Files
oboe/Blades of Exile/SPECIALS.CPP
Chokboyz 3971d53237 Classic BoE
Game :
* Giant Strength ability and Skill ability now use the ability strength rather than the item level to calculate effects.
* Won't take damage anymore when moving boats over damaging terrains (fire, cold, magic, poison, disease).
* Won't take damage anymore when horses refuses to enter a damaging terrain (fire, cold, magic, poison, disease).

Scenarios Editor :
*Dumping functions won't change the current town/outdoor section anymore.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@74 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-26 20:52:49 +00:00

2957 lines
90 KiB
C++

#include <windows.h>
#include "stdio.h"
#include "string.h"
#include "global.h"
#include "party.h"
#include "town.h"
#include "text.h"
#include "infodlgs.h"
#include "items.h"
#include "itemdata.h"
#include "combat.h"
#include "monster.h"
#include "locutils.h"
#include "fields.h"
#include "exlsound.h"
#include "graphics.h"
#include "fileio.h"
#include "specials.h"
#include "newgraph.h"
#include "dlgutils.h"
#include "globvar.h"
void start_split(short a, short b, short noise)
{
party.stuff_done[304][0] = 1;
party.stuff_done[304][1] = c_town.p_loc.x;
party.stuff_done[304][2] = c_town.p_loc.y;
c_town.p_loc.x = a;
c_town.p_loc.y = b;
for (int i = 0; i < NUM_OF_PCS; i++)
if (i != party.stuff_done[304][3] && adven[i].main_status > 0)
adven[i].main_status += MAIN_STATUS_SPLIT;
current_pc = party.stuff_done[304][3];
update_explored(c_town.p_loc);
center = c_town.p_loc;
if (noise > 0)
play_sound(10);
}
void end_split(short noise)
{
if (party.stuff_done[304][0] == 0) {
ASB("Party already together!");
return;
}
c_town.p_loc.x = party.stuff_done[304][1];
c_town.p_loc.y = party.stuff_done[304][2];
party.stuff_done[304][0] = 0;
for (int i = 0; i < NUM_OF_PCS; i++)
if (adven[i].main_status >= MAIN_STATUS_SPLIT)
adven[i].main_status -= MAIN_STATUS_SPLIT;
update_explored(c_town.p_loc);
center = c_town.p_loc;
if (noise > 0)
play_sound(10);
add_string_to_buf("You are reunited.");
}
Boolean handle_wandering_specials (short mode)
//short mode; // 0 - pre 1 - end by victory 2 - end by flight
// wanderin spec 99 -> generic spec
{
short s1 = 0,s2 = 0,s3 = 0;
location null_loc;
if ((mode == 0) && (store_wandering_special.spec_on_meet >= 0)) { // When encountering
run_special(13,1,store_wandering_special.spec_on_meet,null_loc,&s1,&s2,&s3);
if (s1 > 0)
return FALSE;
}
if ((mode == 1) && (store_wandering_special.spec_on_win >= 0)) {// After defeating
run_special(15,1,store_wandering_special.spec_on_win,null_loc,&s1,&s2,&s3);
}
if ((mode == 2) && (store_wandering_special.spec_on_flee >= 0)) {// After fleeing like a buncha girly men
run_special(14,1,store_wandering_special.spec_on_flee,null_loc,&s1,&s2,&s3);
}
return TRUE;
}
Boolean check_special_terrain(location where_check,short mode,short which_pc,short *spec_num,
Boolean *forced)
//short mode; // 0 - out 1 - town 2 - combat
{
unsigned char ter;
short r1,i,choice,door_pc,ter_special,ter_flag1,ter_flag2,dam_type = 0,pic_type = 0,ter_pic = 0;
Boolean can_enter = TRUE;
location out_where,from_loc,to_loc;
short s1 = 0,s2 = 0,s3 = 0;
*spec_num = -1;
*forced = FALSE;
switch (mode) {
case 0:
ter = out[where_check.x][where_check.y];
from_loc = party.p_loc;
break;
case 1:
ter = t_d.terrain[where_check.x][where_check.y];
from_loc = c_town.p_loc;
break;
case 2:
ter = combat_terrain[where_check.x][where_check.y];
from_loc = pc_pos[current_pc];
break;
}
ter_special = scenario.ter_types[ter].special;
ter_flag1 = scenario.ter_types[ter].flag1;
ter_flag2 = scenario.ter_types[ter].flag2;
ter_pic = scenario.ter_types[ter].picture;
if ((mode > 0) && (ter_special >= 16) &&
(ter_special <= 19)) {
if (
((ter_special == 16) && (where_check.y > from_loc.y)) ||
((ter_special == 17) && (where_check.x < from_loc.x)) ||
((ter_special == 18) && (where_check.y < from_loc.y)) ||
((ter_special == 19) && (where_check.x > from_loc.x)) ) {
ASB("The moving floor prevents you.");
return FALSE;
}
}
if (mode == 0) {
out_where = where_check.toLocal();
for (i = 0; i < 18; i++)
if (same_point(out_where,outdoors[party.i_w_c.x][party.i_w_c.y].special_locs[i]) == TRUE) {
*spec_num = outdoors[party.i_w_c.x][party.i_w_c.y].special_id[i];
if ((*spec_num >= 0) &&
(outdoors[party.i_w_c.x][party.i_w_c.y].specials[*spec_num].type == 4))
*forced = TRUE;
// call special
run_special(mode,1,outdoors[party.i_w_c.x][party.i_w_c.y].special_id[i],out_where,&s1,&s2,&s3);
if (s1 > 0)
can_enter = FALSE;
erase_out_specials();
put_pc_screen();
put_item_screen(stat_window,0);
}
}
if ((is_combat()) && (((ter_pic <= 207) && (ter_pic >= 212)) || (ter_pic == 406))) {
ASB("Move: Can't trigger this special in combat.");
return FALSE;
}
if (((mode == 1) || ((mode == 2) && (which_combat_type == 1)))
&& (special(where_check.x,where_check.y))) {
if (is_force_barrier(where_check.x,where_check.y)) {
add_string_to_buf(" Magic barrier! ");
return FALSE;
}
for (i = 0; i < 50; i++)
if ((same_point(where_check,c_town.town.special_locs[i]) == TRUE))
//GK && (c_town.town.spec_id[i] >= 0))
{
if (c_town.town.specials[c_town.town.spec_id[i]].type == 4) {
*forced = TRUE;
}
*spec_num = c_town.town.spec_id[i];
if ((is_blocked(where_check) == FALSE) || (ter_special == 1)
|| (ter_special == 12) || (ter_special == 13)) {
give_help(54,0,0);
run_special(mode,2,c_town.town.spec_id[i],where_check,&s1,&s2,&s3);
if (s1 > 0)
can_enter = FALSE;
}
}
put_pc_screen();
put_item_screen(stat_window,0);
}
if (can_enter == FALSE)
return FALSE;
if ((!is_out()) && (overall_mode < MODE_TALKING)) {
check_fields(where_check,mode,which_pc);
if (is_web(where_check.x,where_check.y)) {
add_string_to_buf(" Webs! ");
if (mode < 2) {
suppress_stat_screen = TRUE;
for (i = 0; i < 6; i++) {
r1 = get_ran(1,2,3);
adven[i].web(r1);
}
suppress_stat_screen = TRUE;
put_pc_screen();
}
else adven[current_pc].web(get_ran(1,2,3));
take_web(where_check.x,where_check.y);
}
if (is_force_barrier(where_check.x,where_check.y)) {
add_string_to_buf(" Magic barrier! ");
can_enter = FALSE;
}
if (is_crate(where_check.x,where_check.y)) {
add_string_to_buf(" You push the crate.");
to_loc = push_loc(from_loc,where_check);
take_crate((short) where_check.x,(short) where_check.y);
if (to_loc.x > 0)
make_crate((short) to_loc.x,(short) to_loc.y);
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > 0) && (same_point(t_i.items[i].item_loc,where_check))
&& (t_i.items[i].isContained()))
t_i.items[i].item_loc = to_loc;
}
if (is_barrel(where_check.x,where_check.y)) {
add_string_to_buf(" You push the barrel.");
to_loc = push_loc(from_loc,where_check);
take_barrel((short) where_check.x,(short) where_check.y);
if (to_loc.x > 0)
make_barrel((short) to_loc.x,(short) to_loc.y);
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > 0) && (same_point(t_i.items[i].item_loc,where_check))
&& (t_i.items[i].isContained()))
t_i.items[i].item_loc = to_loc;
}
}
switch (ter_special) {
case 1:
alter_space(where_check.x,where_check.y,ter_flag1);
if (ter_flag2 < 200) {
play_sound(-1 * ter_flag2);
}
give_help(47,65,0);
if (scenario.ter_types[ter].blockage > 2)
can_enter = FALSE;
break;
case 2: case 3:case 4:
if (party.isFlying() || party.in_boat >= 0 || party.in_horse >= 0)
break;
for(i=0;i<30;i++)//boat at this point ?
if(same_point(party.boats[i].boat_loc,where_check))
return TRUE;
if (ter_special == 2) {
add_string_to_buf(" It's hot!");
dam_type = 1; pic_type = 0;
if (party.stuff_done[305][3] > 0) {
add_string_to_buf(" It doesn't affect you.");
break;
}
}
if (ter_special == 3) {
add_string_to_buf(" You feel cold!");
dam_type = 5; pic_type = 4;
}
if (ter_special == 4) {
add_string_to_buf(" Something shocks you!");
dam_type = 3; pic_type = 1;
}
r1 = get_ran(ter_flag2,dam_type,ter_flag1);
if (mode < 2)
adven.damage(r1,dam_type);
fast_bang = 1;
if (mode == 2)
adven[which_pc].damage(r1,dam_type,-1);
fast_bang = 0;
break;
case 5: case 6:
if (party.isFlying() || party.in_horse >= 0) break;
if (party.in_boat >= 0 )
return TRUE;
for(i=0;i<30;i++)//boat at this point ?
if(same_point(party.boats[i].boat_loc,where_check))
return TRUE;
one_sound(17);
if (mode < 2) {
for (i = 0; i < 6; i++)
if (adven[i].isAlive())
{
if (get_ran(1,1,100) <= ter_flag2) {
if (ter_special == 5)
adven[i].poison(ter_flag1);
else adven[i].disease(ter_flag1);
}
}
}
//print_nums(1,which_pc,current_pc);
if (mode == 2) {
if (get_ran(1,1,100) <= ter_flag2){
if (ter_special == 5)
adven[which_pc].poison(ter_flag1);
else adven[which_pc].disease(ter_flag1);
}
}
break;
case 12: // local special
if(mode == 0){
run_special(mode,1,ter_flag1,where_check,&s1,&s2,&s3);
if (s1 > 0)
can_enter = FALSE;
}
else if(mode == 1){
run_special(mode,2,ter_flag1,where_check,&s1,&s2,&s3);
if (s1 > 0)
can_enter = FALSE;
}
else if(mode == 2){
if(which_combat_type == 0)//outdoor combat
run_special(mode,1,ter_flag1,where_check,&s1,&s2,&s3);
else
run_special(mode,2,ter_flag1,where_check,&s1,&s2,&s3);
}
break;
case 13: // global special
run_special(mode,0,ter_flag1,where_check,&s1,&s2,&s3);
if (s1 > 0)
can_enter = FALSE;
break;
// Locked doors
case 9: case 10:
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 = fancy_choice_dialog(993,0);
can_enter = FALSE;
if (choice == 1) break;
if ((door_pc = select_pc(1,0)) < 6) {
if (choice == 2)
where_check.pickLock(door_pc);
else where_check.bashDoor(door_pc);
}
break;
}
// Action may change terrain, so update what's been seen
if (is_town())
update_explored(c_town.p_loc);
if (is_combat())
update_explored(pc_pos[current_pc]);
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
void check_fields(location where_check,short mode,short which_pc)
//mode; // 0 - out 1 - town 2 - combat
{
short r1,i;
if (is_out()) return;
if (is_town()) fast_bang = 1;
if (is_fire_wall(where_check.x,where_check.y)) {
add_string_to_buf(" Fire wall! ");
r1 = get_ran(1,1,6) + 1;
if (mode == 2)
adven[which_pc].damage(r1,1,-1);
if (overall_mode < MODE_COMBAT)
boom_space(party.p_loc,overall_mode,0,r1,5);
}
if (is_force_wall(where_check.x,where_check.y)) {
add_string_to_buf(" Force wall! ");
r1 = get_ran(2,1,6);
if (mode == 2)
adven[which_pc].damage(r1,3,-1);
if (overall_mode < MODE_COMBAT)
boom_space(party.p_loc,overall_mode,1,r1,12);
}
if (is_ice_wall(where_check.x,where_check.y)) {
add_string_to_buf(" Ice wall! ");
r1 = get_ran(2,1,6);
if (mode == 2)
adven[which_pc].damage(r1,5,-1);
if (overall_mode < MODE_COMBAT)
boom_space(party.p_loc,overall_mode,4,r1,7);
}
if (is_blade_wall(where_check.x,where_check.y)) {
add_string_to_buf(" Blade wall! ");
r1 = get_ran(4,1,8);
if (mode == 2)
adven[which_pc].damage(r1,0,-1);
if (overall_mode < MODE_COMBAT)
boom_space(party.p_loc,overall_mode,3,r1,2);
}
if (is_quickfire(where_check.x,where_check.y)) {
add_string_to_buf(" Quickfire! ");
r1 = get_ran(2,1,8);
if (mode == 2)
adven[which_pc].damage(r1,1,-1);
if (overall_mode < MODE_COMBAT)
boom_space(party.p_loc,overall_mode,0,r1,5);
}
if (is_scloud(where_check.x,where_check.y)) {
add_string_to_buf(" Stinking cloud! ");
if (mode < 2) {
suppress_stat_screen = TRUE;
for (i = 0; i < 6; i++) {
r1 = get_ran(1,2,3);
adven[i].curse(r1);
}
suppress_stat_screen = FALSE;
put_pc_screen();
}
else adven[current_pc].curse(get_ran(1,2,3));
}
if (is_sleep_cloud(where_check.x,where_check.y)) {
add_string_to_buf(" Sleep cloud! ");
if (mode < 2) {
suppress_stat_screen = TRUE;
for (i = 0; i < NUM_OF_PCS; i++) {
adven[i].sleep(3,11,0);
}
suppress_stat_screen = FALSE;
put_pc_screen();
}
else adven[current_pc].sleep(3,11,0);
}
if (is_fire_barrier(where_check.x,where_check.y)) {
add_string_to_buf(" Magic barrier! ");
r1 = get_ran(2,1,10);
if (mode < 2)
adven.damage(r1,3);
if (mode == 2)
adven[which_pc].damage(r1,3,-1);
if (overall_mode < MODE_COMBAT)
boom_space(party.p_loc,overall_mode,1,r1,12);
}
fast_bang = 0;
}
void use_item(short pc,short item)
{
Boolean take_charge = TRUE,inept_ok = FALSE;
short abil,level,i,j,item_use_code,str,type,which_stat,r1;
char to_draw[60];
location user_loc;
//creature_data_type *which_m;
effect_pat_type s = {{{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,1,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0}}};
abil = adven[pc].items[item].ability;
level = adven[pc].items[item].item_level;
item_use_code = abil_chart[abil];
if (item_use_code >= 10) {
item_use_code -= 10;
inept_ok = TRUE;
}
if (is_out()) user_loc = party.p_loc;
if (is_town()) user_loc = c_town.p_loc;
if (is_combat()) user_loc = pc_pos[current_pc];
if (item_use_code == 4) {
add_string_to_buf("Use: Can't use this item. ");
take_charge = FALSE;
}
if ((adven[pc].traits[TRAIT_MAGICALLY_INEPT] == TRUE) && (inept_ok == FALSE)){
add_string_to_buf("Use: Can't - magically inept. ");
take_charge = FALSE;
}
if (take_charge == TRUE) {
if ((overall_mode == MODE_OUTDOORS) && (item_use_code > 0) && (item_use_code != 5)) {
add_string_to_buf("Use: Not while outdoors. ");
take_charge = FALSE;
}
if ((overall_mode == MODE_TOWN) && (item_use_code == 1)) {
add_string_to_buf("Use: Not while in town. ");
take_charge = FALSE;
}
if ((overall_mode == MODE_COMBAT) && (item_use_code == 2)) {
add_string_to_buf("Use: Not in combat. ");
take_charge = FALSE;
}
if ((overall_mode != MODE_OUTDOORS) && (item_use_code == 5)){
add_string_to_buf("Use: Only outdoors. ");
take_charge = FALSE;
}
}
if (take_charge == TRUE) {
if (adven[pc].items[item].isIdent() == false)
sprintf((char *) to_draw, "Use: %s",adven[pc].items[item].name);
else sprintf((char *) to_draw, "Use: %s",adven[pc].items[item].full_name);
add_string_to_buf((char *) to_draw);
if ((adven[pc].items[item].variety == 7) &&
(adven[pc].items[item].graphic_num >= 50) && (adven[pc].items[item].graphic_num <= 52))
play_sound(56);
str = adven[pc].items[item].ability_strength;
store_item_spell_level = str * 2 + 1;
type = adven[pc].items[item].magic_use_type;
switch (abil) {
case 70: // poison weapon
take_charge = poison_weapon(pc,str,0);
break;
case 71: case 73: case 74: case 75: case 76: case 78: case 80:
switch (abil) {
case 71:
play_sound(4);
which_stat = 1;
if (type % 2 == 1) {
ASB(" You feel awkward."); str = str * -1;}
else ASB(" You feel blessed.");
break;
case 73:
play_sound(75);
which_stat = 3;
if (type % 2 == 1) {
ASB(" You feel sluggish."); str = str * -1;}
else ASB(" You feel speedy.");
break;
case 74:
play_sound(68);
which_stat = 4;
if (type % 2 == 1) {
ASB(" You feel odd."); str = str * -1;}
else ASB(" You feel protected.");
break;
case 75:
play_sound(51);
which_stat = 5;
if (type % 2 == 1) {
ASB(" You feel odd."); str = str * -1;}
else ASB(" You feel protected.");
break;
case 76:
which_stat = 6;
if (type % 2 == 1)
ASB(" You feel sticky.");
else {
ASB(" Your skin tingles."); str = str * -1;}
break;
case 78:
play_sound(43);
which_stat = 8;
if (type % 2 == 1) {
ASB(" You feel exposed."); str = str * -1;}
else ASB(" You feel obscure.");
break;
case 80:
play_sound(43);
which_stat = 10;
if (type % 2 == 1) {
ASB(" You feel dull."); str = str * -1;}
else ASB(" You start to glow slightly.");
break;
}
if (type > 1)
adven.affect(which_stat,str);
else affect_pc(pc,which_stat,str);
break;
case 72:
switch (type) {
case 0: ASB(" You feel better."); adven[pc].cure(str); break;
case 1: ASB(" You feel ill."); adven[pc].poison(str); break;
case 2: ASB(" You all feel better."); adven.cure(str); break;
case 3: ASB(" You all feel ill."); adven.poison(str); break;
}
break;
case 77:
switch (type) {
case 0: ASB(" You feel healthy."); affect_pc(pc,7,-1 * str); break;
case 1: ASB(" You feel sick."); adven[pc].disease(str); break;
case 2: ASB(" You all feel healthy."); adven.affect(7,-1 * str); break;
case 3: ASB(" You all feel sick."); adven.disease(str); break;
}
break;
case 79:
switch (type) {
case 0: ASB(" You feel clear headed."); affect_pc(pc,9,-1 * str); break;
case 1: ASB(" You feel confused."); adven[pc].dumbfound(str); break;
case 2: ASB(" You all feel clear headed."); adven.affect(9,-1 * str); break;
case 3: ASB(" You all feel confused."); adven.dumbfound(str); break;
}
break;
case 81:
switch (type) {
case 0: ASB(" You feel alert."); affect_pc(pc,11,-1 * str); break;
case 1: ASB(" You feel very tired."); adven[pc].sleep(str + 1,11,200); break;
case 2: ASB(" You all feel alert."); adven.affect(11,-1 * str); break;
case 3: ASB(" You all feel very tired."); for (i = 0; i < 6; i++) adven[i].sleep(str + 1,11,200); break;
}
break;
case 82:
switch (type) {
case 0: ASB(" You find it easier to move."); affect_pc(pc,12,-1 * str * 100); break;
case 1: ASB(" You feel very stiff."); adven[pc].sleep(str * 20 + 10,12,200); break;
case 2: ASB(" You all find it easier to move."); adven.affect(12,-1 * str * 100); break;
case 3: ASB(" You all feel very stiff."); for (i = 0; i < 6; i++) adven[i].sleep(str * 20 + 10,12,200); break;
}
break;
case 83:
switch (type) {
case 0: ASB(" Your skin tingles pleasantly."); affect_pc(pc,13,-1 * str); break;
case 1: ASB(" Your skin burns!"); adven[pc].acid(str); break;
case 2: ASB(" You all tingle pleasantly."); adven.affect(13,-1 * str); break;
case 3: ASB(" Everyone's skin burns!"); for (i = 0; i < 6; i++) adven[i].acid(str); break;
}
break;
case 84:
switch (type) {
case 0:
case 1:
ASB(" You feel wonderful!");
adven[pc].heal(str * 20);
affect_pc(pc,1,str);
break;
case 2:
case 3:
ASB(" Everyone feels wonderful!");
adven.heal(str * 20);
adven.affect(1, str);
break;
}
break;
case 85:
switch (type) {
case 0: ASB(" You feel much smarter."); adven[pc].giveXP(str * 5); break;
case 1: ASB(" You feel forgetful."); adven[pc].drainXP(str * 5); break;
case 2: ASB(" You all feel much smarter."); adven.giveXP(str * 5); break;
case 3: ASB(" You all feel forgetful."); adven.drainXP(str * 5); break;
}
break;
case 86:
play_sound(68);
switch (type) {
case 0: ASB(" You feel much smarter."); adven[pc].skill_pts += str; break;
case 1: ASB(" You feel forgetful."); adven[pc].skill_pts = max(0,adven[pc].skill_pts - str); break;
case 2: ASB(" You all feel much smarter."); for (i = 0; i < 6; i++) adven[i].skill_pts += str; break;
case 3: ASB(" You all feel forgetful."); for (i = 0; i < 6; i++) adven[i].skill_pts = max(0,adven[i].skill_pts - str); break;
}
break;
case 87:
switch (type) {
case 0: ASB(" You feel better."); adven[pc].heal(str * 20); break;
case 1: ASB(" You feel sick."); adven[pc].damage(20 * str,4,0); break;
case 2: ASB(" You all feel better."); adven.heal(str * 20); break;
case 3: ASB(" You all feel sick."); adven.damage(20 * str,4); break;
}
break;
case 88:
switch (type) {
case 0: ASB(" You feel energized."); adven[pc].restoreSP(str * 5); break;
case 1: ASB(" You feel drained."); adven[pc].cur_sp = max(0,adven[pc].cur_sp - str * 5); break;
case 2: ASB(" You all feel energized."); adven.restoreSP(str * 5); break;
case 3: ASB(" You all feel drained."); for (i = 0; i < 6; i++) adven[i].cur_sp = max(0,adven[i].cur_sp - str * 5); break;
}
break;
case 89:
switch (type) {
case 0:
case 1: ASB(" You feel terrible.");
adven[pc].drainXP(str * 5);
adven[pc].damage(20 * str,4,0);
adven[pc].disease(2 * str);
adven[pc].dumbfound(2 * str);
break;
case 2:
case 3: ASB(" You all feel terrible."); for (i = 0; i < 6; i++) {
adven[i].drainXP(str * 5);
adven[i].damage(20 * str,4,0);
adven[i].disease(2 * str);
adven[i].dumbfound(2 * str);}
break;
}
break;
case 90:
ASB(" You have more light."); increase_light(50 * str);
break;
case 91:
ASB(" Your footsteps become quieter."); party.stuff_done[305][0] += 5 * str;
break;
case 92:
ASB(" You feel chilly."); party.stuff_done[305][3] += 2 * str;
break;
case 93:
if (party.stuff_done[305][1] > 0) {
add_string_to_buf(" Not while already flying. ");
break;
}
if (party.in_boat >= 0)
add_string_to_buf(" Leave boat first. ");
else if (party.in_horse >= 0)////
add_string_to_buf(" Leave horse first. ");
else {
ASB(" You rise into the air!"); party.stuff_done[305][1] += str;
}
break;
case 94:
switch (type) {
case 0:
case 1:
ASB(" You feel wonderful.");
adven[pc].heal(200);
adven[pc].cure(8);
break;
case 2:
case 3:
ASB(" You all feel wonderful.");
adven.heal(200);
adven.cure(8);
break;
}
break;
// spell effects
case 110:
add_string_to_buf(" It fires a bolt of flame.");
start_spell_targeting(1011);
break;
case 111:
add_string_to_buf(" It shoots a fireball. ");
start_spell_targeting(1022);
break;
case 112:
add_string_to_buf(" It shoots a huge fireball. ");
start_spell_targeting(1040);
break;
case 113:
add_string_to_buf(" It shoots a black ray. ");
start_spell_targeting(1048);
break;
case 114:
add_string_to_buf(" It fires a ball of ice. ");
start_spell_targeting(1031);
break;
case 115:
add_string_to_buf(" It fires a purple ray. ");
start_spell_targeting(1012);
break;
case 116:
add_string_to_buf(" The ground shakes! ");
do_shockwave(pc_pos[current_pc]);
break;
case 117:
add_string_to_buf(" It shoots a white ray. ");
start_spell_targeting(1132);
break;
case 118:
add_string_to_buf(" It shoots a golden ray. ");
start_spell_targeting(1155);
break;
case 119:
if (summon_monster(str,user_loc,50,2) == FALSE)
add_string_to_buf(" Summon failed.");
break;
case 120:
r1 = get_ran(6,1,4);
for (i = 0; i < get_ran(1,3,5); i++)
if (summon_monster(str,user_loc,r1,2) == FALSE)
add_string_to_buf(" Summon failed.");
break;
case 121:
add_string_to_buf(" Acid sprays from the tip! ");
start_spell_targeting(1068);
break;
case 122:
add_string_to_buf(" It creates a cloud of gas. ");
start_spell_targeting(1066);
break;
case 123:
add_string_to_buf(" It creates a shimmering cloud. ");
start_spell_targeting(1019);
break;
case 124:
add_string_to_buf(" A green ray emerges. ");
start_spell_targeting(1030);
break;
case 125:
add_string_to_buf(" Sparks fly.");
start_spell_targeting(1044);
break;
case 126:
add_string_to_buf(" It shoots a silvery beam. ");
start_spell_targeting(1069);
break;
case 127:
add_string_to_buf(" It explodes!");
start_spell_targeting(1065);
break;
case 128:
add_string_to_buf(" It shoots a fiery red ray. ");
start_spell_targeting(1062);
break;
case 129:
add_string_to_buf("Fire pours out!");
make_quickfire(user_loc.x,user_loc.y);
break;
case 130:
ASB("It throbs, and emits odd rays.");
for (i = 0; i < T_M; i++) {
if ((c_town.monst.dudes[i].active != 0) && (c_town.monst.dudes[i].attitude % 2 == 1)
&& (dist(pc_pos[current_pc],c_town.monst.dudes[i].m_loc) <= 8)
&& (can_see(pc_pos[current_pc],c_town.monst.dudes[i].m_loc,0) < 5))
{
c_town.monst.dudes[i].charm(0,0,8);
}
}
break;
case 131:
if (c_town.town.specials2 % 10 == 1) {
add_string_to_buf(" It doesn't work.");
break;
}
add_string_to_buf(" You have a vision. ");
for (i = 0; i < town_size[town_type]; i++)
for (j = 0; j < town_size[town_type]; j++)
make_explored(i,j);
clear_map();
break;
case 132:
add_string_to_buf(" It fires a blinding ray.");
add_string_to_buf(" Target spell. ");
overall_mode = 3;
current_pat = s;
set_town_spell(1041,current_pc);
break;
case 133:
add_string_to_buf(" It shoots a blue sphere. ");
start_spell_targeting(1064);
break;
case 134:
add_string_to_buf(" It fires a lovely, sparkling beam.");
start_spell_targeting(1117);
break;
case 135:
add_string_to_buf(" Your hair stands on end. ");
start_spell_targeting(1051);
break;
}
// Special spells:
// 62 - Carrunos
// 63 - Summon Rat
// 64 - Ice Wall Balls
// 65 - Goo Bomb
// 66 - Foul Vapors
// 67 - Sleep cloud
// 68 - spray acid
// 69 - paralyze
// 70 - mass sleep
}
put_pc_screen();
if ((take_charge == TRUE) && (adven[pc].items[item].charges > 0))
adven[pc].removeCharge(item);
if (take_charge == FALSE) {
draw_terrain(0);
put_item_screen(stat_window,0);
}
}
// Returns TRUE if an action is actually carried out. This can only be reached in town.
Boolean use_space(location where)
{
unsigned char ter;
short i;
location from_loc,to_loc;
ter = t_d.terrain[where.x][where.y];
from_loc = c_town.p_loc;
add_string_to_buf("Use...");
if (is_web(where.x,where.y)) {
add_string_to_buf(" You clear the webs.");
take_web(where.x,where.y);
return TRUE;
}
if (is_crate(where.x,where.y)) {
to_loc = push_loc(from_loc,where);
if (same_point(from_loc,to_loc) == TRUE) {
add_string_to_buf(" Can't push crate.");
return FALSE;
}
add_string_to_buf(" You push the crate.");
take_crate((short) where.x,(short) where.y);
make_crate((short) to_loc.x,(short) to_loc.y);
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > 0) && (same_point(t_i.items[i].item_loc,where))
&& (t_i.items[i].isContained()))
t_i.items[i].item_loc = to_loc;
}
if (is_barrel(where.x,where.y)) {
to_loc = push_loc(from_loc,where);
if (same_point(from_loc,to_loc) == TRUE) {
add_string_to_buf(" Can't push barrel.");
return FALSE;
}
add_string_to_buf(" You push the barrel.");
take_barrel((short) where.x,(short) where.y);
make_barrel((short) to_loc.x,(short) to_loc.y);
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > 0) && (same_point(t_i.items[i].item_loc,where))
&& (t_i.items[i].isContained()))
t_i.items[i].item_loc = to_loc;
}
switch (scenario.ter_types[ter].special) {
case 22:
if (same_point(where,from_loc) == TRUE) {
add_string_to_buf(" Not while on space.");
return FALSE;
}
add_string_to_buf(" OK.");
alter_space(where.x,where.y,scenario.ter_types[ter].flag1);
play_sound(scenario.ter_types[ter].flag2);
return TRUE;
break;
case 23: // call special
run_special(17,0,scenario.ter_types[ter].flag1,where,&i,&i,&i);
break;
}
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.
Boolean adj_town_look(location where)
{
char terrain;
Boolean can_open = TRUE,item_there = FALSE,got_special = FALSE;
short i = 0, s1 = 0, s2 = 0, s3 = 0;
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > 0) && (t_i.items[i].isContained()) &&
(same_point(where,t_i.items[i].item_loc) == TRUE))
item_there = TRUE;
terrain = t_d.terrain[where.x][where.y];
if (special(where.x,where.y)) {// && (get_blockage(terrain) > 0)) {
if (adjacent(c_town.p_loc,where) == FALSE)
add_string_to_buf(" Not close enough to search.");
else {
for (i = 0; i < 50; i++)
if (same_point(where,c_town.town.special_locs[i]) == TRUE) {
run_special(4,2,c_town.town.spec_id[i],where,&s1,&s2,&s3);
if (s1 > 0) can_open = FALSE;
got_special = TRUE;
}
put_item_screen(stat_window,0);
}
}
if ((is_container(where)) && (item_there == TRUE) && (can_open == TRUE))
get_item(where,6,TRUE);
else switch (terrain)
{
case 22: case 23:
add_string_to_buf(" (Use this space to do something");
add_string_to_buf(" with it.)");
break;
default:
if (got_special == FALSE) add_string_to_buf(" Search: You don't find anything. ");
return FALSE;
}
return FALSE;
}
void out_move_party(char x,char y)
{
location l;
l.x = x;
l.y = y;
l = l.toGlobal();
party.p_loc = l;
center = l;
update_explored(l);
}
void teleport_party(short x,short y,short mode)
// mode - 0 full teleport flash 1 no teleport flash 2 only fade flash
{
short i;
location l;
if (is_combat()) mode = 1;
l = c_town.p_loc;
update_explored(l);
if (mode != 1) {
start_missile_anim();
for (i = 0; i < 9; i++)
add_explosion(l,-1,1,1,0,0);
do_explosion_anim(5,1);
}
if (mode != 1)
can_draw_pcs = FALSE;
if (mode != 1) {
do_explosion_anim(5,2);
end_missile_anim();
}
center.x = x; center.y = y;
if (is_combat()) {
pc_pos[current_pc].x = x;pc_pos[current_pc].y = y;
}
l.x = x; l.y = y;
c_town.p_loc.x = x;
c_town.p_loc.y = y;
update_explored(l);
draw_terrain(0);
if (mode == 0) {
start_missile_anim();
for (i = 0; i < 14; i++)
add_explosion(center,-1,1,1,0,0);
do_explosion_anim(5,1);
}
can_draw_pcs = TRUE;
if (mode == 0) {
do_explosion_anim(5,2);
end_missile_anim();
}
draw_map(modeless_dialogs[5],5);
}
void change_level(short town_num,short x,short y)
{
location l;
if ((town_num < 0) || (town_num >= scenario.num_towns)) {
give_error("The scenario special encounter tried to put you into a town that doesn't exist.","",0);
return;
}
l.x = x; l.y = y;
force_town_enter(town_num,l);
end_town_mode(1,l);
start_town_mode(town_num,9);
}
// Damaging and killing monsters needs to be here because several have specials attached to them.
Boolean damage_monst(short which_m, short who_hit, short how_much, short how_much_spec, short dam_type)
//short which_m, who_hit, how_much, how_much_spec; // 6 for who_hit means dist. xp evenly 7 for no xp
//short dam_type; // 0 - weapon 1 - fire 2 - poison 3 - general magic 4 - unblockable 5 - cold
// 6 - demon 7 - undead
// 9 - marked damage, from during anim mode
//+10 = no_print
// 100s digit - damage sound for boom space
{
creature_data_type *victim;
short r1,which_spot,sound_type;
location where_put;
Boolean do_print = TRUE;
char resist;
if (c_town.monst.dudes[which_m].active == 0) return FALSE;
sound_type = dam_type / 100;
dam_type = dam_type % 100;
if (dam_type >= 10) {
do_print = FALSE;
dam_type -= 10;
}
if (sound_type == 0) {
if ((dam_type == 1) || (dam_type == 4) )
sound_type = 5;
if (dam_type == 5)
sound_type = 7;
if (dam_type == 3)
sound_type = 12;
if (dam_type == 2)
sound_type = 11;
}
victim = &c_town.monst.dudes[which_m];
resist = victim->m_d.immunities;
if (dam_type == 3) {
if (resist & 1)
how_much = how_much / 2;
if (resist & 2)
how_much = 0;
}
if (dam_type == 1) {
if (resist & 4)
how_much = how_much / 2;
if (resist & 8)
how_much = 0;
}
if (dam_type == 5) {
if (resist & 16)
how_much = how_much / 2;
if (resist & 32)
how_much = 0;
}
if (dam_type == 2) {
if (resist & 64)
how_much = how_much / 2;
if (resist & 128)
how_much = 0;
}
// Absorb damage?
if (((dam_type == 1) || (dam_type == 3) || (dam_type == 5))
&& (victim->m_d.spec_skill == 26)) {
victim->m_d.health += how_much;
ASB(" Magic absorbed.");
return FALSE;
}
// Saving throw
if (((dam_type == 1) || (dam_type == 5)) && (get_ran(1,0,20) <= victim->m_d.level))
how_much = how_much / 2;
if ((dam_type == 3) && (get_ran(1,0,24) <= victim->m_d.level))
how_much = how_much / 2;
// Rentar-Ihrno?
if (victim->m_d.spec_skill == 36)
how_much = how_much / 10;
r1 = get_ran(1,0,(victim->m_d.armor * 5) / 4);
r1 += victim->m_d.level / 4;
if (dam_type == 0)
how_much -= r1;
if (boom_anim_active == TRUE) {
if (how_much < 0)
how_much = 0;
monst_marked_damage[which_m] += how_much;
add_explosion(victim->m_loc,how_much,0,(dam_type > 2) ? 2 : 0,14 * (victim->m_d.x_width - 1),18 * (victim->m_d.y_width - 1));
if (how_much == 0)
return FALSE;
else return TRUE;
}
if (how_much <= 0) {
if (is_combat())
monst_spell_note(victim->number,7);
if ((how_much <= 0) && ((dam_type == 0) || (dam_type == 6) || (dam_type == 7))) {
draw_terrain(2);
play_sound(2);
}
return FALSE;
}
if (do_print == TRUE)
monst_damaged_mes(which_m,how_much,how_much_spec);
victim->m_d.health = victim->m_d.health - how_much - how_much_spec;
if (in_scen_debug == TRUE)
victim->m_d.health = -1;
// splitting monsters
if ((victim->m_d.spec_skill == 12) && (victim->m_d.health > 0)){
where_put = find_clear_spot(victim->m_loc,1);
if (where_put.x > 0)
if ((which_spot = c_town.placeMonster(victim->number,where_put)) < 90) {
c_town.monst.dudes[which_spot].m_d.health = victim->m_d.health;
c_town.monst.dudes[which_spot].monst_start = victim->monst_start;
monst_spell_note(victim->number,27);
}
}
if (who_hit < 7)
party.total_dam_done += how_much + how_much_spec;
// Monster damages. Make it hostile.
victim->active = 2;
if (dam_type != 9) { // note special damage only gamed in hand-to-hand, not during animation
if (party_can_see_monst(which_m) == TRUE) {
pre_boom_space(victim->m_loc,100,boom_gr[dam_type],how_much,sound_type);
if (how_much_spec > 0)
boom_space(victim->m_loc,100,51,how_much_spec,5);
}
else {
pre_boom_space(victim->m_loc,overall_mode, boom_gr[dam_type],how_much,sound_type);
if (how_much_spec > 0)
boom_space(victim->m_loc,overall_mode,51,how_much_spec,5);
}
}
if (victim->m_d.health < 0) {
monst_killed_mes(which_m);
kill_monst(victim,who_hit);
}
else {
if (how_much > 0)
victim->m_d.morale = victim->m_d.morale - 1;
if (how_much > 5)
victim->m_d.morale = victim->m_d.morale - 1;
if (how_much > 10)
victim->m_d.morale = victim->m_d.morale - 1;
if (how_much > 20)
victim->m_d.morale = victim->m_d.morale - 2;
}
if ((victim->attitude % 2 != 1) && (who_hit < 7) &&
(processing_fields == FALSE) && (monsters_going == FALSE)) {
add_string_to_buf("Damaged an innocent. ");
victim->attitude = 1;
make_town_hostile();
}
if ((victim->attitude % 2 != 1) && (who_hit < 7) &&
((processing_fields == TRUE) && (party.stuff_done[305][9] == 0))) {
add_string_to_buf("Damaged an innocent.");
victim->attitude = 1;
make_town_hostile();
}
return TRUE;
}
void kill_monst(creature_data_type *which_m,short who_killed)
{
short xp,i,j,s1,s2,s3;
location l;
switch (which_m->m_d.m_type) {
case 0: case 3: case 4: case 5: case 6:
if (( which_m->number == 38) ||
( which_m->number == 39))
i = 4;
else if ( which_m->number == 45)
i = 0;
else i = get_ran(1,0,1);
play_sound(29 + i); break;
case 9: play_sound(29); break;
case 1: case 2: case 7: case 8: case 11:
i = get_ran(1,0,1); play_sound(31 + i); break;
default: play_sound(33); break;
}
// Special killing effects
if (sd_legit(which_m->monst_start.spec1,which_m->monst_start.spec2) == TRUE)
party.stuff_done[which_m->monst_start.spec1][which_m->monst_start.spec2] = 1;
run_special(12,2,which_m->monst_start.special_on_kill,which_m->m_loc,&s1,&s2,&s3);
if (which_m->m_d.radiate_1 == 15)
run_special(12,0,which_m->m_d.radiate_2,which_m->m_loc,&s1,&s2,&s3);
if ((in_scen_debug == FALSE) && ((which_m->summoned >= 100) || (which_m->summoned == 0))) { // no xp for party-summoned monsters
xp = which_m->m_d.level * 2;
if (who_killed < NUM_OF_PCS)
adven[who_killed].giveXP(xp);
else if (who_killed == INVALID_PC)
adven.giveXP(xp / 6 + 1);
if (who_killed < 7) {
i = max((xp / 6),1);
adven.giveXP(i);
}
l = which_m->m_loc;
place_glands(l,which_m->number);
}
if ((in_scen_debug == FALSE) && (which_m->summoned == 0))
place_treasure(which_m->m_loc, which_m->m_d.level / 2, which_m->m_d.treasure, 0);
i = which_m->m_loc.x;
j = which_m->m_loc.y;
switch (which_m->m_d.m_type) {
case 7: make_sfx(i,j,6); break;
case 8: if (which_m->number <= 59) make_sfx(i,j,7); break;
case 10: case 12: make_sfx(i,j,4); break;
case 11: make_sfx(i,j,8); break;
default: make_sfx(i,j,1); break;
}
if (((is_town()) || (which_combat_type == 1)) && (which_m->summoned == 0)) {
party.m_killed[c_town.town_num]++;
}
party.total_m_killed++;
which_m->monst_start.spec1 = 0; // make sure, if this is a spec. activated monster, it won't come back
which_m->active = 0;
}
// Pushes party and monsters around by moving walls and conveyor belts.
//This is very fragils, and only hands a few cases.
void push_things()
{
Boolean redraw = FALSE;
short i,k;
unsigned char ter;
location l;
if (is_out())
return;
if (belt_present == FALSE)
return;
for (i = 0; i < T_M; i++)
if (c_town.monst.dudes[i].active > 0) {
l = c_town.monst.dudes[i].m_loc;
ter = t_d.terrain[l.x][l.y];
switch (scenario.ter_types[ter].special) {
case 16: l.y--; break;
case 17: l.x++; break;
case 18: l.y++; break;
case 19: l.x--; break;
}
if (same_point(l,c_town.monst.dudes[i].m_loc) == FALSE) {
c_town.monst.dudes[i].m_loc = l;
if ((point_onscreen(center,c_town.monst.dudes[i].m_loc) == TRUE) ||
(point_onscreen(center,l) == TRUE))
redraw = TRUE;
}
}
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (t_i.items[i].variety > 0) {
l = t_i.items[i].item_loc;
ter = t_d.terrain[l.x][l.y];
switch (scenario.ter_types[ter].special) {
case 16: l.y--; break;
case 17: l.x++; break;
case 18: l.y++; break;
case 19: l.x--; break;
}
if (same_point(l,t_i.items[i].item_loc) == FALSE) {
t_i.items[i].item_loc = l;
if ((point_onscreen(center,t_i.items[i].item_loc) == TRUE) ||
(point_onscreen(center,l) == TRUE))
redraw = TRUE;
}
}
if (is_town()) {
ter = t_d.terrain[c_town.p_loc.x][c_town.p_loc.y];
l = c_town.p_loc;
switch (scenario.ter_types[ter].special) {
case 16: l.y--; break;
case 17: l.x++; break;
case 18: l.y++; break;
case 19: l.x--; break;
}
if (same_point(l,c_town.p_loc) == FALSE) {
ASB("You get pushed.");
if (scenario.ter_types[ter].special >= 16)
draw_terrain(0);
center = l;
c_town.p_loc = l;
update_explored(l);
ter = t_d.terrain[c_town.p_loc.x][c_town.p_loc.y];
draw_map(modeless_dialogs[5],5);
if (is_barrel(c_town.p_loc.x,c_town.p_loc.y)) {
take_barrel(c_town.p_loc.x,c_town.p_loc.y);
ASB("You smash the barrel.");
}
if (is_crate(c_town.p_loc.x,c_town.p_loc.y)) {
take_crate(c_town.p_loc.x,c_town.p_loc.y);
ASB("You smash the crate.");
}
for (k = 0; k < NUM_TOWN_ITEMS; k++)
if ((t_i.items[k].variety > 0) && (t_i.items[k].isContained())
&& (same_point(t_i.items[k].item_loc,c_town.p_loc) == TRUE))
t_i.items[k].item_properties = t_i.items[k].item_properties & 247;
redraw = TRUE;
}
}
if (is_combat()) {
for (i = 0; i < 6; i++)
if (adven[i].isAlive()) {
ter = t_d.terrain[pc_pos[i].x][pc_pos[i].y];
l = pc_pos[i];
switch (scenario.ter_types[ter].special) {
case 16: l.y--; break;
case 17: l.x++; break;
case 18: l.y++; break;
case 19: l.x--; break;
}
if (same_point(l, pc_pos[i]) == FALSE) {
ASB("Someone gets pushed.");
ter = t_d.terrain[l.x][l.y];
if (scenario.ter_types[ter].special >= 16)
draw_terrain(0);
pc_pos[i] = l;
update_explored(l);
draw_map(modeless_dialogs[5],5);
if (is_barrel(pc_pos[i].x,pc_pos[i].y)) {
take_barrel(pc_pos[i].x,pc_pos[i].y);
ASB("You smash the barrel.");
}
if (is_crate(pc_pos[i].x,pc_pos[i].y)) {
take_crate(pc_pos[i].x,pc_pos[i].y);
ASB("You smash the crate.");
}
for (k = 0; k < NUM_TOWN_ITEMS; k++)
if ((t_i.items[k].variety > 0) && (t_i.items[k].isContained())
&& (same_point(t_i.items[k].item_loc,pc_pos[i]) == TRUE))
t_i.items[k].item_properties = t_i.items[k].item_properties & 247;
redraw = TRUE;
}
}
}
if (redraw == TRUE) {
print_buf();
draw_terrain(0);
}
}
void special_increase_age()
{
short i,s1,s2,s3;
Boolean redraw = FALSE,stat_area = FALSE;
for (i = 0; i < 8; i++)
if ((c_town.town.timer_spec_times[i] > 0) && (party.age % c_town.town.timer_spec_times[i] == 0)
&& ((is_town() == TRUE) || ((is_combat() == TRUE) && (which_combat_type == 1)))) {
run_special(9,2,c_town.town.timer_specs[i],location(),&s1,&s2,&s3);
stat_area = TRUE;
if (s3 > 0)
redraw = TRUE;
}
for (i = 0; i < 20; i++)
if ((scenario.scenario_timer_times[i] > 0) && (party.age % scenario.scenario_timer_times[i] == 0)) {
run_special(10,0,scenario.scenario_timer_specs[i],location(),&s1,&s2,&s3);
stat_area = TRUE;
if (s3 > 0)
redraw = TRUE;
}
for (i = 0; i < 30; i++)
if (party.party_event_timers[i] > 0) {
if (party.party_event_timers[i] == 1) {
if (party.global_or_town[i] == 0)
run_special(11,0,party.node_to_call[i],location(),&s1,&s2,&s3);
else run_special(11,2,party.node_to_call[i],location(),&s1,&s2,&s3);
party.party_event_timers[i] = 0;
stat_area = TRUE;
if (s3 > 0)
redraw = TRUE;
}
else party.party_event_timers[i]--;
}
if (stat_area == TRUE) {
put_pc_screen();
put_item_screen(stat_window,0);
}
if (redraw == TRUE)
draw_terrain(0);
}
// This is the big painful one, the main special engine
// which_mode - says when it was called
// 0 - out moving (a - 1 if blocked)
// 1 - town moving (a - 1 if blocked)
// 2 - combat moving (a - 1 if blocked)
// 3 - out looking (a - 1 if don't get items inside) NOT USED!!!
// 4 - town looking (a - 1 if don't get items inside)
// 5 - entering town
// 6 - leaving town
// 7 - talking (a,b - numbers of strings to respond)
// 8 - using a special item
// 9 - town timer
// 10 - scen timer
// 11 - party countdown timer
// 12 - killed a monst
// 13 - encountering outdoor enc (a - 1 if no fight)
// 14 - winning outdoor enc
// 15 - fleeing outdoor enc
// 16 - ritual of sanct
// 17 - using space
// which_type - 0 - scen 1 - out 2 - town
// start spec - the number of the first spec to call
// a,b - 2 values that can be returned
// redraw - 1 if now need redraw
void run_special(short which_mode,short which_type,short start_spec,location spec_loc,short *a,short *b,short *redraw)
{
short cur_spec,cur_spec_type,next_spec,next_spec_type;
special_node_type cur_node;
short num_nodes = 0;
if (special_in_progress == TRUE) {
give_error("The scenario called a special node while processing another special encounter. The second special will be ignored.","",0);
return;
}
special_in_progress = TRUE;
next_spec = start_spec;
next_spec_type = which_type;
current_pc_picked_in_spec_enc = -1;
store_special_loc = spec_loc;
if (end_scenario == TRUE) {
special_in_progress = FALSE;
return;
}
while (next_spec >= 0) {
cur_spec = next_spec;
cur_spec_type = next_spec_type;
next_spec = -1;
cur_node = get_node(cur_spec,cur_spec_type);
if (cur_node.type == -1) { /// got an error
special_in_progress = FALSE;
return;
}
if ((cur_node.type >= 0) && (cur_node.type <= 27)) {
general_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw);
}
if ((cur_node.type >= 50) && (cur_node.type <= 63)) {
oneshot_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw);
}
if ((cur_node.type >= 80) && (cur_node.type <= 106)) {
affect_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw);
}
if ((cur_node.type >= 130) && (cur_node.type <= 155)) {
ifthen_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw);
}
if ((cur_node.type >= 170) && (cur_node.type <= 195)) {
townmode_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw);
}
if ((cur_node.type >= 200) && (cur_node.type <= 218)) {
rect_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw);
}
if ((cur_node.type >= 225) && (cur_node.type <= 229)) {
outdoor_spec(which_mode,cur_node,cur_spec_type,&next_spec,&next_spec_type,a,b,redraw);
}
num_nodes++;
if (num_nodes >= 50) {
give_error("A special encounter can be at most 50 nodes long. The 50th node was just processed. The encounter will now end.","",0);
next_spec = -1;
}
}
if (is_out())
erase_out_specials();
else erase_specials();
special_in_progress = FALSE;
}
special_node_type get_node(short cur_spec,short cur_spec_type)
{
special_node_type dummy_node;
dummy_node = scenario.scen_specials[0];
dummy_node.type = -1;
if (cur_spec_type == 0) {
if (cur_spec != minmax(0,255,(int)cur_spec)) {
give_error("The scenario called a scenario special node out of range.","",0);
return dummy_node;
}
return scenario.scen_specials[cur_spec];
}
if (cur_spec_type == 1) {
if (cur_spec != minmax(0,59,(int)cur_spec)) {
give_error("The scenario called an outdoor special node out of range.","",0);
return dummy_node;
}
return outdoors[party.i_w_c.x][party.i_w_c.y].specials[cur_spec];
}
if (cur_spec_type == 2) {
if (cur_spec != minmax(0,99,(int)cur_spec)) {
give_error("The scenario called a town special node out of range.","",0);
return dummy_node;
}
return c_town.town.specials[cur_spec];
}
return dummy_node;
}
void general_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
short *next_spec,short *next_spec_type,short *a,short *b,short *redraw)
{
Boolean check_mess = FALSE;
char str1[256] = "",str2[256] = "";
short store_val = 0,i;
special_node_type spec;
short mess_adj[3] = {160,10,20};
spec = cur_node;
*next_spec = cur_node.jumpto;
switch (cur_node.type) {
case 0: break; // null spec
case 1:
check_mess = TRUE; setsd(cur_node.sd1,cur_node.sd2,cur_node.ex1a);
break;
case 2:
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 3:
check_mess = TRUE;break;
case 5:
get_strs((char *) str1,(char *) str2, cur_spec_type,cur_node.m1 + mess_adj[cur_spec_type],
cur_node.m2 + mess_adj[cur_spec_type]);
if (cur_node.m1 >= 0)
ASB((char *) str1);
if (cur_node.m2 >= 0)
ASB((char *) str2);
break;
case 6:
setsd(cur_node.sd1,cur_node.sd2,
((PSD[cur_node.sd1][cur_node.sd2] == 0) ? 1 : 0) );
check_mess = TRUE;break;
case 7:
if (is_out()) *next_spec = -1;
if ((is_out()) && (spec.ex1a != 0) && (which_mode == 0)) {
ASB("Can't go here while outdoors.");
*a = 1;
}
break;
case 8:
if (is_town()) *next_spec = -1;
if ((is_town()) && (spec.ex1a != 0) && (which_mode == 1)) {
ASB("Can't go here while in town mode.");
*a = 1;
}
break;
case 9:
if (is_combat()) *next_spec = -1;
if ((is_combat()) && (spec.ex1a != 0) && (which_mode == 2)) {
ASB("Can't go here during combat.");
*a = 1;
}
break;
case 10:
if ((which_mode == 3) || (which_mode == 4)) *next_spec = -1;
break;
case 11:
check_mess = TRUE;
if (which_mode < 3) {
if (spec.ex1a != 0)
*a = 1;
else *a = 0;
}
break;
case 12:
check_mess = TRUE; party.age += spec.ex1a;
break;
case 13:
check_mess = TRUE;
for (i = 0; i < 30; i++)
if (party.party_event_timers[i] == 0) {
party.party_event_timers[i] = spec.ex1a;
party.node_to_call[i] = spec.ex1b;
party.global_or_town[i] = 0;
i = 30;
}
break;
case 14:
play_sound(1000 + spec.ex1a);
break;
case 15:
check_mess = TRUE;
if (spec.ex1a != minmax(0,29,(int)spec.ex1a))
give_error("Horse out of range.","",0);
else party.horses[spec.ex1a].property = (spec.ex2a == 0) ? 1 : 0;
break;
case 16:
check_mess = TRUE;
if (spec.ex1a != minmax(0,29,(int)spec.ex1a))
give_error("Boat out of range.","",0);
else party.boats[spec.ex1a].property = (spec.ex2a == 0) ? 1 : 0;
break;
case 17:
check_mess = TRUE;
if (spec.ex1a != minmax(0,scenario.num_towns - 1,(int)spec.ex1a))
give_error("Town out of range.","",0);
else party.can_find_town[spec.ex1a] = (spec.ex1b == 0) ? 0 : 1;
*redraw = TRUE;
break;
case 18:
check_mess = TRUE;
if (spec.ex1a != minmax(1,10,(int)spec.ex1a))
give_error("Event code out of range.","",0);
else if (party.key_times[spec.ex1a] == 30000)
party.key_times[spec.ex1a] = calc_day();
break;
case 19:
check_mess = TRUE;
if ((forced_give(spec.ex1a,0) == FALSE) && ( spec.ex1b >= 0))
*next_spec = spec.ex1b;
break;
case 20:
for (i = 0; i < 144; i++)
if (adven.checkClass(spec.ex1a,0) == true)
store_val++;
if (store_val == 0) {
if ( spec.ex1b >= 0)
*next_spec = spec.ex1b;
}
else {
check_mess = TRUE;
party.giveGold(store_val * spec.ex2a,true);
}
break;
case 21:
*next_spec_type = 0;
break;
case 22:
if (spec.sd1 != minmax(0,299,(int)spec.sd1))
give_error("Stuff Done flag out of range.","",0);
else for (i = 0; i < 10; i++) PSD[spec.sd1][i] = spec.ex1a;
break;
case 23:
if ((sd_legit(spec.sd1,spec.sd2) == FALSE) || (sd_legit(spec.ex1a,spec.ex1b) == FALSE))
give_error("Stuff Done flag out of range.","",0);
else PSD[spec.sd1][spec.sd2] = PSD[spec.ex1a][spec.ex1b];
break;
case 24:
if (which_mode != 16)
*next_spec = spec.ex1b;
break;
case 25:
check_mess = TRUE;
party.age += spec.ex1a;
adven.heal(spec.ex1b);
adven.restoreSP(spec.ex1b);
break;
case 26:
if (which_mode != 13)
break;
*a = (spec.ex1a == 0) ? 1 : 0;
break;
case 27:
end_scenario = TRUE;
break;
}
if (check_mess == TRUE) {
handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b);
}
}
void oneshot_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
short *next_spec,short *,short *a,short *b,short *redraw)
{
Boolean check_mess = TRUE,set_sd = TRUE;
char strs[6][256] = {"","","","","",""};
short i,j,buttons[3] = {-1,-1,-1};
special_node_type spec;
item_record_type store_i;
location l;
spec = cur_node;
*next_spec = cur_node.jumpto;
if ((sd_legit(spec.sd1,spec.sd2) == TRUE) && (PSD[spec.sd1][spec.sd2] == 250)) {
*next_spec = -1;
return;
}
switch (cur_node.type) {
case 50:
if (forced_give(spec.ex1a,0) == FALSE) {
set_sd = FALSE;
if ( spec.ex2b >= 0)
*next_spec = spec.ex2b;
}
else {
party.giveGold(spec.ex1b,true);
party.giveFood(spec.ex2a,true);
}
break;
case 51:
if (spec.ex1a != minmax(0,49,(int)spec.ex1a)) {
give_error("Special item is out of range.","",0);
set_sd = FALSE;
}
else {
party.spec_items[spec.ex1a] = (spec.ex1b == 0) ? 1 : 0;
}
if (stat_window == 6)
set_stat_window(6);
*redraw = 1;
break;
case 52:
set_sd = FALSE;
check_mess = FALSE;
break;
case 53:
check_mess = FALSE;
break;
case 55: case 56: case 57:
check_mess = FALSE;
if (spec.m1 < 0)
break;
for (i = 0; i < 3; i++)
get_strs((char *) strs[i * 2],(char *) strs[i * 2 + 1],cur_spec_type,
spec.m1 + i * 2 + spec_str_offset[cur_spec_type],spec.m1 + i * 2 + 1 + spec_str_offset[cur_spec_type]);
if (spec.m2 > 0)
{buttons[0] = 1; buttons[1] = spec.ex1a; buttons[2] = spec.ex2a;
if ((spec.ex1a >= 0) || (spec.ex2a >= 0)) buttons[0] = 20; }
if (spec.m2 <= 0) {buttons[0] = spec.ex1a;buttons[1] = spec.ex2a;}
if ((buttons[0] < 0) && (buttons[1] < 0)) {
give_error("Dialog box ended up with no buttons.","",0);
break;
}
switch (cur_node.type) {
case 55: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2400,buttons) ;
else i = custom_choice_dialog((char *) strs,spec.pic ,buttons) ; break;
case 56: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2000,buttons) ;
else i = custom_choice_dialog((char *) strs,spec.pic,buttons) ; break;
case 57: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2000,buttons) ;
else i = custom_choice_dialog((char *) strs,spec.pic ,buttons) ; break;
}
if (spec.m2 > 0) {
if (i == 1) {
if ((spec.ex1a >= 0) || (spec.ex2a >= 0)) {
set_sd = FALSE;
}
}
if (i == 2) *next_spec = spec.ex1b;
if (i == 3) *next_spec = spec.ex2b;
}
else {
if (i == 1) *next_spec = spec.ex1b;
if (i == 2) *next_spec = spec.ex2b;
}
break;
case 58: case 59: case 60:
check_mess = FALSE;
if (spec.m1 < 0)
break;
for (i = 0; i < 3; i++)
get_strs((char *) strs[i * 2],(char *) strs[i * 2 + 1],cur_spec_type,
spec.m1 + i * 2 + spec_str_offset[cur_spec_type],spec.m1 + i * 2 + 1 + spec_str_offset[cur_spec_type]);
buttons[0] = 20; buttons[1] = 19;
switch (cur_node.type) {
case 58: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2400,buttons) ;
else i = custom_choice_dialog((char *) strs,spec.pic,buttons) ; break;
case 59: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2000,buttons) ;
else i = custom_choice_dialog((char *) strs,spec.pic,buttons) ; break;
case 60: if (spec.pic >= 1000) i = custom_choice_dialog((char *) strs,(spec.pic % 1000) + 2000,buttons) ;
else i = custom_choice_dialog((char *) strs,spec.pic,buttons) ; break;
}
if (i == 1) {set_sd = FALSE; *next_spec = -1;}
else {
store_i = get_stored_item(spec.ex1a);
if ((spec.ex1a >= 0) && (give_to_party(store_i,TRUE) == FALSE)) {
set_sd = FALSE; *next_spec = -1;
}
else {
party.giveGold(spec.ex1b,true);
party.giveFood(spec.ex2a,true);
if ((spec.m2 >= 0) && (spec.m2 < 50)) {
if (party.spec_items[spec.m2] == 0)
ASB("You get a special item.");
party.spec_items[spec.m2] = 1;
*redraw = TRUE;
if (stat_window == 6)
set_stat_window(6);
}
if (spec.ex2b >= 0) *next_spec = spec.ex2b;
}
}
break;
case 61:
if (spec.ex1a != minmax(0,3,(int)spec.ex1a)) {
give_error("Special outdoor enc. is out of range. Must be 0-3.","",0);
set_sd = FALSE;
}
else {
l = party.p_loc.toLocal();
place_outd_wand_monst(l,
outdoors[party.i_w_c.x][party.i_w_c.y].special_enc[spec.ex1a],TRUE);
}
break;
case 62:
c_town.activateMonsters(spec.ex1a);
break;
case 63:
check_mess = FALSE;
if ((spec.m1 >= 0) || (spec.m2 >= 0)) {
get_strs((char *) strs[0],(char *) strs[1],
cur_spec_type,
spec.m1 + ((spec.m1 >= 0) ? spec_str_offset[cur_spec_type] : 0),
spec.m2 + ((spec.m2 >= 0) ? spec_str_offset[cur_spec_type] : 0));
buttons[0] = 3; buttons[1] = 2;
i = custom_choice_dialog((char *) strs,727,buttons);
}
else i = FCD(872,0);
if (i == 1) {set_sd = FALSE; *next_spec = -1; *a = 1;}
else {
if (is_combat() == TRUE)
j = adven[current_pc].runTrap(spec.ex1a,spec.ex1b,spec.ex2a);
else
{
short tmp = select_pc(1,0);
if (tmp == INVALID_PC) j = FALSE;
else j = adven[tmp].runTrap(spec.ex1a,spec.ex1b,spec.ex2a);
}
if (j == 0)
{
*a = 1;
set_sd = FALSE;
}
}
break;
}
if (check_mess == TRUE) {
handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b);
}
if ((set_sd == TRUE) && (sd_legit(spec.sd1,spec.sd2) == TRUE))
PSD[spec.sd1][spec.sd2] = 250;
}
void affect_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
short *next_spec,short *,short *a,short *b,short *redraw)
{
Boolean check_mess = TRUE;
short i,pc,r1;
special_node_type spec;
spec = cur_node;
*next_spec = cur_node.jumpto;
pc = current_pc_picked_in_spec_enc;
if ((check_mess == TRUE) && (cur_node.type != 80)) {
handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b);
}
switch (cur_node.type) {
case 80:
if (spec.ex1a == 2)
current_pc_picked_in_spec_enc = -1;
else if (spec.ex1a == 1) {
i = select_pc(0,0);
if (i != 6)
current_pc_picked_in_spec_enc = i;
}
else if (spec.ex1a == 0) {
i = select_pc(1,0);
if (i != 6)
current_pc_picked_in_spec_enc = i;
}
if (i == 6)// && (spec.ex1b >= 0))
*next_spec = spec.ex1b;
break;
case 81:
r1 = get_ran(spec.ex1a,1,spec.ex1b) + spec.ex2a;
if (pc < 0) {
if(spec.pic == 1 && overall_mode == MODE_COMBAT)
adven[current_pc].damage(r1,spec.ex2b,0);
else
adven.damage(r1,spec.ex2b);
}
else adven[pc].damage(r1,spec.ex2b,0);
break;
case 82:
for (i = 0; i < 6; i++)
if(PSD[304][0] > 0 && adven[i].main_status == MAIN_STATUS_ALIVE) //party split ?
adven[i].cur_health = minmax(0, (int)adven[i].max_health,
adven[i].cur_health + spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
else if (PSD[304][0] == 0 && ((pc < 0) || (pc == i)))
adven[i].cur_health = minmax(0, (int)adven[i].max_health,
adven[i].cur_health + spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
break;
case 83:
for (i = 0; i < 6; i++){
if(PSD[304][0] > 0 && adven[i].main_status == MAIN_STATUS_ALIVE) //party split ?
adven[i].cur_sp = minmax(0, (int)adven[i].max_sp,
adven[i].cur_sp + spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
else if (PSD[304][0] == 0 && ((pc < 0) || (pc == i)))
adven[i].cur_sp = minmax(0, (int)adven[i].max_sp,
adven[i].cur_sp + spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
}
break;
case 84:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i)) {
if (spec.ex1b == 0) adven[i].giveXP(spec.ex1a);
else adven[i].drainXP(spec.ex1a);
}
break;
case 85:
for (i = 0; i < 6; i++)
if(PSD[304][0] > 0 && adven[i].main_status == MAIN_STATUS_ALIVE) //party split ?
adven[i].skill_pts = minmax(0, 100,
adven[i].skill_pts + spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
else if (PSD[304][0] == 0 && ((pc < 0) || (pc == i)))
adven[i].skill_pts = minmax(0, 100,
adven[i].skill_pts + spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
break;
case 86:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i)) {
if (spec.ex1b == 0) {
if ((adven[i].main_status > MAIN_STATUS_ABSENT) && (adven[i].main_status < MAIN_STATUS_SPLIT))
adven[i].main_status=MAIN_STATUS_ALIVE;
}
else
if(party.stuff_done[309][1] == 0){//legacy behavior
adven[i].kill(spec.ex1a + 2 + 10);
}
else{//kill only present pc
if ((adven[i].main_status > MAIN_STATUS_ABSENT) && (adven[i].main_status < MAIN_STATUS_SPLIT))
adven[i].kill(spec.ex1a + 2 + 10);
}
}
*redraw = 1;
break;
case 87:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i)) {
if (spec.ex1b == 0)
adven[i].cure(spec.ex1a);
else
adven[i].poison(spec.ex1a);
}
break;
case 88:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i)) {
if (spec.ex1b == 0) {
adven[i].slow(-1 * spec.ex1a);
}
else adven[i].slow(spec.ex1a);
}
break;
case 89:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i))
affect_pc(i,4,spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
break;
case 90:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i))
affect_pc(i,5,spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
break;
case 91:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i))
affect_pc(i,6,spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
break;
case 92:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i))
affect_pc(i,7,spec.ex1a * ((spec.ex1b != 0) ? 1: -1));
break;
case 93:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i))
affect_pc(i,8,spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
break;
case 94:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i))
affect_pc(i,1,spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
break;
case 95:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i))
affect_pc(i,9,spec.ex1a * ((spec.ex1b == 0) ? -1: 1));
break;
case 96:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i)) {
if (spec.ex1b == 0) {
affect_pc(i,11,-1 * spec.ex1a);
}
else adven[i].sleep(spec.ex1a,11,10);
}
break;
case 97:
for (i = 0; i < 6; i++)
if ((pc < 0) || (pc == i)) {
if (spec.ex1b == 0) {
affect_pc(i,12,-1 * spec.ex1a);
}
else adven[i].sleep(spec.ex1a,12,10);
}
break;
case 98:
if (spec.ex2a != minmax(0,18,(int)spec.ex2a)) {
give_error("Skill is out of range.","",0);
break;
}
for (i = 0; i < 6; i++)
if(PSD[304][0] > 0 && adven[i].main_status == MAIN_STATUS_ALIVE && (get_ran(1,1,100) <= spec.pic)) //party split ?
adven[i].skills[spec.ex2a] = minmax(0, (int)skill_max[spec.ex2a],
adven[i].skills[spec.ex2a] + spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
else if (PSD[304][0] == 0 && ((pc < 0) || (pc == i)) && (get_ran(1,1,100) <= spec.pic))
adven[i].skills[spec.ex2a] = minmax(0, (int)skill_max[spec.ex2a],
adven[i].skills[spec.ex2a] + spec.ex1a * ((spec.ex1b != 0) ? -1: 1));
break;
case 99:
if (spec.ex1a != minmax(0,31,(int)spec.ex1a)) {
give_error("Mage spell is out of range (0 - 31). See docs.","",0);
break;
}
for (i = 0; i < 6; i++)
if(PSD[304][0] > 0 && adven[i].main_status == MAIN_STATUS_ALIVE && (get_ran(1,1,100) <= spec.pic)) //party split ?
adven[i].mage_spells[spec.ex1a + 30] = TRUE;
else if (PSD[304][0] == 0 && ((pc < 0) || (pc == i)))
adven[i].mage_spells[spec.ex1a + 30] = TRUE;
break;
case 100:
if (spec.ex1a != minmax(0,31,(int)spec.ex1a)) {
give_error("Priest spell is out of range (0 - 31). See docs.","",0);
break;
}
for (i = 0; i < 6; i++)
if(PSD[304][0] > 0 && adven[i].main_status == MAIN_STATUS_ALIVE && (get_ran(1,1,100) <= spec.pic)) //party split ?
adven[i].priest_spells[spec.ex1a + 30] = TRUE;
else if (PSD[304][0] == 0 && ((pc < 0) || (pc == i)))
adven[i].priest_spells[spec.ex1a + 30] = TRUE;
break;
case 101:
if (spec.ex1b == 0)
party.giveGold(spec.ex1a,true);
else if (party.gold < spec.ex1a)
party.gold = 0;
else party.takeGold(spec.ex1a,false);
break;
case 102:
if (spec.ex1b == 0)
party.giveFood(spec.ex1a,true);
else if (party.food < spec.ex1a)
party.food = 0;
else party.takeFood(spec.ex1a,false);
break;
case 103:
if (spec.ex1a != minmax(0,19,(int)spec.ex1a)) {
give_error("Alchemy is out of range.","",0);
break;
}
party.alchemy[spec.ex1a] = TRUE;
break;
case 104:
r1 = (short) party.stuff_done[305][0];
r1 = minmax(0,250,r1 + spec.ex1a);
party.stuff_done[305][0] = r1;
break;
case 105:
r1 = (short) party.stuff_done[305][3];
r1 = minmax(0,250,r1 + spec.ex1a);
party.stuff_done[305][3] = r1;
break;
case 106:
if (party.in_boat >= 0)
add_string_to_buf(" Can't fly when on a boat. ");
else if (party.in_horse >= 0)////
add_string_to_buf(" Can't fly when on a horse. ");
else {
r1 = (short) party.stuff_done[305][1];
r1 = minmax(0,250,r1 + spec.ex1a);
party.stuff_done[305][1] = r1;
}
break;
}
}
void ifthen_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
short *next_spec,short *,short *a,short *b,short *redraw)
{
Boolean check_mess = FALSE;
char str1[256] = "",str2[256] = "",str3[256] = "";
short i,j,k;
special_node_type spec;
location l;
spec = cur_node;
*next_spec = cur_node.jumpto;
switch (cur_node.type) {
case 130:
if (sd_legit(spec.sd1,spec.sd2) == TRUE) {
if ((spec.ex1a >= 0) && (PSD[spec.sd1][spec.sd2] >= spec.ex1a))
*next_spec = spec.ex1b;
else if ((spec.ex2a >= 0) && (PSD[spec.sd1][spec.sd2] < spec.ex2a))
*next_spec = spec.ex2b;
}
break;
case 131:
if (((is_town()) || (is_combat())) && (c_town.town_num == spec.ex1a))
*next_spec = spec.ex1b;
break;
case 132:
if (get_ran(1,1,100) <= spec.ex1a)
*next_spec = spec.ex1b;
break;
case 133:
if (spec.ex1a != minmax(0,49,(int)spec.ex1a)) {
give_error("Special item is out of range.","",0);
}
else if (party.spec_items[spec.ex1a] > 0)
*next_spec = spec.ex1b;
break;
case 134:
if ((sd_legit(spec.sd1,spec.sd2) == TRUE) && (sd_legit(spec.ex1a,spec.ex1b) == TRUE)) {
if (PSD[spec.ex1a][spec.ex1b] < PSD[spec.sd1][spec.sd2])
*next_spec = spec.ex2b;
}
else give_error("A Stuff Done flag is out of range.","",0);
break;
case 135:
if (((is_town()) || (is_combat())) && (t_d.terrain[spec.ex1a][spec.ex1b] == spec.ex2a))
*next_spec = spec.ex2b;
break;
case 136:
l.x = spec.ex1a; l.y = spec.ex1b;
l = l.toGlobal();
if ((is_out()) && (out[l.x][l.y] == spec.ex2a))
*next_spec = spec.ex2b;
break;
case 137:
if (party.gold >= spec.ex1a)
*next_spec = spec.ex1b;
break;
case 138:
if (party.food >= spec.ex1a)
*next_spec = spec.ex1b;
break;
case 139:
if (is_out())
break;
l.x = spec.ex1a; l.y = spec.ex1b;
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > 0) && (t_i.items[i].special_class == spec.ex2a)
&& (same_point(l,t_i.items[i].item_loc) == TRUE))
*next_spec = spec.ex2b;
break;
case 140:
if (adven.checkClass(spec.ex1a,1) == true)
*next_spec = spec.ex1b;
break;
case 141:
for (i = 0; i < 6; i++)
if (adven[i].isAlive())
for (j = 0; j < 24; j++)
if ((adven[i].items[j].variety > 0) && (adven[i].items[j].special_class == spec.ex1a)
&& (adven[i].equip[j] == TRUE))
*next_spec = spec.ex1b;
break;
case 142:
if (party.gold >= spec.ex1a) {
party.takeGold(spec.ex1a,true);
*next_spec = spec.ex1b;
}
break;
case 143:
if (party.food >= spec.ex1a) {
party.takeFood(spec.ex1a,true);
*next_spec = spec.ex1b;
}
break;
case 144:
if (is_out())
break;
l.x = spec.ex1a; l.y = spec.ex1b;
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if ((t_i.items[i].variety > 0) && (t_i.items[i].special_class == spec.ex2a)
&& (same_point(l,t_i.items[i].item_loc) == TRUE)) {
*next_spec = spec.ex2b;
*redraw = 1;
t_i.items[i].variety = 0;
}
break;
case 145:
if (adven.checkClass(spec.ex1a,0) == true)
*next_spec = spec.ex1b;
break;
case 146:
for (i = 0; i < 6; i++)
if (adven[i].isAlive())
for (j = 0; j < 24; j++)
if ((adven[i].items[j].variety > 0) && (adven[i].items[j].special_class == spec.ex1a)
&& (adven[i].equip[j] == TRUE)) {
*next_spec = spec.ex1b;
*redraw = 1;
adven[i].takeItem(j);
}
break;
case 147:
if (calc_day() >= spec.ex1a)
*next_spec = spec.ex1b;
break;
case 148:
for (j = 0; j < town_size[town_type]; j++)
for (k = 0; k < town_size[town_type]; k++)
if (is_barrel(j,k))
*next_spec = spec.ex1b;
break;
case 149:
for (j = 0; j < town_size[town_type]; j++)
for (k = 0; k < town_size[town_type]; k++)
if (is_crate(j,k))
*next_spec = spec.ex1b;
break;
case 150:
if (day_reached(spec.ex1a,spec.ex1b) == TRUE)
*next_spec = spec.ex2b;
break;
case 151:
for (i = 0; i < 6; i++)
if ((adven[i].isAlive()) && (adven[i].traits[TRAIT_CAVE_LORE] > 0))
*next_spec = spec.ex1b;
break;
case 152:
for (i = 0; i < 6; i++)
if ((adven[i].isAlive()) && (adven[i].traits[5] > 0))
*next_spec = spec.ex1b;
break;
case 153:
if (adven.getMageLore() >= spec.ex1a)
*next_spec = spec.ex1b;
break;
case 154: // text response
check_mess = FALSE;
get_text_response(873,str3,0);
j = 1; k = 1;
spec.pic = minmax(0,8,(int)spec.pic);
get_strs((char *) str1,(char *) str2,0,spec.ex1a,spec.ex2a);
for (i = 0; i < spec.pic;i++) {
if ((spec.ex1a < 0) || (str3[i] != str1[i]))
j = 0;
if ((spec.ex2a < 0) || (str3[i] != str2[i]))
k = 0;
}
if (j == 1)
*next_spec = spec.ex1b;
else if (k == 1)
*next_spec = spec.ex2b;
break;
case 155:
if (sd_legit(spec.sd1,spec.sd2) == TRUE) {
if (PSD[spec.sd1][spec.sd2] == spec.ex1a)
*next_spec = spec.ex1b;
}
break;
}
if (check_mess == TRUE) {
handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b);
}
}
void townmode_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
short *next_spec,short *,short *a,short *b,short *redraw)
{
Boolean check_mess = TRUE;
char strs[6][256] = {"","","","","",""};
short i,buttons[3] = {-1,-1,-1},r1;
special_node_type spec;
location l;
unsigned char ter;
item_record_type store_i;
spec = cur_node;
*next_spec = cur_node.jumpto;
l.x = spec.ex1a; l.y = spec.ex1b;
if (is_out())
return;
switch (cur_node.type) {
case 170:
make_town_hostile();
break;
case 171:
set_terrain(l,spec.ex2a);
if(scenario.ter_types[spec.ex2a].special >= 16 && scenario.ter_types[spec.ex2a].special <=19)
belt_present = TRUE;
if(party.stuff_done[308][0] == 0)
draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y);
*redraw = TRUE;
break;
case 172:
if (coord_to_ter(spec.ex1a,spec.ex1b) == spec.ex2a){
set_terrain(l,spec.ex2b);
if(scenario.ter_types[spec.ex2b].special >= 16 && scenario.ter_types[spec.ex2b].special <=19)
belt_present = TRUE;
}
else if (coord_to_ter(spec.ex1a,spec.ex1b) == spec.ex2b){
set_terrain(l,spec.ex2a);
if(scenario.ter_types[spec.ex2a].special >= 16 && scenario.ter_types[spec.ex2a].special <=19)
belt_present = TRUE;
}
*redraw = 1;
if(party.stuff_done[308][0] == 0)
draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y);
break;
case 173:
ter = coord_to_ter(spec.ex1a,spec.ex1b);
set_terrain(l,scenario.ter_types[ter].trans_to_what);
if(scenario.ter_types[scenario.ter_types[ter].trans_to_what].special >= 16 && scenario.ter_types[scenario.ter_types[ter].trans_to_what].special <=19)
belt_present = TRUE;
*redraw = 1;
if(party.stuff_done[308][0] == 0)
draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y);
break;
case 174:
if (is_combat()) {
ASB("Not while in combat.");
if (which_mode < 3)
*a = 1;
*next_spec = -1;
check_mess = FALSE;
}
else { // 1 no
*a = 1;
if ((which_mode == 7) || (spec.ex2a == 0))
teleport_party(spec.ex1a,spec.ex1b,1);
else teleport_party(spec.ex1a,spec.ex1b,0);
}
*redraw = 1;
break;
case 175:
if (which_mode == 7)
break;
hit_space(l,spec.ex2a,spec.ex2b,1,1);
*redraw = 1;
break;
case 176:
if (which_mode == 7)
break;
radius_damage(l,spec.pic, spec.ex2a, spec.ex2b);
*redraw = 1;
break;
case 177:
ter = coord_to_ter(spec.ex1a,spec.ex1b);
if (scenario.ter_types[ter].special == 8)
set_terrain(l,scenario.ter_types[ter].flag1);
*redraw = 1;
break;
case 178:
ter = coord_to_ter(spec.ex1a,spec.ex1b);
if ((scenario.ter_types[ter].special == 9) || (scenario.ter_types[ter].special == 10))
set_terrain(l,scenario.ter_types[ter].flag1);
*redraw = 1;
break;
case 179:
if (which_mode == 7)
break;
run_a_boom(l,spec.ex2a,0,0);
break;
case 180:
create_wand_monst();
*redraw = 1;
break;
case 181:
if (spec.ex2a > 0)
forced_place_monster(spec.ex2a,l);
else c_town.placeMonster(spec.ex2a,l);
*redraw = 1;
break;
case 182:
for (i = 0; i < T_M; i++)
if (c_town.monst.dudes[i].number == spec.ex1a) {
c_town.monst.dudes[i].active = 0;
}
*redraw = 1;
break;
case 183:
for (i = 0; i < T_M; i++)
if ((c_town.monst.dudes[i].active > 0) &&
(((spec.ex1a == 0) && (1 == 1)) ||
((spec.ex1a == 1) && (c_town.monst.dudes[i].attitude % 2 == 0)) ||
((spec.ex1a == 2) && (c_town.monst.dudes[i].attitude % 2 == 1)))){
c_town.monst.dudes[i].active = 0;
}
*redraw = 1;
break;
case 184:
check_mess = FALSE;
if (which_mode > 4) {
ASB("Can't use lever now.");
check_mess = FALSE;
*next_spec = -1;
}
else if (store_special_loc.handleLever() > 0) *next_spec = spec.ex1b;
break;
case 185:
check_mess = FALSE;
if (is_combat()) {
ASB("Not while in combat.");
if (which_mode < 3) *a = 1;
*next_spec = -1;
}
else if ((which_mode != 1) && (which_mode != 4)) {
ASB("Can't teleport now.");
if (which_mode < 3) *a = 1;
*next_spec = -1;
}
else if (FCD(870,0) == 1) { *next_spec = -1; if (which_mode < 3) *a = 1;}
else{
*a = 1;
if ((which_mode == 7) || (spec.ex2a == 0))
teleport_party(spec.ex1a,spec.ex1b,1);
else teleport_party(spec.ex1a,spec.ex1b,0);
}
break;
case 186:
check_mess = FALSE;
if (FCD(871,0) == 2)
*next_spec = spec.ex1b;
break;
case 187:
check_mess = FALSE;
if (is_combat()) {
ASB("Can't change level in combat.");
if (which_mode < 3)
*a = 1;
*next_spec = -1;
}
else if (which_mode != 1) {
ASB("Can't change level now.");
if (which_mode < 3)
*a = 1;
*next_spec = -1;
}
else {
if (spec.ex2b < 0) spec.ex2b = 0;
if (spec.ex2b > 7) spec.ex2b = 7;
if (FCD(880 + spec.ex2b,0) == 1) { *next_spec = -1; if (which_mode < 3) *a = 1;}
else {
*a = 1;
change_level(spec.ex2a,l.x,l.y);
}
}
break;
case 188:
check_mess = FALSE;
if (spec.m1 < 0)
break;
if (which_mode > 4) {
ASB("Can't use lever now.");
check_mess = FALSE;
*next_spec = -1;
}
else {
for (i = 0; i < 3; i++)
get_strs((char *) strs[i * 2],(char *) strs[i * 2 + 1],cur_spec_type,
spec.m1 + i * 2 + spec_str_offset[cur_spec_type],spec.m1 + i * 2 + 1 + spec_str_offset[cur_spec_type]);
buttons[0] = 9; buttons[1] = 35;
i = custom_choice_dialog((char *) strs,spec.pic,buttons);
if (i == 1) {*next_spec = -1;}
else {
ter = coord_to_ter(store_special_loc.x,store_special_loc.y);
set_terrain(store_special_loc,scenario.ter_types[ter].trans_to_what);
*next_spec = spec.ex1b;
}
}
break;
case 189:
check_mess = FALSE;
if (spec.m1 < 0)
break;
if (is_combat()) {
ASB("Not while in combat.");
if (which_mode < 3)
*a = 1;
*next_spec = -1;
check_mess = FALSE;
}
else if ((which_mode != 1) && (which_mode != 4)) {
ASB("Can't teleport now.");
if (which_mode < 3)
*a = 1;
*next_spec = -1;
check_mess = FALSE;
}
else {
for (i = 0; i < 3; i++)
get_strs((char *) strs[i * 2],(char *) strs[i * 2 + 1]
,cur_spec_type,spec.m1 + i * 2 + spec_str_offset[cur_spec_type],spec.m1 + i * 2 + 1 + spec_str_offset[cur_spec_type]);
buttons[0] = 9; buttons[1] = 8;
i = custom_choice_dialog((char *) strs,722,buttons);
if (i == 1) { *next_spec = -1; if (which_mode < 3) *a = 1;}
else {
*a = 1;
if (which_mode == 7 || (spec.ex2a == 0))
teleport_party(spec.ex1a,spec.ex1b,1);
else teleport_party(spec.ex1a,spec.ex1b,0);
}
}
break;
case 190:
check_mess = FALSE;
if ((spec.m1 < 0) && (spec.ex2b != 1))
break;
if (is_combat()) {
ASB("Can't change level in combat.");
if (which_mode < 3)
*a = 1;
*next_spec = -1;
check_mess = FALSE;
}
else if (which_mode != 1) {
ASB("Can't change level now.");
if (which_mode < 3)
*a = 1;
*next_spec = -1;
check_mess = FALSE;
}
else {
if (spec.m1 >= 0) {
for (i = 0; i < 3; i++)
get_strs((char *) strs[i * 2],(char *) strs[i * 2 + 1],cur_spec_type,
spec.m1 + i * 2 + spec_str_offset[cur_spec_type],spec.m1 + i * 2 + 1 + spec_str_offset[cur_spec_type]);
buttons[0] = 20; buttons[1] = 24;
}
if (spec.ex2b == 1)
i = 2;
else i = custom_choice_dialog((char *) strs,719,buttons) ;
*a = 1;
if (i == 1) { *next_spec = -1;}
else {
*a = 1;
change_level(spec.ex2a,l.x,l.y);
}
}
break;
case 191:
position_party(spec.ex1a,spec.ex1b,spec.ex2a,spec.ex2b);
break;
case 192:
store_i = get_stored_item(spec.ex2a);
place_item(store_i,l,TRUE);
break;
case 193:
if (which_mode == 7)
break;
if (is_combat()) {
ASB("Not while in combat.");
if (which_mode < 3)
*a = 1;
*next_spec = -1;
check_mess = FALSE;
}
if (party.stuff_done[304][0] > 0) {
ASB("Party is already split.");
if (which_mode < 3)
*a = 1;
*next_spec = -1;
check_mess = FALSE;
}
r1 = char_select_pc(1,0,"Which character goes?");
if (which_mode < 3)
*a = 1;
if (r1 != 6) {
party.stuff_done[304][3] = r1;
*next_spec = -1;
start_split(spec.ex1a,spec.ex1b,spec.ex2a);
}
else check_mess = FALSE;
break;
case 194:
if (is_combat()) {
ASB("Not while in combat.");
break;
}
if (which_mode < 3)
*a = 1;
*next_spec = -1;
check_mess = FALSE;
end_split(spec.ex1a);
break;
case 195:
for (i = 0; i < 30; i++)
if (party.party_event_timers[i] == 0) {
party.party_event_timers[i] = spec.ex1a;
party.node_to_call[i] = spec.ex1b;
party.global_or_town[i] = 1;
i = 30;
}
break;
}
if (check_mess == TRUE) {
handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b);
}
}
void rect_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
short *next_spec,short *,short *a,short *b,short *redraw)
{
Boolean check_mess = TRUE;
short i,j,k;
special_node_type spec;
location l;
unsigned char ter;
spec = cur_node;
*next_spec = cur_node.jumpto;
if (is_out())
return;
*redraw = 1;
for (i = spec.ex1b;i <= spec.ex2b;i++){
for (j = spec.ex1a; j <= spec.ex2a; j++) {
l.x = i; l.y = j;
switch (cur_node.type) {
case 200: if (get_ran(1,1,100) <= spec.sd1 ) make_fire_wall(i,j); break;
case 201: if (get_ran(1,1,100) <= spec.sd1 ) make_force_wall(i,j); break;
case 202: if (get_ran(1,1,100) <= spec.sd1 ) make_ice_wall(i,j); break;
case 203: if (get_ran(1,1,100) <= spec.sd1 ) make_blade_wall(i,j); break;
case 204: if (get_ran(1,1,100) <= spec.sd1 ) make_scloud(i,j); break;
case 205: if (get_ran(1,1,100) <= spec.sd1 ) make_sleep_cloud(i,j); break;
case 206: if (get_ran(1,1,100) <= spec.sd1 ) make_quickfire(i,j); break;
case 207: if (get_ran(1,1,100) <= spec.sd1 ) make_fire_barrier(i,j); break;
case 208: if (get_ran(1,1,100) <= spec.sd1 ) make_force_barrier(i,j); break;
case 209: if (spec.sd1 == 0) dispel_fields(i,j,1); else dispel_fields(i,j,2);break;
case 210: if (get_ran(1,1,100) <= spec.sd1 ) make_sfx(i,j,spec.sd2 + 1); break;
case 211: if (get_ran(1,1,100) <= spec.sd1 ) {
if (spec.sd2 == 0) make_web(i,j);
if (spec.sd2 == 1) make_barrel(i,j);
if (spec.sd2 == 2) make_crate(i,j);
} break;
case 212:
for (k = 0; k < NUM_TOWN_ITEMS; k++)
if ((t_i.items[k].variety > 0) && (same_point(t_i.items[k].item_loc,l) == TRUE)) {
t_i.items[k].item_loc.x = spec.sd1;
t_i.items[k].item_loc.y = spec.sd2;
}
break;
case 213:
for (k = 0; k < NUM_TOWN_ITEMS; k++)
if ((t_i.items[k].variety > 0) && (same_point(t_i.items[k].item_loc,l) == TRUE)) {
t_i.items[k].variety = 0;
}
break;
case 214:
if (get_ran(1,1,100) <= spec.sd2){
set_terrain(l,spec.sd1);
if(scenario.ter_types[spec.sd1].special >= 16 && scenario.ter_types[spec.sd1].special <=19)
belt_present = TRUE;
if(party.stuff_done[308][0] == 0)
draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y);
}
break;
case 215:
if (coord_to_ter(i,j) == spec.sd1){
set_terrain(l,spec.sd2);
if(scenario.ter_types[spec.sd2].special >= 16 && scenario.ter_types[spec.sd2].special <=19)
belt_present = TRUE;
}
else if (coord_to_ter(i,j) == spec.sd2){
set_terrain(l,spec.sd1);
if(scenario.ter_types[spec.sd1].special >= 16 && scenario.ter_types[spec.sd1].special <=19)
belt_present = TRUE;
}
if(party.stuff_done[308][0] == 0)
draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y);
break;
case 216:
ter = coord_to_ter(i,j);
set_terrain(l,scenario.ter_types[ter].trans_to_what);
if(scenario.ter_types[scenario.ter_types[ter].trans_to_what].special >= 16 && scenario.ter_types[scenario.ter_types[ter].trans_to_what].special <=19)
belt_present = TRUE;
if(party.stuff_done[308][0] == 0)
draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y);
break;
case 217:
ter = coord_to_ter(i,j);
if (scenario.ter_types[ter].special == 8)
set_terrain(l,scenario.ter_types[ter].flag1);
if(scenario.ter_types[scenario.ter_types[ter].flag1].special >= 16 && scenario.ter_types[scenario.ter_types[ter].flag1].special <=19)
belt_present = TRUE;
if(party.stuff_done[308][0] == 0)
draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y);
break;
case 218:
ter = coord_to_ter(i,j);
if ((scenario.ter_types[ter].special == 9) || (scenario.ter_types[ter].special == 10))
set_terrain(l,scenario.ter_types[ter].flag1);
if(scenario.ter_types[scenario.ter_types[ter].flag1].special >= 16 && scenario.ter_types[scenario.ter_types[ter].flag1].special <=19)
belt_present = TRUE;
if(party.stuff_done[308][0] == 0)
draw_map_rect(modeless_dialogs[5],l.x,l.y,l.x,l.y);
break;
}
}
}
if (check_mess == TRUE) {
handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b);
}
}
void outdoor_spec(short which_mode,special_node_type cur_node,short cur_spec_type,
short *next_spec,short *,short *a,short *b,short *redraw)
{
Boolean check_mess = FALSE;
char str1[256] = "",str2[256] = "";
special_node_type spec;
location l;
spec = cur_node;
*next_spec = cur_node.jumpto;
if (is_out() == FALSE) return;
switch (cur_node.type) {
case 225: create_wand_monst();
*redraw = 1;
break;
case 226:
outdoors[party.i_w_c.x][party.i_w_c.y].terrain[spec.ex1a][spec.ex1b] = spec.ex2a;
l.x = spec.ex1a;
l.y = spec.ex1b;
l = l.toGlobal();
out[l.x][l.y] = spec.ex2a;
*redraw = 1;
check_mess = TRUE;
break;
case 227:
if (spec.ex1a != minmax(0,3,(int)spec.ex1a)) {
give_error("Special outdoor enc. is out of range. Must be 0-3.","",0);
//set_sd = FALSE;
}
else {
l = party.p_loc.toLocal();
place_outd_wand_monst(l,
outdoors[party.i_w_c.x][party.i_w_c.y].special_enc[spec.ex1a],TRUE);
check_mess = TRUE;
}
break;
case 228:
check_mess = TRUE;
out_move_party(spec.ex1a,spec.ex1b);
*redraw = 1;
*a = 1;
break;
case 229:
get_strs((char *) str1,(char *) str2,1,spec.m1 + 10,-1);
if (spec.ex2a >= 40)
spec.ex2a = 39;
if (spec.ex2a < 1)
spec.ex2a = 1;
spec.ex2b = minmax(0,6,(int)spec.ex2b);
switch (spec.ex1b) {
case 0: start_shop_mode(0,spec.ex1a,spec.ex1a + spec.ex2a - 1,spec.ex2b,(char *) str1); break;
case 1: start_shop_mode(10,spec.ex1a,spec.ex1a + spec.ex2a - 1,spec.ex2b,(char *) str1); break;
case 2: start_shop_mode(11,spec.ex1a,spec.ex1a + spec.ex2a - 1 ,spec.ex2b,(char *) str1); break;
case 3: start_shop_mode(12,spec.ex1a,spec.ex1a + spec.ex2a - 1,spec.ex2b,(char *) str1); break;
case 4: start_shop_mode(3,spec.ex1a,spec.ex1a + spec.ex2a - 1,spec.ex2b,(char *) str1); break;
}
*next_spec = -1;
break;
}
if (check_mess == TRUE) {
handle_message(which_mode,cur_spec_type,cur_node.m1,cur_node.m2,a,b);
}
}
void setsd(short a,short b,short val)
{
if (sd_legit(a,b) == FALSE) {
give_error("The scenario attempted to change an out of range Stuff Done flag.","",0);
return;
}
PSD[a][b] = val;
}
void handle_message(short which_mode,short cur_type,short mess1,short mess2,short *a,short *b)
{
char str1[256] = "",str2[256] = "";
short label1 = -1,label2 = -1,label1b = -1,label2b = -1;
short mess_adj[3] = {160,10,20};
if ((mess1 < 0) && (mess2 < 0))
return;
if (which_mode == 7) { // talking
*a = mess1 + ((mess1 >= 0) ? mess_adj[cur_type] : 0);
*b = mess2 + ((mess2 >= 0) ? mess_adj[cur_type] : 0);
return;
}
get_strs((char *) str1,(char *) str2, cur_type, mess1 + ((mess1 >= 0) ? mess_adj[cur_type] : 0),
mess2 + ((mess2 >= 0) ? mess_adj[cur_type] : 0)) ;
if (mess1 >= 0) {
label1 = 1000 * cur_type + mess1 + mess_adj[cur_type];
label1b = (is_out()) ? (party.outdoor_corner.x + party.i_w_c.x) +
scenario.out_width * (party.outdoor_corner.y + party.i_w_c.y) : c_town.town_num;
}
if (mess2 >= 0) {
label2 = 1000 * cur_type + mess2 + mess_adj[cur_type];
label2b = (is_out()) ? (party.outdoor_corner.x + party.i_w_c.x) +
scenario.out_width * (party.outdoor_corner.y + party.i_w_c.y) : c_town.town_num;
}
display_strings((char *) str1, (char *) str2,label1,label2, label1b,label2b,
"",57,1600 + scenario.intro_pic,0);
}
void get_strs(char *str1,char *str2,short cur_type,short which_str1,short which_str2)
{
short num_strs[3] = {260,108,135};
if (((which_str1 >= 0) && (which_str1 != minmax((short) 0,num_strs[cur_type],which_str1))) ||
((which_str2 >= 0) && (which_str2 != minmax((short) 0,num_strs[cur_type],which_str2)))) {
give_error("The scenario attempted to access a message out of range.","",0);
return;
}
switch (cur_type) {
case 0:
if (which_str1 >= 0) {
if (which_str1 < 160)
strcpy((char *) str1,data_store5->scen_strs[which_str1]);
else strcpy((char *) str1,scen_strs2[which_str1 - 160]);
}
if (which_str2 >= 0){
if (which_str2 < 160)
strcpy((char *) str2,data_store5->scen_strs[which_str2]);
else strcpy((char *) str2,scen_strs2[which_str2 - 160]);
}
break;
case 1:
if (which_str1 >= 0)
load_outdoors(party.outdoor_corner.x + party.i_w_c.x,
party.outdoor_corner.y + party.i_w_c.y, party.i_w_c.x, party.i_w_c.y,
1,which_str1,(char *) str1);
if (which_str2 >= 0)
load_outdoors(party.outdoor_corner.x + party.i_w_c.x,
party.outdoor_corner.y + party.i_w_c.y, party.i_w_c.x, party.i_w_c.y,
1,which_str2,(char *) str2);
break;
case 2:
if (which_str1 >= 0)
strcpy((char *) str1,data_store->town_strs[which_str1]);
if (which_str2 >= 0)
strcpy((char *) str2,data_store->town_strs[which_str2]);
break;
}
}
void use_spec_item(short item)
{
short i,j,k;
run_special(8,0,scenario.special_item_special[item],location(),&i,&j,&k);
}