Files
oboe/Win32/Blades of Exile/classes/PC.CPP
Chokboyz c13170ef8c * Cleaned some remaining Exile 3 dialogs (Ishad Nha)
* Added a way to force kill the party with the Kill node (if ex1b is set to 2, then force kill. Editor node text updated.)
* Implemented Home, Page Up/Down and End for diagonal movement (a side effect is that the Keypad diagonal movement is now working with either Numlock on or off). That should help with keyboard missing numkeypad.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@137 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-11-08 14:51:07 +00:00

992 lines
25 KiB
C++

#include "pc.h" // party_record_type
#include "location.h" // location
#include "../boe.text.h" // add_string_to_buf
//#include "boe.main.h" // globals
#include "../tools/soundtool.h" // play_sound
//#include "boe.combat.h" // hit_chance
#include "../boe.items.h" // place_item
#include "../boe.fields.h" // make_sfx
#include "../tools/mathutil.h" // get_ran
#include "../boe.infodlg.h" // give_help
#include "../boe.party.h" // adjust_spell_menu
#include "../boe.itemdata.h" // return_dummy_item
#include "../boe.locutils.h" // is_container
#include "../globvar.h"
#include "consts.h"
void pc_record_type::kill(short type)
{
short i = 24;
bool dummy, no_save = false, no_luck = false;
location item_loc;
if (type >= 20)
{
type -= 10;
no_save = true;
}
if(type >= 10)
{
type -= 10;
no_luck = true;
}
if(no_save == false){
if (type != 4)
i = hasAbilEquip(48); //check if has life saving items
else
i = hasAbilEquip(49); //check if has protection vs petrification items
}
short which_pc = getNum();
if ((no_luck == false) && (type != 0) && (skills[SKILL_LUCK] > 0) &&
(get_ran(1,0,100) < hit_chance[skills[SKILL_LUCK]])) {
add_string_to_buf(" But you luck out! ");
cur_health = 0;
}
else if ((i == 24) || (type == 0)) {
if (combat_active_pc == which_pc)
combat_active_pc = 6;
for (i = 0; i < 24; i++)
equip[i] = false;
item_loc = (overall_mode >= MODE_COMBAT) ? pc_pos[which_pc] : c_town.p_loc;
if (type == 2)
make_sfx(item_loc.x,item_loc.y,3);
else if (type == 3)
make_sfx(item_loc.x,item_loc.y,6);
if (overall_mode != 0)
for (i = 0; i < 24; i++)
if (items[i].variety != 0) {
dummy = place_item(items[i],item_loc,true);
items[i].variety = 0;
}
if ((type == 2) || (type == 3))
play_sound(21);
if(type == 4){
play_sound(43);
sprintf ((char *) create_line, " %s is turned to stone. ",(char *) name);
add_string_to_buf((char *) create_line);
}
main_status = type;
pc_moves[which_pc] = 0;
}
else {
if (type == 4) {
sprintf ((char *) create_line, " %s is immune to petrification. ",(char *) name);
add_string_to_buf((char*) create_line); //inform of what has happened
}
else{
add_string_to_buf(" Life saved! ");
takeItem(i);
heal(200);
}
}
current_pc = first_active_pc();
if (current_pc > 5) {
for (i = 0; i < NUM_OF_PCS; i++)
if (adven[i].status > 0)
current_pc = i;
}
put_pc_screen();
set_stat_window(current_pc);
}
bool pc_record_type::runTrap(short trap_type, short trap_level, short diff)
{
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};
num_hits += trap_level;
if (trap_type == TRAP_RANDOM)
trap_type = get_ran(1,1,4);
/// ??? => no trap after all ;)
if (trap_type == 6)
return true;
i = statAdj(1);
if ((i_level = getProtLevel(42)) > 0)
i += i_level / 2;
skill = minmax(0, 20, skills[14] + skills[SKILL_LUCK] / 2 + 1 - c_town.difficulty + 2 * i);
r1 = get_ran(1,0,100) + diff;
// Nimble?
if (traits[TRAIT_NIMBLE] == true) 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! ");
damage(get_ran(2 + c_town.difficulty / 14,1,10),DAMAGE_WEAPON,-1);
}
break;
case TRAP_DART:
add_string_to_buf(" A dart flies out. ");
poison((3 + c_town.difficulty / 14) + (trap_level * 2));
break;
case TRAP_GAS:
add_string_to_buf(" Poison gas pours out. ");
adven.poison((2 + c_town.difficulty / 14) + trap_level * 2);
break;
case TRAP_EXPLOSION:
for (i = 0; i < num_hits; i++)
{
add_string_to_buf(" There is an explosion. ");
adven.damage(get_ran(3 + c_town.difficulty / 13,1,8), DAMAGE_FIRE);
}
break;
case TRAP_SLEEP_RAY:
add_string_to_buf(" A purple ray flies out. ");
sleep((200 + c_town.difficulty * 100) + (trap_level * 400),12,50);
break;
case TRAP_DRAIN_XP:
add_string_to_buf(" You feel weak. ");
experience = max(0, experience - (40 + trap_level * 30));
break;
case TRAP_ALERT:
add_string_to_buf(" An alarm goes off!!! ");
set_town_status(0);
break;
case TRAP_FLAMES:
add_string_to_buf(" Flames shoot from the walls. ");
adven.damage(get_ran(10 + trap_level * 5,1,8),DAMAGE_FIRE);
break;
case TRAP_DUMBFOUND:
add_string_to_buf(" You feel disoriented. ");
adven.dumbfound(2 + trap_level * 2);
break;
case TRAP_DISEASE:
add_string_to_buf(" You prick your finger. ");
disease((3 + c_town.difficulty / 14) + (trap_level * 2));
break;
case TRAP_DISEASE_ALL:
add_string_to_buf(" A foul substance sprays out.");
adven.disease((2 + c_town.difficulty / 14) + (trap_level * 2));
break;
default:
add_string_to_buf(" (ERROR: Unknown type of trap!)");
break;
}
put_pc_screen();
put_item_screen(stat_window,0);
return true;
}
short pc_record_type::statAdj(short which)
{
short tr;
tr = skill_bonus[skills[which]];
if (which == 2) {
if (traits[1] == true) tr++;
if (hasAbilEquip(40) < 24) tr++;
}
if (which == 0)
if (traits[8] == true) tr++;
if (hasAbilEquip(38) < 24)
tr++;
if (which == 1) {
if (hasAbilEquip(39) < 24)
tr++;
}
return tr;
}
void pc_record_type::giveXP(short amt)
{
short adjust,add_hp;
short xp_percent[30] = {150,120,100,90,80,70,60,50,50,50,
45,40,40,40,40,35,30,25,23,20,
15,15,15,15,15,15,15,15,15,15};
if (!isAlive()) return;
if (level > 49)
{
level = 50;
return;
}
if (amt > 200) { // debug
MessageBeep(MB_OK);
ASB("Oops! Too much xp!");
ASB("Report this!");
return;
}
if (amt < 0) { // debug
MessageBeep(MB_OK);
ASB("Oops! Negative xp!");
ASB("Report this!");
return;
}
if (level >= 40) adjust = 15;
else adjust = xp_percent[level / 2];
if ((amt > 0) && (level > 7))
{
if (get_ran(1,0,100) < xp_percent[level / 2]) amt--;
}
if (amt <= 0) return;
experience += (max(((amt * adjust) / 100), 0) * 100) / 100;
party.total_xp_gained += (max(((amt * adjust) / 100), 0) * 100) / 100;
if (experience < 0) {
MessageBeep(MB_OK);
ASB("Oops! Xp became negative somehow!");
ASB("Report this!");
experience = level * (get_tnl(this)) - 1;
return;
}
if (experience > 15000)
{
experience = 15000;
return;
}
while (experience >= (level * (get_tnl(this))))
{
play_sound(7);
level++;
sprintf ((char *) c_line, " %s is level %d! ",(char *) name, level);
add_string_to_buf((char *) c_line);
skill_pts += (level < 20) ? 5 : 4;
add_hp = (level < 26) ? get_ran(1,2,6) + skill_bonus[skills[0]]
: max (skill_bonus[skills[0]],0);
if (add_hp < 0) add_hp = 0;
max_health += add_hp;
if (max_health > 250) max_health = 250;
cur_health += add_hp;
if (cur_health > 250) cur_health = 250;
put_pc_screen();
}
}
void pc_record_type::drainXP(short how_much)
{
if (!isAlive()) return;
experience = max(experience - how_much, 0);
sprintf ((char *) c_line, " %s drained.",(char *) name);
add_string_to_buf((char *) c_line);
}
void pc_record_type::restoreSP(short amt)
{
if (!isAlive()) return;
if (cur_sp > max_sp) return;
cur_sp += amt;
if (cur_sp > max_sp) cur_sp = max_sp;
}
void pc_record_type::cure(short amt)
{
if (!isAlive()) return;
if (status[STATUS_POISON] <= amt)
status[STATUS_POISON] = 0;
else
status[STATUS_POISON] -= amt;
one_sound(51);
}
void pc_record_type::curse(short how_much)
{
if (!isAlive()) return;
status[STATUS_BLESS_CURSE] = max(status[STATUS_BLESS_CURSE] - how_much, -8);
sprintf ((char *) c_line, " %s cursed.",(char *) name);
add_string_to_buf((char *) c_line);
put_pc_screen();
give_help(59,0,0);
}
void pc_record_type::dumbfound(short how_much)
{
short r1;
if (!isAlive()) return;
r1 = get_ran(1,0,90);
if (hasAbilEquip(53) < 24) {
add_string_to_buf(" Ring of Will glows.");
r1 -= 10;
}
if (r1 < level)
how_much -= 2;
if (how_much <= 0) {
sprintf ((char *) c_line, " %s saved.",(char *) name);
add_string_to_buf((char *) c_line);
return;
}
status[STATUS_DUMB] = min(status[STATUS_DUMB] + how_much, 8);
sprintf ((char *) c_line, " %s dumbfounded.",(char *) name);
add_string_to_buf((char *) c_line);
one_sound(67);
put_pc_screen();
adjust_spell_menus();
give_help(28,0,0);
}
void pc_record_type::disease(short how_much)
{
short r1, tlevel;
if (!isAlive()) return;
r1 = get_ran(1,0,100);
if (r1 < level * 2)
how_much -= 2;
if (how_much <= 0)
{
sprintf ((char *) c_line, " %s saved.",(char *) name);
add_string_to_buf((char *) c_line);
return;
}
if ((tlevel = getProtLevel(62)) > 0)
how_much -= tlevel / 2;
if ((traits[12] == true) && (how_much > 1)) how_much++;
if ((traits[12] == true) && (how_much == 1) && (get_ran(1,0,1) == 0)) how_much++;
status[STATUS_DISEASE] = min(status[STATUS_DISEASE] + how_much,8);
sprintf ((char *) c_line, " %s diseased.",(char *) name);
add_string_to_buf((char *) c_line);
one_sound(66);
put_pc_screen();
give_help(29,0,0);
}
void pc_record_type::sleep(short how_much,short what_type,short adjust)
// higher adjust, less chance of saving
{
short r1, tlevel;
if (!isAlive()) return;
if (how_much == 0)
return;
if ((what_type == STATUS_ASLEEP) || (what_type == STATUS_PARALYZED)) { ////
if ((tlevel = getProtLevel(53)) > 0)
how_much -= tlevel / 2;
if ((tlevel = getProtLevel(54)) > 0)
how_much -= (what_type == STATUS_ASLEEP) ? tlevel : tlevel * 300;
}
r1 = get_ran(1,0,100) + adjust;
if (r1 < 30 + level * 2)
how_much = -1;
if ((what_type == STATUS_ASLEEP) && ((traits[7] > 0) || (status[STATUS_ASLEEP] < 0)))
how_much = -1;
if (how_much <= 0) {
sprintf ((char *) c_line, " %s resisted.",(char *) name);
add_string_to_buf((char *) c_line);
return;
}
if (isAlive()) {
status[what_type] = how_much;
if (what_type == STATUS_ASLEEP)
sprintf ((char *) c_line, " %s falls asleep.",(char *) name);
else sprintf ((char *) c_line, " %s paralyzed.",(char *) name);
if (what_type == STATUS_ASLEEP)
play_sound(96);
else play_sound(90);
add_string_to_buf((char *) c_line);
pc_moves[getNum()] = 0;
}
put_pc_screen();
if (what_type == STATUS_ASLEEP)
give_help(30,0,0);
else give_help(32,0,0);
}
void pc_record_type::slow(short how_much)
{
if (!isAlive()) return;
status[STATUS_HASTE_SLOW] = minmax(-8,8,status[STATUS_HASTE_SLOW] - how_much);
if (how_much < 0)
sprintf ((char *) c_line, " %s hasted.",(char *) name);
else sprintf ((char *) c_line, " %s slowed.",(char *) name);
add_string_to_buf((char *) c_line);
put_pc_screen();
if (how_much < 0)
give_help(35,0,0);
}
void pc_record_type::web(short how_much)
{
if (!isAlive()) return;
status[STATUS_WEBS] = min(status[STATUS_WEBS] + how_much,8);
sprintf ((char *) c_line, " %s webbed.",(char *) name);
add_string_to_buf((char *) c_line);
one_sound(17);
put_pc_screen();
give_help(31,0,0);
}
void pc_record_type::acid(short how_much)
{
if (!isAlive()) return;
if (hasAbilEquip(36) < 24) {
sprintf ((char *) c_line, " %s resists acid.",(char *) name);
add_string_to_buf((char *) c_line);
return;
}
status[STATUS_ACID] += how_much;
sprintf ((char *) c_line, " %s covered with acid!",(char *) name);
add_string_to_buf((char *) c_line);
one_sound(42);
put_pc_screen();
}
void pc_record_type::heal(short amt)
{
if (!isAlive()) return;
if (cur_health > max_health) return;
cur_health += amt;
if (cur_health > max_health)
cur_health = max_health;
}
void pc_record_type::sortItems()
{
item_record_type store_item;
short item_priority[26] = {20,8,8,20,9, 9,3,2,1,0, 7,20,10,10,10, 10,10,10,5,6, 4,11,12,9,9, 9};
bool no_swaps = false, store_equip;
int i;
while (no_swaps == false) {
no_swaps = true;
for (i = 0; i < 23; i++)
if (item_priority[items[i + 1].variety] <
item_priority[items[i].variety]) {
no_swaps = false;
store_item = items[i + 1];
items[i + 1] = items[i];
items[i] = store_item;
store_equip = equip[i + 1];
equip[i + 1] = equip[i];
equip[i] = store_equip;
if (weap_poisoned == i + 1)
weap_poisoned--;
else if (weap_poisoned == i)
weap_poisoned++;
}
}
}
short pc_record_type::getNum()
{
short i;
for (i = 0; i < NUM_OF_PCS; i++)
{
if (&adven[i] == this) break;;
}
return i;
}
bool pc_record_type::giveToPC(item_record_type item, bool print_result)
{
short free_space;
char announce_string[60];
if (item.variety == 0)
return true;
if (item.variety == 3) {
party.gold += item.item_level;
ASB("You get some gold.");
return true;
}
if (item.variety == 11) {
party.food += item.item_level;
ASB("You get some food.");
return true;
}
if (item_weight(item) > amountCanCarry() - amountCarried()) {
if (print_result == true) {
MessageBeep(MB_OK);
ASB("Item too heavy to carry.");
}
return false;
}
if (((free_space = hasSpace()) == 24) || (!isAlive()))
return false;
else {
item.item_properties = item.item_properties & 253; // not property
item.item_properties = item.item_properties & 247; // not contained
items[free_space] = item;
if (print_result == 1) {
if (stat_window == getNum())
put_item_screen(stat_window,0);
}
if (in_startup_mode == false) {
if (item.isIdent() == false)
sprintf((char *) announce_string," %s gets %s.",name,item.name);
else sprintf((char *) announce_string," %s gets %s.",name,item.full_name);
if (print_result)
add_string_to_buf((char *)announce_string);
}
combineThings();
sortItems();
return true;
}
return false;
}
// returnes equipped protection level of specified abil, or -1 if no such abil is equipped
short pc_record_type::getProtLevel(short abil)
{
for (int i = 0; i < 24; i++)
if ((items[i].variety != 0) && (items[i].ability == abil) && (equip[i] == true))
return items[i].ability_strength;
return (-1);
}
short pc_record_type::hasAbilEquip(short abil)
{
short i = 0;
while (((items[i].variety == 0) || (items[i].ability != abil)
|| (equip[i] == false)) && (i < 24))
i++;
return i;
}
short pc_record_type::hasAbil(short abil)
{
short i = 0;
while (((items[i].variety == 0) || (items[i].ability != abil)) && (i < 24)) i++;
return i;
}
short pc_record_type::amountCanCarry()
{
return 100 + (15 * min(skills[0],20)) + ((traits[8] == 0) ? 0 : 30)
+ ((traits[14] == 0) ? 0 : -50);
}
short pc_record_type::amountCarried()
{
short i, storage = 0;
bool airy = false, heavy = false;
for (i = 0; i < 24; i++)
if (items[i].variety > 0)
{
storage += item_weight(items[i]);
if (items[i].ability == 44) airy = true;
if (items[i].ability == 45) heavy = true;
}
if (airy) storage -= 30;
if (heavy) storage += 30;
if (storage < 0) storage = 0;
return storage;
}
short pc_record_type::hasSpace()
{
int i = 0;
while (i < 24)
{
if (items[i].variety == 0)
return i;
i++;
}
return 24;
}
// returns 1 if OK, 2 if no room, 3 if not enough cash, 4 if too heavy, 5 if too many of item
short pc_record_type::okToBuy(short cost, item_record_type item)
{
int i;
if ((item.variety != 3) && (item.variety != 11)) {
for (i = 0; i < 24; i++)
if ((items[i].variety > 0) && (items[i].type_flag == item.type_flag)
&& (items[i].charges > 123))
return 5;
if (hasSpace() == 24) return 2;
if (item_weight(item) > amountCanCarry() - amountCarried()) return 4;
}
if (party.takeGold(cost, false) == false)
return 3;
return 1;
}
void pc_record_type::takeItem(short which_item)
//short pc_num,which_item; // if which_item > 30, don't update stat win, item is which_item - 30
{
int i;
bool do_print = true;
if (which_item >= 30) {
do_print = false;
which_item -= 30;
}
if ((weap_poisoned == which_item) && (status[0] > 0)) {
add_string_to_buf(" Poison lost. ");
status[0] = 0;
}
if ((weap_poisoned > which_item) && (status[0] > 0))
weap_poisoned--;
for (i = which_item; i < 23; i++) {
items[i] = items[i + 1];
equip[i] = equip[i + 1];
}
items[23] = return_dummy_item();
equip[23] = false;
if ((stat_window == getNum()) && (do_print))
put_item_screen(stat_window,1);
}
void pc_record_type::removeCharge(short which_item)
{
if (items[which_item].charges > 0)
{
items[which_item].charges--;
if (items[which_item].charges == 0) takeItem(which_item);
}
if (stat_window == getNum())
put_item_screen(stat_window,1);
}
void pc_record_type::enchantWeapon(short item_hit, short enchant_type, short new_val)
{
char store_name[60];
if ((items[item_hit].isMagic()) || (items[item_hit].ability != 0)) return;
items[item_hit].item_properties |= 4;
switch (enchant_type) {
case 0:
sprintf((char *)store_name,"%s (+1)", items[item_hit].full_name);
items[item_hit].bonus++;
items[item_hit].value = new_val;
break;
case 1:
sprintf((char *)store_name,"%s (+2)", items[item_hit].full_name);
items[item_hit].bonus += 2;
items[item_hit].value = new_val;
break;
case 2:
sprintf((char *)store_name,"%s (+3)", items[item_hit].full_name);
items[item_hit].bonus += 3;
items[item_hit].value = new_val;
break;
case 3:
sprintf((char *)store_name,"%s (F)", items[item_hit].full_name);
items[item_hit].ability = 110;
items[item_hit].ability_strength = 5;
items[item_hit].charges = 8;
break;
case 4:
sprintf((char *)store_name,"%s (F!)", items[item_hit].full_name);
items[item_hit].value = new_val;
items[item_hit].ability = 1;
items[item_hit].ability_strength = 5;
break;
case 5:
sprintf((char *)store_name,"%s (+5)", items[item_hit].full_name);
items[item_hit].value = new_val;
items[item_hit].bonus += 5;
break;
case 6:
sprintf((char *)store_name,"%s (B)", items[item_hit].full_name);
items[item_hit].bonus++;
items[item_hit].ability = 71;
items[item_hit].ability_strength = 5;
items[item_hit].magic_use_type = 0;
items[item_hit].charges = 8;
break;
default:
strcpy(store_name, items[item_hit].full_name);
break;
}
if (items[item_hit].value > 15000)
items[item_hit].value = 15000;
if (items[item_hit].value < 0)
items[item_hit].value = 15000;
strcpy(items[item_hit].full_name,store_name);
}
void pc_record_type::equipItem(short item_num)
{
short num_equipped_of_this_type = 0;
short num_hands_occupied = 0;
short i;
short equip_item_type = 0;
if ((overall_mode == MODE_COMBAT) && (items[item_num].variety == 11))
add_string_to_buf("Equip: Not in combat");
else {
// unequip
if (equip[item_num] == true) {
if ((equip[item_num] == true) &&
(items[item_num].isCursed()))
add_string_to_buf("Equip: Item is cursed. ");
else {
equip[item_num] = false;
add_string_to_buf("Equip: Unequipped");
if ((weap_poisoned == item_num) && (status[0] > 0)) {
add_string_to_buf(" Poison lost. ");
status[0] = 0;
}
}
}
else { // equip
if (equippable[items[item_num].variety] == false)
add_string_to_buf("Equip: Can't equip this item.");
else {
for (i = 0; i < 24; i++)
if (equip[i] == true) {
if (items[i].variety == items[item_num].variety)
num_equipped_of_this_type++;
num_hands_occupied = num_hands_occupied + num_hands_to_use[items[i].variety];
}
equip_item_type = excluding_types[items[item_num].variety];
// Now if missile is already equipped, no more missiles
if (equip_item_type > 0) {
for (i = 0; i < 24; i++)
if ((equip[i] == true) && (excluding_types[items[i].variety] == equip_item_type)) {
add_string_to_buf("Equip: You have something of");
add_string_to_buf(" this type equipped.");
return;
}
}
if ((is_combat()) && (items[item_num].variety == 13))
add_string_to_buf("Equip: Not armor in combat");
else if ((2 - num_hands_occupied) < num_hands_to_use[items[item_num].variety])
add_string_to_buf("Equip: Not enough free hands");
else if (num_that_can_equip[items[item_num].variety] <= num_equipped_of_this_type)
add_string_to_buf("Equip: Can't equip another");
else {
equip[item_num] = true;
add_string_to_buf("Equip: OK");
}
}
}
}
if (stat_window == getNum())
put_item_screen(stat_window,1);
}
void pc_record_type::dropItem(short item_num, location where_drop)
{
short choice, how_many = 0;
item_record_type item_store;
bool take_given_item = true;
location loc;
item_store = items[item_num];
if ((equip[item_num] == true) && (items[item_num].isCursed()))
add_string_to_buf("Drop: Item is cursed. ");
else switch (overall_mode) {
case 0:
choice = fancy_choice_dialog(1093,0);
if (choice == 1)
return;
add_string_to_buf("Drop: OK");
if ((item_store.type_flag > 0) && (item_store.charges > 1)) {
how_many = get_num_of_items(item_store.charges);
if (how_many == item_store.charges)
takeItem(item_num);
else items[item_num].charges -= how_many;
}
else takeItem(item_num);
break;
case 5: case 15:
loc = where_drop;
if ((item_store.type_flag > 0) && (item_store.charges > 1)) {
how_many = get_num_of_items(item_store.charges);
if (how_many <= 0)
return;
if (how_many < item_store.charges)
take_given_item = false;
item_store.charges = how_many;
}
if (is_container(loc) == true)
item_store.item_properties = item_store.item_properties | 8;
if (place_item(item_store,loc,false) == false) {
add_string_to_buf("Drop: Too many items on ground");
item_store.item_properties = item_store.item_properties & 247; // not contained
}
else {
if (item_store.isContained())
add_string_to_buf("Drop: Item put away");
else add_string_to_buf("Drop: OK");
items[item_num].charges -= how_many;
if (take_given_item) takeItem(item_num);
}
break;
}
}
void pc_record_type::giveThing(short item_num)
{
short who_to,how_many = 0;
item_record_type item_store;
bool take_given_item = true;
short pc_num = getNum();
if ((equip[item_num] == true) && (items[item_num].isCursed()))
add_string_to_buf("Give: Item is cursed. ");
else {
item_store = items[item_num];
who_to = char_select_pc(1,1,"Give item to who?");
if ((overall_mode == MODE_COMBAT) && (adjacent(pc_pos[pc_num],pc_pos[who_to]) == false)) {
add_string_to_buf("Give: Must be adjacent.");
who_to = 6;
}
if ((who_to < 6) && (who_to != pc_num)
&& ((overall_mode != MODE_COMBAT) || (adjacent(pc_pos[pc_num],pc_pos[who_to]) == true))) {
if ((item_store.type_flag > 0) && (item_store.charges > 1)) {
how_many = get_num_of_items(item_store.charges);
if (how_many == 0)
return;
if (how_many < item_store.charges)
take_given_item = false;
items[item_num].charges -= how_many;
item_store.charges = how_many;
}
if (adven[who_to].giveToPC(item_store,0) == true) {
if (take_given_item) takeItem(item_num);
}
else {
if (adven[who_to].hasSpace() == 24)
ASB("Can't give: PC has max. # of items.");
else ASB("Can't give: PC carrying too much.");
if (how_many > 0)
items[item_num].charges += how_many;
}
}
}
}
void pc_record_type::combineThings()
{
int i,j,test;
for (i = 0; i < 24; i++) {
if ((items[i].variety > 0) && (items[i].type_flag > 0) && (items[i].isIdent()))
{
for (j = i + 1; j < 24; j++)
if ((items[j].variety > 0) && (items[j].type_flag == items[i].type_flag) && (items[j].isIdent()))
{
add_string_to_buf("(items combined)");
test = items[i].charges + items[j].charges;
if (test > 125) {
items[i].charges = 125;
ASB("(Can have at most 125 of any item.");
}
else items[i].charges += items[j].charges;
if (equip[j] == true) {
equip[i] = true;
equip[j] = false;
}
takeItem(30 + j);
}
}
if ((items[i].variety > 0) && (items[i].charges < 0))
items[i].charges = 1;
}
}