loc = univ.party[combat_active_pc].combat_pos;
} else if(is_town()) {
trigger_loc = univ.party.town_loc;
} else if(is_out()) {
trigger_loc = univ.party.out_loc;
}
for(auto& p : univ.party.active_quests) {
if(p.second.status != eQuestStatus::STARTED)
continue;
cQuest& quest = univ.scenario.quests[p.first];
if(quest.deadline <= 0)
continue;
bool is_relative = quest.deadline_is_relative;
int deadline = quest.deadline + is_relative * p.second.start;
if(day_reached(deadline + 1, quest.event)) {
p.second.status = eQuestStatus::FAILED;
if(p.second.source >= 0) {
int bank = p.second.source;
// Safety valve in case it was given by a special node
if(bank >= univ.party.job_banks.size())
univ.party.job_banks.resize(bank + 1);
int add_anger = 1;
if(quest.deadline_is_relative) {
if(quest.deadline < 20)
add_anger++;
if(quest.deadline < 10)
add_anger++;
if(quest.deadline < 5)
add_anger++;
} else if(quest.deadline - p.second.start > 20)
add_anger++;
univ.party.job_banks[bank].anger += add_anger;
}
failed_job = true;
}
}
if(failed_job) {
add_string_to_buf("The deadline for one of your quests has passed.",2);
print_buf();
if(stat_window == ITEM_WIN_QUESTS)
set_stat_window(stat_window);
}
// Angered job boards slowly forgive you
if(univ.party.age % 30 == 0)
for(short i = 0; i < univ.party.job_banks.size(); i++)
move_to_zero(univ.party.job_banks[i].anger);
if(is_town() || (is_combat() && which_combat_type == 1)) {
for(short i = 0; i < univ.town->timers.size(); i++)
if(univ.town->timers[i].time > 0) {
short time = univ.town->timers[i].time;
bool need_redraw = false;
for(unsigned long j = age_before + 1; j <= current_age; j++)
if(j % time == 0) {
if(queue) {
univ.party.age = j;
queue_special(eSpecCtx::TOWN_TIMER, eSpecCtxType::TOWN, univ.town->timers[i].node, trigger_loc);
} else run_special(eSpecCtx::TOWN_TIMER, eSpecCtxType::TOWN, univ.town->timers[i].node, trigger_loc, nullptr, nullptr, &need_redraw);
univ.town->timers[i].time = 0;
}
stat_area = true;
if(need_redraw)
redraw = true;
}
}
univ.party.age = current_age;
for(short i = 0; i < univ.scenario.scenario_timers.size(); i++)
if(univ.scenario.scenario_timers[i].time > 0) {
short time = univ.scenario.scenario_timers[i].time;
bool need_redraw = false;
for(unsigned long j = age_before + 1; j <= current_age; j++)
if(j % time == 0) {
if(queue) {
univ.party.age = j;
queue_special(eSpecCtx::SCEN_TIMER, eSpecCtxType::SCEN, univ.scenario.scenario_timers[i].node, trigger_loc);
} else run_special(eSpecCtx::SCEN_TIMER, eSpecCtxType::SCEN, univ.scenario.scenario_timers[i].node, trigger_loc, nullptr, nullptr,&need_redraw);
univ.scenario.scenario_timers[i].time = 0;
}
stat_area = true;
if(need_redraw)
redraw = true;
}
univ.party.age = current_age;
auto party_timers = univ.party.party_event_timers;
for(short i = 0; i < party_timers.size(); i++) {
if(party_timers[i].time <= length) {
univ.party.age = age_before + party_timers[i].time;
auto which_type = party_timers[i].node_type;
bool need_redraw = false;
if(queue)
queue_special(eSpecCtx::PARTY_TIMER, which_type, party_timers[i].node, trigger_loc);
else run_special(eSpecCtx::PARTY_TIMER, which_type, party_timers[i].node, trigger_loc, nullptr, nullptr, &need_redraw);
univ.party.party_event_timers[i].time = 0;
univ.party.party_event_timers[i].node = -1;
stat_area = true;
if(need_redraw)
redraw = true;
} else univ.party.party_event_timers[i].time -= length;
}
univ.party.age = current_age;
if(stat_area) {
put_pc_screen();
put_item_screen(stat_window);
}
if(redraw)
draw_terrain(0);
}
void queue_special(eSpecCtx mode, eSpecCtxType which_type, spec_num_t spec, location spec_loc) {
if(spec < 0) return;
pending_special_type queued_special;
queued_special.spec = spec;
queued_special.where = spec_loc;
queued_special.type = which_type;
queued_special.mode = mode;
queued_special.trigger_time = univ.party.age;
// FIXME: I forced calling the leave special just to avoid calling them outside, ie. with town_num=200
if (mode==eSpecCtx::LEAVE_TOWN)
run_special(queued_special, nullptr, nullptr, nullptr);
else
special_queue.push(queued_special);
}
void run_special(pending_special_type spec, short* a, short* b, bool* redraw) {
unsigned long store_time = univ.party.age;
univ.party.age = spec.trigger_time;
run_special(spec.mode, spec.type, spec.spec, spec.where, a, b, redraw);
univ.party.age = std::max(univ.party.age, store_time);
}
// This is the big painful one, the main special engine entry point
// which_mode - says when it was called
// which_type - where the special is stored (town, out, scenario)
// start_spec - the number of the first spec to call
// a,b - 2 values that can be returned
// Movement: a=1 if blocked, b=1 if forced
// Look: a=1 if search blocked (can't get items in container), b unused
// Talk: a,b are response strings
// Encounter: a=1 if monsters flee, b=1 if forced
// redraw - true if now need redraw
void run_special(eSpecCtx which_mode, eSpecCtxType which_type, spec_num_t start_spec, location spec_loc, short* a, short* b, bool* redraw) {
int num_nodes = 0;
// Make sure return pointers are valid
short dummy[2];
bool dummy2;
if(a == nullptr) a = &dummy[0];
if(b == nullptr) b = &dummy[1];
if(redraw == nullptr) redraw = &dummy2;
// We can only have one special node chain running at a time.
// If the chain triggers an action that calls another chain, delay the chain until the current one has completed.
if(special_in_progress && start_spec >= 0) {
queue_special(which_mode, which_type, start_spec, spec_loc);
return;
}
// Initialize runtime state
runtime_state ctx;
ctx.which_mode = which_mode;
ctx.next_spec = start_spec;
ctx.next_spec_type = which_type;
ctx.spec_loc = spec_loc;
ctx.ret_a = a;
ctx.ret_b = b;
ctx.redraw = redraw;
ctx.cur_target = nullptr;
special_in_progress = true;
if(end_scenario) {
special_in_progress = false;
return;
}
// Store the special's location in reserved pointers
univ.party.force_ptr(10, spec_loc.x);
univ.party.force_ptr(11, spec_loc.y);
// Also store the terrain type on that location
univ.party.force_ptr(12, coord_to_ter(spec_loc.x, spec_loc.y));
while(ctx.next_spec >= 0) {
short cur_spec = ctx.next_spec;
ctx.cur_spec_type = ctx.next_spec_type;
ctx.next_spec = -1;
ctx.cur_spec = get_node(cur_spec, ctx.cur_spec_type);
if(univ.debug_mode && univ.node_step_through) {
give_help(68,69);
std::string debug = "Step: ";
debug += (*ctx.cur_spec.type).name();
debug += " - ";
debug += std::to_string(cur_spec);
add_string_to_buf(debug);
redraw_screen(REFRESH_TRANS);
sf::Event evt;
extern boost::optional<cFramerateLimiter> replay_fps_limit;
cFramerateLimiter fps_limiter;
while(true) {
if(replaying && has_next_action("step_through_continue")){
pop_next_action();
break;
}else if(pollEvent(mainPtr(), evt) && (evt.type == sf::Event::KeyPressed || evt.type == sf::Event::MouseButtonPressed)){
if(recording){
record_action("step_through_continue", "");
}
break;
}
if(replaying && replay_fps_limit.has_value()){
replay_fps_limit->frame_finished();
}else{
fps_limiter.frame_finished();
}
}
if(replaying && has_next_action("step_through_exit")){
pop_next_action();
univ.node_step_through = false;
}else if(!replaying && evt.type == sf::Event::KeyPressed && evt.key.code == sf::Keyboard::Escape){
record_action("step_through_exit", "");
univ.node_step_through = false;
}
}
// Convert pointer values to reference values
// TODO: Might need to make a database of which nodes don't allow pointers in which slots.
// This is because some nodes now use -2 as a meaningful value. If that's all, then
// just disallowing single-digit pointers should suffice, but what about arithmetic?
// (Of course, currently all SDFs are positive, so allowing negative arithmetic is useless.)
cSpecial& cur_node = ctx.cur_spec;
resolve_pointers(cur_node);
//print_nums(1111,cur_spec_type,cur_node.type);
if(cur_node.type == eSpecType::INVALID) {
special_in_progress = false;
return;
}
switch((*cur_node.type).cat) {
case eSpecCat::GENERAL:
if(cur_node.type == eSpecType::NONE && univ.debug_mode) {
std::string type("???");
switch(ctx.cur_spec_type) {
case eSpecCtxType::SCEN: type = "scenario"; break;
case eSpecCtxType::OUTDOOR: type = "outdoors" ; break;
case eSpecCtxType::TOWN: type = "town"; break;
}
add_string_to_buf("Warning: Null " + type + " special called (ID " + std::to_string(cur_spec) + ") - was this intended?", 4);
}
general_spec(ctx);
break;
case eSpecCat::ONCE:
oneshot_spec(ctx);
break;
case eSpecCat::AFFECT:
affect_spec(ctx);
break;
case eSpecCat::IF_THEN:
ifthen_spec(ctx);
break;
case eSpecCat::TOWN:
townmode_spec(ctx);
break;
case eSpecCat::RECT:
rect_spec(ctx);
break;
case eSpecCat::OUTDOOR:
outdoor_spec(ctx);
break;
case eSpecCat::INVALID:
// TODO: Should it print some kind of error message?
special_in_progress = false;
return;
}
num_nodes++;
if(check_for_interrupt()){
add_string_to_buf("SPECIAL ENCOUNTER INTERRUPTED.", 3);
ctx.next_spec = -1;
}
}
if(is_out())
erase_out_specials();
else erase_town_specials();
special_in_progress = false;
// TODO: Should find a way to do this that doesn't risk stack overflow
if(ctx.next_spec == -1 && !special_queue.empty()) {
pending_special_type pending = special_queue.front();
special_queue.pop();
run_special(pending, a, b, redraw);
}
}
cSpecial get_node(spec_num_t cur_spec, eSpecCtxType cur_spec_type) {
cSpecial dummy_node;
dummy_node.type = eSpecType::INVALID;
switch(cur_spec_type) {
case eSpecCtxType::SCEN:
if(cur_spec != minmax(0,univ.scenario.scen_specials.size() - 1,cur_spec)) {
showError("The scenario called a scenario special node out of range: " + std::to_string(cur_spec));
return dummy_node;
}
return univ.scenario.scen_specials[cur_spec];
case eSpecCtxType::OUTDOOR:
if(!is_out()) {
showError("The scenario called an outdoors special node while not outdoors.");
return dummy_node;
}
if(cur_spec != minmax(0,univ.out->specials.size() - 1,cur_spec)) {
showError("The scenario called an outdoor special node out of range: " + std::to_string(cur_spec));
return dummy_node;
}
return univ.out->specials[cur_spec];
case eSpecCtxType::TOWN:
if(is_out()) {
showError("The scenario called a town special node while outdoors.");
return dummy_node;
}
if(cur_spec != minmax(0,univ.town->specials.size() - 1,cur_spec)) {
showError("The scenario called a town special node out of range: " + std::to_string(cur_spec));
return dummy_node;
}
return univ.town->specials[cur_spec];
}
return dummy_node;
}
// TODO: Make cur_spec_type an enum
void general_spec(const runtime_state& ctx) {
bool check_mess = false;
std::string str1,str2;
short store_val = 0;
cSpecial cur_node = ctx.cur_spec, spec = ctx.cur_spec;
ctx.next_spec = cur_node.jumpto;
switch(cur_node.type) {
case eSpecType::NONE: break; // null spec
case eSpecType::SET_SDF:
check_mess = true;
setsd(cur_node.sd1,cur_node.sd2,cur_node.ex1a);
break;
case eSpecType::INC_SDF:
check_mess = true;
setsd(cur_node.sd1, cur_node.sd2, PSD[cur_node.sd1][cur_node.sd2] + ((cur_node.ex1b == 0) ? 1 : -1) * cur_node.ex1a);
break;
case eSpecType::DISPLAY_MSG:
check_mess = true;
break;
case eSpecType::TITLED_MSG:
univ.get_str(str1, ctx.cur_spec_type, cur_node.m3);
handle_message(ctx, str1, cur_node.pic, ePicType(cur_node.pictype));
break;
case eSpecType::DISPLAY_SM_MSG:
univ.get_strs(str1, str2, ctx.cur_spec_type, cur_node.m1,cur_node.m2);
if(cur_node.m1 >= 0)
add_string_to_buf(str1, 4);
if(cur_node.m2 >= 0)
add_string_to_buf(str2, 4);
break;
case eSpecType::FLIP_SDF:
setsd(cur_node.sd1,cur_node.sd2,
((PSD[cur_node.sd1][cur_node.sd2] == 0) ? 1 : 0) );
check_mess = true;
break;
case eSpecType::CANT_ENTER:
check_mess = true;
if(ctx.which_mode == eSpecCtx::TALK) {
extern bool talk_end_forced;
talk_end_forced = cur_node.ex1a;
} else if(cur_node.ex1a != 0)
*ctx.ret_a = 1;
else {
*ctx.ret_a = 0;
if(cur_node.ex2a != 0) *ctx.ret_b = 1;
}
break;
case eSpecType::CHANGE_TIME:
check_mess = true;
univ.party.age += cur_node.ex1a;
// TODO: Should this trigger special events, timers, etc?
break;
case eSpecType::SCEN_TIMER_START:
check_mess = true;
univ.party.start_timer(spec.ex1a, spec.ex1b, eSpecCtxType::SCEN);
break;
case eSpecType::PLAY_SOUND:
if(spec.ex1b)
play_sound(cur_node.ex1a);
else play_sound(-cur_node.ex1a);
break;
case eSpecType::CHANGE_HORSE_OWNER:
check_mess = true;
if(spec.ex1a != minmax(0, univ.party.horses.size() - 1, cur_node.ex1a))
showError("Horse out of range.");
else univ.party.horses[cur_node.ex1a].property = (spec.ex2a == 0) ? 1 : 0;
break;
case eSpecType::CHANGE_BOAT_OWNER:
check_mess = true;
if(spec.ex1a != minmax(0,univ.party.boats.size() - 1,spec.ex1a))
showError("Boat out of range.");
else univ.party.boats[cur_node.ex1a].property = (spec.ex2a == 0) ? 1 : 0;
break;
case eSpecType::SET_TOWN_VISIBILITY:
check_mess = true;
if(spec.ex1a != minmax(0,univ.scenario.towns.size() - 1,spec.ex1a))
showError("Town out of range.");
else univ.scenario.towns[spec.ex1a]->can_find = spec.ex2a;
*ctx.redraw = true;
break;
case eSpecType::MAJOR_EVENT_OCCURRED:
check_mess = true;
if(spec.ex1a != minmax(1,10,spec.ex1a))
showError("Event code out of range.");
else if(univ.party.key_times.count(spec.ex1a) == 0)
univ.party.key_times[spec.ex1a] = univ.party.calc_day();
break;
case eSpecType::FORCED_GIVE:
check_mess = true;
if(spec.ex1a < 0 || spec.ex1a >= univ.scenario.scen_items.size())
break;
if(!univ.party.forced_give(univ.scenario.scen_items[spec.ex1a],eItemAbil::NONE) && spec.ex1b >= 0)
ctx.next_spec = spec.ex1b;
break;
case eSpecType::BUY_ITEMS_OF_TYPE:
for(short i = 0; i < 144; i++)
if(univ.party.take_class(spec.ex1a))
store_val++;
if(store_val == 0) {
if(spec.ex1b >= 0)
ctx.next_spec = spec.ex1b;
} else {
check_mess = true;
give_gold(store_val * spec.ex2a,true);
}
break;
case eSpecType::CALL_GLOBAL:
ctx.next_spec_type = eSpecCtxType::SCEN;
break;
case eSpecType::SET_SDF_ROW:
if(spec.sd1 != minmax(0,299,spec.sd1))
showError("Stuff Done flag out of range.");
else for(short i = 0; i < 50; i++) PSD[spec.sd1][i] = spec.ex1a;
break;
case eSpecType::COPY_SDF:
if(!univ.party.sd_legit(spec.sd1,spec.sd2) || !univ.party.sd_legit(spec.ex1a,spec.ex1b))
showError("Stuff Done flag out of range.");
else PSD[spec.sd1][spec.sd2] = PSD[spec.ex1a][spec.ex1b];
break;
case eSpecType::REST:
check_mess = true;
do_rest(max(spec.ex1a, 0), max(spec.ex1b, 0), max(spec.ex1b, 0));
break;
case eSpecType::END_SCENARIO:
end_scenario = true;
break;
case eSpecType::SET_POINTER:
if(spec.ex1a < 0)
showError("Attempted to assign a pointer out of range (100..199)");
else try {
if(spec.sd1 < 0 && spec.sd2 < 0)
univ.party.clear_ptr(spec.ex1a);
else univ.party.set_ptr(spec.ex1a,spec.sd1,spec.sd2);
} catch(std::range_error x) {
showError(x.what());
}
break;
case eSpecType::SET_CAMP_FLAG:
if(!univ.party.sd_legit(spec.sd1,spec.sd2))
showError("Stuff Done flag out of range (x - 0..299, y - 0..49).");
else {
set_campaign_flag(spec.sd1,spec.sd2,spec.ex1a,spec.ex1b,spec.m1,spec.ex2a);
}
break;
case eSpecType::DISPLAY_PICTURE:
// TODO: In addition to the large picture, there's a small icon; should that be customizable?
check_mess = false;
univ.get_str(str1, ctx.cur_spec_type, spec.m1);
custom_pic_dialog(str1, spec.ex1a);
break;
case eSpecType::SDF_RANDOM:
check_mess = true;
short rand;
// Automatically fix the range in case some idiot puts it in backwards, or the same (WHY)
if(cur_node.ex1a == cur_node.ex1b) {
rand = cur_node.ex1b;
} else {
rand = get_ran(1,
min(cur_node.ex1a,cur_node.ex1b),
max(cur_node.ex1a,cur_node.ex1b)
);
}
setsd(cur_node.sd1,cur_node.sd2,rand);
//print_nums(rand, cur_node.ex1a, cur_node.ex1b);
break;
// SDF arithmetic! :D
/*
SDF1, SDF2 - Output SDF (for division, the quotient)
Ex1a, Ex1b - Input SDF (left operand) - if ex1b is -1, takes ex1a as a literal value (which must be positive)
Ex2a, Ex2b - Input SDF (right operand) - if ex2b is -1, takes ex2a as a literal value (which must be positive)
Ex1c, Ex2c - For division only, output SDF to store the remainder.
*/
case eSpecType::SDF_ADD: case eSpecType::SDF_DIFF:
case eSpecType::SDF_TIMES: case eSpecType::SDF_POWER:
case eSpecType::SDF_DIVIDE: {
check_mess = true;
int i = spec.ex1b == -1 ? spec.ex1a : PSD[spec.ex1a][spec.ex1b];
int j = spec.ex2b == -1 ? spec.ex2a : PSD[spec.ex2a][spec.ex2b];
switch(spec.type) {
case eSpecType::SDF_ADD: setsd(spec.sd1, spec.sd2, i + j); break;
case eSpecType::SDF_DIFF: setsd(spec.sd1, spec.sd2, i - j); break;
case eSpecType::SDF_TIMES: setsd(spec.sd1, spec.sd2, i * j); break;
case eSpecType::SDF_DIVIDE:
if(univ.party.sd_legit(spec.sd1, spec.sd2))
setsd(spec.sd1, spec.sd2, i / j);
if(univ.party.sd_legit(spec.ex1c, spec.ex2c))
setsd(spec.ex1c, spec.ex2c, i % j);
break;
case eSpecType::SDF_POWER:
if(i == 2) setsd(spec.sd1, spec.sd2, 1 << j);
else setsd(spec.sd1, spec.sd2, pow(i, j));
break;
default: // Unreachable case
break;
}
break;
}
case eSpecType::PRINT_NUMS:
if(!univ.debug_mode) break;
check_mess = false;
univ.get_strs(str1,str2, ctx.cur_spec_type,cur_node.m1, cur_node.m2);
if(cur_node.m1 >= 0)
ASB("debug: " + str1, 7);
if(cur_node.m2 >= 0)
ASB("debug: " + str2, 7);
// TODO: Give more options?
switch(spec.pic) {
case 0: // Print SDF contents
print_nums(spec.sd1, spec.sd2, univ.party.stuff_done[spec.sd1][spec.sd2]);
break;
case 1: // Print three literal values (which might be pointers!)
print_nums(spec.ex1a, spec.ex1b, spec.ex1c);
break;
case 2: // Print monster health and spell points
if(spec.ex1a >= univ.town.monst.size()) break;
print_nums(spec.ex1a, univ.town.monst[spec.ex1a].health, univ.town.monst[spec.ex1a].mp);
break;
}
break;
case eSpecType::CHANGE_TER:
alter_space(spec.ex1a,spec.ex1b,spec.ex2a);
*ctx.redraw = true;
draw_map(true);
check_mess = true;
break;
case eSpecType::SWAP_TER:
swap_ter(spec.ex1a,spec.ex1b,spec.ex2a,spec.ex2b);
*ctx.redraw = true;
draw_map(true);
check_mess = true;
break;
case eSpecType::TRANS_TER:
alter_space(spec.ex1a,spec.ex1b,univ.scenario.ter_types[coord_to_ter(spec.ex1a,spec.ex1b)].trans_to_what);
*ctx.redraw = true;
draw_map(true);
check_mess = true;
break;
case eSpecType::ENTER_SHOP:
univ.get_str(str1,ctx.cur_spec_type,spec.m1);
spec.ex1b = minmax(0,6,spec.ex2b);
start_shop_mode(spec.ex1a, spec.ex1b, str1);
ctx.next_spec = -1;
break;
case eSpecType::STORY_DIALOG:
univ.get_str(str1,ctx.cur_spec_type,spec.m1);
story_dialog(str1, spec.m2, spec.m3, ctx.cur_spec_type, spec.pic, ePicType(spec.pictype), spec.ex1c, spec.ex2c);
break;
case eSpecType::CLEAR_BUF:
univ.get_buf().clear();
break;
case eSpecType::APPEND_STRING:
univ.get_str(str1,ctx.cur_spec_type,spec.ex1a);
if(spec.pic) univ.get_buf() += ' ';
univ.get_buf() += str1;
break;
case eSpecType::APPEND_NUM:
if(spec.pic) univ.get_buf() += ' ';
univ.get_buf() += std::to_string(spec.ex1a);
break;
case eSpecType::APPEND_MONST:
if(spec.pic) univ.get_buf() += ' ';
if(spec.ex1a == 0) {
int pc = univ.get_target_i(current_pc_picked_in_spec_enc(ctx));
if(pc == 6)
univ.get_buf() += "Your party";
else if(pc < 100)
univ.get_buf() += univ.party[pc].name;
else if(!is_out())
univ.get_buf() += univ.town.monst[pc - 100].m_name;
} else univ.get_buf() += univ.scenario.scen_monsters[spec.ex1a].m_name;
break;
case eSpecType::APPEND_ITEM:
if(spec.pic) univ.get_buf() += ' ';
if(spec.ex1b == 1)
univ.get_buf() += univ.scenario.scen_items[spec.ex1a].full_name;
else if(spec.ex1b == 2)
univ.get_buf() += univ.scenario.scen_items[spec.ex1a].interesting_string();
else univ.get_buf() += univ.scenario.scen_items[spec.ex1a].name;
break;
case eSpecType::APPEND_TER:
if(spec.pic) univ.get_buf() += ' ';
univ.get_buf() += univ.scenario.ter_types[spec.ex1a].name;
break;
case eSpecType::SWAP_STR_BUF:
univ.swap_buf(spec.ex1a);
break;
case eSpecType::STR_BUF_TO_SIGN:
if(spec.ex1a < 0) break;
if(is_out()) {
if(spec.ex1a >= univ.out->sign_locs.size()) break;
std::swap(univ.out->sign_locs[spec.ex1a].text, univ.get_buf());
} else {
if(spec.ex1a >= univ.town->sign_locs.size()) break;
std::swap(univ.town->sign_locs[spec.ex1a].text, univ.get_buf());
}
break;
case eSpecType::PAUSE:
if(spec.ex1a < 0) break;
redraw_screen(REFRESH_TERRAIN | REFRESH_STATS);
sf::sleep(sf::milliseconds(spec.ex1a));
break;
case eSpecType::START_TALK: {
int i = univ.get_target_i(current_pc_picked_in_spec_enc(ctx));
if(i >= 100) i -= 100;
else i = -1;
start_talk_mode(i, spec.ex1a, spec.ex1b, spec.pic);
ctx.next_spec = -1;
break;
}
case eSpecType::UPDATE_QUEST: {
check_mess = true;
if(spec.ex1a < 0 || spec.ex1a >= univ.scenario.quests.size()) {
showError("The scenario tried to update a non-existent quest.");
break;
}
if(spec.ex1b < 0 || spec.ex1b > 3) {
showError("Invalid quest status (range 0 .. 3).");
break;
}
auto& job = univ.party.active_quests[spec.ex1a];
auto& quest = univ.scenario.quests[spec.ex1a];
if(spec.ex1b == int(eQuestStatus::STARTED) && job.status != eQuestStatus::STARTED) {
job.start = univ.party.calc_day();
job.source = max(-1,spec.ex2a);
if(job.source >= univ.party.job_banks.size())
univ.party.job_banks.resize(job.source + 1);
}
job.status = eQuestStatus(spec.ex1b);
switch(job.status) {
case eQuestStatus::STARTED: add_string_to_buf("You have received a quest."); break;
case eQuestStatus::AVAILABLE: break; // TODO: Should this award XP/gold if the quest was previously started?
case eQuestStatus::FAILED:
add_string_to_buf("You have failed to complete a quest.");
if(job.source >= 0 && job.source < univ.party.job_banks.size())
univ.party.job_banks[job.source].anger += spec.ex2a < 0 ? 1 : spec.ex2a;
break;
case eQuestStatus::COMPLETED:
add_string_to_buf("You have completed a quest!");
if(quest.gold > 0) {
int gold = quest.gold;
add_string_to_buf(" Received " + std::to_string(gold) + " as a reward.");
give_gold(gold, true);
}
if(quest.xp > 0)
award_party_xp(quest.xp);
break;
}
break;
}
default:
showError("Special node type \"" + (*cur_node.type).name() + "\" is either miscategorized or unimplemented!");
break;
}
if(check_mess) handle_message(ctx);
}
void oneshot_spec(const runtime_state& ctx) {
bool check_mess = true,set_sd = true;
std::array<std::string, 6> strs;
std::array<short, 3> buttons = {-1,-1,-1};
cSpecial spec = ctx.cur_spec, cur_node = ctx.cur_spec;
cItem store_i;
location l;
int dlg_res;
ctx.next_spec = cur_node.jumpto;
if((univ.party.sd_legit(spec.sd1,spec.sd2)) && (PSD[spec.sd1][spec.sd2] == 250)) {
ctx.next_spec = -1;
return;
}
switch(cur_node.type) {
case eSpecType::ONCE_GIVE_ITEM:
if(spec.ex1a >= 0 && spec.ex1a < univ.scenario.scen_items.size() &&
!univ.party.forced_give(univ.scenario.scen_items[spec.ex1a],eItemAbil::NONE)) {
set_sd = false;
if( spec.ex2b >= 0)
ctx.next_spec = spec.ex2b;
}
else {
give_gold(spec.ex1b,true);
give_food(spec.ex2a,true);
}
break;
case eSpecType::ONCE_GIVE_SPEC_ITEM:
if(spec.ex1a != minmax(0,49,spec.ex1a)) {
showError("Special item is out of range.");
set_sd = false;
}
else if(spec.ex1b == 0)
univ.party.spec_items.insert(spec.ex1a);
else univ.party.spec_items.erase(spec.ex1a);
if(stat_window == ITEM_WIN_SPECIAL)
set_stat_window(ITEM_WIN_SPECIAL);
*ctx.redraw = 1;
break;
case eSpecType::ONCE_NULL:
set_sd = false;
check_mess = false;
break;
case eSpecType::ONCE_SET_SDF:
check_mess = false;
break;
case eSpecType::ONCE_DIALOG:
check_mess = false;
dlg_res = once_dialog(univ, spec, ctx.cur_spec_type);
if(dlg_res < 0) break;
if(spec.m3 > 0) {
if(dlg_res == 1) {
if((spec.ex1a >= 0) || (spec.ex2a >= 0)) {
set_sd = false;
}
}
if(dlg_res == 2) ctx.next_spec = spec.ex1b;
if(dlg_res == 3) ctx.next_spec = spec.ex2b;
} else {
if(dlg_res == 2) ctx.next_spec = spec.ex1b;
if(dlg_res == 3) ctx.next_spec = spec.ex2b;
}
break;
case eSpecType::ONCE_GIVE_ITEM_DIALOG:
check_mess = false;
if(spec.m1 < 0)
break;
univ.get_strs(strs, ctx.cur_spec_type, spec.m1);
// Leave / Take
buttons[0] = 9; buttons[1] = 19;
dlg_res = custom_choice_dialog(strs, spec.pic, ePicType(spec.pictype), buttons, true, spec.ex1c, spec.ex2c);
if(dlg_res == 1) {set_sd = false; ctx.next_spec = -1;}
else {
store_i = univ.scenario.get_stored_item(spec.ex1a);
if((spec.ex1a >= 0) && (!univ.party.give_item(store_i,true))) {
set_sd = false; ctx.next_spec = -1;
}
else {
give_gold(spec.ex1b,true);
give_food(spec.ex2a,true);
if((spec.m3 >= 0) && (spec.m3 < 50)) {
if(!univ.party.spec_items.count(spec.m3))
ASB("You get a special item.");
univ.party.spec_items.insert(spec.m3);
*ctx.redraw = true;
if(stat_window == ITEM_WIN_SPECIAL)
set_stat_window(ITEM_WIN_SPECIAL);
}
if(spec.ex2b >= 0) ctx.next_spec = spec.ex2b;
}
}
break;
case eSpecType::ONCE_OUT_ENCOUNTER:
if(spec.ex1a != minmax(0,3,spec.ex1a)) {
showError("Special outdoor enc. is out of range. Must be 0-3.");
set_sd = false;
}
else {
l = global_to_local(univ.party.out_loc);
place_outd_wand_monst(l, univ.out->special_enc[spec.ex1a],true);
}
break;
case eSpecType::ONCE_TOWN_ENCOUNTER:
activate_monsters(spec.ex1a,0);
break;
case eSpecType::ONCE_TRAP:
check_mess = false;
if((spec.m1 >= 0) || (spec.m2 >= 0)) {
univ.get_strs(strs[0],strs[1], ctx.cur_spec_type, spec.m1, spec.m2);
buttons[0] = 3; buttons[1] = 2;
dlg_res = custom_choice_dialog(strs,spec.pic,ePicType(spec.pictype),buttons, true, spec.ex1c, spec.ex2c);
// TODO: Make custom_choice_dialog return string?
}
else dlg_res = cChoiceDlog("basic-trap",{"yes","no"}).show() == "no";
if(dlg_res == 1) {
set_sd = false;
ctx.next_spec = -1;
*ctx.ret_a = 1;
} else {
if(!is_combat()) {
dlg_res = select_pc(eSelectPC::ONLY_LIVING,"Trap! Who will disarm?", eSkill::DISARM_TRAPS);
if(dlg_res == 6){
*ctx.ret_a = 1;
set_sd = false;
}
} else dlg_res = univ.cur_pc;
bool disarmed = run_trap(dlg_res,eTrapType(spec.ex1a),spec.ex1b,spec.ex2a);
if(!disarmed && spec.ex1a == TRAP_CUSTOM) {
if(spec.jumpto >= 0)
queue_special(ctx.which_mode, ctx.cur_spec_type, spec.jumpto, loc(univ.party.get_ptr(10), univ.party.get_ptr(11)));
ctx.next_spec = spec.ex2b;
ctx.next_spec_type = eSpecCtxType::SCEN;
}
}
break;
case eSpecType::ONCE_DISPLAY_MSG:
break; // Nothing to do here, but need to include it to prevent the below error from showing.
default:
showError("Special node type \"" + (*cur_node.type).name() + "\" is either miscategorized or unimplemented!");
break;
}
if(check_mess) {
handle_message(ctx);
}
if((set_sd) && (univ.party.sd_legit(spec.sd1,spec.sd2)))
PSD[spec.sd1][spec.sd2] = 250;
}
void affect_spec(const runtime_state& ctx) {
bool check_mess = true;
short r1;
iLiving& pc = current_pc_picked_in_spec_enc(ctx);
short pc_num = univ.get_target_i(pc);
std::string str;
cSpecial spec = ctx.cur_spec, cur_node = ctx.cur_spec;
ctx.next_spec = cur_node.jumpto;
switch(cur_node.type) {
case eSpecType::SELECT_TARGET:
check_mess = false;
// If this <= 0, pick PC normally
// TODO: I think this is for compatibility with old scenarios? If so, remove it and just convert data on load.
// (Actually, I think the only compatibility thing is that it's <= instead of ==)
if(spec.ex2a <= 0) {
int i = 0;
if(spec.ex1a == 2)
ctx.cur_target = &univ.party;
else if(spec.ex1a == 1) {
i = select_pc(eSelectPC::ONLY_LIVING);
if(i != 6)
ctx.cur_target = &univ.party[i];
}
else if(spec.ex1a == 0) {
i = select_pc(eSelectPC::ANY);
if(i != 6)
ctx.cur_target = &univ.party[i];
}
else if(spec.ex1a == 3) {
i = select_pc(eSelectPC::ONLY_DEAD);
if(i != 6)
ctx.cur_target = &univ.party[i];
}
else if(spec.ex1a == 4) {
i = select_pc(eSelectPC::ONLY_LIVING_WITH_ITEM_SLOT);
if(i != 6)
ctx.cur_target = &univ.party[i];
}
if(i == 6)// && (spec.ex1b >= 0))
ctx.next_spec = spec.ex1b;
}
else if(spec.ex2a == 2) {
// Select a specific PC
short pc = spec.ex2b;
bool can_pick = true;
if(pc >= 0 && pc < 6) {
// Honour the request for alive PCs only.
if(univ.party[pc].main_status == eMainStatus::ABSENT)
can_pick = false;
else if(spec.ex1a % 4 == 0 && univ.party[pc].main_status != eMainStatus::ALIVE)
can_pick = false;
else if(spec.ex1a == 3 && univ.party[pc].main_status == eMainStatus::ALIVE)
can_pick = false;
else if(spec.ex1a == 4 && !univ.party[pc].has_space())
can_pick = false;
} else if(pc >= 100 && pc < univ.town.monst.size() + 100) {
short monst = pc - 100;
// Honour the request for alive only
if(spec.ex1a == 0 && univ.town.monst[monst].active == eCreatureStatus::DEAD)
can_pick = false;
else if(spec.ex1a == 3 && univ.town.monst[monst].is_alive())
can_pick = false;
} else if(pc >= 1000 || pc == -1) { // Select PC by unique ID; might be a stored PC rather than a party member
if(pc == -1) pc = 1000 + spec.ex2c;
can_pick = false; // Assume ID is invalid unless proven otherwise
cPlayer* found = nullptr;
for(short i = 0; i < 6; i++) {
if(univ.party[i].unique_id == pc) {
can_pick = true;
found = &univ.party[i];
break;
}
}
if(!can_pick) {
for(auto& p : univ.stored_pcs) {
if(p.first == pc && p.second->unique_id == pc) {
can_pick = true;
found = p.second.get();
break;
}
}
}
if(can_pick) {
// Honour the request for alive PCs only.
if(found->main_status == eMainStatus::ABSENT)
can_pick = false;
else if(spec.ex1a % 4 == 0 && found->main_status != eMainStatus::ALIVE)
can_pick = false;
else if(spec.ex1a == 3 && found->main_status == eMainStatus::ALIVE)
can_pick = false;
else if(spec.ex1a == 4 && !found->has_space())
can_pick = false;
}
if(can_pick)
ctx.cur_target = found;
else ctx.next_spec = spec.ex1b;
break; // To avoid the call to get_target
} else can_pick = false; // Because it's an invalid index
if(can_pick)
ctx.cur_target = &univ.get_target(pc);
else ctx.next_spec = spec.ex1b;
} else if(spec.ex2a == 1) {
// Pick random PC (from *i)
int i;
if(spec.ex1a == 0) {
bool can_pick = false;
int tries = 0;
while(!can_pick && tries < 100) {
i = get_ran(1,0,5);
can_pick = true;
if(univ.party[i].main_status == eMainStatus::ABSENT)
can_pick = false;
else if(spec.ex1a % 4 == 0 && univ.party[i].main_status != eMainStatus::ALIVE)
can_pick = false;
else if(spec.ex1a == 3 && univ.party[i].main_status == eMainStatus::ALIVE)
can_pick = false;
else if(spec.ex1a == 4 && !univ.party[i].has_space())
can_pick = false;
tries++;
}
if(can_pick)
ctx.cur_target = &univ.party[i];
else ctx.next_spec = spec.ex1b;
}
else {
i = get_ran(1,0,5);
ctx.cur_target = &univ.party[i];
}
}
break;
case eSpecType::DAMAGE: {
r1 = get_ran(spec.ex1a,1,spec.ex1b) + spec.ex2a;
eDamageType dam_type = (eDamageType) spec.ex2b;
int snd_type = spec.ex2c <= 0 ? 0 : -spec.ex2c;
if(pc_num == 6) hit_party(r1, dam_type, snd_type);
else damage_target(pc_num, r1, dam_type, snd_type);
break;
}
case eSpecType::AFFECT_HP:
if(spec.ex1b == 0)
pc.heal(spec.ex1a);
else pc.heal(-spec.ex1a);
if(cCreature* who = dynamic_cast<cCreature*>(&pc)) {
if(spec.ex1b == 0)
who->spell_note(41);
else who->spell_note(42);
}
break;
case eSpecType::AFFECT_SP:
if(spec.ex1b == 0)
pc.restore_sp(spec.ex1a);
else pc.drain_sp(spec.ex1a, spec.ex1c);
if(cCreature* who = dynamic_cast<cCreature*>(&pc)) {
if(spec.ex1b == 0)
who->spell_note(43);
else who->spell_note(44);
}
break;
case eSpecType::AFFECT_XP:
if(pc_num >= 100) break;
for(short i = 0; i < 6; i++)
if(pc_num == 6 || pc_num == i) {
if(spec.ex1a < 0)
univ.party[i].experience = univ.party[i].level * univ.party[i].get_tnl();
else if(spec.ex1b == 0) award_xp(i,spec.ex1a,true);
else drain_pc(univ.party[i],spec.ex1a);
}
break;
case eSpecType::AFFECT_SKILL_PTS:
if(pc_num >= 100) break;
for(short i = 0; i < 6; i++)
if(pc_num == 6 || pc_num == i)
univ.party[i].skill_pts = minmax(0, 100,
univ.party[i].skill_pts + spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
break;
case eSpecType::AFFECT_DEADNESS:
if(pc_num < 100) {
for(short i = 0; i < 6; i++)
if(pc_num == 6 || pc_num == i) {
if(spec.ex1b == 0) {
if(spec.ex1a == 3 && is_combat() && which_combat_type == 0 && univ.party[i].main_status == eMainStatus::FLED)
univ.party[i].main_status = eMainStatus::ALIVE;
else if(spec.ex1a == 4)
univ.party[i].main_status -= eMainStatus::SPLIT;
else if(spec.ex1a == 5)
univ.party[i].main_status = eMainStatus::ALIVE;
else if((univ.party[i].main_status > eMainStatus::ABSENT) && (univ.party[i].main_status < eMainStatus::SPLIT))
univ.party[i].main_status = eMainStatus::ALIVE;
}
else if(univ.party[i].main_status == eMainStatus::ABSENT);
else switch(spec.ex1a){
// When passed to kill_pc, the SPLIT party status actually means "no saving throw".
case 0:
kill_pc(univ.party[i],spec.ex1c > 0 ? eMainStatus::DEAD : eMainStatus::SPLIT_DEAD);
break;
case 1:
kill_pc(univ.party[i],spec.ex1c > 0 ? eMainStatus::DUST : eMainStatus::SPLIT_DUST);
break;
case 2:
if(spec.ex1c > 0)
petrify_pc(univ.party[i],spec.ex1c);
else kill_pc(univ.party[i],eMainStatus::SPLIT_STONE);
break;
case 3:
if(!is_combat() || which_combat_type != 0)
break;
if(univ.party[i].main_status == eMainStatus::ALIVE)
univ.party[i].main_status = eMainStatus::FLED;
break;
case 4:
if(party_size(true) > 1)
univ.party[i].main_status += eMainStatus::SPLIT;
break;
case 5:
kill_pc(univ.party[i],spec.ex1c > 0 ? eMainStatus::ABSENT : eMainStatus::SPLIT_ABSENT);
break;
}
}
*ctx.redraw = true;
} else {
// Kill monster
cCreature& who = univ.town.monst[pc_num - 100];
if(who.is_alive() && spec.ex1b > 0) {
switch(spec.ex1a) {
case 0:
who.spell_note(46);
kill_monst(who,7,eMainStatus::DEAD);
break;
case 1:
who.spell_note(51);
kill_monst(who,7,eMainStatus::DUST);
break;
case 2:
if(spec.ex1c > 0)
petrify_monst(who,spec.ex1c);
else {
who.spell_note(8);
kill_monst(who,7,eMainStatus::STONE);
}
break;
case 5:
who.active = eCreatureStatus::DEAD;
break;
}
}
// Bring back to life
else if(who.active == eCreatureStatus::DEAD && spec.ex1b == 0) {
who.active = eCreatureStatus::IDLE;
who.spell_note(45);
}
}
break;
case eSpecType::AFFECT_STATUS:
switch(eStatus(spec.ex1c)) {
case eStatus::POISON:
if(spec.ex1b == 0)
pc.cure(spec.ex1a);
else pc.poison(spec.ex1a);
break;
case eStatus::HASTE_SLOW:
if(spec.ex1b == 0)
pc.slow(-spec.ex1a);
else pc.slow(spec.ex1a);
break;
case eStatus::INVULNERABLE:
if(spec.ex1b == 0)
pc.apply_status(eStatus::INVULNERABLE, spec.ex1a);
else pc.apply_status(eStatus::INVULNERABLE, -spec.ex1a);
break;
case eStatus::MAGIC_RESISTANCE:
if(spec.ex1b == 0)
pc.apply_status(eStatus::MAGIC_RESISTANCE, spec.ex1a);
else pc.apply_status(eStatus::MAGIC_RESISTANCE, -spec.ex1a);
break;
case eStatus::WEBS:
if(spec.ex1b == 0)
pc.apply_status(eStatus::WEBS, -spec.ex1a);
else pc.web(spec.ex1a);
break;
case eStatus::DISEASE:
if(spec.ex1b == 0)
pc.apply_status(eStatus::DISEASE, -spec.ex1a);
else pc.disease(spec.ex1a);
break;
case eStatus::INVISIBLE:
if(spec.ex1b == 0)
pc.apply_status(eStatus::INVISIBLE, spec.ex1a);
else pc.apply_status(eStatus::INVISIBLE, -spec.ex1a);
break;
case eStatus::BLESS_CURSE:
if(spec.ex1b == 0)
pc.curse(-spec.ex1a);
else pc.curse(spec.ex1a);
break;
case eStatus::DUMB:
if(spec.ex1b == 0)
pc.apply_status(eStatus::DUMB, -spec.ex1a);
else pc.dumbfound(spec.ex1a);
break;
case eStatus::ASLEEP:
if(spec.ex1b == 0)
pc.apply_status(eStatus::ASLEEP, -spec.ex1a);
else pc.sleep(eStatus::ASLEEP, spec.ex1a, 10);
break;
case eStatus::PARALYZED:
if(spec.ex1b == 0)
pc.apply_status(eStatus::PARALYZED, -spec.ex1a);
else pc.sleep(eStatus::PARALYZED, spec.ex1a, 10);
break;
case eStatus::POISONED_WEAPON:
if(pc_num >= 100) break;
for(short i = 0; i < 6; i++)
if(pc_num == 6 || pc_num == i) {
if(spec.ex1b == 0)
poison_weapon(i, spec.ex1a, true);
else univ.party[i].apply_status(eStatus::POISONED_WEAPON, -spec.ex1a);
}
break;
case eStatus::MARTYRS_SHIELD:
if(spec.ex1b == 0)
pc.apply_status(eStatus::MARTYRS_SHIELD, spec.ex1a);
else pc.apply_status(eStatus::MARTYRS_SHIELD, -spec.ex1a);
break;
case eStatus::ACID:
if(spec.ex1b == 0)
pc.apply_status(eStatus::ACID, -spec.ex1a);
else pc.acid(spec.ex1a);
break;
case eStatus::FORCECAGE:
if(is_out()) break;
if(spec.ex1b == 0)
pc.apply_status(eStatus::FORCECAGE, -spec.ex1a);
else pc.sleep(eStatus::FORCECAGE, spec.ex1a, 10);
break;
// Invalid values
case eStatus::MAIN:
case eStatus::CHARM:
break;
}
put_pc_screen();
if(spec.ex2a == int(eStatus::DUMB))
adjust_spell_menus();
break;
case eSpecType::AFFECT_STAT:
if(pc_num >= 100) break;
if(spec.ex2a != minmax(0,20,spec.ex2a)) {
showError("Skill is out of range.");
break;
}
for(short i = 0; i < 6; i++)
if((pc_num == 6 || pc_num == i) && get_ran(1,1,100) < spec.pic) {
eSkill skill = eSkill(spec.ex2a);
int adj = spec.ex1a * (spec.ex1b != 0 ? -1: 1);
if(skill == eSkill::MAX_HP)
univ.party[i].max_health = minmax(6, 250, univ.party[i].max_health + adj);
else if(skill == eSkill::MAX_SP)
univ.party[i].max_sp = minmax(0, 150, univ.party[i].max_sp + adj);
else univ.party[i].skills[skill] = minmax(0, skill_max[skill], univ.party[i].skills[skill] + adj);
}
break;
case eSpecType::AFFECT_LEVEL:
if(pc_num >= 100) {
int lvl = pc.get_level();
if(spec.ex1b == 0)
lvl += spec.ex1a;
else lvl -= spec.ex1a;
dynamic_cast<cCreature*>(&pc)->level = lvl;
} else for(short i = 0; i < 6; i++)
if(pc_num == 6 || pc_num == i) {
int cur = univ.party[i].get_level();
int lvl = cur;
if(spec.ex1b == 0)
lvl += spec.ex1a;
else lvl -= spec.ex1a;
univ.party[i].level = lvl;
}
break;
case eSpecType::AFFECT_MORALE:
pc.scare(spec.ex1a * (spec.ex1b != 0 ? 1 : -1));
break;
case eSpecType::AFFECT_MONST_ATT:
if(pc_num < 100) break;
if(spec.ex1a < 0 || spec.ex1a > 2) {
showError("Invalid monster attack (0-2)");
break;
}
if(spec.ex2a == 0) {
dynamic_cast<cCreature*>(&pc)->a[spec.ex1a].dice += spec.ex1b;
dynamic_cast<cCreature*>(&pc)->a[spec.ex1a].sides += spec.ex1c;
} else {
dynamic_cast<cCreature*>(&pc)->a[spec.ex1a].dice -= spec.ex1b;
dynamic_cast<cCreature*>(&pc)->a[spec.ex1a].sides -= spec.ex1c;
}
break;
case eSpecType::AFFECT_MONST_STAT:
if(pc_num < 100) break;
if(spec.ex2a < 0 || spec.ex2a > 7) {
showError("Invalid monster stat (0-7)");
break;
}
// Blah, let's hackily reuse pc_num...
pc_num = spec.ex1a;
if(spec.ex1b > 0)
pc_num = -pc_num;
switch(spec.ex2a) {
case 0: dynamic_cast<cCreature*>(&pc)->m_health += pc_num; break;
case 1: dynamic_cast<cCreature*>(&pc)->max_mp += pc_num; break;
case 2: dynamic_cast<cCreature*>(&pc)->armor += pc_num; break;
case 3: dynamic_cast<cCreature*>(&pc)->skill += pc_num; break;
case 4: dynamic_cast<cCreature*>(&pc)->speed += pc_num; break;
case 5: dynamic_cast<cCreature*>(&pc)->mu += pc_num; break;
case 6: dynamic_cast<cCreature*>(&pc)->cl += pc_num; break;
}
break;
case eSpecType::AFFECT_MAGE_SPELL:
if(pc_num >= 100) break;
if(spec.ex1a != minmax(0,61,spec.ex1a)) {
showError("Mage spell is out of range (0 - 61). See docs.");
break;
}
for(short i = 0; i < 6; i++)
if(pc_num == 6 || pc_num == i)
univ.party[i].mage_spells[spec.ex1a] = !spec.ex1b;
break;
case eSpecType::AFFECT_PRIEST_SPELL:
if(pc_num >= 100) break;
if(spec.ex1a != minmax(0,61,spec.ex1a)) {
showError("Priest spell is out of range (0 - 61). See docs.");
break;
}
for(short i = 0; i < 6; i++)
if(pc_num == 6 || pc_num == i)
univ.party[i].priest_spells[spec.ex1a] = !spec.ex1b;
break;
case eSpecType::AFFECT_GOLD:
if(spec.ex1b == 0)
give_gold(spec.ex1a,true);
else if(univ.party.gold < spec.ex1a)
univ.party.gold = 0;
else take_gold(spec.ex1a,false);
break;
case eSpecType::AFFECT_FOOD:
if(spec.ex1b == 0)
give_food(spec.ex1a,true);
else if(univ.party.food < spec.ex1a)
univ.party.food = 0;
else take_food(spec.ex1a,false);
break;
case eSpecType::AFFECT_ALCHEMY:
if(spec.ex1a != minmax(0,19,spec.ex1a)) {
showError("Alchemy is out of range.");
break;
}
univ.party.alchemy[spec.ex1a] = !spec.ex1b;
break;
case eSpecType::AFFECT_SOUL_CRYSTAL:
if(pc_num < 100) break;
if(spec.ex1a == 0)
record_monst(dynamic_cast<cCreature*>(&pc), spec.ex1b);
else for(mon_num_t& monst : univ.party.imprisoned_monst) {
if(monst == dynamic_cast<cCreature*>(&pc)->number)
monst = 0;
}
break;
case eSpecType::AFFECT_PARTY_STATUS:
if(spec.ex2a < 0 || spec.ex2a > 3) break;
if(spec.ex1b == 0 && spec.ex2a == 1 && univ.party.in_boat >= 0)
add_string_to_buf(" Can't fly when on a boat.");
else if(spec.ex1b == 0 && spec.ex2a == 1 && univ.party.in_horse >= 0)
add_string_to_buf(" Can't fly when on a horse.");
r1 = univ.party.status[ePartyStatus(spec.ex2a)];
if(spec.ex1b == 0)
r1 = minmax(0,250,r1 + spec.ex1a);
else r1 = minmax(0,250,r1 - spec.ex1a);
univ.party.status[ePartyStatus::STEALTH] = r1;
break;
case eSpecType::AFFECT_TRAITS:
if(pc_num >= 100) break;
if(spec.ex1a < 0 || spec.ex1a > 16) {
showError("Trait is out of range (0 - 16).");
break;
}
for(short i = 0; i < 6; i++)
if(pc_num == 6 || pc_num == i)
univ.party[i].traits[eTrait(spec.ex1a)] = !spec.ex1b;
break;
case eSpecType::AFFECT_AP:
if(!is_combat()) break;
if(pc_num == 6) {
for(short i = 0; i < 6; i++) {
if(spec.ex1b)
univ.party[i].ap += spec.ex1a;
else univ.party[i].ap -= spec.ex1a;
if(univ.party[i].ap < 0)
univ.party[i].ap = 0;
}
} else {
if(spec.ex1b)
pc.ap += spec.ex1a;
else pc.ap -= spec.ex1a;
if(pc.ap < 0)
pc.ap = 0;
}
break;
case eSpecType::AFFECT_NAME:
univ.get_str(str, ctx.cur_spec_type, spec.m3);
if(cPlayer* who = dynamic_cast<cPlayer*>(&pc))
who->name = str;
else if(cCreature* monst = dynamic_cast<cCreature*>(&pc))
monst->m_name = str;
else if(dynamic_cast<cParty*>(&pc))
for(short i = 0; i < 6; i++)
univ.party[i].name = str;
break;
case eSpecType::CREATE_NEW_PC:
if(spec.ex1c < 0 || spec.ex1c > 19) {
showError("Race out of range (0 - 19).");
break;
}
pc_num = univ.party.free_space();
if(pc_num == 6) {
add_string_to_buf("No room for new PC.");
ctx.next_spec = spec.pictype;
check_mess = false;
break;
}
univ.get_str(str, ctx.cur_spec_type, spec.m3);
univ.party.new_pc(pc_num);
univ.party[pc_num].name = str;
univ.party[pc_num].which_graphic = spec.pic;
univ.party[pc_num].cur_health = univ.party[pc_num].max_health = spec.ex1a;
univ.party[pc_num].cur_sp = univ.party[pc_num].max_sp = spec.ex1b;
univ.party[pc_num].race = eRace(spec.ex1c);
univ.party[pc_num].skills[eSkill::STRENGTH] = spec.ex2a;
univ.party[pc_num].skills[eSkill::DEXTERITY] = spec.ex2b;
univ.party[pc_num].skills[eSkill::INTELLIGENCE] = spec.ex2c;
ctx.cur_target = &univ.get_target(pc_num);
if(univ.party.sd_legit(spec.sd1, spec.sd2))
univ.party.stuff_done[spec.sd1][spec.sd2] = univ.party[pc_num].unique_id - 1000;
break;
case eSpecType::STORE_PC:
if(cPlayer* who = dynamic_cast<cPlayer*>(&pc)) {
if(univ.party.sd_legit(spec.sd1, spec.sd2))
univ.party.stuff_done[spec.sd1][spec.sd2] = univ.party[pc_num].unique_id - 1000;
if(spec.ex1a == 1) break;
who->main_status += eMainStatus::SPLIT;
univ.stored_pcs[who->unique_id] = univ.party.remove_pc(pc_num);
univ.party.new_pc(pc_num);
}
break;
case eSpecType::UNSTORE_PC:
if(spec.ex1a < 1000) spec.ex1a += 1000;
if(univ.stored_pcs.find(spec.ex1a) == univ.stored_pcs.end()) {
showError("Scenario tried to unstore a nonexistent PC!");
break;
}
pc_num = univ.party.free_space();
if(pc_num == 6) {
add_string_to_buf("No room for PC.");
ctx.next_spec = spec.ex1b;
check_mess = false;
break;
}
univ.party.replace_pc(pc_num, std::move(univ.stored_pcs[spec.ex1a]));
ctx.cur_target = &univ.get_target(pc_num);
univ.party[pc_num].main_status -= eMainStatus::SPLIT;
univ.stored_pcs.erase(spec.ex1a);
break;
case eSpecType::AFFECT_MONST_TARG:
if(pc_num < 100) break;
// TODO: Verify this actually works! It's possible the monster ignores this and just recalculates its target each turn.
dynamic_cast<cCreature*>(&pc)->target = spec.ex1a;
break;
case eSpecType::GIVE_ITEM:
if(pc_num >= 100) break;
if(spec.ex1a >= 0 && spec.ex1a < univ.scenario.scen_items.size()) {
cItem to_give = univ.scenario.scen_items[spec.ex1a];
if(spec.ex1b >= 0 && spec.ex1b <= 6) {
to_give.enchant_weapon(eEnchant(spec.ex1b));
}
if(to_give.charges > 0 && spec.ex1c >= 0)
to_give.charges = spec.ex1c;
if(spec.ex2a == 1 || spec.ex2a == 2) to_give.ident = true;
else if(spec.ex2a == 0) to_give.ident = false;
if(spec.ex2a == 2) to_give.concealed = false;
if(spec.ex2b == 1) to_give.cursed = to_give.unsellable = true;
else if(spec.ex2b == 0) to_give.cursed = to_give.unsellable = false;
int equip_type = 0;
if(spec.ex2c == 0) equip_type = GIVE_EQUIP_SOFT;
else if(spec.ex2c == 1) equip_type = GIVE_EQUIP_TRY;
else if(spec.ex2c >= 2) equip_type = GIVE_EQUIP_FORCE;
bool success = true;
for(short i = 0; i < 6; i++)
if(pc_num == 6 || pc_num == i)
success = success && univ.party[i].give_item(to_give, equip_type | GIVE_ALLOW_OVERLOAD) == eBuyStatus::OK;
if(!success)
ctx.next_spec = spec.pic;
}
break;
default:
showError("Special node type \"" + (*cur_node.type).name() + "\" is either miscategorized or unimplemented!");
break;
}
if(check_mess) {
handle_message(ctx);
}
}
bool isValidField(int fld, bool allowSpecial) {
if(fld <= SPECIAL_EXPLORED)
return false;
if(fld == SPECIAL_SPOT)
return false;
if(fld >= WALL_FORCE && fld <= BARRIER_CAGE)
return true;
if(!allowSpecial)
return false;
if(fld == FIELD_DISPEL || fld == FIELD_SMASH)
return true;
return false;
}
void ifthen_spec(const runtime_state& ctx) {
bool check_mess = false;
std::string str1, str2, str3;
cSpecial spec = ctx.cur_spec, cur_node = ctx.cur_spec;
location l;
ctx.next_spec = cur_node.jumpto;
switch(cur_node.type) {
case eSpecType::IF_SDF:
if(univ.party.sd_legit(spec.sd1,spec.sd2)) {
if((spec.ex1a >= 0) && (PSD[spec.sd1][spec.sd2] >= spec.ex1a))
ctx.next_spec = spec.ex1b;
else if((spec.ex2a >= 0) && (PSD[spec.sd1][spec.sd2] < spec.ex2a))
ctx.next_spec = spec.ex2b;
}
break;
case eSpecType::IF_TOWN_NUM:
if(((is_town()) || (is_combat())) && (univ.party.town_num == spec.ex1a))
ctx.next_spec = spec.ex1b;
break;
case eSpecType::IF_RANDOM:
if(get_ran(1,1,100) < spec.ex1a)
ctx.next_spec = spec.ex1b;
break;
case eSpecType::IF_HAVE_SPECIAL_ITEM:
if(spec.ex1a != minmax(0,49,spec.ex1a)) {
showError("Special item is out of range.");
}
else if(univ.party.spec_items.count(spec.ex1a) > 0)
ctx.next_spec = spec.ex1b;
break;
case eSpecType::IF_SDF_COMPARE:
if((univ.party.sd_legit(spec.sd1,spec.sd2)) && (univ.party.sd_legit(spec.ex1a,spec.ex1b))) {
if(PSD[spec.ex1a][spec.ex1b] < PSD[spec.sd1][spec.sd2])
ctx.next_spec = spec.ex2b;
}
else showError("A Stuff Done flag is out of range.");
break;
case eSpecType::IF_TER_TYPE:
l.x = spec.ex1a; l.y = spec.ex1b;
l = local_to_global(l);
if((is_town() || is_combat()) && univ.town->terrain(spec.ex1a,spec.ex1b) == spec.ex2a)
ctx.next_spec = spec.ex2b;
else if(is_out() && univ.out[l.x][l.y] == spec.ex2a)
ctx.next_spec = spec.ex2b;
break;
case eSpecType::IF_HAS_GOLD:
if(univ.party.gold >= spec.ex1a) {
if(spec.ex2a > 0) take_gold(spec.ex1a,true);
ctx.next_spec = spec.ex1b;
}
break;
case eSpecType::IF_HAS_FOOD:
if(univ.party.food >= spec.ex1a) {
if(spec.ex2a > 0) take_food(spec.ex1a,true);
ctx.next_spec = spec.ex1b;
}
break;
case eSpecType::IF_ITEM_CLASS_ON_SPACE:
if(is_out())
break;
l.x = spec.ex1a; l.y = spec.ex1b;
for(short i = 0; i < univ.town.items.size(); i++)
if(univ.town.items[i].variety != eItemType::NO_ITEM && univ.town.items[i].special_class == (unsigned)spec.ex2a
&& l == univ.town.items[i].item_loc) {
ctx.next_spec = spec.ex2b;
if(spec.ex2c > 0) {
*ctx.redraw = true;
univ.town.items[i].variety = eItemType::NO_ITEM;
}
}
break;
case eSpecType::IF_HAVE_ITEM_CLASS:
if(spec.ex2a > 0 && univ.party.take_class(spec.ex1a))
ctx.next_spec = spec.ex1b;
else if(spec.ex2a == 0 && univ.party.has_class(spec.ex1a))
ctx.next_spec = spec.ex1b;
break;
case eSpecType::IF_EQUIP_ITEM_CLASS:
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE)
if(cInvenSlot item = pc.has_class_equip(spec.ex1a)) {
ctx.next_spec = spec.ex1b;
if(spec.ex2a > 0) {
*ctx.redraw = true;
pc.take_item(item.slot);
if(&pc == &univ.party[stat_window])
put_item_screen(stat_window);
}
}
break;
case eSpecType::IF_DAY_REACHED:
if(univ.party.calc_day() >= spec.ex1a)
ctx.next_spec = spec.ex1b;
break;
case eSpecType::IF_FIELDS:
if(is_out()) break;
if(!isValidField(spec.m1, false)) {
showError("Scenario tried to check for invalid field type (1...24)");
} else {
int i = 0;
for(short j = spec.ex1b; j < min(spec.ex2b, univ.town->max_dim); j++)
for(short k = spec.ex1a; k < min(spec.ex2a, univ.town->max_dim); k++) {
// If pict non-zero, exclude rectangle interior
if(spec.pic > 0 && i > spec.ex1b && i < spec.ex2b && j > spec.ex1a && j < spec.ex2a)
continue;
switch(eFieldType(spec.m1)) {
// These values are not allowed
case SPECIAL_EXPLORED: case SPECIAL_SPOT: case SPECIAL_ROAD:
case FIELD_DISPEL: case FIELD_SMASH:
break;
// Walls
case WALL_FIRE: i += univ.town.is_fire_wall(i,j); break;
case WALL_FORCE: i += univ.town.is_force_wall(i,j); break;
case WALL_ICE: i += univ.town.is_ice_wall(i,j); break;
case WALL_BLADES: i += univ.town.is_blade_wall(i,j); break;
// Clouds
case CLOUD_STINK: i += univ.town.is_scloud(i,j); break;
case CLOUD_SLEEP: i += univ.town.is_sleep_cloud(i,j); break;
// Advanced
case FIELD_QUICKFIRE: i += univ.town.is_quickfire(i,j); break;
case FIELD_ANTIMAGIC: i += univ.town.is_antimagic(i,j); break;
case BARRIER_FIRE: i += univ.town.is_fire_barr(i,j); break;
case BARRIER_FORCE: i += univ.town.is_force_barr(i,j); break;
case BARRIER_CAGE: i += univ.town.is_force_cage(i,j); break;
// Objects
case FIELD_WEB: i += univ.town.is_web(i,j); break;
case OBJECT_BARREL: i += univ.town.is_barrel(i,j); break;
case OBJECT_CRATE: i += univ.town.is_crate(i,j); break;
case OBJECT_BLOCK: i += univ.town.is_block(i,j); break;
// Sfx
case SFX_SMALL_BLOOD: i += univ.town.is_sm_blood(i,j); break;
case SFX_MEDIUM_BLOOD: i += univ.town.is_med_blood(i,j); break;
case SFX_LARGE_BLOOD: i += univ.town.is_lg_blood(i,j); break;
case SFX_SMALL_SLIME: i += univ.town.is_sm_slime(i,j); break;
case SFX_LARGE_SLIME: i += univ.town.is_lg_slime(i,j); break;
case SFX_ASH: i += univ.town.is_ash(i,j); break;
case SFX_BONES: i += univ.town.is_bones(i,j); break;
case SFX_RUBBLE: i += univ.town.is_rubble(i,j); break;
}
}
if(i >= spec.sd1 && i <= spec.sd2)
ctx.next_spec = spec.m2;
}
break;
case eSpecType::IF_PARTY_SIZE:
if(spec.ex2a < 1) {
if(party_size(spec.ex1a <= 0) == spec.ex2b)
ctx.next_spec = spec.ex1b;
}
else {
if(party_size(spec.ex1a <= 0) >= spec.ex2b)
ctx.next_spec = spec.ex1b;
}
break;
case eSpecType::IF_EVENT_OCCURRED:
if(day_reached(spec.ex1a,spec.ex1b))
ctx.next_spec = spec.ex2b;
break;
case eSpecType::IF_SPECIES:
if(spec.ex1a < 0 || spec.ex1a > 21) {
showError("Species out of range (0-21)");
} else {
int i = race_present(eRace(spec.ex1a)), j = minmax(1, party_size(true), spec.ex2a);
if(spec.ex2b == -2 && i <= j) ctx.next_spec = spec.ex1b;
if(spec.ex2b == -1 && i < j) ctx.next_spec = spec.ex1b;
if(spec.ex2b == 0 && i == j) ctx.next_spec = spec.ex1b;
if(spec.ex2b == 1 && i > j) ctx.next_spec = spec.ex1b;
if(spec.ex2b == 2 && i >= j) ctx.next_spec = spec.ex1b;
}
break;
case eSpecType::IF_TRAIT:
if(spec.ex1a < 0 || spec.ex1a > 16) {
showError("Invalid trait (0...16)");
} else {
int i = trait_present(eTrait(spec.ex1a)), j = minmax(1, party_size(true), spec.ex2a);
if(spec.ex2b == -2 && i <= j) ctx.next_spec = spec.ex1b;
if(spec.ex2b == -1 && i < j) ctx.next_spec = spec.ex1b;
if(spec.ex2b == 0 && i == j) ctx.next_spec = spec.ex1b;
if(spec.ex2b == 1 && i > j) ctx.next_spec = spec.ex1b;
if(spec.ex2b == 2 && i >= j) ctx.next_spec = spec.ex1b;
}
break;
case eSpecType::IF_STATISTIC:
if((spec.ex2a < 0 || spec.ex2a > 20) && (spec.ex2a < 100 || spec.ex2a > 104)) {
showError("Attempted to check an invalid statistic (0...20 or 100...104).");
break;
}
if(spec.ex2b < -1 || spec.ex2b > 3) {
showError("Invalid statistic-checking mode (-1...3); will fall back to cumulative check.");
spec.ex2b = 0;
}
if(spec.ex2b == -1) {
// Check specific PC's stat (uses the active PC from Select PC node)
short pc = univ.get_target_i(current_pc_picked_in_spec_enc(ctx));
if(pc == 6 && univ.party.is_split())
pc = univ.get_target_i(univ.party.pc_present());
if(pc >= 0 && pc < 6) {
if(check_party_stat(eSkill(spec.ex2a), 10 + pc) >= spec.ex1a)
ctx.next_spec = spec.ex1b;
break;
}
spec.ex2b = 0;
}
if(check_party_stat(eSkill(spec.ex2a), spec.ex2b) >= spec.ex1a)
ctx.next_spec = spec.ex1b;
break;
case eSpecType::IF_TEXT_RESPONSE:
check_mess = false;
univ.get_str(str1,eSpecCtxType::SCEN,spec.m1);
str3 = get_text_response(str1);
spec.pic = minmax(0,50,spec.pic);
univ.get_strs(str1,str2,eSpecCtxType::SCEN,spec.ex1a,spec.ex2a);
if(spec.ex1a >= 0 && str3.compare(0, spec.pic, str1, 0, spec.pic) == 0)
ctx.next_spec = spec.ex1b;
if(spec.ex2a >= 0 && str3.compare(0, spec.pic, str2, 0, spec.pic) == 0)
ctx.next_spec = spec.ex2b;
break;
/* This is a little complicated.
m1 - points to a prompt string
m2,m3 - If nonequal, specifies a range of allowed responses.
pic - Comparison mode: 0 - in range, 1 - not in range, 2 - simple compare
pictype - Special to jump to if both tests pass
ex1a, ex1b, ex1c - Test 1 values (see below)
ex2a, ex2b, ex2c - Test 2 values (see below)
Test values:
If pic = 0 or 1:
ex#a - Lower bound
ex#b - Upper bound
Enabled if ex#a < ex#b. If ex#a >= ex#b, this test is ignored.
If pic = 2:
ex#a - Value to compare to.
ex#b - Set to 0 to enable. If -1, this test is ignored.
ex#c - Special to jump to if test # succeeds but the other test fails.
jumpto - Special to jump to if both tests fail.
*/
case eSpecType::IF_NUM_RESPONSE: {
check_mess = false;
if(spec.m2 > spec.m3) std::swap(spec.m2,spec.m3);
univ.get_str(str1,eSpecCtxType::SCEN,spec.m1);
int i = get_num_response(spec.m2,spec.m3,str1);
setsd(spec.sd1, spec.sd2, abs(i));
int j = 0;
spec.pic = minmax(0,2,spec.pic);
switch(spec.pic) { // Comparison mode
case 0: // Is in range?
if(spec.ex1a >= 0 && spec.ex1a < spec.ex1b && i == minmax(spec.ex1a,spec.ex1b,i)) j += 1;
if(spec.ex2a >= 0 && spec.ex2a < spec.ex2b && i == minmax(spec.ex2a,spec.ex2b,i)) j += 2;
break;
case 1: // Not in range?
if(spec.ex1a >= 0 && spec.ex1a < spec.ex1b && i != minmax(spec.ex1a,spec.ex1b,i)) j += 1;
if(spec.ex2a >= 0 && spec.ex2a < spec.ex2b && i != minmax(spec.ex2a,spec.ex2b,i)) j += 2;
break;
case 2: // Simple comparison?
switch(spec.ex1b) {
case -2: if(spec.ex1a >= 0 && i <= spec.ex1a) j += 1; break;
case -1: if(spec.ex1a >= 0 && i < spec.ex1a) j += 1; break;
case 0: if(spec.ex1a >= 0 && i == spec.ex1a) j += 1; break;
case 1: if(spec.ex1a >= 0 && i > spec.ex1a) j += 1; break;
case 2: if(spec.ex1a >= 0 && i >= spec.ex1a) j += 1; break;
}
switch(spec.ex2b) {
case -2: if(spec.ex2a >= 0 && i <= spec.ex2a) j += 2; break;
case -1: if(spec.ex2a >= 0 && i < spec.ex2a) j += 2; break;
case 0: if(spec.ex2a >= 0 && i == spec.ex2a) j += 2; break;
case 1: if(spec.ex2a >= 0 && i > spec.ex2a) j += 2; break;
case 2: if(spec.ex2a >= 0 && i >= spec.ex2a) j += 2; break;
}
break;
}
switch(j) {
case 1: ctx.next_spec = spec.ex1c; break;
case 2: ctx.next_spec = spec.ex2c; break;
case 3: ctx.next_spec = spec.pictype; break;
}
break;
}
case eSpecType::IF_SDF_EQ:
if(univ.party.sd_legit(spec.sd1,spec.sd2)) {
if(PSD[spec.sd1][spec.sd2] == spec.ex1a)
ctx.next_spec = spec.ex1b;
}
break;
case eSpecType::IF_ALIVE:
if(spec.ex1a == -1 && current_pc_picked_in_spec_enc(ctx).is_alive())
ctx.next_spec = spec.ex1b;
else if(dynamic_cast<cPlayer*>(&current_pc_picked_in_spec_enc(ctx))) {
int pc = univ.get_target_i(current_pc_picked_in_spec_enc(ctx));
eMainStatus stat = eMainStatus::ALIVE;
switch(spec.ex1a) {
case 0:
stat = eMainStatus::DEAD;
break;
case 1:
stat = eMainStatus::DUST;
break;
case 2:
stat = eMainStatus::STONE;
break;
case 3:
stat = eMainStatus::FLED;
break;
case 4:
stat = eMainStatus::SPLIT;
break;
case 5:
stat = eMainStatus::ABSENT;
break;
}
bool pass = false;
if(stat == eMainStatus::SPLIT && univ.party.is_split())
pass = true;
else if(pc < 6 && univ.party[pc].main_status == stat)
pass = true;
else {
int n = std::count_if(univ.party.begin(), univ.party.end(), [stat](const cPlayer& who) {
return who.main_status == stat;
});
pass = n > 0;
}
if(pass) ctx.next_spec = spec.ex1b;
}
break;
case eSpecType::IF_MAGE_SPELL:
if(cPlayer* who = dynamic_cast<cPlayer*>(&current_pc_picked_in_spec_enc(ctx))) {
int pc = univ.get_target_i(*who);
if(spec.ex1a < 0 || spec.ex1a >= 62)
break;
bool pass = false;
if(pc < 6 && univ.party[pc].mage_spells[spec.ex1a])
pass = true;
else {
int n = std::count_if(univ.party.begin(), univ.party.end(), [&spec](const cPlayer& who) {
return who.mage_spells[spec.ex1a];
});
pass = n + 0;
}
if(pass) ctx.next_spec = spec.ex1b;
} else {
// TODO: Implement for monsters
// Currently they have a fixed spell list depending solely on caster level
}
break;
case eSpecType::IF_PRIEST_SPELL:
if(cPlayer* who = dynamic_cast<cPlayer*>(&current_pc_picked_in_spec_enc(ctx))) {
int pc = univ.get_target_i(*who);
if(spec.ex1a < 0 || spec.ex1a >= 62)
break;
bool pass = false;
if(pc < 6 && univ.party[pc].priest_spells[spec.ex1a])
pass = true;
else {
int n = std::count_if(univ.party.begin(), univ.party.end(), [&spec](const cPlayer& who) {
return who.priest_spells[spec.ex1a];
});
pass = n + 0;
}
if(pass) ctx.next_spec = spec.ex1b;
} else {
// TODO: Implement for monsters
// Currently they have a fixed spell list depending solely on caster level
}
break;
case eSpecType::IF_RECIPE:
if(spec.ex1a < 0 || spec.ex1a >= 20) {
showError("Alchemy recipe out of range (0 - 19).");
break;
}
if(univ.party.alchemy[spec.ex1a])
ctx.next_spec = spec.ex1b;
break;
case eSpecType::IF_STATUS:
if(spec.ex1a < 0 || spec.ex1a > 14) {
showError("Invalid status effect (0...14)");
} else {
int k = 0;
if(dynamic_cast<cParty*>(&current_pc_picked_in_spec_enc(ctx))) {
k = spec.ex2b == 2 ? std::numeric_limits<short>::max() : 0;
int j = 0;
for(short i = 0; i < 6; i++, j++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
eStatus stat = eStatus(spec.ex1a);
if(spec.ex2b < 2)
k += univ.party[i].status[stat];
else if(spec.ex2b == 3)
k = max(univ.party[i].status[stat], k);
else if(spec.ex2b == 2)
k = min(univ.party[i].status[stat], k);
}
if(spec.ex2b == 1 && j > 0)
k /= j;
} else {
if(current_pc_picked_in_spec_enc(ctx).is_alive())
k = current_pc_picked_in_spec_enc(ctx).status[eStatus(spec.ex1a)];
else k = 0;
}
int j = spec.ex2a;
if(spec.ex2c == -2 && k <= j) ctx.next_spec = spec.ex1b;
if(spec.ex2c == -1 && k < j) ctx.next_spec = spec.ex1b;
if(spec.ex2c == 0 && k == j) ctx.next_spec = spec.ex1b;
if(spec.ex2c == 1 && k > j) ctx.next_spec = spec.ex1b;
if(spec.ex2c == 2 && k >= j) ctx.next_spec = spec.ex1b;
}
break;
case eSpecType::IF_QUEST:
if(spec.ex1a < 0 || spec.ex1a >= univ.scenario.quests.size()) {
showError("The scenario tried to update a non-existent quest.");
break;
}
if(spec.ex1b < 0 || spec.ex1b > 3) {
showError("Invalid quest status (range 0 .. 3).");
break;
}
if(univ.party.active_quests[spec.ex1a].status == eQuestStatus(spec.ex1b))
ctx.next_spec = spec.ex1c;
break;
case eSpecType::IF_CONTEXT:
// TODO: Test this. In particular, test that the legacy behaviour is correct.
if(univ.scenario.is_legacy) check_mess = true;
if(ctx.which_mode == eSpecCtx(spec.ex1a)) {
if(ctx.which_mode <= eSpecCtx::COMBAT_MOVE) {
*ctx.ret_a = bool(spec.ex1b); // Should block move? 1 = yes, 0 = no
if(*ctx.ret_a) {
if(ctx.which_mode == eSpecCtx::OUT_MOVE)
ASB("Can't go here while outdoors.");
else if(ctx.which_mode == eSpecCtx::TOWN_MOVE)
ASB("Can't go here while in town mode.");
else if(ctx.which_mode == eSpecCtx::COMBAT_MOVE)
ASB("Can't go here during combat.");
}
} else if(ctx.which_mode == eSpecCtx::TARGET && spec.ex1b >= 0) {
// TODO: I'm not quite sure if this covers every way of determining which spell was cast
if(is_town() && int(town_spell) != spec.ex1b)
break;
if(is_combat() && int(spell_being_cast) != spec.ex1b)
break;
}
ctx.next_spec = spec.ex1c;
}
break;
case eSpecType::IF_LOOKING:
if(ctx.which_mode == eSpecCtx::OUT_LOOK || ctx.which_mode == eSpecCtx::TOWN_LOOK)
ctx.next_spec = spec.ex1c;
break;
case eSpecType::IF_IN_BOAT:
if(univ.party.in_boat >= 0 && (spec.ex1b < 0 || spec.ex1b == univ.party.in_boat))
ctx.next_spec = spec.ex1c;
break;
case eSpecType::IF_ON_HORSE:
if(univ.party.in_horse >= 0 && (spec.ex1b < 0 || spec.ex1b == univ.party.in_horse))
ctx.next_spec = spec.ex1c;
break;
default:
showError("Special node type \"" + (*cur_node.type).name() + "\" is either miscategorized or unimplemented!");
break;
}
if(check_mess) {
handle_message(ctx);
}
}
void townmode_spec(const runtime_state& ctx) {
static const char*const stairDlogs[8] = {
"basic-stair-up", "basic-stair-down",
"basic-slope-up", "basic-slope-down",
"slimy-stair-up", "slimy-stair-down",
"dark-slope-up", "dark-slope-down"
};
bool check_mess = true;
std::array<std::string, 6> strs;
short r1;
std::array<short,3> buttons = {-1,-1,-1};
cSpecial spec = ctx.cur_spec, cur_node = ctx.cur_spec;
location l;
ter_num_t ter;
cItem store_i;
effect_pat_type pat;
ctx.next_spec = cur_node.jumpto;
l.x = spec.ex1a; l.y = spec.ex1b;
if(is_out())
return;
switch(cur_node.type) {
case eSpecType::MAKE_TOWN_HOSTILE:
if(spec.ex2a < 0 || spec.ex2a > 3){
showError("Invalid attitude (0-Friendly Docile, 1-Hostile A, 2-Friendly Will Fight, 3-Hostile B).");
break;
}
set_town_attitude(spec.ex1a,spec.ex1b,eAttitude(spec.ex2a));
break;
case eSpecType::TOWN_MOVE_PARTY:
if(is_combat()) {
ASB("Not while in combat.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
check_mess = false;
}
else { // 1 no
*ctx.ret_a = 1;
if(ctx.which_mode == eSpecCtx::TALK || spec.ex2a == 0)
teleport_party(spec.ex1a,spec.ex1b,1);
else teleport_party(spec.ex1a,spec.ex1b,0);
}
*ctx.redraw = true;
break;
case eSpecType::TOWN_HIT_SPACE:
if(ctx.which_mode == eSpecCtx::TALK)
break;
hit_space(l,spec.ex2a,(eDamageType) spec.ex2b,1,1);
*ctx.redraw = true;
break;
case eSpecType::TOWN_EXPLODE_SPACE:
if(ctx.which_mode == eSpecCtx::TALK)
break;
radius_damage(l,spec.pic, spec.ex2a, (eDamageType) spec.ex2b);
*ctx.redraw = true;
break;
case eSpecType::TOWN_LOCK_SPACE:
ter = coord_to_ter(spec.ex1a,spec.ex1b);
if(univ.scenario.ter_types[ter].special == eTerSpec::LOCKABLE)
alter_space(l.x,l.y,univ.scenario.ter_types[ter].flag1);
*ctx.redraw = true;
break;
case eSpecType::TOWN_UNLOCK_SPACE:
ter = coord_to_ter(spec.ex1a,spec.ex1b);
if(univ.scenario.ter_types[ter].special == eTerSpec::UNLOCKABLE)
alter_space(l.x,l.y,univ.scenario.ter_types[ter].flag1);
*ctx.redraw = true;
break;
case eSpecType::TOWN_SFX_BURST:
if(ctx.which_mode == eSpecCtx::TALK)
break;
if(spec.ex2b == 1)
mondo_boom(l,spec.ex2a,spec.ex2c);
else run_a_boom(l,spec.ex2a,0,0,spec.ex2c);
break;
case eSpecType::TOWN_CREATE_WANDERING:
create_wand_monst();
*ctx.redraw = true;
break;
case eSpecType::TOWN_PLACE_MONST:
place_monster(spec.ex2a,l,spec.ex2b);
*ctx.redraw = true;
break;
case eSpecType::TOWN_DESTROY_MONST:
if(spec.ex1a >= 0 && spec.ex1b >= 0) {
iLiving* monst = univ.target_there(l, TARG_MONST);
if(monst != nullptr)
dynamic_cast<cCreature*>(monst)->active = eCreatureStatus::DEAD;
}
*ctx.redraw = true;
break;
case eSpecType::TOWN_NUKE_MONSTS:
for(short i = 0; i < univ.town.monst.size(); i++)
if(univ.town.monst[i].is_alive() &&
(univ.town.monst[i].number == spec.ex1a || spec.ex1a == 0 ||
(spec.ex1a == -1 && univ.town.monst[i].is_friendly()) ||
(spec.ex1a == -2 && !univ.town.monst[i].is_friendly()))) {
univ.town.monst[i].active = eCreatureStatus::DEAD;
}
*ctx.redraw = true;
break;
case eSpecType::TOWN_GENERIC_LEVER:
if(ctx.which_mode != eSpecCtx::OUT_MOVE && ctx.which_mode != eSpecCtx::TOWN_MOVE && ctx.which_mode != eSpecCtx::COMBAT_MOVE
&& ctx.which_mode != eSpecCtx::OUT_LOOK && ctx.which_mode != eSpecCtx::TOWN_LOOK) {
ASB("Can't use lever now.");
check_mess = false;
ctx.next_spec = -1;
}
else {
if(handle_lever(loc(univ.party.get_ptr(10), univ.party.get_ptr(11))))
ctx.next_spec = spec.ex1b;
}
break;
case eSpecType::TOWN_GENERIC_PORTAL:
if(is_combat()) {
ASB("Not while in combat.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
check_mess = false;
}
else if(ctx.which_mode != eSpecCtx::TOWN_MOVE && ctx.which_mode != eSpecCtx::TOWN_LOOK) {
ASB("Can't teleport now.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
check_mess = false;
}
else if(cChoiceDlog("basic-portal",{"yes","no"}).show() == "yes") {
*ctx.ret_a = 1;
if(ctx.which_mode == eSpecCtx::TALK)
teleport_party(spec.ex1a,spec.ex1b,1);
else teleport_party(spec.ex1a,spec.ex1b,spec.ex2a);
}
break;
case eSpecType::TOWN_GENERIC_BUTTON:
if(cChoiceDlog("basic-button",{"yes","no"}).show() == "yes")
ctx.next_spec = spec.ex1b;
break;
case eSpecType::TOWN_GENERIC_STAIR:
check_mess = false;
if(spec.ex2c != 1 && spec.ex2c != 2 && is_combat()) {
ASB("Can't change level in combat.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
}
else if(spec.ex2c != 2 && spec.ex2c != 3 && ctx.which_mode != eSpecCtx::TOWN_MOVE) {
ASB("Can't change level now.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
}
else {
*ctx.ret_a = 1;
if(spec.ex2b < 0) spec.ex2b = 0;
if((spec.ex2b >= 8) || (cChoiceDlog(stairDlogs[spec.ex2b],{"climb","leave"}).show() == "climb")) {
bool was_in_combat = false;
short was_active;
if(overall_mode == MODE_TALKING)
end_talk_mode();
else if(is_combat()) {
was_in_combat = true;
if(which_combat_type == 0) { // outdoor combat
ASB("Can't change level in combat.");
ctx.next_spec = -1;
break;
} else {
was_active = univ.cur_pc;
eDirection dir = end_town_combat();
if(dir == DIR_HERE) {
ASB("Can't change level now.");
break;
}
univ.party.direction = dir;
}
}
*ctx.ret_a = 1;
change_level(spec.ex2a,l.x,l.y);
if(was_in_combat) {
start_town_combat(univ.party.direction);
univ.cur_pc = was_active;
}
} else ctx.next_spec = -1;
}
break;
case eSpecType::TOWN_LEVER:
check_mess = false;
if(spec.m1 < 0)
break;
if(ctx.which_mode != eSpecCtx::OUT_MOVE && ctx.which_mode != eSpecCtx::TOWN_MOVE && ctx.which_mode != eSpecCtx::COMBAT_MOVE
&& ctx.which_mode != eSpecCtx::OUT_LOOK && ctx.which_mode != eSpecCtx::TOWN_LOOK) {
ASB("Can't use lever now.");
check_mess = false;
ctx.next_spec = -1;
}
else {
univ.get_strs(strs,ctx.cur_spec_type, spec.m1);
buttons[0] = 9; buttons[1] = 35;
if(custom_choice_dialog(strs, spec.pic, ePicType(spec.pictype), buttons, true, spec.ex1c, spec.ex2c) == 1)
ctx.next_spec = -1;
else {
int x = univ.party.get_ptr(10), y = univ.party.get_ptr(11);
ter = coord_to_ter(x, y);
alter_space(x,y,univ.scenario.ter_types[ter].trans_to_what);
ctx.next_spec = spec.ex1b;
}
}
break;
case eSpecType::TOWN_PORTAL:
check_mess = false;
if(spec.m1 < 0)
break;
if(is_combat()) {
ASB("Not while in combat.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
check_mess = false;
}
else if(ctx.which_mode != eSpecCtx::TOWN_MOVE && ctx.which_mode != eSpecCtx::TOWN_LOOK) {
ASB("Can't teleport now.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
check_mess = false;
}
else {
univ.get_strs(strs, ctx.cur_spec_type,spec.m1);
buttons[0] = 9; buttons[1] = 8;
if(custom_choice_dialog(strs, spec.pic, ePicType(spec.pictype), buttons, true, spec.ex1c, spec.ex2c) == 1) {
ctx.next_spec = -1;
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
}
else {
*ctx.ret_a = 1;
if(ctx.which_mode == eSpecCtx::TALK)
teleport_party(spec.ex1a,spec.ex1b,1);
else teleport_party(spec.ex1a,spec.ex1b,spec.ex2a);
}
}
break;
case eSpecType::TOWN_STAIR:
check_mess = false;
if((spec.m1 < 0) && (spec.ex2b != 1))
break;
if(spec.ex2c != 1 && spec.ex2c != 2 && is_combat()) {
ASB("Can't change level in combat.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
}
else if(spec.ex2c != 2 && spec.ex2c != 3 && ctx.which_mode != eSpecCtx::TOWN_MOVE) {
ASB("Can't change level now.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
}
else {
univ.get_strs(strs,ctx.cur_spec_type, spec.m1);
buttons[0] = 20; buttons[1] = 24;
int i = spec.ex2b == 1 ? 2 : custom_choice_dialog(strs, spec.pic, ePicType(spec.pictype), buttons);
*ctx.ret_a = 1;
if(i == 1) {
ctx.next_spec = -1;
} else {
bool was_in_combat = false;
short was_active;
if(overall_mode == MODE_TALKING)
end_talk_mode();
else if(is_combat()) {
was_in_combat = true;
if(which_combat_type == 0) { // outdoor combat
ASB("Can't change level in combat.");
ctx.next_spec = -1;
break;
} else {
was_active = univ.cur_pc;
univ.party.direction = end_town_combat();
}
}
*ctx.ret_a = 1;
change_level(spec.ex2a,l.x,l.y);
if(was_in_combat) {
start_town_combat(univ.party.direction);
univ.cur_pc = was_active;
}
}
}
break;
case eSpecType::TOWN_RELOCATE:
position_party(spec.ex1a,spec.ex1b,spec.ex2a,spec.ex2b);
break;
case eSpecType::TOWN_PLACE_ITEM:
store_i = univ.scenario.get_stored_item(spec.ex2a);
place_item(store_i,l,spec.ex2b);
break;
case eSpecType::TOWN_SPLIT_PARTY:
if(ctx.which_mode == eSpecCtx::TALK)
break;
if(is_combat()) {
ASB("Not while in combat.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
check_mess = false;
break;
}
if(univ.party.is_split()) {
ASB("Party is already split.");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
check_mess = false;
break;
}
r1 = select_pc(eSelectPC::ONLY_LIVING,"Which character goes?");
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
if(r1 != 6) {
univ.cur_pc = r1;
ctx.next_spec = -1;
if(!univ.party.start_split(spec.ex1a,spec.ex1b,spec.ex2a,r1))
ASB("Party already split!");
update_explored(univ.party.town_loc);
center = univ.party.town_loc;
}
else check_mess = false;
break;
case eSpecType::TOWN_REUNITE_PARTY:
if(is_combat()) {
ASB("Not while in combat.");
break;
}
if(ctx.which_mode == eSpecCtx::OUT_MOVE || ctx.which_mode == eSpecCtx::TOWN_MOVE || ctx.which_mode == eSpecCtx::COMBAT_MOVE)
*ctx.ret_a = 1;
ctx.next_spec = -1;
check_mess = false;
if(univ.party.end_split(spec.ex1a))
ASB("Party already together!");
else ASB("You are reunited.");
if(spec.ex2a); // This means reunite the party by bringing the others to the current location rather than the reverse.
else if(univ.party.left_in == size_t(-1) || univ.party.town_num == univ.party.left_in) {
univ.party.town_loc = univ.party.left_at;
update_explored(univ.party.town_loc);
center = univ.party.town_loc;
// Clear forcecage status
for(int i = 0; i < 6; i++)
univ.party[i].status[eStatus::FORCECAGE] = 0;
} else change_level(univ.party.left_in, univ.party.left_at.x, univ.party.left_at.y);
break;
case eSpecType::TOWN_TIMER_START:
univ.party.start_timer(spec.ex1a, spec.ex1b, eSpecCtxType::TOWN);
break;
// OBoE: Change town lighting
case eSpecType::TOWN_CHANGE_LIGHTING:
// Change global town lighting
if(spec.ex1a >= 0 && spec.ex1a <= 3) {
univ.town->lighting_type = (eLighting) spec.ex1a;
draw_terrain();
}
// Change party light level
if(spec.ex2a > 0) {
if(spec.ex2b == 0)
increase_light(spec.ex2a);
else increase_light(-spec.ex2a);
}
break;
case eSpecType::TOWN_SET_ATTITUDE:
if((spec.ex1a < 0) || (spec.ex1a > 59)){
showError("Tried to change the attitude of a nonexistent monster (should be 0...59).");
break;
}
if(spec.ex1b < 0 || spec.ex1b > 3){
showError("Invalid attitude (0-Friendly Docile, 1-Hostile A, 2-Friendly Will Fight, 3-Hostile B).");
break;
}
univ.town.monst[spec.ex1a].attitude = eAttitude(spec.ex1b);
break;
case eSpecType::TOWN_RUN_MISSILE:
if(ctx.which_mode != eSpecCtx::TALK) {
int i;
if(iLiving* targ = univ.target_there(loc(spec.ex2a, spec.ex2b), TARG_MONST)) {
cCreature* who = dynamic_cast<cCreature*>(targ);
i = 14 * who->x_width - 1;
r1 = 18 * who->y_width - 1;
} else i = r1 = 0;
run_a_missile(l, loc(spec.ex2a, spec.ex2b), spec.pic, spec.ex1c, spec.ex2c, i, r1, 100);
}
break;
case eSpecType::TOWN_BOOM_SPACE:
// TODO: This should work, but does it need a bit of extra logic?
if(ctx.which_mode == eSpecCtx::TALK)
break;
boom_space(l, 100, spec.ex2a, spec.ex2b, -spec.ex2c);
break;
case eSpecType::TOWN_MONST_ATTACK:
// TODO: I'm not certain if this will work.
if(ctx.which_mode != eSpecCtx::TALK) {
int i = combat_posing_monster;
if(l.y >= 0) {
iLiving* who = univ.target_there(l);
if(who != nullptr)
combat_posing_monster = univ.get_target_i(*who);
if(combat_posing_monster == 6)
combat_posing_monster = -1;
} else combat_posing_monster = spec.ex1a;
if(combat_posing_monster < 0 || combat_posing_monster - 100 >= univ.town.monst.size()) {
combat_posing_monster = i;
break;
}
redraw_screen(REFRESH_TERRAIN);
combat_posing_monster = i;
}
break;
case eSpecType::TOWN_SET_CENTER:
if(l.x >= 0 && l.y >= 0) center = l;
else center = is_combat() ? univ.current_pc().combat_pos : univ.party.town_loc;
start_cartoon();
redraw_screen(REFRESH_TERRAIN);
break;
case eSpecType::TOWN_LIFT_FOG:
fog_lifted = spec.ex1a;
redraw_screen(REFRESH_TERRAIN);
break;
case eSpecType::TOWN_START_TARGETING:
ctx.next_spec = -1;
if(spec.ex1a < 0 || spec.ex1a > 7) {
showError("Invalid spell pattern (0 - 7).");
break;
}
if(spec.ex1c > 1 && !is_combat()) {
add_string_to_buf(" Target: Only in combat");
break;
}
if(!is_combat())
start_town_targeting(eSpell::NONE, spec.jumpto, true, eSpellPat(spec.ex1a));
else if(spec.ex1c > 1)
start_fancy_spell_targeting(eSpell::NONE, true, spec.ex1b, eSpellPat(spec.ex1a), spec.ex1c);
else start_spell_targeting(eSpell::NONE, true, spec.ex1b, eSpellPat(spec.ex1a));
spell_caster = spec.jumpto;
spec_target_type = ctx.cur_spec_type;
spec_target_fail = spec.ex2a;
spec_target_options = 0;
if(spec.ex2b > 0)
spec_target_options += 1;
if(spec.ex2c > 0)
spec_target_options += 20;
else if(spec.ex2c == 0)
spec_target_options += 10;
break;
case eSpecType::TOWN_SPELL_PAT_FIELD:
if(spec.ex1c < -1 || spec.ex1c > 14) {
showError("Invalid spell pattern (-1 - 14).");
break;
}
if(spec.ex2a == -1 && (spec.ex1c == PAT_PROT || (spec.ex1c == PAT_CURRENT && current_pat == cPattern::get_builtin(PAT_PROT).pattern)))
; // This means to use the default effect of Protective Circle
else if((spec.ex2a < 1 || spec.ex2a == 9 || spec.ex2a > 24) && spec.ex2a != 32 && spec.ex2a != 33) {
showError("Invalid field type (see docs).");
break;
}
if(spec.ex1c == -1) {
pat = current_pat;
} else if(spec.ex1c < PAT_WALL) {
pat = cPattern::get_builtin(eSpellPat(spec.ex1c)).pattern;
} else if(spec.ex1c < PAT_PROT) {
pat = cPattern::get_builtin(PAT_WALL).patterns[spec.ex1c - PAT_WALL];
} else if(spec.ex1c == PAT_PROT) {
pat = cPattern::get_builtin(PAT_PROT).pattern;
}
if(spec.ex2a == -1) place_spell_pattern(pat, l, 6);
else place_spell_pattern(pat, l, eFieldType(spec.ex2a), 6);
break;
case eSpecType::TOWN_SPELL_PAT_BOOM:
if(spec.ex1c < -1 || spec.ex1c > 14) {
showError("Invalid spell pattern (-1 - 14).");
break;
}
if(spec.ex2a == -1 && (spec.ex1c == PAT_PROT || (spec.ex1c == PAT_CURRENT && current_pat == cPattern::get_builtin(PAT_PROT).pattern)))
; // This means to use the default effect of Protective Circle
else if(spec.ex2a < 0 || spec.ex2a > 7) {
showError("Invalid damage type (0 - 7).");
break;
}
if(spec.ex1c == -1) {
pat = current_pat;
} else if(spec.ex1c < PAT_WALL) {
pat = cPattern::get_builtin(eSpellPat(spec.ex1c)).pattern;
} else if(spec.ex1c < PAT_PROT) {
pat = cPattern::get_builtin(PAT_WALL).patterns[spec.ex1c - PAT_WALL];
} else if(spec.ex1c == PAT_PROT) {
pat = cPattern::get_builtin(PAT_PROT).pattern;
}
if(spec.ex2c) start_missile_anim();
if(spec.ex2a == -1) place_spell_pattern(pat, l, 6);
else place_spell_pattern(pat, l, eDamageType(spec.ex2a), spec.ex2b, 6);
if(spec.ex2c) {
do_explosion_anim(0, 0);
end_missile_anim();
}
break;
case eSpecType::TOWN_RELOCATE_CREATURE:
if(spec.ex2b > 5) {
showError("Invalid positioning mode (0-5)");
} else {
int i = spec.ex2a < 0 ? univ.get_target_i(current_pc_picked_in_spec_enc(ctx)) : spec.ex2a;
if(spec.ex2b == 5) {
spec.ex2b = 0;
if(i >= 100) {
std::set<location, loc_compare> checked;
std::queue<location> to_check;
location cur_check = l;
for(int tries = 0; tries < 100 && !monst_can_be_there(cur_check, i - 100); tries++) {
for(int x = -1; x <= 1; x++) {
for(int y = -1; y <= 1; y++) {
if(x == 0 && y == 0)
continue;
location next(l.x+x,l.y+y);
if(!univ.town.is_on_map(next.x, next.y))
continue;
if(!checked.count(next))
to_check.push(next);
checked.insert(cur_check);
}
}
cur_check = to_check.front();
to_check.pop();
}
if(monst_can_be_there(cur_check, i - 100))
l = cur_check;
}
}
if(spec.ex2b > 1) {
if(spec.ex2b <= 3) l.x *= -1;
if(spec.ex2b >= 3) l.y *= -1;
}
if(i < 6) {
start_cartoon();
if(spec.ex2b == 0)
univ.party[i].combat_pos = l;
else {
univ.party[i].combat_pos.x += l.x;
univ.party[i].combat_pos.y += l.y;
}
} else if(i >= 100) {
i -= 100;
if(spec.ex2b == 0)
univ.town.monst[i].cur_loc = l;
else {
univ.town.monst[i].cur_loc.x += l.x;
univ.town.monst[i].cur_loc.y += l.y;
}
} else {
showError("Invalid positioning target!");
break;
}
redraw_screen(REFRESH_TERRAIN);
if(spec.ex2c > 0)
sf::sleep(sf::milliseconds(spec.ex2c));
*ctx.redraw = true;
}
break;
case eSpecType::TOWN_PLACE_LABEL:
check_mess = false;
if(l.y < 0) {
if(l.x < 0)
l.x = univ.get_target_i(current_pc_picked_in_spec_enc(ctx));
if(l.x < 6)
l = (is_combat() || cartoon_happening) ? univ.party[l.x].combat_pos : univ.party.town_loc;
else if(l.x == 6)
l = univ.party.town_loc;
else if(l.x >= 100 && l.x - 100 < univ.town.monst.size())
l = univ.town.monst[l.x - 100].cur_loc;
else {
showError("Invalid label target!");
break;
}
}
univ.get_strs(strs[0], strs[1], ctx.cur_spec_type, spec.m1, spec.m1);
place_text_label(strs[0], l, spec.ex2a);
redraw_screen(REFRESH_TERRAIN);
if(spec.ex2b > 0) // TODO: Add preferences setting to increase this delay, for slow readers
sf::sleep(sf::seconds(spec.ex2b));
break;
default:
showError("Special node type \"" + (*cur_node.type).name() + "\" is either miscategorized or unimplemented!");
break;
}
if(check_mess) {
handle_message(ctx);
}
}
void rect_spec(const runtime_state& ctx){
bool check_mess = true;
cSpecial spec = ctx.cur_spec, cur_node = ctx.cur_spec;
location l;
ter_num_t ter;
ctx.next_spec = cur_node.jumpto;
*ctx.redraw = true;
bool need_redraw_map=false;
for(short i = spec.ex1b;i <= spec.ex2b;i++)
for(short j = spec.ex1a; j <= spec.ex2a; j++) {
l.x = i; l.y = j;
// If pict non-zero, exclude rectangle interior
if(spec.pic > 0 && i > spec.ex1b && i < spec.ex2b && j > spec.ex1a && j < spec.ex2a)
continue;
switch(cur_node.type) {
case eSpecType::RECT_PLACE_FIELD:
if(is_out())
return;
if(!isValidField(spec.sd2, true)) {
showError("Scenario tried to place an invalid field type (1...24)");
goto END; // Break out of the switch AND both loops, but still handle messages
}
if(spec.sd2 == FIELD_DISPEL || get_ran(1,1,100) <= spec.sd1)
switch(eFieldType(spec.sd2)) {
// These values are not allowed.
case SPECIAL_EXPLORED: case SPECIAL_SPOT: case SPECIAL_ROAD: break;
// Walls
case WALL_FIRE: univ.town.set_fire_wall(i,j,true); break;
case WALL_FORCE: univ.town.set_force_wall(i,j,true); break;
case WALL_ICE: univ.town.set_ice_wall(i,j,true); break;
case WALL_BLADES: univ.town.set_blade_wall(i,j,true); break;
// Clouds
case CLOUD_STINK: univ.town.set_scloud(i,j,true); break;
case CLOUD_SLEEP: univ.town.set_sleep_cloud(i,j,true); break;
// Advanced
case FIELD_QUICKFIRE: univ.town.set_quickfire(i,j,true); break;
case FIELD_ANTIMAGIC: univ.town.set_antimagic(i,j,true); break;
case BARRIER_FIRE: univ.town.set_fire_barr(i,j,true); break;
case BARRIER_FORCE: univ.town.set_force_barr(i,j,true); break;
case BARRIER_CAGE: univ.town.set_force_cage(i,j,true); break;
// Cleanse
case FIELD_DISPEL:
if(spec.sd1 == 0)
dispel_fields(i,j,1);
else dispel_fields(i,j,2);
break;
// Objects
case FIELD_WEB: univ.town.set_web(i,j,true); break;
case OBJECT_BARREL: univ.town.set_barrel(i,j,true); break;
case OBJECT_CRATE: univ.town.set_crate(i,j,true); break;
case OBJECT_BLOCK: univ.town.set_block(i,j,true); break;
// Sfx
case SFX_SMALL_BLOOD: univ.town.set_sm_blood(i,j,true); break;
case SFX_MEDIUM_BLOOD: univ.town.set_med_blood(i,j,true); break;
case SFX_LARGE_BLOOD: univ.town.set_lg_blood(i,j,true); break;
case SFX_SMALL_SLIME: univ.town.set_sm_slime(i,j,true); break;
case SFX_LARGE_SLIME: univ.town.set_lg_slime(i,j,true); break;
case SFX_ASH: univ.town.set_ash(i,j,true); break;
case SFX_BONES: univ.town.set_bones(i,j,true); break;
case SFX_RUBBLE: univ.town.set_rubble(i,j,true); break;
// Special value: Move Mountains!
case FIELD_SMASH: crumble_wall(loc(i,j)); break;
}
break;
case eSpecType::RECT_MOVE_ITEMS: {
if(is_out())
return;
bool isContainer = is_container(loc(spec.sd1,spec.sd2));
bool moveContainer = spec.pictype > 0;
for(auto& item : univ.town.items)
if(item.variety != eItemType::NO_ITEM && item.item_loc == l) {
if(item.contained && !moveContainer) continue;
item.item_loc.x = spec.sd1;
item.item_loc.y = spec.sd2;
if(isContainer && spec.m3 > 0) {
item.contained = is_container(item.item_loc);
if(univ.town.is_crate(spec.sd1,spec.sd2) || univ.town.is_barrel(spec.sd1,spec.sd2))
item.held = true;
}
}
break;
}
case eSpecType::RECT_DESTROY_ITEMS:
if(is_out())
return;
for(short k = 0; k < univ.town.items.size(); k++)
if(univ.town.items[k].variety != eItemType::NO_ITEM && univ.town.items[k].item_loc == l) {
univ.town.items[k].variety = eItemType::NO_ITEM;
}
break;
case eSpecType::RECT_CHANGE_TER:
if(get_ran(1,1,100) <= spec.sd2){
alter_space(l.x,l.y,spec.sd1);
*ctx.redraw = need_redraw_map= true;
}
break;
case eSpecType::RECT_SWAP_TER:
swap_ter(l.x,l.y,spec.sd1,spec.sd2);
*ctx.redraw = need_redraw_map= true;
break;
case eSpecType::RECT_TRANS_TER:
ter = coord_to_ter(i,j);
alter_space(l.x,l.y,univ.scenario.ter_types[ter].trans_to_what);
*ctx.redraw = need_redraw_map= true;
break;
case eSpecType::RECT_LOCK:
ter = coord_to_ter(i,j);
if(univ.scenario.ter_types[ter].special == eTerSpec::LOCKABLE){
alter_space(l.x,l.y,univ.scenario.ter_types[ter].flag1);
*ctx.redraw = need_redraw_map= true;
}
break;
case eSpecType::RECT_UNLOCK:
ter = coord_to_ter(i,j);
if(univ.scenario.ter_types[ter].special == eTerSpec::UNLOCKABLE){
alter_space(l.x,l.y,univ.scenario.ter_types[ter].flag1);
*ctx.redraw = need_redraw_map= true;
break;
}
break;
case eSpecType::RECT_SET_EXPLORED:
if(spec.sd1)
make_explored(l.x, l.y);
else take_explored(l.x, l.y);
break;
default:
showError("Special node type \"" + (*cur_node.type).name() + "\" is either miscategorized or unimplemented!");
break;
}
}
END:
if (need_redraw_map)
draw_map(true);
if(check_mess) {
handle_message(ctx);
}
}
void outdoor_spec(const runtime_state& ctx){
bool check_mess = false;
std::string str1, str2;
cSpecial spec = ctx.cur_spec, cur_node = ctx.cur_spec;
location l;
ctx.next_spec = cur_node.jumpto;
if(!is_out()) return;
switch(cur_node.type) {
case eSpecType::OUT_MAKE_WANDER:
create_wand_monst();
*ctx.redraw = true;
break;
case eSpecType::OUT_PLACE_ENCOUNTER:
if(spec.ex1a != minmax(0,3,spec.ex1a)) {
showError("Special outdoor enc. is out of range. Must be 0-3.");
//set_sd = false;
}
else {
l = global_to_local(univ.party.out_loc);
place_outd_wand_monst(l, univ.out->special_enc[spec.ex1a],true);
check_mess = true;
}
break;
case eSpecType::OUT_MOVE_PARTY:
check_mess = true;
out_move_party(spec.ex1a,spec.ex1b);
*ctx.redraw = true;
*ctx.ret_a = 1;
break;
case eSpecType::OUT_FORCE_TOWN: {
l = {spec.ex2a, spec.ex2b};
int i = 0;
if(l.x < 0 || l.y < 0 || l.x >= 64 || l.y >= 64)
i = 9;
else if(spec.ex1b == 0) i = 2;
else if(spec.ex1b == 4) i = 0;
else if(spec.ex1b < 4) i = 3;
else i = 1;
if(i == 9) force_town_enter(spec.ex1a, l);
start_town_mode(spec.ex1a, i);
}
break;
default:
showError("Special node type \"" + (*cur_node.type).name() + "\" is either miscategorized or unimplemented!");
break;
}
if(check_mess) {
handle_message(ctx);
}
}
void setsd(short a, short b, short val) {
if(!univ.party.sd_legit(a,b)) {
showError("The scenario attempted to change an out of range Stuff Done flag.");
return;
}
PSD[a][b] = val;
}
void handle_message(const runtime_state& ctx, const std::string& title, pic_num_t pic, ePicType pt) {
if(pic == -1) {
pic = univ.scenario.intro_pic;
pt = PIC_SCEN;
}
eEncNoteType note_type;
switch(ctx.cur_spec_type) {
case eSpecCtxType::SCEN:
note_type = NOTE_SCEN;
break;
case eSpecCtxType::OUTDOOR:
note_type = NOTE_OUT;
break;
case eSpecCtxType::TOWN:
note_type = NOTE_TOWN;
break;
}
if(ctx.cur_spec.m1 < 0 && ctx.cur_spec.m2 < 0)
return;
if(ctx.which_mode == eSpecCtx::TALK) {
*ctx.ret_a = ctx.cur_spec.m1;
*ctx.ret_b = ctx.cur_spec.m2;
return;
}
std::string str1, str2;
univ.get_strs(str1, str2, ctx.cur_spec_type, ctx.cur_spec.m1, ctx.cur_spec.m2);
if(str1.empty() && str2.empty()) return;
std::string placename = is_out() ? univ.out->name : univ.town->name;
cStrDlog display_strings(str1, str2, title, pic, pt, 0);
display_strings.setSound(57);
display_strings.setRecordHandler(cStringRecorder(ctx.cur_spec_type, note_type).string1(ctx.cur_spec.m1).string2(ctx.cur_spec.m2).at(placename));
display_strings.show();
}
// This function sets/retrieves values to/from campaign flags
void set_campaign_flag(short sdf_a, short sdf_b, short cpf_a, short cpf_b, short str, bool get_send) {
// get_send = false: Send value in SDF to Campaign Flag
// get_send = true: Retrieve value from Campaign Flag and put in SDF
try {
if(str >= 0 && str < univ.scenario.spec_strs.size()) {
std::string cp_id = univ.scenario.spec_strs[str];
if(get_send)
univ.party.stuff_done[sdf_a][sdf_b] = univ.cpn_flag(cpf_a, cpf_b, cp_id);
else
univ.cpn_flag(cpf_a, cpf_b, cp_id) = univ.party.stuff_done[sdf_a][sdf_b];
} else {
if(get_send)
univ.party.stuff_done[sdf_a][sdf_b] = univ.cpn_flag(cpf_a, cpf_b);
else
univ.cpn_flag(cpf_a, cpf_b) = univ.party.stuff_done[sdf_a][sdf_b];
}
} catch(std::range_error x) {
showError(x.what());
}
}
void resolve_pointers(cSpecial& cur_node) {
if(cur_node.sd1 <= -10) cur_node.sd1 = univ.party.get_ptr(-cur_node.sd1);
if(cur_node.sd2 <= -10) cur_node.sd2 = univ.party.get_ptr(-cur_node.sd2);
if(cur_node.m1 <= -10) cur_node.m1 = univ.party.get_ptr(-cur_node.m1);
if(cur_node.m2 <= -10) cur_node.m2 = univ.party.get_ptr(-cur_node.m2);
if(cur_node.m3 <= -10) cur_node.m3 = univ.party.get_ptr(-cur_node.m3);
if(cur_node.pic <= -10) cur_node.pic = univ.party.get_ptr(-cur_node.pic);
if(cur_node.pictype <= -10) cur_node.pictype = univ.party.get_ptr(-cur_node.pictype);
if(cur_node.ex1a <= -10) cur_node.ex1a = univ.party.get_ptr(-cur_node.ex1a);
if(cur_node.ex1b <= -10) cur_node.ex1b = univ.party.get_ptr(-cur_node.ex1b);
if(cur_node.ex1c <= -10) cur_node.ex1c = univ.party.get_ptr(-cur_node.ex1c);
if(cur_node.ex2a <= -10) cur_node.ex2a = univ.party.get_ptr(-cur_node.ex2a);
if(cur_node.ex2b <= -10) cur_node.ex2b = univ.party.get_ptr(-cur_node.ex2b);
if(cur_node.ex2c <= -10) cur_node.ex2c = univ.party.get_ptr(-cur_node.ex2c);
if(cur_node.jumpto <= -10) cur_node.jumpto = univ.party.get_ptr(-cur_node.jumpto);
}
iLiving& current_pc_picked_in_spec_enc(const runtime_state& ctx) {
if(ctx.cur_target != nullptr) return *ctx.cur_target;
switch(ctx.which_mode) {
case eSpecCtx::OUT_MOVE: case eSpecCtx::TOWN_MOVE: case eSpecCtx::COMBAT_MOVE:
case eSpecCtx::OUT_LOOK: case eSpecCtx::TOWN_LOOK: case eSpecCtx::ENTER_TOWN: case eSpecCtx::LEAVE_TOWN:
case eSpecCtx::TALK: case eSpecCtx::USE_SPEC_ITEM: case eSpecCtx::TOWN_HOSTILE:
case eSpecCtx::TOWN_TIMER: case eSpecCtx::SCEN_TIMER: case eSpecCtx::PARTY_TIMER:
case eSpecCtx::OUTDOOR_ENC: case eSpecCtx::FLEE_ENCOUNTER: case eSpecCtx::WIN_ENCOUNTER:
case eSpecCtx::DROP_ITEM: case eSpecCtx::SHOPPING: case eSpecCtx::STARTUP:
// Default behaviour - select entire party, or active member if split or in combat
// We also have a legacy flag - originally, it always defaulted to whole party
if(is_combat() && !univ.scenario.is_legacy)
return univ.current_pc();
else {
if(univ.party.is_split() && ctx.cur_spec.type != eSpecType::AFFECT_DEADNESS)
return univ.party.pc_present();
else return univ.party;
}
break;
case eSpecCtx::KILL_MONST: case eSpecCtx::SEE_MONST: case eSpecCtx::MONST_SPEC_ABIL:
case eSpecCtx::ATTACKED_MELEE: case eSpecCtx::ATTACKING_MELEE:
case eSpecCtx::ATTACKED_RANGE: case eSpecCtx::ATTACKING_RANGE:
if(univ.scenario.is_legacy)
return univ.party;
// The monster/PC on the trigger space is the target
if(auto targ = univ.target_there(ctx.spec_loc))
return *targ;
else return univ.party;
case eSpecCtx::TARGET: case eSpecCtx::USE_SPACE: case eSpecCtx::HAIL:
// If there's a monster on the space, select that as the target
if(auto targ = univ.target_there(ctx.spec_loc, TARG_MONST))
return *targ;
else return univ.party;
}
}