Files
oboe/src/boe.townspec.cpp

180 lines
4.7 KiB
C++

#include "boe.global.hpp"
#include "universe.hpp"
#include "boe.party.hpp"
#include "boe.town.hpp"
#include "boe.items.hpp"
#include "boe.combat.hpp"
#include "boe.monster.hpp"
#include "boe.infodlg.hpp"
#include "boe.locutils.hpp"
#include "boe.text.hpp"
#include "boe.itemdata.hpp"
#include "boe.townspec.hpp"
#include "soundtool.hpp"
#include "mathutil.hpp"
#include "strdlog.hpp"
#include "choicedlog.hpp"
#include "winutil.hpp"
#include "boe.menus.hpp"
extern eGameMode overall_mode;
extern short current_pc,stat_window;
extern location center;
extern sf::RenderWindow mainPtr;
extern cUniverse univ;
char answer[256];
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;
}
}
//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
bool run_trap(short pc_num,eTrapType trap_type,short trap_level,short diff) {
short r1,skill,i,num_hits = 1;
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};
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;
cPlayer& disarmer = univ.party[pc_num];
if(pc_num < 6) {
i = disarmer.stat_adj(eSkill::DEXTERITY);
i += disarmer.get_prot_level(eItemAbil::THIEVING) / 2;
skill = minmax(0,20,disarmer.skill(eSkill::DISARM_TRAPS) +
+ disarmer.skill(eSkill::LUCK) / 2 + 1 - univ.town.difficulty + 2 * i);
r1 = get_ran(1,1,100) + diff;
// Nimble?
if(disarmer.traits[eTrait::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(disarmer,r1,eDamageType::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;
disarmer.poison(r1);
break;
case TRAP_GAS:
add_string_to_buf(" Poison gas pours out.");
r1 = 2 + univ.town.difficulty / 14;
r1 = r1 + trap_level * 2;
univ.party.poison(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,eDamageType::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;
// TODO: It says sleep ray but is actually paralysis ray?
disarmer.sleep(eStatus::PARALYZED, r1, 50);
break;
case TRAP_DRAIN_XP:
add_string_to_buf(" You feel weak.");
r1 = 40;
r1 = r1 + trap_level * 30;
disarmer.experience = max(0,disarmer.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,eDamageType::FIRE);
break;
case TRAP_DUMBFOUND:
add_string_to_buf(" You feel disoriented.");
univ.party.dumbfound(2 + trap_level * 2);
adjust_spell_menus();
break;
case TRAP_DISEASE:
add_string_to_buf(" You prick your finger.");
r1 = 3 + univ.town.difficulty / 14;
r1 = r1 + trap_level * 2;
disarmer.disease(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;
univ.party.disease(r1);
break;
case TRAP_CUSTOM:
univ.party.force_ptr(15, trap_level);
break;
default:
add_string_to_buf("ERROR: Invalid trap type."); // should never be reached
}
put_pc_screen();
put_item_screen(stat_window);
return false;
}
location get_spec_loc(short which) {
location where;
short i;
for(i = 0; i < univ.town->special_locs.size(); i++)
if(univ.town->special_locs[i].spec == which)
return univ.town->special_locs[i];
return where;
}
bool handle_lever(location w) {
if(cChoiceDlog("basic-lever",{"pull", "leave"}).show() == "leave")
return false;
play_sound(94);
alter_space(w.x,w.y,univ.scenario.ter_types[univ.town->terrain(w.x,w.y)].trans_to_what);
return true;
}