Files
oboe/Win32/Blades of Exile/PARTY.CPP
Chokboyz 6070ed2e05 *Uploaded Ormus boesounds DLL code.
*Classic Blades of Exile changes :

Game :

Bug Fixes :

- Giant Strength ability and Skill ability now use the ability strength rather than the item level to calculate effect.
- Won't take damage when moving boats over damaging terrains (fire, cold, magic, poison, disease) anymore.
- Won't take damage when horses refuses to enter a damaging terrain (fire, cold, magic) anymore.
- Horses won't enter damaging terrains (fire, cold, magic) or "horse blocking" terrains when outdoors anymore.
- Boom effects won't be displayed at random places when being damaged outdoors anymore.
- Damage won't be displayed in boom animation when attacking invulnerable monsters, when they are, in fact, unharmed ...
- The first pc won't become active with 0 AP anymore when a pc get killed by backshots.

Changes :

- All terrains and monsters sheets now loaded in memory to bypass storage sheet. That should speed up the game and fix some graphical oddities. Mac and Windows graphics can now be swapped on the fly (i.e without restarting the game). That also removes any graphical limitation in the game.
- In the same way, PC graphics will now be drawn directly to the game gworld.

Scenario Editor :

- Dumping functions won't change current town/outdoor section anymore.
- Finished porting the file IO functions to 32 bits.
- Added a rudimentary custom intro picture behavior : if the intro picture is set to 100, the first icon on the custom sheet will be displayed in the scenario selection menu. Scenario intro pics must be drawn on the same scale as talk icons.
- Whenever the “Place Random Items” function is used, the editor will inform the user that it could not place all items because the town item # limit has been reached, regardless of how many items are actually in the town. That has been fixed (the message now displays only if the max number of items is indeed reached).
- Cleaned the ressources (smaller executable).

git-svn-id: http://openexile.googlecode.com/svn/trunk@93 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-10 21:23:33 +00:00

2991 lines
86 KiB
C++

#include <windows.h>
#include "stdio.h"
#include "global.h"
#include "fileio.h"
#include "graphics.h"
#include "gutils.h"
#include "newgraph.h"
#include "specials.h"
#include "itemdata.h"
#include "infodlgs.h"
#include "items.h"
#include "string.h"
#include "party.h"
#include "monster.h"
#include "dlogtool.h"
#include "town.h"
#include "combat.h"
#include "locutils.h"
#include "fields.h"
#include "text.h"
#include "exlsound.h"
#include "graphutl.h"
#include "globvar.h"
void draw_caster_buttons();
void draw_spell_info();
void draw_spell_pc_info();
void put_pc_caster_buttons();
void put_pc_target_buttons();
void put_spell_led_buttons();
void put_spell_list();
//mode; // 0 - prefab 1 - regular
void init_party(short mode)
{
short i,j,k,l;
Boolean store_help;
boat_record_type null_boat = {location(),location(),location(),200,FALSE,FALSE};
horse_record_type null_horse = {location(),location(),location(),200,FALSE,FALSE};
party.age = 0;
party.gold = 200;
party.food = 100;
store_help = PSD[SDF_NO_INSTANT_HELP];
for (i = 0; i < 310; i++)
for (j = 0; j < 10; j++)
party.stuff_done[i][j] = 0;
if(scenario.prog_make_ver[0] < 2) PSD[305][8] = 1; //old scenario format ? so, no resurrection balm needed
else PSD[305][8] = 0;
PSD[SDF_NO_INSTANT_HELP] = store_help;
party.light_level = 0;
party.outdoor_corner.x = 7;
party.outdoor_corner.y = 8;
party.i_w_c.x = 1;
party.i_w_c.y = 1;
party.loc_in_sec.x = 36;
party.loc_in_sec.y = 36;
party.p_loc.x = 84;
party.p_loc.y = 84;
for (i = 0; i < 30; i++) party.boats[i] = null_boat;
for (i = 0; i < 30; i++) party.horses[i] = null_horse;
party.in_boat = -1;
party.in_horse = -1;
for (i = 0; i < 4; i++) party.creature_save[i].which_town = 200;
for (i = 0; i < 10; i++) party.out_c[i].exists = FALSE;
for (i = 0; i < 5; i++)
for (j = 0; j < 10; j++) party.magic_store_items[i][j].variety = 0;
for (i = 0; i < 4; i++) party.imprisoned_monst[i] = 0;
for (i = 0; i < 256; i++) party.m_seen[i] = 0;
for (i = 0; i < 50; i++) party.journal_str[i] = -1;
for (i = 0; i < 140; i++)
for (j = 0; j < 2; j++) party.special_notes_str[i][j] = 0;
for (i = 0; i < 120; i++) party.talk_save[i].personality = -1;
party.total_m_killed = 0;
party.total_dam_done = 0;
party.total_xp_gained = 0;
party.total_dam_taken = 0;
party.direction = 0;
party.at_which_save_slot = 0;
for (i = 0; i < 20; i++) party.alchemy[i] = 0;
for (i = 0; i < 200; i++) party.can_find_town[i] = 0;
for (i = 0; i < 20; i++) party.key_times[i] = 30000;
for (i = 0; i < 30; i++) party.party_event_timers[i] = 0;
for (i = 0; i < 50; i++) party.spec_items[i] = 0;
for (i = 0; i < 120; i++) party.help_received[i] = 0;
for (i = 0; i < 200; i++) party.m_killed[i] = 0;
sprintf((char *) party.scen_name,"");
for (i = 0; i < 200; i++)
for (j = 0; j < 8; j++)
party.item_taken[i][j] = 0;
refresh_store_items();
for (i = 0; i < 6; i++)
{
adven[i] = return_dummy_pc();
if (mode != 1) adven[i] = create_prefab_pc(i);
}
for (i = 0; i < 96; i++)
for (j = 0; j < 96; j++)
out_e[i][j] = 0;
for (i = 0; i < 3;i++)
for (j = 0; j < NUM_TOWN_ITEMS; j++)
stored_items[i].items[j] = return_dummy_item();
for (i = 0; i < 200; i++)
for (j = 0; j < 8; j++)
for (k = 0; k < 64; k++) {
town_maps.town_maps[i][j][k] = 0;
}
for (i = 0; i < 100; i++)
for (k = 0; k < 6; k++)
for (l = 0; l < 48; l++)
o_maps.outdoor_maps[i][k][l] = 0;
// Default is save maps
party.stuff_done[306][0] = 0;
save_maps = TRUE;
// NOT DEBUG
build_outdoors();
get_reg_data();
}
// This is only called after a scenario is loaded and the party is put into it.
// Until that time, the party scen vals are uninited
// Then, it inits the party properly for starting the scenario based
// on the loaded scenario
void init_party_scen_data()
{
short i,j,k,l;
Boolean stored_item = FALSE;
short store_help;
party.age = 0;
store_help = PSD[SDF_NO_INSTANT_HELP];
for (i = 0; i < 310; i++)
for (j = 0; j < 10; j++)
party.stuff_done[i][j] = 0;
PSD[SDF_NO_INSTANT_HELP] = store_help;
if(scenario.prog_make_ver[0] < 2) PSD[305][8] = 1; //old scenario format ? so, no resurrection balm needed
else PSD[305][8] = 0;
party.light_level = 0;
party.outdoor_corner.x = scenario.out_sec_start.x;
party.outdoor_corner.y = scenario.out_sec_start.y;
party.i_w_c.x = 0;
party.i_w_c.y = 0;
party.loc_in_sec.x = scenario.out_start.x;
party.loc_in_sec.y = scenario.out_start.y;
party.p_loc.x = scenario.out_start.x;
party.p_loc.y = scenario.out_start.y;
for (i = 0; i < NUM_OF_BOATS; i++) party.boats[i] = scenario.scen_boats[i];
for (i = 0; i < NUM_OF_HORSES; i++) party.horses[i] = scenario.scen_horses[i];
for (i = 0; i < 30; i++)
{
if ((scenario.scen_boats[i].which_town >= 0) && (scenario.scen_boats[i].boat_loc.x >= 0)) {
if (party.boats[i].exists == FALSE) {
party.boats[i] = scenario.scen_boats[i];
party.boats[i].exists = TRUE;
}
}
if ((scenario.scen_horses[i].which_town >= 0) && (scenario.scen_horses[i].horse_loc.x >= 0)) {
if (party.horses[i].exists == FALSE) {
party.horses[i] = scenario.scen_horses[i];
party.horses[i].exists = TRUE;
}
}
}
party.in_boat = -1;
party.in_horse = -1;
for (i = 0; i < 4; i++) party.creature_save[i].which_town = INVALID_TOWN;
for (i = 0; i < 10; i++) party.out_c[i].exists = FALSE;
for (i = 0; i < 5; i++)
for (j = 0; j < 10; j++)
party.magic_store_items[i][j].variety = 0;
for (i = 0; i < 4; i++) party.imprisoned_monst[i] = 0;
for (i = 0; i < 256; i++) party.m_seen[i] = 0;
for (i = 0; i < 50; i++) party.journal_str[i] = -1;
for (i = 0; i < 140; i++)
for (j = 0; j < 2; j++)
party.special_notes_str[i][j] = 0;
for (i = 0; i < 120; i++) party.talk_save[i].personality = -1;
party.direction = 0;
party.at_which_save_slot = 0;
for (i = 0; i < 200; i++) party.can_find_town[i] = 1 - scenario.town_hidden[i];
for (i = 0; i < 20; i++) party.key_times[i] = 30000;
for (i = 0; i < 30; i++) party.party_event_timers[i] = 0;
for (i = 0; i < 50; i++) party.spec_items[i] = (scenario.special_items[i] >= 10) ? 1 : 0;
for (i = 0; i < 200; i++) party.m_killed[i] = 0;
for (i = 0; i < 200; i++)
for (j = 0; j < 8; j++)
party.item_taken[i][j] = 0;
refresh_store_items();
for (i = 0; i < 96; i++)
for (j = 0; j < 96; j++)
out_e[i][j] = 0;
for (i = 0; i < 3;i++)
for (j = 0; j < NUM_TOWN_ITEMS; j++)
if (stored_items[i].items[j].variety != 0)
stored_item = TRUE;
if (stored_item == TRUE)
if (FCD(911,0) == 1) {
for (i = 0; i < 3;i++)
for (j = 0; j < NUM_TOWN_ITEMS; j++)
if (stored_items[i].items[j].variety != 0)
if (give_to_party(stored_items[i].items[j],FALSE) == FALSE) {
i = 20; j = NUM_TOWN_ITEMS + 1;
}
}
for (i = 0; i < 3;i++)
for (j = 0; j < NUM_TOWN_ITEMS; j++) {
stored_items[i].items[j] = return_dummy_item();
}
for (i = 0; i < 200; i++)
for (j = 0; j < 8; j++)
for (k = 0; k < 64; k++) {
town_maps.town_maps[i][j][k] = 0;
}
for (i = 0; i < 100; i++)
for (k = 0; k < 6; k++)
for (l = 0; l < 48; l++)
o_maps.outdoor_maps[i][k][l] = 0;
get_reg_data();
}
// When the party is placed into a scen from the startinbg screen, this is called to put the game into game
// mode and load in the scen and init the party info
// party record already contains scen name
void put_party_in_scen()
{
short i,j;
char strs[6][256] = {"","","","","",""};
short buttons[3] = {-1,-1,-1};
Boolean item_took = FALSE;
for (j = 0; j < 6; j++)
for (i = 0; i < 15; i++)
adven[j].status[i] = 0;
for (j = 0; j < 6; j++)
{
// unite party
if (adven[j].main_status >= MAIN_STATUS_SPLIT) adven[j].main_status -= MAIN_STATUS_SPLIT;
// start with maximum health
adven[j].cur_health = adven[j].max_health;
// start with maximum amount of spell points
adven[j].cur_sp = adven[j].max_sp;
}
for (j = 0; j < 6; j++)
for (i = 23; i >= 0; i--)
{
adven[j].items[i].special_class = 0;
if (adven[j].items[i].graphic_num >= 150)
{
adven[j].takeItem(i + 30); // strip away special items
item_took = TRUE;
}
if (adven[j].items[i].ability == 119)
{
adven[j].takeItem(i + 30); // strip away summoning items
item_took = TRUE;
}
if (adven[j].items[i].ability == 120)
{
adven[j].takeItem(i + 30); // strip away summoning items
item_took = TRUE;
}
}
if (item_took == TRUE) FCD(910,0);
if (load_scenario() == FALSE) return;
init_party_scen_data();
// if at this point, startup must be over, so make this call to make sure we're ready,
// graphics wise
end_startup();
in_startup_mode = FALSE;
set_up_ter_pics();
load_outdoors(party.outdoor_corner.x + 1,party.outdoor_corner.y + 1,1,1,0,0,NULL);
load_outdoors(party.outdoor_corner.x,party.outdoor_corner.y + 1,0,1,0,0,NULL);
load_outdoors(party.outdoor_corner.x + 1,party.outdoor_corner.y,1,0,0,0,NULL);
load_outdoors(party.outdoor_corner.x,party.outdoor_corner.y,0,0,0,0,NULL);
stat_screen_mode = 0;
build_outdoors();
erase_out_specials();
current_pc = first_active_pc();
force_town_enter(scenario.which_town_start, scenario.where_start);
start_town_mode(scenario.which_town_start, 9);
center = scenario.where_start;
update_explored(scenario.where_start);
overall_mode = MODE_TOWN;
create_clip_region();
redraw_screen(0);
set_stat_window(0);
adjust_spell_menus();
adjust_monst_menu();
// Throw up intro dialog
buttons[0] = 1;
for (j = 0; j < 6; j++)
if (strlen(data_store5->scen_strs[4 + j]) > 0) {
for (i = 0; i < 6; i++)
strcpy((char *) strs[i],data_store5->scen_strs[4 + i]);
if(scenario.intro_pic == 100)
custom_choice_dialog((char *) strs,2400,buttons) ;
else
custom_choice_dialog((char *) strs,-1 * (1600 + scenario.intro_pic),buttons) ;
j = 6;
}
give_help(1,2,0);
// this is kludgy, put here to prevent problems
for (i = 0; i < 50; i++)
party.spec_items[i] = (scenario.special_items[i] >= 10) ? 1 : 0;
}
pc_record_type return_dummy_pc()
{
pc_record_type dummy_pc;
short i;
dummy_pc.main_status = MAIN_STATUS_ABSENT;
sprintf ((char *) dummy_pc.name, "\n");
for (i = 0; i < 30; i++)
dummy_pc.skills[i] = (i < 3) ? 1 : 0;
dummy_pc.cur_health = 6;
dummy_pc.max_health = 6;
dummy_pc.cur_sp = 0;
dummy_pc.max_sp = 0;
dummy_pc.experience = 0;
dummy_pc.skill_pts = 60;
dummy_pc.level = 1;
for (i = 0; i < 15; i++) dummy_pc.status[i] = 0;
for (i = 0; i < 24; i++) dummy_pc.items[i] = return_dummy_item();
for (i = 0; i < 24; i++) dummy_pc.equip[i] = FALSE;
for (i = 0; i < 62; i++) {
dummy_pc.priest_spells[i] = (i < 30) ? TRUE : FALSE;
dummy_pc.mage_spells[i] = (i < 30) ? TRUE : FALSE;
}
dummy_pc.which_graphic = 0;
dummy_pc.weap_poisoned = 24;
for (i = 0; i < 15; i++) {
dummy_pc.advan[i] = FALSE;
dummy_pc.traits[i] = FALSE;
}
dummy_pc.race = RACE_HUMAN;
dummy_pc.exp_adj = 100;
dummy_pc.direction = 0;
return dummy_pc;
}
pc_record_type create_prefab_pc(short num)
{
pc_record_type dummy_pc;
short i;
short pc_stats[6][19] =
{
{8,6,2, 6,0,0,0,0,0, 0,0,0,0,1, 0,0,2,0,0},
{8,7,2, 0,0,6,3,0,3, 0,0,0,0,0, 0,0,0,2,0},
{8,6,2, 3,3,0,0,2,0, 0,0,0,0,0, 4,4,0,2,1},
{3,2,6, 2,0,0,2,0,0, 3,0,3,0,1, 0,0,0,0,0},
{2,2,6, 3,0,0,2,0,0, 2,1,4,0,0, 0,0,0,0,1},
{2,2,6, 0,2,0,2,0,1, 0,3,3,2,0, 0,0,0,0,0}
};
short pc_health[6] = {22,24,24,16,16,18};
short pc_sp[6] = {0,0,0,20,20,21};
short pc_graphics[6] = {3,32,29,16,23,14};
short pc_race[6] = {0,2,1,0,0,0};
short pc_t[6][15] = {{0,0,1,0,0,0,1,0,0,0, 0,1,0,0,0},
{1,0,0,0,0,1,0,0,0,0, 1,0,0,0,0},
{0,0,0,1,0,0,0,0,0,0, 0,0,1,0,0},
{0,1,0,0,0,0,0,0,0,0, 0,0,0,0,0},
{0,0,0,0,1,0,1,1,0,0, 0,0,0,0,1},
{0,1,0,0,0,0,0,0,0,0, 0,0,0,0,0}};
dummy_pc.main_status = MAIN_STATUS_ALIVE;
switch (num) {
case 0: strncpy ((char *) dummy_pc.name, "Jenneke", (size_t) 20);
break;
case 1: strncpy ((char *) dummy_pc.name, "Thissa", (size_t) 20);
break;
case 2: strncpy ((char *) dummy_pc.name, "Frrrrrr", (size_t) 20);
break;
case 3: strncpy ((char *) dummy_pc.name, "Adrianna", (size_t) 20);
break;
case 4: strncpy ((char *) dummy_pc.name, "Feodoric", (size_t) 20);
break;
case 5: strncpy ((char *) dummy_pc.name, "Michael", (size_t) 20);
break;
}
for (i = 0; i < 19; i++)
dummy_pc.skills[i] = pc_stats[num][i];
dummy_pc.cur_health = pc_health[num];
dummy_pc.max_health = pc_health[num];
dummy_pc.experience = 0;
dummy_pc.skill_pts = 0;
dummy_pc.level = 1;
for (i = 0; i < 15; i++) dummy_pc.status[i] = 0;
for (i = 0; i < 24; i++) dummy_pc.items[i] = return_dummy_item();
for (i = 0; i < 24; i++) dummy_pc.equip[i] = FALSE;
dummy_pc.cur_sp = pc_sp[num];
dummy_pc.max_sp = pc_sp[num];
for (i = 0; i < 62; i++) {
dummy_pc.priest_spells[i] = (i < 30) ? TRUE : FALSE;////
dummy_pc.mage_spells[i] = (i < 30) ? TRUE : FALSE;
}
for (i = 0; i < 15; i++) {
dummy_pc.traits[i] = pc_t[num][i];
dummy_pc.advan[i] = FALSE;
}
dummy_pc.race = pc_race[num];
dummy_pc.exp_adj = 100;
dummy_pc.direction = 0;
dummy_pc.which_graphic = pc_graphics[num];
return dummy_pc;
}
Boolean create_pc(short spot,short parent_num)
//spot; // if spot is 6, find one
{
Boolean still_ok = TRUE;
if (spot == INVALID_PC) {
for (spot = 0; spot < INVALID_PC; spot++)
if (adven[spot].main_status == MAIN_STATUS_ABSENT)
break;
}
if (spot == INVALID_PC)
return FALSE;
adven[spot] = return_dummy_pc();
pick_race_abil(&adven[spot],0,parent_num);
if (parent_num != 0)
cd_initial_draw(989);
still_ok = spend_xp(spot,0,parent_num);
if (still_ok == FALSE)
return FALSE;
adven[spot].cur_health = adven[spot].max_health;
adven[spot].cur_sp = adven[spot].max_sp;
if (parent_num != 0)
cd_initial_draw(989);
pick_pc_graphic(spot,0,parent_num);
if (parent_num != 0)
cd_initial_draw(989);
pick_pc_name(spot,parent_num);
adven[spot].main_status = MAIN_STATUS_ALIVE;
if (in_startup_mode == FALSE) {
adven[spot].items[0] = start_items[adven[spot].race * 2];
adven[spot].equip[0] = TRUE;
adven[spot].items[1] = start_items[adven[spot].race * 2 + 1];
adven[spot].equip[1] = TRUE;
// Do stat adjs for selected race.
if (adven[spot].race == 1)
adven[spot].skills[1] += 2;
if (adven[spot].race == 2) {
adven[spot].skills[0] += 2;
adven[spot].skills[2] += 1;
}
adven[spot].max_sp += adven[spot].skills[9] * 3 + adven[spot].skills[10] * 3;
adven[spot].cur_sp = adven[spot].max_sp;
}
return TRUE;
}
void pc_array::heal(short amt)
{
for (int i = 0; i < NUM_OF_PCS; i++) pc[i].heal(amt);
}
void pc_array::cure(short amt)
{
for (int i = 0; i < NUM_OF_PCS; i++) pc[i].cure(amt);
}
void pc_array::dumbfound(short amt)
{
for (int i = 0; i < NUM_OF_PCS; i++) pc[i].dumbfound(amt);
}
void pc_array::disease(short amt)
{
for (int i = 0; i < NUM_OF_PCS; i++) pc[i].disease(amt);
}
void increase_light(short amt)
{
short i;
location where;
party.light_level += amt;
if (is_combat()) {
for (i = 0; i < 6; i++)
if (adven[i].isAlive()) {
update_explored(pc_pos[i]);
}
}
else {
where = get_cur_loc();
update_explored(where);
}
put_pc_screen();
}
void pc_array::restoreSP(short amt)
{
for (int i = 0; i < NUM_OF_PCS; i++)
pc[i].restoreSP(amt);
}
void pc_array::giveXP(short amt)
{
for (int i = 0; i < NUM_OF_PCS; i++)
pc[i].giveXP(amt);
}
void pc_array::drainXP(short amt)
{
for (int i = 0; i < NUM_OF_PCS; i++)
pc[i].drainXP(amt);
}
void do_xp_keep(short pc_num,short mode)
{
for (i = 0; i < 20; i++)
adven[pc_num].skills[i] = store_skills[i];
adven[pc_num].cur_health += store_h - adven[pc_num].max_health;
adven[pc_num].max_health = store_h;
adven[pc_num].cur_sp += store_sp - adven[pc_num].max_sp;
adven[pc_num].max_sp = store_sp;
if (mode == 1)
party.gold = store_g;
adven[pc_num].skill_pts = store_skp;
}
void draw_xp_skills()
{
short i;
for (i = 0; i < 19; i++) {
if ((store_skp >= skill_cost[i]) && (store_g >= skill_g_cost[i]))
cd_text_frame(1010,54 + i,11);
else cd_text_frame(1010,54 + i,1);
cd_set_item_num(1010,54 + i,store_skills[i]);
}
if ((store_skp >= 1) && (store_g >= 10))
cd_text_frame(1010,52,11);
else cd_text_frame(1010,52,1);
cd_set_item_num(1010,52,store_h);
if ((store_skp >= 1) && (store_g >= 15))
cd_text_frame(1010,53,11);
else cd_text_frame(1010,53,1);
cd_set_item_num(1010,53,store_sp);
}
void do_xp_draw()
{
char get_text[256];
short mode,pc_num;
mode = store_train_mode;
pc_num = store_train_pc;
if (mode == 0) {
if (adven[pc_num].main_status == MAIN_STATUS_ALIVE)
sprintf((char *) get_text, "%s",(char *) adven[pc_num].name);
else sprintf((char *) get_text, "New PC");
}
else sprintf((char *) get_text, "%s",(char *) adven[pc_num].name);
cd_set_item_text (1010, 51,get_text);
for (i = 0; i < 20; i++)
store_skills[i] = adven[pc_num].skills[i];
store_h = adven[pc_num].max_health;
store_sp = adven[pc_num].max_sp;
store_g = (mode == 0) ? 20000 : party.gold;
store_skp = adven[pc_num].skill_pts;
draw_xp_skills();
update_gold_skills();
}
Boolean spend_xp_event_filter (short item_hit)
{
short mode,pc_num;
Boolean talk_done = FALSE;
mode = store_train_mode;
pc_num = store_train_pc;
switch (item_hit) {
case 73:
if ((mode == 0) && (adven[pc_num].main_status < MAIN_STATUS_ABSENT))
adven[pc_num].main_status = MAIN_STATUS_ABSENT;
dialog_answer = 0;
talk_done = TRUE;
break;
case 82:
party.help_received[10] = 0;
give_help(210,11,1010);
break;
case 3: case 4:
if (((store_h >= 250) && (item_hit == 4)) ||
((store_h == adven[pc_num].max_health) && (item_hit == 3) && (mode == 1)) ||
((store_h == 6) && (item_hit == 3) && (mode == 0)))
MessageBeep(MB_OK);
else {
if (item_hit == 3) {
store_g += 10;
store_h -= 2;
store_skp += 1;
}
else {
if ((store_g < 10) || (store_skp < 1)) {
if (store_g < 10)
give_help(24,0,1010);
else give_help(25,0,1010);
MessageBeep(MB_OK);
}
else {
store_g -= 10;
store_h += 2;
store_skp -= 1;
}
}
update_gold_skills();
cd_set_item_num(1010,52,store_h);
draw_xp_skills();
}
break;
case 5: case 6:
if (((store_sp >= 150) && (item_hit == 6)) ||
((store_sp == adven[pc_num].max_sp) && (item_hit == 5) && (mode == 1)) ||
((store_sp == 0) && (item_hit == 5) && (mode == 0)))
MessageBeep(MB_OK);
else {
if (item_hit == 5) {
store_g += 15;
store_sp -= 1;
store_skp += 1;
}
else {
if ((store_g < 15) || (store_skp < 1)) {
if (store_g < 15)
give_help(24,0,1010);
else give_help(25,0,1010);
MessageBeep(MB_OK);
}
else {
store_sp += 1;
store_g -= 15;
store_skp -= 1;
}
}
update_gold_skills();
cd_set_item_num(1010,53,store_sp);
draw_xp_skills();
}
break;
case 48:
do_xp_keep(pc_num,mode);
dialog_answer = 1;
talk_done = TRUE;
break;
case 49:
if (mode == 0) {
MessageBeep(MB_OK);
break;
}
else {
do_xp_keep(pc_num,mode);
do {
pc_num = (pc_num == 0) ? 5 : pc_num - 1;
} while (adven[pc_num].isAlive() == false);
store_train_pc = pc_num;
do_xp_draw();
}
break;
case 50:
if (mode == 0) {
MessageBeep(MB_OK);
break;
}
else {
do_xp_keep(pc_num,mode);
do {
pc_num = (pc_num == 5) ? 0 : pc_num + 1;
} while (adven[pc_num].isAlive() == false);
store_train_pc = pc_num;
do_xp_draw();
}
break;
case 100:
break;
default:
if (item_hit >= 100) {
item_hit -= 100;
if ((item_hit == 3) || (item_hit == 4)) {
display_strings_with_nums(10,63,0,0,"About Health",57,724,1010);
}
else if ((item_hit == 5) || (item_hit == 6)){
display_strings_with_nums(10,64,0,0,"About Spell Points",57,724,1010);
}
else {
which_skill = (item_hit - 7) / 2;
display_skills(which_skill,1010);
}
}
else {
which_skill = (item_hit - 7) / 2;
if (((store_skills[which_skill] >= skill_max[which_skill]) && ((item_hit - 7) % 2 == 1)) ||
((store_skills[which_skill] == adven[pc_num].skills[which_skill]) && ((item_hit - 7) % 2 == 0) && (mode == 1)) ||
((store_skills[which_skill] == 0) && ((item_hit - 7) % 2 == 0) && (mode == 0) && (which_skill > 2)) ||
((store_skills[which_skill] == 1) && ((item_hit - 7) % 2 == 0) && (mode == 0) && (which_skill <= 2)))
MessageBeep(MB_OK);
else {
if ((item_hit - 7) % 2 == 0) {
store_g += skill_g_cost[which_skill];
store_skills[which_skill] -= 1;
store_skp += skill_cost[which_skill];
}
else {
if ((store_g < skill_g_cost[which_skill]) || (store_skp < skill_cost[which_skill])) {
if (store_g < skill_g_cost[which_skill])
give_help(24,0,1010);
else give_help(25,0,1010);
MessageBeep(MB_OK);
}
else {
store_skills[which_skill] += 1;
store_g -= skill_g_cost[which_skill];
store_skp -= skill_cost[which_skill];
}
}
update_gold_skills();
cd_set_item_num(1010,54 + which_skill,store_skills[which_skill]);
draw_xp_skills();
}
}
break;
}
store_train_pc = pc_num;
if (talk_done == TRUE) {
dialog_not_toast = FALSE;
}
return FALSE;
}
void update_gold_skills()
{
cd_set_item_num(1010,47,((store_train_mode == 0) ? 0 : (short) store_g));
cd_set_item_num(1010,46,(short) store_skp);
}
Boolean spend_xp(short pc_num, short mode, short parent)
//short mode; // 0 - create 1 - train
// returns 1 if cancelled
{
char get_text[256],text2[256];
store_train_pc = pc_num;
store_train_mode = mode;
SetCursor(sword_curs);
cd_create_dialog_parent_num(1010,parent);
sprintf((char *) get_text,"Health (%d/%d)",1,10);
cd_add_label(1010,52,(char *) get_text,1075);
sprintf((char *) get_text,"Spell Pts. (%d/%d)",1,15);
cd_add_label(1010,53,(char *) get_text,1075);
for (i = 54; i < 73; i++) {
GetIndString(text2,9,1 + 2 * (i - 54));
sprintf((char *) get_text,"%s (%d/%d)",text2,skill_cost[i - 54],skill_g_cost[i - 54]);
cd_add_label(1010,i,(char *) get_text,(i < 63) ? 1075 : 1069);
}
do_xp_draw();
dialog_answer = 0;
if (party.help_received[10] == 0) {
cd_initial_draw(1010);
give_help(10,11,1010);
}
while (dialog_not_toast)
ModalDialog();
cd_kill_dialog(1010,0);
return dialog_answer;
}
short pc_array::getMageLore()
{
short total = 0;
for (int i = 0; i < NUM_OF_PCS; i++)
if (pc[i].isAlive())
total += pc[i].skills[SKILL_MAGE_LORE];
return total;
}
Boolean poison_weapon( short pc_num, short how_much,short safe)
//short safe; // 1 - always succeeds
{
short i,weap = 24,p_level,r1;
short p_chance[21] = {40,72,81,85,88,89,90,
91,92,93,94,94,95,95,96,97,98,100,100,100,100};
for (i = 0; i < 24; i++)
if ((adven[pc_num].equip[i] == TRUE) && (is_weapon(pc_num,i) == TRUE)) {
weap = i;
i = 30;
}
if (weap == 24) {
add_string_to_buf(" No weapon equipped. ");
return FALSE;
}
else {
p_level = how_much;
add_string_to_buf(" You poison your weapon. ");
r1 = get_ran(1,0,100);
// Nimble?
if (adven[pc_num].traits[TRAIT_NIMBLE] == TRUE)
r1 -= 6;
if ((r1 > p_chance[adven[pc_num].skills[17]]) && (safe == 0)) {
add_string_to_buf(" Poison put on badly. ");
p_level = p_level / 2;
r1 = get_ran(1,0,100);
if (r1 > p_chance[adven[pc_num].skills[17]] + 10) {
add_string_to_buf(" You nick yourself. ");
adven[pc_num].status[2] += p_level;
}
}
if (safe != 1)
play_sound(55);
adven[pc_num].weap_poisoned = weap;
adven[pc_num].status[0] = max (adven[pc_num].status[0],
p_level);
return TRUE;
}
}
Boolean is_weapon(short pc_num,short item)
{
if ((adven[pc_num].items[item].variety == 1) ||
(adven[pc_num].items[item].variety == 2) ||
(adven[pc_num].items[item].variety == 5) ||
(adven[pc_num].items[item].variety == 24))
return TRUE;
else return FALSE;
}
void cast_spell(short type,short situation)
//short type; // 0 - mage 1 - priest
//short situation; // 0 - out 1 - town
{
short spell;
if ((is_town()) && (is_antimagic(c_town.p_loc.x,c_town.p_loc.y))) {
add_string_to_buf(" Not in antimagic field.");
return;
}
if (spell_forced == FALSE)
spell = pick_spell(6, type, situation);
else {
if (repeat_cast_ok(type) == FALSE)
return;
spell = (type == 0) ? store_mage : store_priest;
}
if (spell < 70) {
print_spell_cast(spell,type);
if (type == 0)
do_mage_spell(pc_casting,spell);
else do_priest_spell(pc_casting,spell);
put_pc_screen();
}
}
Boolean repeat_cast_ok(short type)
{
short store_select,who_would_cast,what_spell;
if (overall_mode == MODE_COMBAT)
who_would_cast = current_pc;
else if (overall_mode < 2)
who_would_cast = pc_casting;
else return FALSE;
if (is_combat())
what_spell = pc_last_cast[type][who_would_cast];
else what_spell = (type == 0) ? store_mage : store_priest;
if (pc_can_cast_spell(who_would_cast,type,what_spell) == FALSE) {
add_string_to_buf("Repeat cast: Can't cast.");
return FALSE;
}
store_select = (type == 0) ? mage_need_select[what_spell] :
priest_need_select[what_spell];
if ((store_select > 0) && (store_spell_target == 6)) {
add_string_to_buf("Repeat cast: No target stored.");
return FALSE;
}
if ((store_select == 2) &&
((adven[store_spell_target].main_status == MAIN_STATUS_ABSENT) ||
(adven[store_spell_target].main_status > MAIN_STATUS_STONE)))
{
add_string_to_buf("Repeat cast: No target stored.");
return FALSE;
}
if ((store_select == 1) &&
(adven[store_spell_target].isAlive() == false)) {
add_string_to_buf("Repeat cast: No target stored.");
return FALSE;
}
return TRUE;
}
void do_mage_spell(short pc_num,short spell_num)
{
short i,j,item,target,adj,store;
location where;
unsigned short r1;
where = c_town.p_loc;
play_sound(25);
current_spell_range = 8;
adj = adven[who_cast].statAdj(2);
switch (spell_num) {
case 0: // Light
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
increase_light(50);
break;
case 6: // Identify
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
ASB("All of your items are identified.");
for (i = 0; i < 6; i++)
for (j = 0; j < 24; j++)
adven[i].items[j].item_properties = adven[i].items[j].item_properties | 1;
break;
case 9: // true sight
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
for (where.x = 0; where.x < 64; where.x++)
for (where.y = 0; where.y < 64; where.y++)
if (dist(where,c_town.p_loc) <= 2)
make_explored(where.x,where.y);
clear_map();
break;
case 16: // summon beast ////
r1 = get_summon_monster(1);
if (r1 == 0) break;
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
store = get_ran(3,1,4) + adj;
if (summon_monster(r1,where,store,2) == FALSE)
add_string_to_buf(" Summon failed.");
break;
case 26: // summon 1
store = adven[who_cast].level / 5 + adven[who_cast].statAdj(2) / 3 + get_ran(1,0,2);
j = minmax(1,7,(int)store);
r1 = get_summon_monster(1); ////
if (r1 == 0) break;
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
store = get_ran(4,1,4) + adj;
for (i = 0; i < j; i++)
if (summon_monster(r1,where,store,2) == FALSE)
add_string_to_buf(" Summon failed.");
break;
case 43: // summon 2
store = adven[who_cast].level / 7 + adven[who_cast].statAdj(2) / 3 + get_ran(1,0,1);
j = minmax(1,6,(int)store);
r1 = get_summon_monster(2); ////
if (r1 == 0) break;
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
store = get_ran(5,1,4) + adj;
for (i = 0; i < j; i++)
if (summon_monster(r1,where,store,2) == FALSE)
add_string_to_buf(" Summon failed.");
break;
case 58: // summon 3
store = adven[who_cast].level / 10 + adven[who_cast].statAdj(2) / 3 + get_ran(1,0,1);
j = minmax(1,5,(int)store);
r1 = get_summon_monster(3); ////
if (r1 == 0) break;
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
store = get_ran(7,1,4) + adven[who_cast].statAdj(2);
for (i = 0; i < j; i++)
if (summon_monster(r1,where,store,2) == FALSE)
add_string_to_buf(" Summon failed.");
break;
case 50:
store = get_ran(5,1,4) + 2 * adven[who_cast].statAdj(2);
if (summon_monster(85,where,store,2) == FALSE)
add_string_to_buf(" Summon failed.");
else adven[pc_num].cur_sp -= spell_cost[0][spell_num];
break;
case 18: // dispel field
add_string_to_buf(" Target spell. ");
current_pat = square;
overall_mode = 3;
set_town_spell(spell_num,pc_num);
break;
case 23: // Long light
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
increase_light(200);
break;
case 33: // Magic map
item = adven[pc_num].hasAbil(158);////
if (item == 24)
add_string_to_buf(" You need a sapphire. ");
else if (c_town.town.specials2 % 10 == 1)
add_string_to_buf(" The spell fails. ");
else {
adven[pc_num].removeCharge(item);
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
add_string_to_buf(" As the sapphire dissolves, ");
add_string_to_buf(" you have a vision. ");
for (i = 0; i < 64; i++)
for (j = 0; j < 64; j++)
make_explored(i,j);
clear_map();
}
break;
case 38: // Stealth
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
party.stuff_done[305][0] += max(6,adven[pc_num].level * 2);
break;
case 7: case 20: case 34: case 41: // Scry monster, Unlock, disp. barrier, Capture SOul
add_string_to_buf(" Target spell. ");
current_pat = single;
overall_mode = 3;
set_town_spell(spell_num,pc_num);
break;
case 42: case 59: case 60: // fire and force barriers, quickfire
add_string_to_buf(" Target spell. ");
overall_mode = 3;
current_pat = single;
set_town_spell(spell_num,pc_num);
break;
case 51: // antimagic
add_string_to_buf(" Target spell. ");
overall_mode = 3;
current_pat = radius2;
set_town_spell(spell_num,pc_num);
break;
case 53: // fly
if (party.stuff_done[305][1] > 0) {
add_string_to_buf(" Not while already flying. ");
return;
}
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 {
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
add_string_to_buf(" You start flying! ");
party.stuff_done[305][1] = 3;
}
break;
case 29: case 57: // resist magic protection
target = store_spell_target;
if (target < 6)
adven[pc_num].cur_sp -= spell_cost[0][spell_num];
if ((spell_num == 57) && (target < 6)) {
adven[target].status[4] += 2 + adven[pc_num].statAdj(2) + get_ran(2,1,2);
for (i = 0; i < 6; i++)
if (adven[i].isAlive()) {
adven[i].status[5] += 4 + adven[pc_num].level / 3 + adven[pc_num].statAdj(2);
}
sprintf ((char *) c_line, " Party protected. ");
}
if ((spell_num == 29) && (target < 6)) {
adven[target].status[5] += 2 + adven[pc_num].statAdj(2) + get_ran(2,1,2);
sprintf ((char *) c_line, " %s protected.",adven[target].name);
}
add_string_to_buf((char *) c_line);
break;
}
}
void do_priest_spell(short pc_num,short spell_num)
{
short r1,r2, target, i,item,store,adj,x,y;
location loc;
location where;
short store_victim_health,store_caster_health,targ_damaged; // for symbiosis
where = c_town.p_loc;
adj = adven[pc_num].statAdj(2);
play_sound(24);
current_spell_range = 8;
switch (spell_num) {
case 4:
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
if (is_town()) {
loc = (overall_mode == MODE_OUTDOORS) ? party.p_loc : c_town.p_loc;
sprintf ((char *) c_line, " You're at: x %d y %d.",
(short) loc.x, (short) loc.y);
}
if (is_out()) {
loc = (overall_mode == MODE_OUTDOORS) ? party.p_loc : c_town.p_loc;
x = loc.x; y = loc.y;
x += 48 * party.outdoor_corner.x; y += 48 * party.outdoor_corner.y;
sprintf ((char *) c_line, " You're outside at: x %d y %d.",x,y);
}
add_string_to_buf((char *) c_line);
break;
case 7: case 25: // manna spells
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
store = adven[pc_num].level / 3 + 2 * adven[who_cast].statAdj(2) + get_ran(2,1,4);
r1 = max(0,store);
if (spell_num == 7)
r1 = r1 / 3 + 1;
sprintf ((char *) c_line, " You gain %d food. ",r1);
add_string_to_buf((char *) c_line);
party.giveFood(r1,true);
break;
case 8: // Ritual - Sanctify
add_string_to_buf(" Sanctify which space? ");
current_pat = single;
overall_mode = 3;
set_town_spell(100 + spell_num,pc_num);
break;
case 13:
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
party.light_level += 210;
break;
case 15:
store = adven[who_cast].statAdj(2);
if (summon_monster(125,where,get_ran(2,1,4) + store,2) == FALSE)
add_string_to_buf(" Summon failed.");
else adven[pc_num].cur_sp -= spell_cost[1][spell_num];
break;
case 34:
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
r1 = adven[who_cast].level / 6 + adven[who_cast].statAdj(2) / 3 + get_ran(1,0,1);
for (i = 0; i < r1; i++) {
r2 = get_ran(1,0,7);
store = get_ran(2,1,5) + adven[who_cast].statAdj(2);
if (summon_monster((r2 == 1) ? 100 : 99,where,store,2 ) == FALSE)
add_string_to_buf(" Summon failed.");
}
break;
case 43:
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
store = get_ran(2,1,4) + adven[who_cast].statAdj(2);
if (summon_monster(126,where,store,2) == FALSE)
add_string_to_buf(" Summon failed.");
for (i = 0; i < 4; i++) {
store = get_ran(2,1,4) + adven[who_cast].statAdj(2);
if (summon_monster(125,where,store,2) == FALSE)
add_string_to_buf(" Summon failed.");
}
break;
case 50:
store = get_ran(6,1,4) + adven[who_cast].statAdj(2);
if (summon_monster(122,where,store,2) == FALSE)
add_string_to_buf(" Summon failed.");
else adven[pc_num].cur_sp -= spell_cost[1][spell_num];
break;
case 16:
add_string_to_buf(" Destroy what? ");
current_pat = (spell_num == 16) ? single : square;
overall_mode = 3;
set_town_spell(100 + spell_num,pc_num);
break;
case 45: // dispelling fields
add_string_to_buf(" Target spell. ");
current_pat = (spell_num == 19) ? single : radius2;
overall_mode = 3;
set_town_spell(100 + spell_num,pc_num);
break;
case 23: // Detect life
add_string_to_buf(" Monsters now on map. ");
party.stuff_done[305][2] += 6 + get_ran(1,0,6);
clear_map();
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
break;
case 37: // firewalk
add_string_to_buf(" You are now firewalking. ");
party.stuff_done[305][3] += adven[pc_num].level / 12 + 2;
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
break;
case 44: // shatter
add_string_to_buf(" You send out a burst of energy. ");
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
for (loc.x = where.x - 1;loc.x < where.x + 2; loc.x++)
for (loc.y = where.y - 1;loc.y < where.y + 2; loc.y++)
loc.crumbleWall();
update_explored(c_town.p_loc);
break;
case 60:
if (overall_mode > MODE_OUTDOORS) {
add_string_to_buf(" Can only cast outdoors. ");
return;
}
if (party.in_boat >= 0) {
add_string_to_buf(" Not while in boat. ");
return;
}
if (party.in_horse >= 0) {////
add_string_to_buf(" Not while on horseback. ");
return;
}
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
add_string_to_buf(" You are moved... ");
force_town_enter(scenario.which_town_start,scenario.where_start);
start_town_mode(scenario.which_town_start,9);
position_party(scenario.out_sec_start.x,scenario.out_sec_start.y,
scenario.out_start.x,scenario.out_start.y);
center = c_town.p_loc = scenario.where_start;
// overall_mode = 0;
// center = party.p_loc;
// update_explored(party.p_loc);
redraw_screen(0);
break;
case 1: case 20: case 39: case 2: case 11: case 27: case 28: case 36: case 19: case 24:
// target = select_pc(11,0);
target = store_spell_target;
if (target < 6) {
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
switch(spell_num) {
case 1: case 20: case 39:
r1 = get_ran(2 + 2 * (spell_num / 6), 1, 4);
sprintf ((char *) c_line, " %s healed %d. ",
(char *) adven[target].name,r1);
adven[target].heal(r1);
one_sound(52);
break;
case 2: case 11:
sprintf ((char *) c_line, " %s cured. "
,(char *) adven[target].name);
r1 = ((spell_num == 2) ? 1 : 3) + get_ran(1,0,2) + adven[pc_num].statAdj(2) / 2;
adven[target].cure(r1);
break;
case 19: // awaken
if (adven[target].status[11] <= 0) {
sprintf ((char *) c_line, " %s is already awake! "
,(char *) adven[target].name);
break;
}
sprintf ((char *) c_line, " %s wakes up. "
,(char *) adven[target].name);
adven[target].status[11] = 0;
break;
case 24: // cure paralysis
if (adven[target].status[12] <= 0) {
sprintf ((char *) c_line, " %s isn't paralyzed! "
,(char *) adven[target].name);
break;
}
sprintf ((char *) c_line, " %s can move now. "
,(char *) adven[target].name);
adven[target].status[12] = 0;
break;
case 27:
sprintf ((char *) c_line, " %s recovers. "
,(char *) adven[target].name);
r1 = 2 + get_ran(1,0,2) + adven[pc_num].statAdj(2) / 2;
adven[target].status[7] = max(0,adven[target].status[7] - r1);
break;
case 28:
sprintf ((char *) c_line, " %s restored. "
,(char *) adven[target].name);
r1 = 1 + get_ran(1,0,2) + adven[pc_num].statAdj(2) / 2;
adven[target].status[9] = max(0,adven[target].status[9] - r1);
break;
case 36:
sprintf ((char *) c_line, " %s cleansed. "
,(char *) adven[target].name);
adven[target].status[7] = 0;
adven[target].status[6] = 0;
break;
}
}
add_string_to_buf((char *) c_line);
put_pc_screen();
break;
case 47: case 49: case 40: case 56: case 33: case 5: case 6: case 35:
target = store_spell_target;
if (target < 6) {
if ((spell_num == 6) && (target == pc_num)) { // check symbiosis
add_string_to_buf(" Can't cast on self.");
return;
}
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
if (spell_num == 35) { // martyr's shield
sprintf ((char *) c_line, " %s shielded. ",
(char *) adven[target].name);
r1 = max(1,get_ran((adven[pc_num].level + 5) / 5,1,3) + adj);
adven[target].status[10] += r1;
}
if (spell_num == 5) { // sanctuary
sprintf ((char *) c_line, " %s hidden. ",
(char *) adven[target].name);
r1 = max(0,get_ran(0,1,3) + adven[pc_num].level / 4 + adj);
adven[target].status[8] += r1;
}
if (spell_num == 6) { // symbiosis
store_victim_health = adven[target].cur_health;
store_caster_health = adven[pc_num].cur_health;
targ_damaged = adven[target].max_health - adven[target].cur_health;
while ((targ_damaged > 0) && (adven[pc_num].cur_health > 0)) {
adven[target].cur_health++;
r1 = get_ran(1,0,100) + adven[pc_num].level / 2 + 3 * adj;
if (r1 < 100)
adven[pc_num].cur_health--;
if (r1 < 50)
move_to_zero(adven[pc_num].cur_health);
targ_damaged = adven[target].max_health - adven[target].cur_health;
}
add_string_to_buf(" You absorb damage.");
sprintf ((char *) c_line, " %s healed %d. ", (char *) adven[target].name,
adven[target].cur_health - store_victim_health);
add_string_to_buf ((char *) c_line);
sprintf ((char *) c_line, " %s takes %d. ", (char *) adven[pc_num].name,
store_caster_health - adven[pc_num].cur_health);
}
if (spell_num == 47) {
sprintf ((char *) c_line, " %s healed. ",
(char *) adven[target].name);
adven[target].heal(250);
adven[target].status[2] = 0;
one_sound(-53); one_sound(52);
}
if (spell_num == 49) {
if (adven[target].main_status == MAIN_STATUS_STONE) {
adven[target].main_status = MAIN_STATUS_ALIVE;
sprintf ((char *) c_line, " %s destoned. ",
(char *) adven[target].name);
play_sound(53);
}
else sprintf ((char *) c_line," Wasn't stoned. ");
}
if (spell_num == 33) {
for (i = 0; i < 24; i++)
if (adven[target].items[i].isCursed())
{
r1 = get_ran(1,0,200) - 10 * adven[pc_num].statAdj(2);
if (r1 < 60) {
adven[target].items[i].item_properties =
adven[target].items[i].item_properties & 239;
}
}
play_sound(52);
sprintf ((char *) c_line," Your items glow. ");
}
if (PSD[305][8] == 0 && ((spell_num == 40) || (spell_num == 56))){
if ((item = adven[pc_num].hasAbil(160)) == 24) {
sprintf(c_line," Need resurrection balm. ");
spell_num = 500;
}
else adven[pc_num].takeItem(item);
}
if (spell_num == 40) {
if (adven[target].main_status == MAIN_STATUS_DEAD)
if (get_ran(1,1,adven[pc_num].level / 2) == 1) {
sprintf ((char *) c_line, " %s now dust. ",
(char *) adven[target].name);
play_sound(5);
adven[target].main_status = MAIN_STATUS_DUST;
}
else {
adven[target].main_status = MAIN_STATUS_ALIVE;
for (i = 0; i < 3; i++)
if (get_ran(1,0,2) < 2)
adven[target].skills[i] -= (adven[target].skills[i] > 1) ? 1 : 0;
adven[target].cur_health = 1;
sprintf ((char *) c_line, " %s raised. ",
(char *) adven[target].name);
play_sound(52);
}
else sprintf ((char *) c_line," Didn't work. ");
}
if (spell_num == 56) {
if (adven[target].isAlive() == false) {
adven[target].main_status = MAIN_STATUS_ALIVE;
for (i = 0; i < 3; i++)
if (get_ran(1,0,2) < 1)
adven[target].skills[i] -= (adven[target].skills[i] > 1) ? 1 : 0;
adven[target].cur_health = 1;
sprintf ((char *) c_line, " %s raised.",
(char *) adven[target].name);
play_sound(52);
}
else sprintf ((char *) c_line," Was OK. ");
}
add_string_to_buf((char *) c_line);
put_pc_screen();
}
break;
case 21: case 46: case 54:
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
r1 = get_ran(spell_num / 7 + adj, 1, 4);
if (spell_num < 54) {
sprintf ((char *) c_line, " Party healed %d. ", r1);
add_string_to_buf((char *) c_line);
adven.heal(r1);
play_sound(52);
}
else if (spell_num == 54) {
sprintf ((char *) c_line, " Party revived. ");
add_string_to_buf((char *) c_line);
r1 = r1 * 2;
adven.heal(r1);
play_sound(-53);
play_sound(-52);
adven.cure(3 + adj);
}
break;
case 30:
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
sprintf ((char *) c_line, " Party cured. ");
add_string_to_buf((char *) c_line);
adven.cure(3 + adven[pc_num].statAdj(2));
break;
case 42: case 61: case 48:
adven[pc_num].cur_sp -= spell_cost[1][spell_num];
switch (spell_num) {
case 42: add_string_to_buf(" Party hidden.");break;
case 61: add_string_to_buf(" Party cleansed.");break;
case 48: add_string_to_buf(" Party is now really, REALLY awake.");break;
}
for (i = 0; i < 6; i++)
if (adven[i].isAlive()) {
if (spell_num == 42) {
store = get_ran(0,1,3) + adven[pc_num].level / 6 + adven[pc_num].statAdj(2);
r1 = max(0,store);
adven[i].status[8] += r1;
}
if (spell_num == 61) {
adven[i].status[6] = 0;
adven[i].status[7] = 0;
}
if (spell_num == 48) { // Hyperactivity
adven[i].status[11] -= 6 + 2 * adven[pc_num].statAdj(2);
adven[i].status[3] = max(0,adven[i].status[3]);
}
}
break;
}
}
void cast_town_spell(location where)
{
short adjust,r1,targ,store;
location loc;
unsigned char ter;
if ((where.x <= c_town.town.in_town_rect.left) ||
(where.x >= c_town.town.in_town_rect.right) ||
(where.y <= c_town.town.in_town_rect.top) ||
(where.y >= c_town.town.in_town_rect.bottom)) {
add_string_to_buf(" Can't target outside town.");
return;
}
adjust = can_see(c_town.p_loc,where,0);
if (town_spell < 1000)
adven[who_cast].cur_sp -= spell_cost[town_spell / 100][town_spell % 100];
else town_spell -= 1000;
ter = t_d.terrain[where.x][where.y];
if (adjust > 4)
add_string_to_buf(" Can't see target. ");
else switch (town_spell) {
case 7: case 34: // Scry, Capture Soul
targ = monst_there(where);
if (targ < T_M) {
if (town_spell == 7) {
party.m_seen[c_town.monst.dudes[targ].number] = TRUE;
adjust_monst_menu();
display_monst(0,&c_town.monst.dudes[targ],0);
}
else c_town.monst.dudes[targ].record();
}
else add_string_to_buf(" No monster there.");
break;
case 119: case 145: case 18:
add_string_to_buf(" You attempt to dispel. ");
place_spell_pattern(current_pat,where,11,FALSE,7);
break;
case 116: // Move M.
add_string_to_buf(" You blast the area. ");
where.crumbleWall();
update_explored(c_town.p_loc);
break;
case 42:
if ((get_obscurity(where.x,where.y) == 5) || (monst_there(where) < 90)) {
add_string_to_buf(" Target space obstructed.");
break;
}
make_fire_barrier(where.x,where.y);
if (is_fire_barrier(where.x,where.y))
add_string_to_buf(" You create the barrier. ");
else add_string_to_buf(" Failed.");
break;
case 59:
if ((get_obscurity(where.x,where.y) == 5) || (monst_there(where) < 90)) {
add_string_to_buf(" Target space obstructed.");
break;
}
make_force_barrier(where.x,where.y);
if (is_force_barrier(where.x,where.y))
add_string_to_buf(" You create the barrier. ");
else add_string_to_buf(" Failed.");
break;
case 60:
make_quickfire(where.x,where.y);
if (is_quickfire(where.x,where.y))
add_string_to_buf(" You create quickfire. ");
else add_string_to_buf(" Failed.");
break;
case 51: // am cloud
add_string_to_buf(" You create an antimagic cloud. ");
for (loc.x = 0; loc.x < town_size[town_type]; loc.x++)
for (loc.y = 0; loc.y < town_size[town_type]; loc.y++)
if ((dist(where,loc) <= 2) && (can_see(where,loc,2) < 5) &&
((ex_abs(loc.x - where.x) < 2) || (ex_abs(loc.y - where.y) < 2)))
make_antimagic(loc.x,loc.y);
break;
case 108: // RItual - sanctify
sanctify_space(where);
break;
case 20:
switch (scenario.ter_types[ter].special) { ////
case 9: case 10:
r1 = get_ran(1,0,100) - 5 * adven[who_cast].statAdj(2) + 5 * c_town.difficulty;
r1 += scenario.ter_types[ter].flag2 * 7;
if (scenario.ter_types[ter].flag2 == 10)
r1 = 10000;
if (r1 < (135 - combat_percent[min(19,adven[who_cast].level)])) {
add_string_to_buf(" Door unlocked. ");
play_sound(9);
t_d.terrain[where.x][where.y] = 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;
}
else {
play_sound(41);
add_string_to_buf(" Didn't work. ");
}
break;
default:
add_string_to_buf(" Wrong terrain type. ");
break;
}
break;
case 41:
if ((is_fire_barrier(where.x,where.y)) || (is_force_barrier(where.x,where.y))) {
r1 = get_ran(1,0,100) - 5 * adven[who_cast].statAdj(2) + 5 * (c_town.difficulty / 10);
if (is_fire_barrier(where.x,where.y))
r1 -= 8;
if (r1 < (120 - combat_percent[min(19,adven[who_cast].level)])) {
add_string_to_buf(" Barrier broken. ");
take_fire_barrier(where.x,where.y);
take_force_barrier(where.x,where.y);
// Now, show party new things
update_explored(c_town.p_loc);
}
else {
store = get_ran(1,0,1);
play_sound(41);
add_string_to_buf(" Didn't work. ");
}
}
else add_string_to_buf(" No barrier there.");
break;
}
}
void sanctify_space(location where)
{
short i,s1,s2,s3;
for (i = 0; i < 50; i++)
if ((same_point(where,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 == 24)
run_special(16,2,c_town.town.spec_id[i],where,&s1,&s2,&s3);
return;
}
add_string_to_buf(" Nothing happens.");
}
void do_mindduel(short pc_num,creature_data_type *monst)
{
short i = 0,adjust,r1,r2,balance = 0;
adjust = (adven[pc_num].level + adven[pc_num].skills[2]) / 2 - monst->m_d.level * 2;
if (adven[pc_num].hasAbilEquip(53) < 24)
adjust += 20;
if (monst->attitude % 2 != 1)
make_town_hostile();
monst->attitude = 1;
add_string_to_buf("Mindduel!");
while ((adven[pc_num].isAlive()) && (monst->active > 0) && (i < 10)) {
play_sound(1);
r1 = get_ran(1,0,100) + adjust;
r1 += 5 * (monst->m_d.status[9] - adven[pc_num].status[9]);
r1 += 5 * balance;
r2 = get_ran(1,1,6);
if (r1 < 30) {
sprintf((char *)c_line, " %s is drained %d.",adven[pc_num].name,r2);
add_string_to_buf((char *) c_line);
monst->m_d.mp += r2;
balance++;
if (adven[pc_num].cur_sp == 0) {
adven[pc_num].status[9] += 2;
sprintf((char *) c_line," %s is dumbfounded.",adven[pc_num].name);
add_string_to_buf((char *) c_line);
if (adven[pc_num].status[9] > 7) {
sprintf((char *) c_line," %s is killed!",adven[pc_num].name);
add_string_to_buf((char *) c_line);
adven[pc_num].kill(2);
}
}
else adven[pc_num].cur_sp = max(0,adven[pc_num].cur_sp - r2);
}
if (r1 > 70)
{
sprintf((char *)c_line, " %s drains %d.",adven[pc_num].name,r2);
add_string_to_buf((char *) c_line);
adven[pc_num].cur_sp += r2;
balance--;
if (monst->m_d.mp == 0)
{
monst->m_d.status[9] += 2;
monst_spell_note(monst->number,22);
if (monst->m_d.status[9] > 7) kill_monst(monst,pc_num);
}
else monst->m_d.mp = max(0,monst->m_d.mp - r2);
}
print_buf();
i++;
}
}
// mode 0 - dispel spell, 1 - always take 2 - always take and take fire and force too
void dispel_fields(short i,short j,short mode)
{
short r1;
if (mode == 2) {
take_fire_barrier(i,j);
take_force_barrier(i,j);
take_barrel(i,j);
take_crate(i,j);
take_web(i,j);
}
if (mode >= 1)
mode = -10;
take_fire_wall(i,j);
take_force_wall(i,j);
take_scloud(i,j);
r1 = get_ran(1,1,6) + mode;
if (r1 <= 1)
take_web(i,j);
r1 = get_ran(1,1,6) + mode;
if (r1 < 6)
take_ice_wall(i,j);
r1 = get_ran(1,1,6) + mode;
if (r1 < 5)
take_sleep_cloud(i,j);
r1 = get_ran(1,1,8) + mode;
if (r1 <= 1)
take_quickfire(i,j);
r1 = get_ran(1,1,7) + mode;
if (r1 < 5)
take_blade_wall(i,j);
}
Boolean pc_can_cast_spell(short pc_num,short type,short spell_num)
//short type; // 0 - mage 1 - priest
{
short level,store_w_cast;
level = spell_level[spell_num];
if (overall_mode >= 20)
return FALSE;
if ((spell_num < 0) || (spell_num > 61))
return FALSE;
if (adven[pc_num].skills[SKILL_MAGE_SPELLS + type] < level)
return FALSE;
if (adven[pc_num].isAlive() == false)
return FALSE;
if (adven[pc_num].cur_sp < spell_cost[type][spell_num])
return FALSE;
if ((type == 0) && (adven[pc_num].mage_spells[spell_num] == FALSE))
return FALSE;
if ((type == 1) && (adven[pc_num].priest_spells[spell_num] == FALSE))
return FALSE;
if (adven[pc_num].status[9] >= 8 - level)
return FALSE;
if (adven[pc_num].status[12] != 0)
return FALSE;
if (adven[pc_num].status[11] > 0)
return FALSE;
// 0 - everywhere 1 - combat only 2 - town only 3 - town & outdoor only 4 - town & combat only 5 - outdoor only
store_w_cast = spell_w_cast[type][spell_num];
if (is_out())
if ((store_w_cast == 1) || (store_w_cast == 2) || (store_w_cast == 4))
return FALSE;
if (is_town())
if ((store_w_cast == 1) || (store_w_cast == 5))
return FALSE;
if (is_combat())
if ((store_w_cast == 2) || (store_w_cast == 3) || (store_w_cast == 5))
return FALSE;
return TRUE;
}
void draw_caster_buttons()
{
short i;
if (can_choose_caster == FALSE) {
for (i = 0; i < 6; i++) {
if (i == pc_casting)
cd_activate_item(1098,4 + i,1);
else cd_activate_item(1098,4 + i,0);
}
}
else {
for (i = 0; i < 6; i++) {
if (pc_can_cast_spell(i,store_situation,store_situation) == TRUE)
cd_activate_item(1098,4 + i,1);
else cd_activate_item(1098,4 + i,0);
}
}
}
void draw_spell_info()
{
if (((store_situation == 0) && (store_mage == 70)) ||
((store_situation == 1) && (store_priest == 70))) { // No spell selected
for (i = 0; i < 6; i++)
cd_activate_item(1098,10 + i,0);
}
else { // Spell selected
for (i = 0; i < 6; i++) {
switch (((store_situation == 0) ?
mage_need_select[store_mage] : priest_need_select[store_priest])) {
case 0:
cd_activate_item(1098,10 + i,0);
break;
case 1:
if (adven[i].isAlive() == false)
cd_activate_item(1098,10 + i,0);
else cd_activate_item(1098,10 + i,1);
break;
case 2:
if (adven[i].main_status > MAIN_STATUS_ABSENT)
cd_activate_item(1098,10 + i,1);
else cd_activate_item(1098,10 + i,0);
break;
}
}
}
}
void draw_spell_pc_info()
{
for (int i = 0; i < 6; i++) {
if (adven[i].main_status != MAIN_STATUS_ABSENT)
{
cd_set_item_text(1098,18 + i,adven[i].name);
if (adven[i].isAlive()) {
cd_set_item_num(1098,24 + i, adven[i].cur_health);
cd_set_item_num(1098,30 + i, adven[i].cur_sp);
}
}
}
}
void put_pc_caster_buttons()
{
for (int i = 0; i < 6; i++)
if (cd_get_active(1098,i + 4) > 0) {
if (i == pc_casting)
cd_text_frame(1098,i + 18,11);
else cd_text_frame(1098,i + 18,1);
}
}
void put_pc_target_buttons()
{
if (store_spell_target < 6) {
cd_text_frame(1098,24 + store_spell_target,11);
cd_text_frame(1098,30 + store_spell_target,11);
}
if ((store_last_target_darkened < 6) && (store_last_target_darkened != store_spell_target)) {
cd_text_frame(1098,24 + store_last_target_darkened,1);
cd_text_frame(1098,30 + store_last_target_darkened,1);
}
store_last_target_darkened = store_spell_target;
}
void put_spell_led_buttons()
{
short i,spell_for_this_button;
for (i = 0; i < 38; i++) {
spell_for_this_button = (on_which_spell_page == 0) ? i : spell_index[i];
if (spell_for_this_button < 90) {
if (((store_situation == 0) && (store_mage == spell_for_this_button)) ||
((store_situation == 1) && (store_priest == spell_for_this_button))) {
cd_set_led(1098,i + 37,2);
}
else if (pc_can_cast_spell(pc_casting,store_situation,spell_for_this_button) == TRUE)
cd_set_led(1098,i + 37,1);
else cd_set_led(1098,i + 37,0);
}
}
}
void put_spell_list()
{
short i;
char add_text[256];
if (on_which_spell_page == 0) {
csit(1098,80,"Level 1:");
csit(1098,81,"Level 2:");
csit(1098,82,"Level 3:");
csit(1098,83,"Level 4:");
for (i = 0; i < 38; i++) {
if (store_situation == 0) {
if (i == 35)
sprintf((char *) add_text,"%s %c ?",mage_s_name[i],
(char) ((97 + i > 122) ? 65 + (i - 26) : 97 + i));
else sprintf((char *) add_text,"%s %c %d",mage_s_name[i],
(char) ((97 + i > 122) ? 65 + (i - 26) : 97 + i),spell_cost[0][i]);
}
else sprintf((char *) add_text,"%s %c %d",priest_s_name[i],
(char) ((97 + i > 122) ? 65 + (i - 26) : 97 + i),spell_cost[1][i]);
//for (j = 0; j < 30; i++)
// if (add_text[j] == '&')
// add_text[j] = (char) ((97 + i > 122) ? 65 + (i - 26) : 97 + i);
cd_add_label(1098,37 + i,(char *) add_text,53);
if (spell_index[i] == 90)
cd_activate_item(1098,37 + i,1);
}
}
else {
csit(1098,80,"Level 5:");
csit(1098,81,"Level 6:");
csit(1098,82,"Level 7:");
csit(1098,83,"");
for (i = 0; i < 38; i++)
if (spell_index[i] < 90) {
if (store_situation == 0)
sprintf((char *) add_text,"%s %c %d",mage_s_name[spell_index[i]],
(char) ((97 + i > 122) ? 65 + (i - 26) : 97 + i),spell_cost[0][spell_index[i]]);
else sprintf((char *) add_text,"%s %c %d",priest_s_name[spell_index[i]],
(char) ((97 + i > 122) ? 65 + (i - 26) : 97 + i),spell_cost[1][spell_index[i]]);
cd_add_label(1098,37 + i,(char *) add_text,53);
}
else cd_activate_item(1098,37 + i,0);
}
}
void pick_spell_event_filter (short item_hit)
{
char *choose_target = " Now pick a target.";
char *no_target = " No target needed.";
char *bad_target = " Can't cast on him/her.";
char *got_target = " Target selected.";
char *bad_spell = " Spell not available.";
Boolean spell_toast = FALSE,dialog_done = FALSE;
switch (item_hit) {
case 4: case 5: case 6: case 7: case 8: case 9: // pick caster
if (cd_get_active(1098,item_hit) == 1) {
pc_casting = item_hit - 4;
if (pc_can_cast_spell(pc_casting,store_situation,
((store_situation == 0) ? store_mage : store_priest)) == FALSE) {
if (store_situation == 0)
store_mage = 70;
else store_priest = 70;
store_spell_target = 6;
}
draw_spell_info();
draw_spell_pc_info();
put_spell_led_buttons();
put_pc_caster_buttons();
put_pc_target_buttons();
}
break;
case 10: case 11: case 12: case 13: case 14: case 15: // pick target
if (cd_get_active(1098,10 + pc_casting) == FALSE) {
cd_set_item_text(1098,36,no_target);
}
else if (cd_get_active(1098,item_hit) == FALSE) {
cd_set_item_text(1098,36,bad_target);
}
else {
cd_set_item_text(1098,36,got_target);
store_spell_target = item_hit - 10;
draw_spell_info();
put_pc_target_buttons();
}
break;
case 16: // cancel
spell_toast = TRUE;
dialog_done = TRUE;
break;
case 1: case 17: // cast!
dialog_done = TRUE;
break;
case 75: // other spells
on_which_spell_page = 1 - on_which_spell_page;
put_spell_list();
put_spell_led_buttons();
break;
case 79: // help
party.help_received[7] = 0;
give_help(207,8,1098);
break;
case 100:
break;
default:
if (item_hit >= 100) {
item_hit -= 100;
i = (on_which_spell_page == 0) ? item_hit - 37 : spell_index[item_hit - 37];
display_spells(store_situation,i,1098);
}
else if (cd_get_led(1098,item_hit) == 0) {
cd_set_item_text(1098,36,bad_spell);
}
else {
if (store_situation == 0)
store_mage = (on_which_spell_page == 0) ? item_hit - 37 : spell_index[item_hit - 37];
else store_priest = (on_which_spell_page == 0) ? item_hit - 37 : spell_index[item_hit - 37];
draw_spell_info();
put_spell_led_buttons();
if (store_spell_target < 6) {
if (cd_get_active(1098,10 + store_spell_target) == FALSE) {
store_spell_target = 6;
draw_spell_info();
put_pc_target_buttons();
}
}
// Cute trick now... if a target is needed, caster can always be picked
if ((store_spell_target == 6) && (cd_get_active(1098,10 + pc_casting) == 1)) {
cd_set_item_text(1098,36,choose_target);
draw_spell_info();
force_play_sound(45);
}
else if (cd_get_active(1098,10 + pc_casting) == 0) {
store_spell_target = 6;
put_pc_target_buttons();
}
}
break;
}
if (dialog_done == TRUE) {
if (spell_toast == TRUE) {
store_mage = store_mage_store;
store_priest = store_priest_store;
store_spell_target = store_store_target ;
if (store_situation == 0)
store_last_cast_mage = pc_casting;
else store_last_cast_priest = pc_casting;
dialog_not_toast = FALSE;
dialog_answer = 70;
return;
}
if (((store_situation == 0) && (store_mage == 70)) ||
((store_situation == 1) && (store_priest == 70))) {
add_string_to_buf("Cast: No spell selected.");
store_mage = store_mage_store;
store_priest = store_priest_store;
store_spell_target = store_store_target ;
dialog_not_toast = FALSE;
dialog_answer = 70;
return;
}
if ((store_situation == 0) && (mage_need_select[store_mage] == 0)) {
store_last_cast_mage = pc_casting;
pc_last_cast[store_situation][pc_casting] = store_mage;
dialog_not_toast = FALSE;
dialog_answer = store_mage;
return;
}
if ((store_situation == 1) && (priest_need_select[store_priest] == 0)) {
store_last_cast_priest = pc_casting;
pc_last_cast[store_situation][pc_casting] = store_priest;
dialog_not_toast = FALSE;
dialog_answer = store_priest;
return;
}
if (store_spell_target == 6) {
add_string_to_buf("Cast: Need to select target.");
store_mage = store_mage_store;
store_priest = store_priest_store;
store_spell_target = store_store_target ;
dialog_not_toast = FALSE;
give_help(39,0,1098);
dialog_answer = 70;
return;
}
item_hit = ((store_situation == 0) ? store_mage : store_priest);
if (store_situation == 0)
store_last_cast_mage = pc_casting;
else store_last_cast_priest = pc_casting;
pc_last_cast[store_situation][pc_casting] = ((store_situation == 0) ? store_mage : store_priest);
dialog_not_toast = FALSE;
dialog_answer = item_hit;
}
}
short pick_spell(short pc_num,short type,short) // 70 - no spell OW spell num
//short pc_num; // if 6, anyone
//short type; // 0 - mage 1 - priest
//short situation; // 0 - out 1 - town 2 - combat
{
store_mage_store = store_mage;
store_priest_store = store_priest;
store_store_target = store_spell_target;
store_situation = type;
store_last_target_darkened = 6;
can_choose_caster = (pc_num < 6) ? FALSE : TRUE;
pc_casting = (type == 0) ? store_last_cast_mage : store_last_cast_priest;
if (pc_casting == 6)
pc_casting = current_pc;
if (pc_num == 6) { // See if can keep same caster
can_choose_caster = TRUE;
if (pc_can_cast_spell(pc_casting,type,type) == FALSE) {
for (i = 0; i < 6; i++)
if (pc_can_cast_spell(i,type,type)) {
pc_casting = i;
i = 500;
}
if (i == 6) {
add_string_to_buf("Cast: Nobody can.");
return 70;
}
}
}
else {
can_choose_caster = FALSE;
pc_casting = pc_num;
}
if (can_choose_caster == FALSE) {
if ((type == 0) && (adven[pc_num].skills[SKILL_MAGE_SPELLS] == 0)) {
add_string_to_buf("Cast: No mage skill.");
return 70;
}
if ((type == 1) && (adven[pc_num].skills[SKILL_PRIEST_SPELLS] == 0)) {
add_string_to_buf("Cast: No priest skill.");
return 70;
}
if (adven[pc_casting].cur_sp == 0) {
add_string_to_buf("Cast: No spell points.");
return 70;
}
}
// If in combat, make the spell being cast this PCs most recent spell
if (is_combat()) {
if (type == 0)
store_mage = pc_last_cast[0][pc_casting];
else store_priest = pc_last_cast[1][pc_casting];
}
// Keep the stored spell, if it's still castable
if (pc_can_cast_spell(pc_casting,type,((type == 0) ? store_mage : store_priest)) == FALSE) {
if (type == 0) {
store_mage = 0;
store_mage_lev = 1;
}
else {
store_priest = 1;
store_priest_lev = 1;
}
}
// If a target is needed, keep the same target if that PC still targetable
if (((type == 0) && (mage_need_select[store_mage] > 0)) ||
((type == 1) && (priest_need_select[store_priest] > 0))) {
if (adven[store_spell_target].isAlive() == false)
store_spell_target = 6;
}
else store_spell_target = 6;
// Set the spell page, based on starting spell
if (((type == 0) && (store_mage >= 38)) || ((type == 1) && (store_priest >= 38)))
on_which_spell_page = 1;
else on_which_spell_page = 0;
SetCursor(sword_curs);
cd_create_dialog(1098,mainPtr);
cd_set_pict(1098,2,714 + type);
for (i = 37; i < 75; i++) {
cd_add_label(1098,i,"",55);
if (i > 62)
cd_attach_key(1098,i,(char ) (65 + i - 63));
else cd_attach_key(1098,i,(char) (97 + i - 37));
cd_set_led(1098,i,( pc_can_cast_spell(pc_casting,type,
(on_which_spell_page == 0) ? i - 37 : spell_index[i - 37]) == TRUE) ? 1 : 0);
}
cd_attach_key(1098,10,'!');
cd_attach_key(1098,11,'@');
cd_attach_key(1098,12,'#');
cd_attach_key(1098,13,'$');
cd_attach_key(1098,14,'%');
cd_attach_key(1098,15,'^');
for (i = 0; i < 6; i++)
cd_key_label(1098,10 + i,0);
for (i = 24; i < 36; i++)
cd_text_frame(1098,i,1);
cd_set_flag(1098,78,0);
put_spell_list();
draw_spell_info();
put_pc_caster_buttons();
draw_spell_pc_info();
draw_caster_buttons();
put_spell_led_buttons();
if (party.help_received[7] == 0) {
cd_initial_draw(1098);
give_help(7,8,1098);
}
while (dialog_not_toast)
ModalDialog();
final_process_dialog(1098);
return dialog_answer;
}
void print_spell_cast(short spell_num,short which)
//short which; // 0 - mage 1 - priest
{
sprintf ((char *) c_line, "Spell: %s ",
(which == 0) ? (char *) mage_s_name[spell_num] : (char *) priest_s_name[spell_num]);
add_string_to_buf((char *) c_line);
}
void set_town_spell(short s_num,short who_c)
{
town_spell = s_num;
who_cast = who_c;
}
void do_alchemy()
{
short abil1_needed[20] = {150,151,150,151,153, 152,152,153,156,153,
156,154,156,157,155, 157,157,152,156,157};
short abil2_needed[20] = {0,0,0,153,0, 0,0,152,0,154,
150,0,151,0,0, 154,155,155,154,155};
short difficulty[20] = {1,1,1,3,3, 4,5,5,7,9, 9,10,12,12,9, 14,19,10,16,20};
short fail_chance[20] = {50,40,30,20,10,8,6,4,2,0,0,0,0,0,0,0,0,0,0,0};
short which_p,which_item,which_item2,r1;
short pc_num;
item_record_type store_i = {7,0, 0,0,0,1,0,0, 50,0,0,0,0,0, 0, 8,0, location(),"Potion","Potion",0,5,0,0};
short potion_abils[20] = {72,87,70,73,70, 87,72,73,77,88,
79,70,87,70,160, 88,86,71,84,88};
short potion_strs[20] = {2,2,2,2,4, 5,8,5,4,2,
8,6,8,8,0, 5,2,8,5,8};
short potion_val[20] = {40,60,15,50,50, 180,200,100,150,100,
200,150,300,400,100, 300,500,175,250,500};
pc_num = select_pc(1,0);
if (pc_num == INVALID_PC)
return;
which_p = alch_choice(pc_num);
if (which_p < 20) {
if (adven[pc_num].hasSpace() == 24) {
add_string_to_buf("Alchemy: Can't carry another item.");
return;
}
if (((which_item = adven[pc_num].hasAbil(abil1_needed[which_p])) == 24) ||
((abil2_needed[which_p] > 0) && ((which_item2 = adven[pc_num].hasAbil(abil2_needed[which_p])) == 24))) {
add_string_to_buf("Alchemy: Don't have ingredients.");
return;
}
play_sound(8);
adven[pc_num].removeCharge(which_item);
if (abil2_needed[which_p] > 0)
adven[pc_num].removeCharge(which_item2);
r1 = get_ran(1,0,100);
if (r1 < fail_chance[adven[pc_num].skills[SKILL_ALCHEMY] - difficulty[which_p]]) {
add_string_to_buf("Alchemy: Failed. ");
r1 = get_ran(1,0,1);
play_sound(41 );
}
else {
store_i.value = potion_val[which_p];
store_i.ability_strength = potion_strs[which_p];
store_i.ability = potion_abils[which_p];
if (which_p == 8)
store_i.magic_use_type = 2;
strcpy(store_i.full_name,alch_names_short[which_p]);
if (adven[pc_num].skills[SKILL_ALCHEMY] - difficulty[which_p] >= 5)
store_i.charges++;
if (adven[pc_num].skills[SKILL_ALCHEMY] - difficulty[which_p] >= 11)
store_i.charges++;
if (store_i.variety == 7)
store_i.graphic_num += get_ran(1,0,2);
if (adven[pc_num].giveToPC(store_i,0) == false) {
ASB("No room in inventory.");
ASB(" Potion placed on floor.");
place_item(store_i,c_town.p_loc,TRUE);
}
else add_string_to_buf("Alchemy: Successful. ");
}
put_item_screen(stat_window,0);
}
}
void alch_choice_event_filter (short item_hit)
{
if (item_hit == 49) { //OBoE changed
party.help_received[20] = 0;
give_help(220,21,1047);
return;
}
if (item_hit == 1)
dialog_answer = 20;
else {
item_hit = (item_hit - 9) / 2;
dialog_answer = item_hit;
}
dialog_not_toast = FALSE;
}
short alch_choice(short pc_num)
{
short difficulty[20] = {1,1,1,3,3, 4,5,5,7,9, 9,10,12,12,9, 14,19,10,16,20};
short store_alchemy_pc;
char get_text[256];
SetCursor(sword_curs);
store_alchemy_pc = pc_num;
cd_create_dialog(1047,mainPtr);
for (i = 0; i < 20; i++) {
cd_set_item_text(1047,10 + i * 2,alch_names[i]);
if ((adven[pc_num].skills[SKILL_ALCHEMY] < difficulty[i]) || (party.alchemy[i] == 0))
cd_activate_item(1047,9 + i * 2,0);
}
sprintf((char *) get_text, "%s (skill %d)",
adven[pc_num].name,adven[pc_num].skills[SKILL_ALCHEMY]);
cd_set_item_text(1047,4,get_text);
if (party.help_received[20] == 0) {
cd_initial_draw(1047);
give_help(20,21,1047);
}
while (dialog_not_toast)
ModalDialog();
final_process_dialog(1047);
return dialog_answer;
}
void pc_graphic_event_filter (short item_hit)
{
switch (item_hit) {
case 1:
adven[store_graphic_pc_num].which_graphic = store_pc_graphic;
if (store_graphic_mode == 0)
dialog_not_toast = FALSE;
else {
dialog_not_toast = FALSE;
dialog_answer = TRUE;
}
break;
case 4:
if (store_graphic_mode == 0) {
if (adven[store_graphic_pc_num].main_status < MAIN_STATUS_ABSENT)
adven[store_graphic_pc_num].main_status = MAIN_STATUS_ABSENT;
dialog_not_toast = FALSE;
}
else {
dialog_not_toast = FALSE;
dialog_answer = TRUE;
}
break;
default:
cd_set_led(1050,store_pc_graphic + 5,0);
store_pc_graphic = item_hit - 5;
cd_set_led(1050,item_hit,1);
break;
}
dialog_answer = FALSE;
}
Boolean pick_pc_graphic(short pc_num,short mode,short parent_num)
// mode ... 0 - create 1 - created
{
short i;
Boolean munch_pc_graphic = FALSE;
store_graphic_pc_num = pc_num;
store_graphic_mode = mode;
store_pc_graphic = adven[pc_num].which_graphic;
SetCursor(sword_curs);
if (pcs_gworld == NULL) {
munch_pc_graphic = TRUE;
pcs_gworld = load_pict(902,main_dc);
}
cd_create_dialog_parent_num(1050,parent_num);
for (i = 41; i < 77; i++)
csp(1050,i,800 + i - 41);
for (i = 5; i < 41; i++) {
if (store_pc_graphic + 5 == i)
cd_set_led(1050,i,1);
else cd_set_led(1050,i,0);
}
while (dialog_not_toast)
ModalDialog(); cd_kill_dialog(1050,0);
if (munch_pc_graphic == TRUE) {
DeleteObject(pcs_gworld);
pcs_gworld = NULL;
}
return dialog_answer;
}
void pc_name_event_filter ()
{
char get_text[256];
cd_get_text_edit_str(1051,(char *) get_text);
if ((get_text[0] < 33) || (get_text[0] > 126)) {
csit(1051,6,"Must begin with a letter.");
}
else {
sprintf((char *) adven[store_train_pc].name,"%.18s",(char *) get_text);
dialog_not_toast = FALSE;
}
}
Boolean pick_pc_name(short pc_num,short parent_num)
//town_num; // Will be 0 - 200 for town, 200 - 290 for outdoors
//short sign_type; // terrain type
{
store_train_pc = pc_num;
SetCursor(sword_curs);
cd_create_dialog_parent_num(1051,parent_num);
cd_set_edit_focus();
while (dialog_not_toast)
ModalDialog();
cd_kill_dialog(1051,0);
return 1;
}
void pick_trapped_monst_event_filter (short item_hit)
{
dialog_not_toast = FALSE;
dialog_answer = item_hit;
}
unsigned char pick_trapped_monst()
// ignore parent in Mac version
{
short i;
char sp[256];
monster_record_type get_monst;
SetCursor(sword_curs);
cd_create_dialog_parent_num(988,0);
for (i = 0; i < 4; i++)
if (party.imprisoned_monst[i] == 0) {
cd_activate_item(988, 2 + 3 * i, 0);
}
else {
get_m_name((char *) sp,(unsigned char)(party.imprisoned_monst[i]));
csit(988,3 + 3 * i,(char *) sp);
get_monst = return_monster_template((unsigned char)(party.imprisoned_monst[i]));
cdsin(988,4 + 3 * i,get_monst.level);
}
while (dialog_not_toast)
ModalDialog(); cd_kill_dialog(988,0);
if (dialog_answer == 1)
return 0;
else return ((unsigned char)(party.imprisoned_monst[(dialog_answer - 2) / 3]));
}
void pc_record_type::poison(short how_much)
{
short tlevel = 0;
if (isAlive()) {
if ((tlevel = getProtLevel(34)) > 0)////
how_much -= tlevel / 2;
if ((tlevel = getProtLevel(31)) > 0)////
how_much -= tlevel / 3;
if ((traits[12] == TRUE) && (how_much > 1)) how_much++;
if ((traits[12] == TRUE) && (how_much == 1) && (get_ran(1,0,1) == 0))
how_much++;
if (how_much > 0) {
status[2] = min(status[2] + how_much,8);
sprintf ((char *) c_line, " %s poisoned.", (char *) name);
add_string_to_buf((char *) c_line);
one_sound(17);
give_help(33,0,0);
}
}
put_pc_screen();
}
void pc_array::poison(short how_much)
{
for (int i = 0; i < 6; i++) pc[i].poison(how_much);
}
void affect_pc(short which_pc,short type,short how_much)////
//type; // which status to affect
{
if (adven[which_pc].isAlive() == false)
return;
adven[which_pc].status[type] = minmax (-8,8,adven[which_pc].status[type] + how_much);
if (((type >= 4) && (type <= 10)) || (type == 12) || (type == 13))
adven[which_pc].status[type] = max(adven[which_pc].status[type],0);
put_pc_screen();
}
void pc_array::affect(short type, short how_much)
//type; // which status to affect
{
for (int i = 0; i < 6; i++)
adven[i].status[type] = minmax (-8,8,adven[i].status[type] + how_much);
put_pc_screen();
}
void void_sanctuary(short pc_num)
{
if (adven[pc_num].status[8] > 0)
{
add_string_to_buf("You become visible!");
adven[pc_num].status[8] = 0;
}
}
void pc_array::damage(short how_much,short damage_type)
{
for (int i = 0; i < NUM_OF_PCS; i++)
pc[i].damage(how_much,damage_type,-1);
put_pc_screen();
}
void pc_array::kill(short mode)
{
short i;
boom_anim_active = FALSE;
for (i = 0; i < 6; i++)
if (pc[i].isAlive())
pc[i].main_status = mode;
put_pc_screen();
}
bool pc_record_type::damage(short how_much, short damage_type, short type_of_attacker)
//short damage_type; // 0 - weapon 1 - fire 2 - poison 3 - general magic 4 - unblockable
// 5 - cold 6 - undead attack 7 - demon attack
// 10 - marked damage, from during anim mode ... no boom, and totally unblockable
// 30 + * same as *, but no print
// 100s digit - sound data
{
short i, r1, sound_type, tlevel;
bool do_print = true;
if (!isAlive()) return false;
sound_type = damage_type / 100;
damage_type = damage_type % 100;
if (damage_type >= DAMAGE_NO_PRINT)
{
do_print = false;
damage_type -= DAMAGE_NO_PRINT;
}
if (sound_type == 0) {
if ((damage_type == DAMAGE_FIRE) || (damage_type == DAMAGE_UNBLOCKABLE))
sound_type = 5;
if (damage_type == DAMAGE_MAGIC) sound_type = 12;
if (damage_type == DAMAGE_COLD) sound_type = 7;
if (damage_type == DAMAGE_POISON) sound_type = 11;
}
// armor
if ((damage_type == DAMAGE_WEAPON) || (damage_type == DAMAGE_UNDEAD) ||(damage_type == DAMAGE_DEMON)) {
how_much -= minmax(-5, 5, (int)status[STATUS_BLESS]);
for (i = 0; i < 24; i++)
if ((items[i].variety != 0) && (equip[i] == TRUE)) {
if ((items[i].variety >= 12) && (items[i].variety <= 17)) {
r1 = get_ran(1,1,items[i].item_level);
how_much -= r1;
// bonus for magical items
if (items[i].bonus > 0) {
r1 = get_ran(1,1,items[i].bonus);
how_much -= r1;
how_much -= items[i].bonus / 2;
}
if (items[i].bonus < 0) how_much -= items[i].bonus;
r1 = get_ran(1,0,100);
if (r1 < hit_chance[skills[8]] - 20)
how_much -= 1;
}
if (items[i].protection > 0) {
r1 = get_ran(1,1,items[i].protection);
how_much -= r1;
}
if (items[i].protection < 0) {
r1 = get_ran(1,1,-1 * items[i].protection);
how_much += r1;
}
}
}
// parry
// ugly hack
short which_pc = getNum();
// temporarily disabled
if ((damage_type < DAMAGE_POISON) && (pc_parry[which_pc] < 100))
how_much -= pc_parry[which_pc] / 4;
if (damage_type != DAMAGE_MARKED)
{
if (PSD[306][7] > 0) how_much -= 3;
// toughness
if (traits[TRAIT_TOUGHNESS] == TRUE) how_much--;
// luck
if (get_ran(1,0,100) < 2 * (hit_chance[skills[SKILL_LUCK]] - 20))
how_much -= 1;
}
if ((damage_type == DAMAGE_WEAPON) && ((tlevel = getProtLevel(30)) > 0))
how_much -= tlevel;
if ((damage_type == DAMAGE_UNDEAD) && ((tlevel = getProtLevel(57)) > 0))
how_much /= ((tlevel >= 7) ? 4 : 2);
if ((damage_type == DAMAGE_DEMON) && ((tlevel = getProtLevel(58)) > 0))
how_much /= ((tlevel >= 7) ? 4 : 2);
if ((type_of_attacker == 6) && ((tlevel = getProtLevel(59)) > 0))
how_much /= ((tlevel >= 7) ? 4 : 2);
if ((type_of_attacker == 1) && ((tlevel = getProtLevel(60)) > 0))
how_much /= ((tlevel >= 7) ? 4 : 2);
if ((type_of_attacker == 9) && ((tlevel = getProtLevel(61)) > 0))
how_much /= ((tlevel >= 7) ? 4 : 2);
// invuln
if (status[STATUS_INVULNERABLE] > 0) how_much = 0;
// magic resistance
if ((damage_type == DAMAGE_MAGIC) && ((tlevel = getProtLevel(35)) > 0))
how_much /= ((tlevel >= 7) ? 4 : 2);
// Mag. res helps w. fire and cold
if (((damage_type == DAMAGE_FIRE) || (damage_type == DAMAGE_COLD)) && (status[5] > 0))
how_much /= 2;
// fire res.
if ((damage_type == DAMAGE_FIRE) && ((tlevel = getProtLevel(32)) > 0))
how_much /= ((tlevel >= 7) ? 4 : 2);
// cold res.
if ((damage_type == DAMAGE_COLD) && ((tlevel = getProtLevel(33)) > 0))
how_much /= ((tlevel >= 7) ? 4 : 2);
// major resistance
if (((damage_type == DAMAGE_FIRE) || (damage_type == DAMAGE_POISON)
|| (damage_type == DAMAGE_MAGIC) || (damage_type == DAMAGE_COLD))
&& ((tlevel = getProtLevel(31)) > 0))
how_much /= ((tlevel >= 7) ? 4 : 2);
//ugly hack
// short which_pc = getNum();
// temporarily disabled
if (boom_anim_active == TRUE)
{
if (how_much < 0)
how_much = 0;
pc_marked_damage[which_pc] += how_much;
if (is_town())
add_explosion(c_town.p_loc,how_much,0,(damage_type > DAMAGE_POISON) ? 2 : 0,0,0);
else add_explosion(pc_pos[which_pc],how_much,0,(damage_type > DAMAGE_POISON) ? 2 : 0,0,0);
if (how_much == 0)
return false;
else
return true;
}
if (how_much <= 0) {
if ((damage_type == DAMAGE_WEAPON) || (damage_type == DAMAGE_UNDEAD) || (damage_type == DAMAGE_DEMON))
play_sound(2);
add_string_to_buf (" No damage.");
return FALSE;
}
else {
// if asleep, get bonus
if (status[11] > 0) status[11]--;
sprintf ((char *) c_line, " %s takes %d. ",(char *) name, how_much);
if (do_print) add_string_to_buf((char *) c_line);
if (damage_type != DAMAGE_MARKED) {
if (is_combat())
boom_space(pc_pos[which_pc],overall_mode,boom_gr[damage_type],how_much,sound_type);
else if (is_town())
boom_space(c_town.p_loc,overall_mode,boom_gr[damage_type],how_much,sound_type);
else boom_space(party.p_loc,100,boom_gr[damage_type],how_much,sound_type);
}
if (overall_mode != MODE_OUTDOORS)
FlushEvents(1);
FlushEvents(0);
}
party.total_dam_taken += how_much;
if (cur_health >= how_much)
cur_health -= how_much;
else if (cur_health > 0)
cur_health = 0;
else // Check if PC can die
if (how_much > 25) {
sprintf ((char *) c_line, " %s is obliterated. ",(char *) name);
add_string_to_buf((char *) c_line);
kill(3);
}
else {
sprintf ((char *) c_line, " %s is killed.",(char *) name);
add_string_to_buf((char *) c_line);
kill(2);
}
if ((cur_health == 0) && isAlive()) play_sound(3);
put_pc_screen();
return true;
}
void set_pc_moves()
{
short i,r,i_level;
for (i = 0; i < 6; i++)
if (adven[i].isAlive() == false)
pc_moves[i] = 0;
else {
pc_moves[i] = (adven[i].traits[10] == TRUE) ? 3 : 4;
r = get_encumberance(i);
pc_moves[i] = minmax(1,8,pc_moves[i] - (r / 3));
if ((i_level = adven[i].getProtLevel(55)) > 0)
pc_moves[i] += i_level / 7 + 1;
if ((i_level = adven[i].getProtLevel(56)) > 0)
pc_moves[i] -= i_level / 5;
if ((adven[i].status[3] < 0) && (party.age % 2 == 1)) // slowed?
pc_moves[i] = 0;
else { // do webs
pc_moves[i] = max(0,pc_moves[i] - adven[i].status[6] / 2);
if (pc_moves[i] == 0) {
sprintf((char *) c_line,"%s must clean webs.",adven[i].name);
add_string_to_buf((char *) c_line);
adven[i].status[6] = max(0,adven[i].status[6] - 3);
}
}
if (adven[i].status[3] > 7)
pc_moves[i] = pc_moves[i] * 3;
else if (adven[i].status[3] > 0)
pc_moves[i] = pc_moves[i] * 2;
if ((adven[i].status[11] > 0) || (adven[i].status[12] > 0))
pc_moves[i] = 0;
}
}
void take_ap(short num)
{
pc_moves[current_pc] = max(0,pc_moves[current_pc] - num);
}
short cave_lore_present()
{
short i,ret = 0;
for (i = 0; i < 6; i++)
if ((adven[i].isAlive()) && (adven[i].traits[TRAIT_CAVE_LORE] > 0))
ret += 1;
return ret;
}
// Time for some chicanery
// The how to item for mage will be 399, for priest will be 499
// item 400 + i will mean cast mage spell i.
// item 500 + i will mean cast priest spell i.
void adjust_spell_menus()
{
short i,j,spell_pos = 0;
short total_added = 0;
char spell_name[256];
short old_on_spell_menu[2][62];
Boolean need_menu_change = FALSE;
HMENU menu,big_menu;
if (in_startup_mode == TRUE)
return;
big_menu = GetMenu(mainPtr);
menu = GetSubMenu(big_menu,6);
if (menu == NULL)
return;
for (i = 0; i < 2; i++)
for (j = 0; j < 62; j++)
old_on_spell_menu[i][j] = on_spell_menu[i][j];
for (i = 0; i < 62; i++) {
on_spell_menu[0][i] = -1;
}
for (i = 0; i < 62; i++)
if (pc_can_cast_spell(current_pc,0,i)) {
on_spell_menu[0][spell_pos] = i;
spell_pos++;
}
for (i = 0; i < 62; i++)
if (on_spell_menu[0][i] != old_on_spell_menu[0][i])
need_menu_change = TRUE;
if (need_menu_change) {
for (i = 0; i < 62; i++) {
DeleteMenu(menu,400 + i,MF_BYCOMMAND);
}
for (i = 0; i < 62; i++)
if (pc_can_cast_spell(current_pc,0,i) == TRUE) {
if (spell_cost[0][i] > 0)
sprintf((char *)spell_name,"L%d - %s, C %d",spell_level[i],
(char *) mage_s_name[i],spell_cost[0][i]);
else sprintf((char *)spell_name,"L%d - %s, C ?",spell_level[i],
(char *) mage_s_name[i]);
total_added++;
if (total_added % 24 == 0)
InsertMenu(menu,399,MF_MENUBREAK | MF_BYCOMMAND | MF_ENABLED | MF_STRING, 400 + i, spell_name);
else InsertMenu(menu,399,MF_BYCOMMAND | MF_ENABLED | MF_STRING, 400 + i, spell_name);
//InsertMenu(menu,399,MF_BYCOMMAND | MF_ENABLED | MF_STRING,
// 400 + i, spell_name);
//beep();
}
}
need_menu_change = FALSE;
spell_pos = 0;
total_added = 0;
menu = GetSubMenu(big_menu,7);
if (menu == NULL)
return;
for (i = 0; i < 62; i++) {
on_spell_menu[1][i] = -1;
}
for (i = 0; i < 62; i++)
if (pc_can_cast_spell(current_pc,1,i)) {
on_spell_menu[1][spell_pos] = i;
spell_pos++;
}
for (i = 0; i < 62; i++)
if (on_spell_menu[1][i] != old_on_spell_menu[1][i])
need_menu_change = TRUE;
if (need_menu_change) {
for (i = 0; i < 62; i++) {
DeleteMenu(menu,500 + i,MF_BYCOMMAND);
}
for (i = 0; i < 62; i++)
if (pc_can_cast_spell(current_pc,1,i) == TRUE) {
//spell_name[0] = strlen((char *) priest_s_name[on_spell_menu[1][i]]);
//strcpy((char *) (spell_name + 1),priest_s_name[on_spell_menu[1][i]]);
if (spell_cost[1][i] > 0)
sprintf((char *)spell_name," L%d - %s, C %d",spell_level[i],
(char *) priest_s_name[i],spell_cost[1][i]);
else sprintf((char *)spell_name," L%d - %s, C ?",spell_level[i],
(char *) priest_s_name[i]);
total_added++;
if (total_added % 24 == 0)
InsertMenu(menu,499,MF_MENUBREAK | MF_BYCOMMAND | MF_ENABLED | MF_STRING, 500 + i, spell_name);
else InsertMenu(menu,499,MF_BYCOMMAND | MF_ENABLED | MF_STRING, 500 + i, spell_name);
}
}
}