Files
oboe/osx/boe.townspec.cpp
2014-12-11 00:47:04 -05:00

236 lines
5.5 KiB
C++

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