
* 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
992 lines
25 KiB
C++
992 lines
25 KiB
C++
#include "pc.h" // party_record_type
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#include "location.h" // location
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#include "../boe.text.h" // add_string_to_buf
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//#include "boe.main.h" // globals
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#include "../tools/soundtool.h" // play_sound
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//#include "boe.combat.h" // hit_chance
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#include "../boe.items.h" // place_item
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#include "../boe.fields.h" // make_sfx
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#include "../tools/mathutil.h" // get_ran
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#include "../boe.infodlg.h" // give_help
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#include "../boe.party.h" // adjust_spell_menu
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#include "../boe.itemdata.h" // return_dummy_item
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#include "../boe.locutils.h" // is_container
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#include "../globvar.h"
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#include "consts.h"
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void pc_record_type::kill(short type)
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{
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short i = 24;
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bool dummy, no_save = false, no_luck = false;
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location item_loc;
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if (type >= 20)
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{
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type -= 10;
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no_save = true;
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}
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if(type >= 10)
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{
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type -= 10;
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no_luck = true;
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}
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if(no_save == false){
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if (type != 4)
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i = hasAbilEquip(48); //check if has life saving items
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else
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i = hasAbilEquip(49); //check if has protection vs petrification items
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}
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short which_pc = getNum();
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if ((no_luck == false) && (type != 0) && (skills[SKILL_LUCK] > 0) &&
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(get_ran(1,0,100) < hit_chance[skills[SKILL_LUCK]])) {
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add_string_to_buf(" But you luck out! ");
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cur_health = 0;
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}
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else if ((i == 24) || (type == 0)) {
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if (combat_active_pc == which_pc)
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combat_active_pc = 6;
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for (i = 0; i < 24; i++)
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equip[i] = false;
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item_loc = (overall_mode >= MODE_COMBAT) ? pc_pos[which_pc] : c_town.p_loc;
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if (type == 2)
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make_sfx(item_loc.x,item_loc.y,3);
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else if (type == 3)
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make_sfx(item_loc.x,item_loc.y,6);
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if (overall_mode != 0)
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for (i = 0; i < 24; i++)
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if (items[i].variety != 0) {
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dummy = place_item(items[i],item_loc,true);
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items[i].variety = 0;
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}
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if ((type == 2) || (type == 3))
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play_sound(21);
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if(type == 4){
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play_sound(43);
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sprintf ((char *) create_line, " %s is turned to stone. ",(char *) name);
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add_string_to_buf((char *) create_line);
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}
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main_status = type;
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pc_moves[which_pc] = 0;
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}
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else {
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if (type == 4) {
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sprintf ((char *) create_line, " %s is immune to petrification. ",(char *) name);
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add_string_to_buf((char*) create_line); //inform of what has happened
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}
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else{
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add_string_to_buf(" Life saved! ");
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takeItem(i);
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heal(200);
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}
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}
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current_pc = first_active_pc();
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if (current_pc > 5) {
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for (i = 0; i < NUM_OF_PCS; i++)
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if (adven[i].status > 0)
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current_pc = i;
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}
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put_pc_screen();
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set_stat_window(current_pc);
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}
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bool pc_record_type::runTrap(short trap_type, short trap_level, short diff)
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{
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short r1,skill,i,num_hits = 1,i_level;
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short trap_odds[30] = {5,30,35,42,48, 55,63,69,75,77,
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78,80,82,84,86, 88,90,92,94,96,98,99,99,99,99,99,99,99,99,99};
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num_hits += trap_level;
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if (trap_type == TRAP_RANDOM)
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trap_type = get_ran(1,1,4);
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/// ??? => no trap after all ;)
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if (trap_type == 6)
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return true;
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i = statAdj(1);
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if ((i_level = getProtLevel(42)) > 0)
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i += i_level / 2;
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skill = minmax(0, 20, skills[14] + skills[SKILL_LUCK] / 2 + 1 - c_town.difficulty + 2 * i);
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r1 = get_ran(1,0,100) + diff;
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// Nimble?
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if (traits[TRAIT_NIMBLE] == true) r1 -= 6;
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if (r1 < trap_odds[skill])
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{
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add_string_to_buf(" Trap disarmed. ");
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return true;
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}
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else add_string_to_buf(" Disarm failed. ");
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switch (trap_type)
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{
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case TRAP_BLADE:
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for (i = 0; i < num_hits; i++)
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{
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add_string_to_buf(" A knife flies out! ");
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damage(get_ran(2 + c_town.difficulty / 14,1,10),DAMAGE_WEAPON,-1);
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}
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break;
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case TRAP_DART:
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add_string_to_buf(" A dart flies out. ");
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poison((3 + c_town.difficulty / 14) + (trap_level * 2));
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break;
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case TRAP_GAS:
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add_string_to_buf(" Poison gas pours out. ");
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adven.poison((2 + c_town.difficulty / 14) + trap_level * 2);
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break;
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case TRAP_EXPLOSION:
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for (i = 0; i < num_hits; i++)
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{
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add_string_to_buf(" There is an explosion. ");
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adven.damage(get_ran(3 + c_town.difficulty / 13,1,8), DAMAGE_FIRE);
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}
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break;
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case TRAP_SLEEP_RAY:
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add_string_to_buf(" A purple ray flies out. ");
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sleep((200 + c_town.difficulty * 100) + (trap_level * 400),12,50);
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break;
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case TRAP_DRAIN_XP:
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add_string_to_buf(" You feel weak. ");
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experience = max(0, experience - (40 + trap_level * 30));
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break;
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case TRAP_ALERT:
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add_string_to_buf(" An alarm goes off!!! ");
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set_town_status(0);
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break;
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case TRAP_FLAMES:
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add_string_to_buf(" Flames shoot from the walls. ");
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adven.damage(get_ran(10 + trap_level * 5,1,8),DAMAGE_FIRE);
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break;
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case TRAP_DUMBFOUND:
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add_string_to_buf(" You feel disoriented. ");
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adven.dumbfound(2 + trap_level * 2);
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break;
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case TRAP_DISEASE:
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add_string_to_buf(" You prick your finger. ");
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disease((3 + c_town.difficulty / 14) + (trap_level * 2));
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break;
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case TRAP_DISEASE_ALL:
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add_string_to_buf(" A foul substance sprays out.");
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adven.disease((2 + c_town.difficulty / 14) + (trap_level * 2));
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break;
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default:
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add_string_to_buf(" (ERROR: Unknown type of trap!)");
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break;
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}
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put_pc_screen();
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put_item_screen(stat_window,0);
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return true;
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}
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short pc_record_type::statAdj(short which)
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{
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short tr;
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tr = skill_bonus[skills[which]];
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if (which == 2) {
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if (traits[1] == true) tr++;
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if (hasAbilEquip(40) < 24) tr++;
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}
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if (which == 0)
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if (traits[8] == true) tr++;
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if (hasAbilEquip(38) < 24)
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tr++;
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if (which == 1) {
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if (hasAbilEquip(39) < 24)
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tr++;
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}
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return tr;
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}
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void pc_record_type::giveXP(short amt)
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{
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short adjust,add_hp;
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short xp_percent[30] = {150,120,100,90,80,70,60,50,50,50,
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45,40,40,40,40,35,30,25,23,20,
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15,15,15,15,15,15,15,15,15,15};
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if (!isAlive()) return;
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if (level > 49)
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{
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level = 50;
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return;
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}
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if (amt > 200) { // debug
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MessageBeep(MB_OK);
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ASB("Oops! Too much xp!");
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ASB("Report this!");
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return;
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}
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if (amt < 0) { // debug
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MessageBeep(MB_OK);
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ASB("Oops! Negative xp!");
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ASB("Report this!");
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return;
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}
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if (level >= 40) adjust = 15;
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else adjust = xp_percent[level / 2];
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if ((amt > 0) && (level > 7))
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{
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if (get_ran(1,0,100) < xp_percent[level / 2]) amt--;
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}
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if (amt <= 0) return;
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experience += (max(((amt * adjust) / 100), 0) * 100) / 100;
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party.total_xp_gained += (max(((amt * adjust) / 100), 0) * 100) / 100;
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if (experience < 0) {
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MessageBeep(MB_OK);
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ASB("Oops! Xp became negative somehow!");
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ASB("Report this!");
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experience = level * (get_tnl(this)) - 1;
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return;
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}
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if (experience > 15000)
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{
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experience = 15000;
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return;
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}
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while (experience >= (level * (get_tnl(this))))
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{
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play_sound(7);
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level++;
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sprintf ((char *) c_line, " %s is level %d! ",(char *) name, level);
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add_string_to_buf((char *) c_line);
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skill_pts += (level < 20) ? 5 : 4;
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add_hp = (level < 26) ? get_ran(1,2,6) + skill_bonus[skills[0]]
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: max (skill_bonus[skills[0]],0);
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if (add_hp < 0) add_hp = 0;
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max_health += add_hp;
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if (max_health > 250) max_health = 250;
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cur_health += add_hp;
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if (cur_health > 250) cur_health = 250;
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put_pc_screen();
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}
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}
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void pc_record_type::drainXP(short how_much)
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{
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if (!isAlive()) return;
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experience = max(experience - how_much, 0);
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sprintf ((char *) c_line, " %s drained.",(char *) name);
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add_string_to_buf((char *) c_line);
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}
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void pc_record_type::restoreSP(short amt)
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{
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if (!isAlive()) return;
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if (cur_sp > max_sp) return;
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cur_sp += amt;
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if (cur_sp > max_sp) cur_sp = max_sp;
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}
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void pc_record_type::cure(short amt)
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{
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if (!isAlive()) return;
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if (status[STATUS_POISON] <= amt)
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status[STATUS_POISON] = 0;
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else
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status[STATUS_POISON] -= amt;
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one_sound(51);
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}
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void pc_record_type::curse(short how_much)
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{
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if (!isAlive()) return;
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status[STATUS_BLESS_CURSE] = max(status[STATUS_BLESS_CURSE] - how_much, -8);
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sprintf ((char *) c_line, " %s cursed.",(char *) name);
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add_string_to_buf((char *) c_line);
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put_pc_screen();
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give_help(59,0,0);
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}
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void pc_record_type::dumbfound(short how_much)
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{
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short r1;
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if (!isAlive()) return;
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r1 = get_ran(1,0,90);
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if (hasAbilEquip(53) < 24) {
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add_string_to_buf(" Ring of Will glows.");
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r1 -= 10;
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}
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if (r1 < level)
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how_much -= 2;
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if (how_much <= 0) {
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sprintf ((char *) c_line, " %s saved.",(char *) name);
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add_string_to_buf((char *) c_line);
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return;
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}
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status[STATUS_DUMB] = min(status[STATUS_DUMB] + how_much, 8);
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sprintf ((char *) c_line, " %s dumbfounded.",(char *) name);
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add_string_to_buf((char *) c_line);
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one_sound(67);
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put_pc_screen();
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adjust_spell_menus();
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give_help(28,0,0);
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}
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void pc_record_type::disease(short how_much)
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{
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short r1, tlevel;
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if (!isAlive()) return;
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r1 = get_ran(1,0,100);
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if (r1 < level * 2)
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how_much -= 2;
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if (how_much <= 0)
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{
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sprintf ((char *) c_line, " %s saved.",(char *) name);
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add_string_to_buf((char *) c_line);
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return;
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}
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if ((tlevel = getProtLevel(62)) > 0)
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how_much -= tlevel / 2;
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if ((traits[12] == true) && (how_much > 1)) how_much++;
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if ((traits[12] == true) && (how_much == 1) && (get_ran(1,0,1) == 0)) how_much++;
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status[STATUS_DISEASE] = min(status[STATUS_DISEASE] + how_much,8);
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sprintf ((char *) c_line, " %s diseased.",(char *) name);
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add_string_to_buf((char *) c_line);
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one_sound(66);
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put_pc_screen();
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give_help(29,0,0);
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}
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void pc_record_type::sleep(short how_much,short what_type,short adjust)
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// higher adjust, less chance of saving
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{
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short r1, tlevel;
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if (!isAlive()) return;
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if (how_much == 0)
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return;
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if ((what_type == STATUS_ASLEEP) || (what_type == STATUS_PARALYZED)) { ////
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if ((tlevel = getProtLevel(53)) > 0)
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how_much -= tlevel / 2;
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if ((tlevel = getProtLevel(54)) > 0)
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how_much -= (what_type == STATUS_ASLEEP) ? tlevel : tlevel * 300;
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}
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r1 = get_ran(1,0,100) + adjust;
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if (r1 < 30 + level * 2)
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how_much = -1;
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if ((what_type == STATUS_ASLEEP) && ((traits[7] > 0) || (status[STATUS_ASLEEP] < 0)))
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how_much = -1;
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if (how_much <= 0) {
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sprintf ((char *) c_line, " %s resisted.",(char *) name);
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add_string_to_buf((char *) c_line);
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return;
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}
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if (isAlive()) {
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status[what_type] = how_much;
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if (what_type == STATUS_ASLEEP)
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sprintf ((char *) c_line, " %s falls asleep.",(char *) name);
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else sprintf ((char *) c_line, " %s paralyzed.",(char *) name);
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if (what_type == STATUS_ASLEEP)
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play_sound(96);
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else play_sound(90);
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add_string_to_buf((char *) c_line);
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pc_moves[getNum()] = 0;
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}
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put_pc_screen();
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if (what_type == STATUS_ASLEEP)
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give_help(30,0,0);
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else give_help(32,0,0);
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}
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void pc_record_type::slow(short how_much)
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{
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if (!isAlive()) return;
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status[STATUS_HASTE_SLOW] = minmax(-8,8,status[STATUS_HASTE_SLOW] - how_much);
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if (how_much < 0)
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sprintf ((char *) c_line, " %s hasted.",(char *) name);
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else sprintf ((char *) c_line, " %s slowed.",(char *) name);
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add_string_to_buf((char *) c_line);
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put_pc_screen();
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if (how_much < 0)
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give_help(35,0,0);
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}
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void pc_record_type::web(short how_much)
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{
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if (!isAlive()) return;
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status[STATUS_WEBS] = min(status[STATUS_WEBS] + how_much,8);
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sprintf ((char *) c_line, " %s webbed.",(char *) name);
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add_string_to_buf((char *) c_line);
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one_sound(17);
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put_pc_screen();
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give_help(31,0,0);
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}
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void pc_record_type::acid(short how_much)
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{
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if (!isAlive()) return;
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if (hasAbilEquip(36) < 24) {
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sprintf ((char *) c_line, " %s resists acid.",(char *) name);
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add_string_to_buf((char *) c_line);
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return;
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}
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status[STATUS_ACID] += how_much;
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sprintf ((char *) c_line, " %s covered with acid!",(char *) name);
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add_string_to_buf((char *) c_line);
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one_sound(42);
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put_pc_screen();
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}
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void pc_record_type::heal(short amt)
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{
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if (!isAlive()) return;
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if (cur_health > max_health) return;
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|
|
|
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;
|
|
}
|
|
}
|