Files
oboe/src/game/boe.party.cpp
ALONSO Laurent 9ef5463364 boe.party.cpp: fix target display in pick_spell
winutil.mac.mm: check that session is initialised.
2022-06-30 01:10:45 -04:00

2628 lines
84 KiB
C++

#include <iostream>
#include "boe.global.hpp"
#include <array>
#include <map>
#include "universe.hpp"
#include "boe.fileio.hpp"
#include "boe.graphics.hpp"
#include "boe.graphutil.hpp"
#include "boe.newgraph.hpp"
#include "boe.specials.hpp"
#include "boe.infodlg.hpp"
#include "boe.items.hpp"
#include "boe.actions.hpp"
#include <cstring>
#include <queue>
#include "boe.party.hpp"
#include "boe.monster.hpp"
#include "boe.town.hpp"
#include "boe.combat.hpp"
#include "boe.locutils.hpp"
#include "boe.combat.hpp"
#include "boe.text.hpp"
#include "sounds.hpp"
#include "boe.main.hpp"
#include "utility.hpp"
#include "mathutil.hpp"
#include "strdlog.hpp"
#include "choicedlog.hpp"
#include "pictchoice.hpp"
#include "winutil.hpp"
#include "fileio.hpp"
#include "boe.menus.hpp"
#include <boost/lexical_cast.hpp>
#include "button.hpp"
#include "spell.hpp"
#include "cursors.hpp"
#include "render_shapes.hpp" // for colour constants
extern short skill_bonus[21];
// TODO: Use magic-names.txt instead of these arrays
bool get_mage[30] = {1,1,1,1,1,1,0,1,1,0, 1,1,1,1,1,1,0,0,1,1, 1,1,1,1,1,0,0,0,1,1};
bool get_priest[30] = {1,1,1,1,1,1,0,0,0,1, 1,1,1,1,1,0,0,0,1,1, 1,0,1,1,0,0,0,1,0,0};
short combat_percent[20] = {
150,120,100,90,80,80,80,70,70,70,
70,70,67,62,57,52,47,42,40,40};
short who_cast,which_pc_displayed;
eSpell town_spell;
extern bool spell_freebie;
extern eSpecCtxType spec_target_type;
extern short spec_target_fail, spec_target_options;
bool spell_button_active[90];
extern bool end_scenario;
extern short fast_bang;
extern bool flushingInput;
extern eItemWinMode stat_window;
extern eGameMode overall_mode;
extern fs::path progDir;
extern location center;
extern sf::RenderWindow mainPtr;
extern bool spell_forced,boom_anim_active;
extern eSpell store_mage, store_priest;
extern short store_mage_lev, store_priest_lev;
extern short store_spell_target,pc_casting;
extern short store_item_spell_level;
extern eStatMode stat_screen_mode;
extern effect_pat_type null_pat,single,t,square,radius2,radius3,small_square,open_square;
extern effect_pat_type current_pat;
extern short current_spell_range;
extern std::array<short, 51> hit_chance;
extern short combat_active_pc;
extern std::map<eDamageType,int> boom_gr;
extern short current_ground;
extern location golem_m_locs[16];
extern cUniverse univ;
extern sf::Texture pc_gworld;
extern std::queue<pending_special_type> special_queue;
// First icon is displayed for positive values, second for negative, if -1 no negative icon.
// This omits two special cases - major poison, and normal speed; they are hard-coded.
std::map<eStatus, std::pair<short, short>> statIcons = {
{eStatus::POISONED_WEAPON, {4,-1}}, {eStatus::BLESS_CURSE, {2,3}}, {eStatus::POISON, {0,-1}},
{eStatus::HASTE_SLOW, {6,8}}, {eStatus::INVULNERABLE, {5,-1}}, {eStatus::MAGIC_RESISTANCE, {9,19}},
{eStatus::WEBS, {10,-1}}, {eStatus::DISEASE, {11,-1}}, {eStatus::INVISIBLE, {12,-1}},
{eStatus::DUMB, {13,18}}, {eStatus::MARTYRS_SHIELD, {14,-1}}, {eStatus::ASLEEP, {15,21}},
{eStatus::PARALYZED, {16,-1}}, {eStatus::ACID, {17,-1}}, {eStatus::FORCECAGE, {20,-1}},
};
// Variables for spell selection
short on_which_spell_page = 0;
short store_last_cast_mage = 6,store_last_cast_priest = 6;
short buttons_on[38] = {1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0};
// buttons_on determines which buttons can be hit when on the second spell page
short spell_index[38] = {38,39,40,41,42,43,44,45,90,90,46,47,48,49,50,51,52,53,90,90,
54,55,56,57,58,59,60,61,90,90, 90,90,90,90,90,90,90,90};
// Says which buttons hit which spells on second spell page, 90 means no button
bool can_choose_caster;
// Dialog vars
short store_graphic_pc_num ;
short store_graphic_mode ;
short store_pc_graphic;
// When the party is placed into a scen from the starting 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(std::string scen_name) {
bool item_took = false;
// Drop debug mode
univ.debug_mode = false;
univ.ghost_mode = false;
univ.node_step_through = false;
for(short j = 0; j < 6; j++)
for(short i = 23; i >= 0; i--) {
cItem& thisItem = univ.party[j].items[i];
thisItem.special_class = 0;
if(thisItem.ability == eItemAbil::CALL_SPECIAL) {
univ.party[j].take_item(i);
item_took = true;
} else if(thisItem.ability == eItemAbil::WEAPON_CALL_SPECIAL) {
univ.party[j].take_item(i);
item_took = true;
} else if(thisItem.ability == eItemAbil::HIT_CALL_SPECIAL) {
univ.party[j].take_item(i);
item_took = true;
} else if(thisItem.ability == eItemAbil::DROP_CALL_SPECIAL) {
univ.party[j].take_item(i);
item_took = true;
} else if(thisItem.ability == eItemAbil::PROTECT_FROM_SPECIES && thisItem.abil_data[1] == int(eRace::IMPORTANT)) {
univ.party[j].take_item(i);
item_took = true;
} else if(thisItem.ability == eItemAbil::SLAYER_WEAPON && thisItem.abil_data[1] == int(eRace::IMPORTANT)) {
univ.party[j].take_item(i);
item_took = true;
}
}
if(item_took)
cChoiceDlog("removed-special-items").show();
fs::path path = locate_scenario(scen_name);
if(path.empty()) {
showError("Could not find scenario!");
return;
}
set_cursor(watch_curs);
end_scenario=false;
if(!load_scenario(path, univ.scenario))
return;
bool stored_item = false;
for(auto& store : univ.party.stored_items)
stored_item = stored_item || std::any_of(store.begin(), store.end(), [](const cItem& item) {
return item.variety != eItemType::NO_ITEM;
});
if(stored_item)
if(cChoiceDlog("keep-stored-items", {"yes", "no"}).show() == "yes") {
std::vector<cItem*> saved_item_refs;
for(short i = 0; i < 3;i++)
for(short j = 0; j < univ.party.stored_items[i].size(); j++)
if(univ.party.stored_items[i][j].variety != eItemType::NO_ITEM)
saved_item_refs.push_back(&univ.party.stored_items[i][j]);
short pc = 0;
while(univ.party[pc].main_status != eMainStatus::ALIVE && pc < 6) pc++;
show_get_items("Choose stored items to keep:", saved_item_refs, pc, true);
}
univ.enter_scenario(scen_name);
// if at this point, startup must be over, so make this call to make sure we're ready,
// graphics wise
end_startup();
stat_screen_mode = MODE_INVEN;
build_outdoors();
erase_out_specials();
univ.cur_pc = first_active_pc();
force_town_enter(univ.scenario.which_town_start,univ.scenario.where_start);
start_town_mode(univ.scenario.which_town_start,9);
while(!special_queue.empty())
special_queue.pop(); // Preserve legacy behaviour of not calling the "enter town" node at scenario start
center = univ.scenario.where_start;
update_explored(univ.scenario.where_start);
overall_mode = MODE_TOWN;
redraw_screen(REFRESH_ALL);
set_stat_window(ITEM_WIN_PC1);
adjust_spell_menus();
adjust_monst_menu();
// Throw up intro dialog
for(short j = 0; j < univ.scenario.intro_strs.size(); j++)
if(!univ.scenario.intro_strs[j].empty()) {
std::array<short, 3> buttons = {0,-1,-1};
custom_choice_dialog(univ.scenario.intro_strs, univ.scenario.intro_mess_pic, PIC_SCEN, buttons);
j = 6;
}
run_special(eSpecCtx::STARTUP, eSpecCtxType::SCEN, univ.scenario.init_spec, loc(0,0));
give_help(1,2);
// Compatibility flags
if(univ.scenario.format.prog_make_ver[0] < 2){
univ.scenario.is_legacy = true;
}
}
//spot; // if spot is 6, find one
bool create_pc(short spot,cDialog* parent) {
bool still_ok = true;
if(spot == 6) spot = univ.party.free_space();
if(spot == 6) return false;
univ.party.new_pc(spot);
pick_race_abil(spot,0,parent);
still_ok = spend_xp(spot,0,parent);
if(!still_ok)
return false;
pick_pc_graphic(spot,0,parent);
pick_pc_name(spot,parent);
univ.party[spot].main_status = eMainStatus::ALIVE;
if(overall_mode != MODE_STARTUP) {
// If this is called while in startup mode, it means we're in the middle of building a party.
// Thus, the PC should not be finalized yet.
// However, if we're not in startup mode, it means we're adding a new PC to an existing party.
// Thus, we must finalize the PC now.
univ.party[spot].finish_create();
}
univ.party[spot].cur_health = univ.party[spot].max_health;
univ.party[spot].cur_sp = univ.party[spot].max_sp;
return true;
}
bool take_sp(short pc_num,short amt) {
if(univ.party[pc_num].cur_sp < amt)
return false;
univ.party[pc_num].cur_sp -= amt;
return true;
}
void increase_light(short amt) {
location where;
univ.party.light_level += amt;
if(univ.party.light_level < 0)
univ.party.light_level = 0;
if(is_combat()) {
for(short i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
update_explored(univ.party[i].combat_pos);
}
}
else {
where = get_cur_loc();
update_explored(where);
}
put_pc_screen();
}
void award_party_xp(short amt) {
for(short i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE)
award_xp(i,amt);
}
void award_xp(short pc_num,short amt,bool force) {
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(univ.party[pc_num].level > 49) {
univ.party[pc_num].level = 50;
return;
}
if(!force && amt > 200) { // debug
beep();
ASB("Oops! Too much xp!");
ASB("Report this!");
return;
}
if(amt < 0) { // debug
beep();
ASB("Oops! Negative xp!");
ASB("Report this!");
return;
}
if(univ.party[pc_num].main_status != eMainStatus::ALIVE)
return;
if(univ.party[pc_num].level >= 40)
adjust = 15;
else adjust = xp_percent[univ.party[pc_num].level / 2];
if((amt > 0) && (univ.party[pc_num].level > 7)) {
if(get_ran(1,1,100) < xp_percent[univ.party[pc_num].level / 2])
amt--;
}
if(amt <= 0)
return;
// univ.party[pc_num].experience += (max(((amt * adjust) / 100), 0) * univ.party[pc_num].exp_adj) / 100;
// univ.party.total_xp_gained += (max(((amt * adjust) / 100), 0) * univ.party[pc_num].exp_adj) / 100;
univ.party[pc_num].experience += (max(((amt * adjust) / 100), 0) * 100) / 100;
univ.party.total_xp_gained += (max(((amt * adjust) / 100), 0) * 100) / 100;
// if(univ.party[pc_num].experience < 0) {
// SysBeep(50); SysBeep(50);
// ASB("Oops! Xp became negative somehow!");
// ASB("Report this!");
// univ.party[pc_num].experience = univ.party[pc_num].level * (univ.party[pc_num].get_tnl()) - 1;
// return;
// }
if(univ.party[pc_num].experience > 15000) {
univ.party[pc_num].experience = 15000;
return;
}
while(univ.party[pc_num].experience >= (univ.party[pc_num].level * (univ.party[pc_num].get_tnl()))) {
play_sound(7);
univ.party[pc_num].level++;
std::string level = std::to_string(univ.party[pc_num].level);
add_string_to_buf(" " + univ.party[pc_num].name + " is level " + level + "!");
univ.party[pc_num].skill_pts += (univ.party[pc_num].level < 20) ? 5 : 4;
add_hp = (univ.party[pc_num].level < 26) ? get_ran(1,2,6) + skill_bonus[univ.party[pc_num].skills[eSkill::STRENGTH]]
: max (skill_bonus[univ.party[pc_num].skills[eSkill::STRENGTH]],0);
if(add_hp < 0)
add_hp = 0;
univ.party[pc_num].max_health += add_hp;
if(univ.party[pc_num].max_health > 250)
univ.party[pc_num].max_health = 250;
univ.party[pc_num].cur_health += add_hp;
if(univ.party[pc_num].cur_health > 250)
univ.party[pc_num].cur_health = 250;
put_pc_screen();
}
}
void drain_pc(cPlayer& which_pc,short how_much) {
if(which_pc.main_status == eMainStatus::ALIVE) {
which_pc.experience = max(which_pc.experience - how_much,0);
add_string_to_buf(" " + which_pc.name + " drained.");
}
}
static short check_party_stat_get(short pc, eSkill which_stat) {
switch(which_stat) {
case eSkill::MAX_HP:
return univ.party[pc].max_health;
case eSkill::MAX_SP:
return univ.party[pc].max_sp;
case eSkill::CUR_HP:
return univ.party[pc].cur_health;
case eSkill::CUR_SP:
return univ.party[pc].cur_sp;
case eSkill::CUR_XP:
return univ.party[pc].experience;
case eSkill::CUR_SKILL:
return univ.party[pc].skill_pts;
case eSkill::CUR_LEVEL:
return univ.party[pc].level;
default:
return univ.party[pc].skill(which_stat);
}
return 0;
}
// mode: 0 = total, 1 = mean, 2 = min, 3 = max, 10+i = just PC i
short check_party_stat(eSkill which_stat, short mode) {
if(mode >= 10) return check_party_stat_get(mode - 10, which_stat);
short total = mode == 2 ? std::numeric_limits<short>::max() : 0, num_pcs = 0;
for(short i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
num_pcs++;
if(mode < 2)
total += check_party_stat_get(i,which_stat);
else if(mode == 3)
total = max(check_party_stat_get(i,which_stat), total);
else if(mode == 2)
total = min(check_party_stat_get(i,which_stat), total);
}
if(mode == 1 && num_pcs > 0)
total /= num_pcs;
return total;
}
bool poison_weapon(short pc_num, short how_much,bool safe) {
short 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};
// TODO: This doesn't allow you to choose between poisoning a melee weapon and poisoning arrows, except by temporarily dequipping one
auto weap = univ.party[pc_num].items.begin();
do {
weap = std::find_if(weap, univ.party[pc_num].items.end(), is_poisonable_weap);
if(!univ.party[pc_num].equip[weap - univ.party[pc_num].items.begin()]) {
weap++;
continue;
}
p_level = how_much;
add_string_to_buf(" You poison your weapon.");
r1 = get_ran(1,1,100);
// Nimble?
if(univ.party[pc_num].traits[eTrait::NIMBLE])
r1 -= 6;
if(r1 > p_chance[univ.party[pc_num].skill(eSkill::POISON)] && !safe) {
add_string_to_buf(" Poison put on badly.");
p_level = p_level / 2;
r1 = get_ran(1,1,100);
if(r1 > p_chance[univ.party[pc_num].skill(eSkill::POISON)] + 10) {
add_string_to_buf(" You nick yourself.");
univ.party[pc_num].status[eStatus::POISON] += p_level;
}
}
if(!safe)
play_sound(55);
univ.party[pc_num].weap_poisoned.slot = weap - univ.party[pc_num].items.begin();
univ.party[pc_num].status[eStatus::POISONED_WEAPON] = max(univ.party[pc_num].status[eStatus::POISONED_WEAPON], p_level);
return true;
} while(weap != univ.party[pc_num].items.end());
add_string_to_buf(" No weapon equipped.");
return false;
}
bool is_poisonable_weap(cItem& weap) {
if(weap.variety == eItemType::ONE_HANDED || weap.variety == eItemType::TWO_HANDED ||
weap.variety == eItemType::ARROW || weap.variety == eItemType::BOLTS)
return true;
else return false;
}
//short type; // 0 - mage 1 - priest
void cast_spell(eSkill type) {
eSpell spell;
if((is_town()) && (univ.town.is_antimagic(univ.party.town_loc.x,univ.party.town_loc.y))) {
add_string_to_buf(" Not in antimagic field.");
return;
}
if(!spell_forced)
spell = pick_spell(6, type);
else {
if(!repeat_cast_ok(type))
return;
spell = type == eSkill::MAGE_SPELLS ? store_mage : store_priest;
}
if(spell != eSpell::NONE) {
print_spell_cast(spell,type);
if(type == eSkill::MAGE_SPELLS)
do_mage_spell(pc_casting,spell);
else do_priest_spell(pc_casting,spell);
put_pc_screen();
}
}
bool repeat_cast_ok(eSkill type) {
short who_would_cast;
eSpellSelect store_select;
eSpell what_spell;
if(!prime_time()) return false;
else if(overall_mode == MODE_COMBAT)
who_would_cast = univ.cur_pc;
else who_would_cast = pc_casting;
if(is_combat())
what_spell = univ.party[who_would_cast].last_cast[type];
else what_spell = type == eSkill::MAGE_SPELLS ? store_mage : store_priest;
if(!pc_can_cast_spell(univ.party[who_would_cast],what_spell)) {
add_string_to_buf("Repeat cast: Can't cast.");
return false;
}
store_select = (*what_spell).need_select;
if(store_select != SELECT_NO && store_spell_target == 6) {
add_string_to_buf("Repeat cast: No target stored.");
return false;
}
if(store_select == SELECT_ANY &&
isAbsent(univ.party[store_spell_target].main_status)) {
add_string_to_buf("Repeat cast: No target stored.");
return false;
}
if(store_select == SELECT_ACTIVE &&
univ.party[store_spell_target].main_status != eMainStatus::ALIVE) {
add_string_to_buf("Repeat cast: No target stored.");
return false;
}
return true;
}
//which; // 100 + x : priest spell x
void give_party_spell(short which) {
bool sound_done = false;
if((which < 0) || (which > 161) || ((which > 61) && (which < 100))) {
showError("The scenario has tried to give you a non-existant spell.");
return;}
// TODO: This seems like the wrong sounds
// TODO: The order of checking seems wrong here; why check for alive after checking for the spell?
if(which < 100)
for(short i = 0; i < 6; i++)
if(!univ.party[i].mage_spells[which]) {
univ.party[i].mage_spells[which] = true;
if(univ.party[i].main_status == eMainStatus::ALIVE)
add_string_to_buf(univ.party[i].name + " learns spell.");
give_help(41,0);
if(!sound_done) {
sound_done = true;
play_sound(62);
};
}
if(which >= 100)
for(short i = 0; i < 6; i++)
if(!univ.party[i].priest_spells[which - 100]) {
univ.party[i].priest_spells[which - 100] = true;
if(univ.party[i].main_status == eMainStatus::ALIVE)
add_string_to_buf(univ.party[i].name + " learns spell.");
give_help(41,0);
if(!sound_done) {
sound_done = true;
play_sound(62);
}
}
}
void do_mage_spell(short pc_num,eSpell spell_num,bool freebie) {
short target,r1,adj,store;
location where;
if (univ.scenario.is_legacy) freebie=false;
if(univ.party[pc_num].traits[eTrait::ANAMA]) {
add_string_to_buf("Cast: You're an Anama!");
return;
}
if(univ.party[pc_num].traits[eTrait::PACIFIST] && !(*spell_num).peaceful) {
add_string_to_buf("Cast: You're a pacifist!");
return;
}
where = univ.party.town_loc;
play_sound(25);
current_spell_range = 8;
store_mage = spell_num;
adj = freebie ? 1 : univ.party[pc_num].stat_adj(eSkill::INTELLIGENCE);
short level = freebie ? store_item_spell_level : univ.party[pc_num].level;
if(!freebie && (*spell_num).level <= univ.party[pc_num].get_prot_level(eItemAbil::MAGERY))
level++;
switch(spell_num) {
case eSpell::LIGHT:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
increase_light(50);
break;
case eSpell::IDENTIFY:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
ASB("All of your items are identified.");
for(cPlayer& pc : univ.party)
for(cItem& item : pc.items)
item.ident = true;
break;
case eSpell::TRUE_SIGHT:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
for(where.x = 0; where.x < 64; where.x++)
for(where.y = 0; where.y < 64; where.y++)
if(dist(where,univ.party.town_loc) <= 2)
make_explored(where.x,where.y);
clear_map();
break;
case eSpell::SUMMON_BEAST:
r1 = get_summon_monster(1);
if(r1 < 0) break;
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = get_ran(3,1,4) + adj;
if(!summon_monster(r1,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
break;
case eSpell::SUMMON_WEAK:
store = level / 5 + adj / 3 + get_ran(1,0,2);
r1 = get_summon_monster(1); ////
if(r1 < 0) break;
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = get_ran(4,1,4) + adj;
for(short i = 0; i < minmax(1,7,store); i++)
if(!summon_monster(r1,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
break;
case eSpell::SUMMON:
store = level / 7 + adj / 3 + get_ran(1,0,1);
r1 = get_summon_monster(2); ////
if(r1 < 0) break;
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = get_ran(5,1,4) + adj;
for(short i = 0; i < minmax(1,6,store); i++)
if(!summon_monster(r1,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
break;
case eSpell::SUMMON_AID:
r1 = get_summon_monster(2);
if(r1 < 0) break;
store = get_ran(5,1,4) + adj;
if(!summon_monster(r1,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
break;
case eSpell::SUMMON_MAJOR:
store = level / 10 + adj / 3 + get_ran(1,0,1);
r1 = get_summon_monster(3); ////
if(r1 < 0) break;
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = get_ran(7,1,4) + adj;
for(short i = 0; i < minmax(1,5,store); i++)
if(!summon_monster(r1,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
break;
case eSpell::SUMMON_AID_MAJOR:
r1 = get_summon_monster(3);
if(r1 < 0) break;
store = get_ran(7,1,4) + adj;
if(!summon_monster(r1,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
break;
case eSpell::DEMON:
store = get_ran(5,1,4) + 2 * adj;
if(!summon_monster(85,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
else if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
break;
case eSpell::SUMMON_RAT:
store = get_ran(5,1,4) + 2 * adj;
if(!summon_monster(80,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
break;
case eSpell::DISPEL_SQUARE:
start_town_targeting(spell_num,pc_num,freebie,PAT_SQ);
break;
case eSpell::LIGHT_LONG:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
increase_light(200);
break;
case eSpell::MAGIC_MAP:
{
cInvenSlot item = univ.party[pc_num].has_abil(eItemAbil::SAPPHIRE);
if(!item && !freebie)
add_string_to_buf(" You need a sapphire.");
else if(univ.town->defy_scrying || univ.town->defy_mapping)
add_string_to_buf(" The spell fails.");
else {
if(freebie) add_string_to_buf(" You have a vision.");
else {
univ.party[pc_num].remove_charge(item.slot);
if(stat_window == pc_num)
put_item_screen(stat_window);
univ.party[pc_num].cur_sp -= (*spell_num).cost;
add_string_to_buf(" As the sapphire dissolves, you have a vision.", 2);
}
for(short i = 0; i < 64; i++)
for(short j = 0; j < 64; j++)
make_explored(i,j);
clear_map();
}
break;
}
case eSpell::STEALTH:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
univ.party.status[ePartyStatus::STEALTH] += max(6,level * 2);
break;
case eSpell::SCRY_MONSTER: case eSpell::UNLOCK: case eSpell::CAPTURE_SOUL: case eSpell::DISPEL_BARRIER:
case eSpell::BARRIER_FIRE: case eSpell::BARRIER_FORCE: case eSpell::QUICKFIRE:
start_town_targeting(spell_num,pc_num,freebie);
break;
case eSpell::ANTIMAGIC:
start_town_targeting(spell_num,pc_num,freebie,PAT_RAD2);
break;
case eSpell::FLIGHT:
if(univ.party.status[ePartyStatus::FLIGHT] > 0) {
add_string_to_buf(" Not while already flying.");
return;
}
if(univ.party.in_boat >= 0)
add_string_to_buf(" Leave boat first.");
else if(univ.party.in_horse >= 0) ////
add_string_to_buf(" Leave horse first.");
else {
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
add_string_to_buf(" You start flying!");
univ.party.status[ePartyStatus::FLIGHT] = 3;
}
break;
case eSpell::RESIST_MAGIC: case eSpell::PROTECTION:
target = store_spell_target;
if(target < 6 && !freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
if(spell_num == eSpell::PROTECTION && target < 6) {
univ.party[target].status[eStatus::INVULNERABLE] += 2 + adj + get_ran(2,1,2);
for(short i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
univ.party[i].status[eStatus::MAGIC_RESISTANCE] += 4 + level / 3 + adj;
}
add_string_to_buf(" Party protected.");
}
if(spell_num == eSpell::RESIST_MAGIC && target < 6) {
univ.party[target].status[eStatus::MAGIC_RESISTANCE] += 2 + adj + get_ran(2,1,2);
add_string_to_buf(" " + univ.party[target].name + " protected.");
}
break;
default:
add_string_to_buf(" Error: Mage spell " + (*spell_num).name() + " not implemented for town mode.", 4);
break;
}
}
void do_priest_spell(short pc_num,eSpell spell_num,bool freebie) {
short r1,r2, target,store,adj,x,y;
location loc;
location where;
if (univ.scenario.is_legacy) freebie=false;
if(univ.party[pc_num].traits[eTrait::PACIFIST] && !(*spell_num).peaceful) {
add_string_to_buf("Cast: You're a pacifist!");
return;
}
short store_victim_health,store_caster_health,targ_damaged; // for symbiosis
where = univ.party.town_loc;
adj = freebie ? 1 : univ.party[pc_num].stat_adj(eSkill::INTELLIGENCE);
short level = freebie ? store_item_spell_level : univ.party[pc_num].level;
if(!freebie && univ.current_pc().traits[eTrait::ANAMA])
level++;
play_sound(24);
current_spell_range = 8;
store_priest = spell_num;
std::ostringstream loc_str;
switch(spell_num) {
case eSpell::LOCATION:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
if(is_town()) {
loc = (overall_mode == MODE_OUTDOORS) ? univ.party.out_loc : univ.party.town_loc;
loc_str << " You're at: x " << loc.x << " y " << loc.y << '.';
}
if(is_out()) {
loc = (overall_mode == MODE_OUTDOORS) ? univ.party.out_loc : univ.party.town_loc;
x = loc.x; y = loc.y;
x += 48 * univ.party.outdoor_corner.x; y += 48 * univ.party.outdoor_corner.y;
loc_str << " You're outside at: x " << x << " y " << y << '.';
}
add_string_to_buf(loc_str.str());
break;
case eSpell::MANNA_MINOR: case eSpell::MANNA:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = level / 3 + 2 * adj + get_ran(2,1,4);
r1 = max(0,store);
if(spell_num == eSpell::MANNA_MINOR)
r1 = r1 / 3;
add_string_to_buf(" You gain " + std::to_string(r1) + " food. ");
give_food(r1,true);
break;
case eSpell::RITUAL_SANCTIFY:
add_string_to_buf(" Sanctify which space?");
start_town_targeting(spell_num,pc_num,freebie);
break;
case eSpell::LIGHT_DIVINE:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
increase_light(210);
break;
case eSpell::SUMMON_SPIRIT:
if(!summon_monster(125,where,get_ran(2,1,4) + adj,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
else if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
break;
case eSpell::STICKS_TO_SNAKES:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
r1 = level / 6 + adj / 3 + get_ran(1,0,1);
for(int i = 0; i < r1; i++) {
r2 = get_ran(1,0,7);
store = get_ran(2,1,5) + adj;
if(!summon_monster((r2 == 1) ? 100 : 99,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
}
break;
case eSpell::SUMMON_HOST:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = get_ran(2,1,4) + adj;
if(!summon_monster(126,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
for(int i = 0; i < 4; i++) {
store = get_ran(2,1,4) + adj;
if(!summon_monster(125,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
}
break;
case eSpell::SUMMON_GUARDIAN:
store = get_ran(6,1,4) + adj;
if(!summon_monster(122,where,store,eAttitude::FRIENDLY,true))
add_string_to_buf(" Summon failed.");
else if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
break;
case eSpell::MOVE_MOUNTAINS: case eSpell::MOVE_MOUNTAINS_MASS:
add_string_to_buf(" Destroy what?");
start_town_targeting(spell_num,pc_num,freebie, spell_num == eSpell::MOVE_MOUNTAINS ? PAT_SINGLE : PAT_SQ);
break;
case eSpell::DISPEL_SPHERE: case eSpell::DISPEL_FIELD:
start_town_targeting(spell_num,pc_num,freebie, spell_num == eSpell::DISPEL_SPHERE ? PAT_RAD2 : PAT_SINGLE);
break;
case eSpell::DETECT_LIFE:
add_string_to_buf(" Monsters now on map.");
univ.party.status[ePartyStatus::DETECT_LIFE] += 6 + get_ran(1,0,6);
clear_map();
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
break;
case eSpell::FIREWALK:
add_string_to_buf(" You are now firewalking.");
univ.party.status[ePartyStatus::FIREWALK] += level / 12 + 2;
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
break;
case eSpell::SHATTER:
add_string_to_buf(" You send out a burst of energy.");
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
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++)
crumble_wall(loc);
update_explored(univ.party.town_loc);
break;
case eSpell::WORD_RECALL:
if(!is_out()) {
add_string_to_buf(" Can only cast outdoors.");
return;
}
if(univ.party.in_boat >= 0) {
add_string_to_buf(" Not while in boat.");
return;
}
if(univ.party.in_horse >= 0) {////
add_string_to_buf(" Not while on horseback.");
return;
}
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
// Clear forcecage status
for(int i = 0; i < 6; i++)
univ.party[i].status[eStatus::FORCECAGE] = 0;
add_string_to_buf(" You are moved... ");
force_town_enter(univ.scenario.which_town_start,univ.scenario.where_start);
start_town_mode(univ.scenario.which_town_start,9);
position_party(univ.scenario.out_sec_start.x,univ.scenario.out_sec_start.y,
univ.scenario.out_start.x,univ.scenario.out_start.y);
center = univ.party.town_loc = univ.scenario.where_start;
// overall_mode = MODE_OUTDOORS;
// center = univ.party.p_loc;
// update_explored(univ.party.p_loc);
redraw_screen(REFRESH_ALL);
break;
case eSpell::HEAL_MINOR: case eSpell::HEAL: case eSpell::HEAL_MAJOR:
case eSpell::POISON_WEAKEN: case eSpell::POISON_CURE: case eSpell::DISEASE_CURE:
case eSpell::RESTORE_MIND: case eSpell::CLEANSE: case eSpell::AWAKEN: case eSpell::PARALYSIS_CURE:
// target = select_pc(11,0);
target = store_spell_target;
if(target < 6) {
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
std::ostringstream sout;
sout << " " << univ.party[target].name;
switch(spell_num) {
case eSpell::HEAL_MINOR: case eSpell::HEAL: case eSpell::HEAL_MAJOR:
if(spell_num == eSpell::HEAL_MINOR)
r1 = get_ran(2, 1, 4);
else r1 = get_ran(2 + (spell_num == eSpell::HEAL ? 6 : 12), 1, 4);
sout << " healed " << r1 << '.';
univ.party[target].heal(r1);
one_sound(52);
break;
case eSpell::POISON_WEAKEN: case eSpell::POISON_CURE:
sout << " cured.";
r1 = ((spell_num == eSpell::POISON_WEAKEN) ? 1 : 3) + get_ran(1,0,2) + adj / 2;
univ.party[target].cure(r1);
break;
case eSpell::AWAKEN:
if(univ.party[target].status[eStatus::ASLEEP] <= 0) {
sout << " is already awake!";
break;
}
sout << " wakes up.";
univ.party[target].status[eStatus::ASLEEP] = 0;
break;
case eSpell::PARALYSIS_CURE:
if(univ.party[target].status[eStatus::PARALYZED] <= 0) {
sout << " isn't paralyzed!";
break;
}
sout << " can move now.";
univ.party[target].status[eStatus::PARALYZED] = 0;
break;
case eSpell::DISEASE_CURE:
sout << " recovers.";
r1 = 2 + get_ran(1,0,2) + adj / 2;
univ.party[target].status[eStatus::DISEASE] = max(0,univ.party[target].status[eStatus::DISEASE] - r1);
break;
case eSpell::RESTORE_MIND:
if(univ.party[target].status[eStatus::DUMB] <= 0) {
sout << " isn't dumbfounded!";
break;
}
sout << " restored.";
r1 = 1 + get_ran(1,0,2) + adj / 2;
univ.party[target].status[eStatus::DUMB] = max(0,univ.party[target].status[eStatus::DUMB] - r1);
break;
case eSpell::CLEANSE:
sout << " cleansed.";
univ.party[target].status[eStatus::DISEASE] = 0;
univ.party[target].status[eStatus::WEBS] = 0;
break;
default:
add_string_to_buf(" Error: Healing spell " + (*spell_num).name() + " not implemented for town mode.", 4);
break;
}
add_string_to_buf(sout.str());
}
put_pc_screen();
break;
case eSpell::REVIVE: case eSpell::DESTONE: case eSpell::RAISE_DEAD: case eSpell::RESURRECT:
case eSpell::CURSE_REMOVE: case eSpell::SANCTUARY: case eSpell::SYMBIOSIS: case eSpell::MARTYRS_SHIELD:
target = store_spell_target;
if(target < 6) {
if(spell_num == eSpell::SYMBIOSIS && target == pc_num) {
add_string_to_buf(" Can't cast on self.");
return;
}
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
std::ostringstream sout;
sout << " " << univ.party[target].name;
if(spell_num == eSpell::MARTYRS_SHIELD) {
sout << " shielded.";
r1 = max(1,get_ran((level + 5) / 5,1,3) + adj);
univ.party[target].status[eStatus::MARTYRS_SHIELD] += r1;
} else if(spell_num == eSpell::SANCTUARY) {
sout << " hidden.";
r1 = max(0,get_ran(0,1,3) + level / 4 + adj);
univ.party[target].status[eStatus::INVISIBLE] += r1;
} else if(spell_num == eSpell::SYMBIOSIS) {
store_victim_health = univ.party[target].cur_health;
store_caster_health = univ.party[pc_num].cur_health;
targ_damaged = univ.party[target].max_health - univ.party[target].cur_health;
while((targ_damaged > 0) && (univ.party[pc_num].cur_health > 0)) {
univ.party[target].cur_health++;
r1 = get_ran(1,1,100) + level / 2 + 3 * adj;
if(r1 < 100)
univ.party[pc_num].cur_health--;
if(r1 < 50)
move_to_zero(univ.party[pc_num].cur_health);
targ_damaged = univ.party[target].max_health - univ.party[target].cur_health;
}
add_string_to_buf(" You absorb damage.");
sout << " healed " << univ.party[target].cur_health - store_victim_health << '.';
add_string_to_buf(sout.str());
sout.str("");
sout << " takes " << store_caster_health - univ.party[pc_num].cur_health << '.';
} else if(spell_num == eSpell::REVIVE) {
sout << " healed.";
univ.party[target].heal(250);
univ.party[target].status[eStatus::POISON] = 0;
one_sound(-53); one_sound(52);
} else if(spell_num == eSpell::DESTONE) {
if(univ.party[target].main_status == eMainStatus::STONE) {
univ.party[target].main_status = eMainStatus::ALIVE;
sout << " destoned.";
play_sound(53);
}
else sout << " wasn't stoned.";
} else if(spell_num == eSpell::CURSE_REMOVE) {
for(cItem& item : univ.party[target].items)
if(item.cursed){
r1 = get_ran(1,0,200) - 10 * adj;
if(r1 < 60) {
item.cursed = item.unsellable = false;
}
}
play_sound(52);
sout.str(" Your items glow.");
} else {
if(!univ.scenario.is_legacy) {
if(cInvenSlot item = univ.party[pc_num].has_abil(eItemAbil::RESURRECTION_BALM)) {
univ.party[pc_num].take_item(item.slot);
} else {
add_string_to_buf(" Need resurrection balm.");
break;
}
}
if(spell_num == eSpell::RAISE_DEAD) {
if(univ.party[target].main_status == eMainStatus::DEAD)
if(get_ran(1,1,level / 2) == 1) {
sout << " now dust.";
play_sound(5);
univ.party[target].main_status = eMainStatus::DUST;
}
else {
univ.party[target].main_status = eMainStatus::ALIVE;
for(int i = 0; i < 3; i++)
if(get_ran(1,0,2) < 2) {
eSkill skill = eSkill(i);
univ.party[target].skills[skill] -= (univ.party[target].skills[skill] > 1) ? 1 : 0;
}
univ.party[target].cur_health = 1;
sout << " raised.";
play_sound(52);
}
else if(univ.party[target].main_status != eMainStatus::ALIVE)
sout.str(" Didn't work.");
else sout << " was OK.";
} else if(spell_num == eSpell::RESURRECT) {
if(univ.party[target].main_status != eMainStatus::ALIVE) {
univ.party[target].main_status = eMainStatus::ALIVE;
for(int i = 0; i < 3; i++)
if(get_ran(1,0,2) < 1) {
eSkill skill = eSkill(i);
univ.party[target].skills[skill] -= (univ.party[target].skills[skill] > 1) ? 1 : 0;
}
univ.party[target].cur_health = 1;
sout << " raised.";
play_sound(52);
}
else sout << " was OK.";
}
}
add_string_to_buf(sout.str());
put_pc_screen();
}
break;
case eSpell::HEAL_ALL_LIGHT: case eSpell::HEAL_ALL: case eSpell::REVIVE_ALL:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
if(spell_num != eSpell::REVIVE_ALL) {
r1 = get_ran((spell_num == eSpell::HEAL_ALL ? 6 : 3) + adj, 1, 4);
add_string_to_buf(" Party healed " + std::to_string(r1) + ".");
univ.party.heal(r1);
play_sound(52);
} else {
r1 = get_ran(7 + adj, 1, 4);
add_string_to_buf(" Party revived.");
r1 = r1 * 2;
univ.party.heal(r1);
play_sound(-53);
play_sound(-52);
univ.party.cure(3 + adj);
}
break;
case eSpell::POISON_CURE_ALL:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
add_string_to_buf(" Party cured.");
univ.party.cure(3 + adj);
break;
case eSpell::SANCTUARY_MASS: case eSpell::CLEANSE_MAJOR: case eSpell::HYPERACTIVITY:
if(!freebie)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
switch(spell_num) {
case eSpell::SANCTUARY_MASS: add_string_to_buf(" Party hidden.");break;
case eSpell::CLEANSE_MAJOR: add_string_to_buf(" Party cleansed.");break;
case eSpell::HYPERACTIVITY: add_string_to_buf(" Party is now really, REALLY awake.");break;
default:
add_string_to_buf(" Error: Priest group spell " + (*spell_num).name() + " not implemented for town mode.", 4);
break;
}
for(int i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
if(spell_num == eSpell::SANCTUARY_MASS) {
store = get_ran(0,1,3) + level / 6 + adj;
r1 = max(0,store);
univ.party[i].status[eStatus::INVISIBLE] += r1;
}
if(spell_num == eSpell::CLEANSE_MAJOR) {
univ.party[i].status[eStatus::WEBS] = 0;
univ.party[i].status[eStatus::DISEASE] = 0;
}
if(spell_num == eSpell::HYPERACTIVITY) {
univ.party[i].status[eStatus::ASLEEP] -= 6 + 2 * adj;
univ.party[i].status[eStatus::HASTE_SLOW] = max(0,univ.party[i].status[eStatus::HASTE_SLOW]);
}
}
break;
case eSpell::AVATAR:
univ.party[pc_num].avatar();
break;
default:
add_string_to_buf(" Error: Priest spell " + (*spell_num).name() + " not implemented for town mode.", 4);
break;
}
}
extern short spell_caster;
void cast_town_spell(location where) {
short r1,store;
bool need_redraw = false;
location loc;
ter_num_t ter;
if((where.x <= univ.town->in_town_rect.left) ||
(where.x >= univ.town->in_town_rect.right) ||
(where.y <= univ.town->in_town_rect.top) ||
(where.y >= univ.town->in_town_rect.bottom)) {
add_string_to_buf(" Can't target outside town.");
if(town_spell == eSpell::NONE)
run_special(eSpecCtx::TARGET, spec_target_type, spec_target_fail, where);
return;
}
short adjust = can_see_light(univ.party.town_loc,where,sight_obscurity);
if(!spell_freebie)
univ.party[who_cast].cur_sp -= (*town_spell).cost;
ter = univ.town->terrain(where.x,where.y);
short adj = spell_freebie ? 1 : univ.party[who_cast].stat_adj(eSkill::INTELLIGENCE);
short level = spell_freebie ? store_item_spell_level : univ.party[who_cast].level;
if(!spell_freebie && (*town_spell).level <= univ.party[who_cast].get_prot_level(eItemAbil::MAGERY) && !(*town_spell).is_priest())
level++;
if(!spell_freebie && univ.party[who_cast].traits[eTrait::ANAMA] && (*town_spell).is_priest())
level++;
// TODO: Should we do this here? Or in the handling of targeting modes?
// (It really depends whether we want to be able to trigger it for targeting something other than a spell.)
if(adjust <= 4 && !cast_spell_on_space(where, town_spell)) {
// The special node intercepted and cancelled regular spell behaviour.
queue_special(eSpecCtx::TARGET, spec_target_type, spec_target_fail, where);
return;
}
if(spec_target_options / 10 == 1 && univ.town.is_antimagic(where.x,where.y)) {
add_string_to_buf(" Target in antimagic field.");
queue_special(eSpecCtx::TARGET, spec_target_type, spec_target_fail, where);
return;
}
bool failed = town_spell == eSpell::NONE && adjust > 4;
if(adjust > 4)
add_string_to_buf(" Can't see target.");
else switch(town_spell) {
case eSpell::NONE: // Not a spell but a special node targeting
run_special(eSpecCtx::TARGET, spec_target_type, spell_caster, where, nullptr, nullptr, &need_redraw);
if(need_redraw) redraw_screen(REFRESH_ALL);
break;
case eSpell::SCRY_MONSTER: case eSpell::CAPTURE_SOUL:
if(iLiving* targ = univ.target_there(where, TARG_MONST)) {
cCreature* monst = dynamic_cast<cCreature*>(targ);
if(town_spell == eSpell::SCRY_MONSTER) {
univ.party.m_noted.insert(monst->number);
adjust_monst_menu();
display_monst(0,monst,0);
}
else record_monst(monst);
}
else add_string_to_buf(" No monster there.");
break;
case eSpell::DISPEL_FIELD: case eSpell::DISPEL_SPHERE: case eSpell::DISPEL_SQUARE:
add_string_to_buf(" You attempt to dispel.");
place_spell_pattern(current_pat,where,FIELD_DISPEL,7);
break;
case eSpell::MOVE_MOUNTAINS:
case eSpell::MOVE_MOUNTAINS_MASS:
add_string_to_buf(" You blast the area.");
place_spell_pattern(current_pat, where, FIELD_SMASH, 7);
update_explored(univ.party.town_loc);
break;
case eSpell::BARRIER_FIRE:
if(sight_obscurity(where.x,where.y) == 5 || univ.target_there(where, TARG_MONST)) {
add_string_to_buf(" Target space obstructed.");
break;
}
univ.town.set_fire_barr(where.x,where.y,true);
if(univ.town.is_fire_barr(where.x,where.y))
add_string_to_buf(" You create the barrier.");
else add_string_to_buf(" Failed.");
break;
case eSpell::BARRIER_FORCE:
if(sight_obscurity(where.x,where.y) == 5 || univ.target_there(where, TARG_MONST)) {
add_string_to_buf(" Target space obstructed.");
break;
}
univ.town.set_force_barr(where.x,where.y,true);
if(univ.town.is_force_barr(where.x,where.y))
add_string_to_buf(" You create the barrier.");
else add_string_to_buf(" Failed.");
break;
case eSpell::QUICKFIRE:
univ.town.set_quickfire(where.x,where.y,true);
if(univ.town.is_quickfire(where.x,where.y))
add_string_to_buf(" You create quickfire.");
else add_string_to_buf(" Failed.");
break;
case eSpell::ANTIMAGIC:
add_string_to_buf(" You create an antimagic cloud.");
for(loc.x = 0; loc.x < univ.town->max_dim; loc.x++)
for(loc.y = 0; loc.y < univ.town->max_dim; loc.y++)
if(dist(where,loc) <= 2 && can_see(where,loc,sight_obscurity) < 5 &&
((abs(loc.x - where.x) < 2) || (abs(loc.y - where.y) < 2)))
univ.town.set_antimagic(loc.x,loc.y,true);
break;
case eSpell::RITUAL_SANCTIFY:
// Nothing to do here anymore; the code that used to be here is now just above the switch statement.
break;
case eSpell::UNLOCK:
// TODO: Is the unlock spell supposed to have a max range?
if(univ.scenario.ter_types[ter].special == eTerSpec::UNLOCKABLE){
if(univ.scenario.ter_types[ter].flag2 == 10)
r1 = 10000;
else{
r1 = get_ran(1,1,100) - 5 * adj + 5 * univ.town.difficulty;
r1 += univ.scenario.ter_types[ter].flag2 * 7;
}
if(r1 < (135 - combat_percent[min(19,level)])) {
add_string_to_buf(" Door unlocked.");
play_sound(9);
univ.town->terrain(where.x,where.y) = univ.scenario.ter_types[ter].flag1;
}
else {
play_sound(41);
add_string_to_buf(" Didn't work.");
}
}else
add_string_to_buf(" Wrong terrain type.");
break;
case eSpell::DISPEL_BARRIER:
if((univ.town.is_fire_barr(where.x,where.y)) || (univ.town.is_force_barr(where.x,where.y))) {
r1 = get_ran(1,1,100) - 5 * adj + 5 * (univ.town.difficulty / 10) + 25 * univ.town->strong_barriers;
if(univ.town.is_fire_barr(where.x,where.y))
r1 -= 8;
if(r1 < (120 - combat_percent[min(19,level)])) {
add_string_to_buf(" Barrier broken.");
univ.town.set_fire_barr(where.x,where.y,false);
univ.town.set_force_barr(where.x,where.y,false);
// Now, show party new things
update_explored(univ.party.town_loc);
}
else {
store = get_ran(1,0,1);
play_sound(41);
add_string_to_buf(" Didn't work.");
}
} else if(univ.town.is_force_cage(where.x,where.y)) {
add_string_to_buf(" Cage broken.");
break_force_cage(where);
}
else add_string_to_buf(" No barrier there.");
break;
default:
add_string_to_buf(" Error: Spell " + (*town_spell).name() + " not implemented for town mode.", 4);
break;
}
if(failed)
queue_special(eSpecCtx::TARGET, spec_target_type, spec_target_fail, where);
}
// TODO: Currently, the node is called before any spell-specific behaviour (eg missiles) occurs.
bool cast_spell_on_space(location where, eSpell spell) {
short s1 = 0;
for(size_t i = 0; i < univ.town->special_locs.size(); i++)
if(where == univ.town->special_locs[i]) {
bool need_redraw = false;
// TODO: Is there a way to skip this condition without breaking compatibility?
if(univ.town->specials[univ.town->special_locs[i].spec].type == eSpecType::IF_CONTEXT)
run_special(eSpecCtx::TARGET, eSpecCtxType::TOWN, univ.town->special_locs[i].spec, where, &s1, nullptr, &need_redraw);
if(need_redraw) redraw_terrain();
return !s1;
}
if(spell == eSpell::RITUAL_SANCTIFY)
add_string_to_buf(" Nothing happens.");
return true;
}
void crumble_wall(location where) {
ter_num_t ter;
if(loc_off_act_area(where))
return;
ter = univ.town->terrain(where.x,where.y);
if(univ.scenario.ter_types[ter].special == eTerSpec::CRUMBLING && univ.scenario.ter_types[ter].flag2 < 2) {
// TODO: This seems like the wrong sound
play_sound(60);
univ.town->terrain(where.x,where.y) = univ.scenario.ter_types[ter].flag1;
add_string_to_buf(" Barrier crumbles.");
}
}
void do_mindduel(short pc_num,cCreature *monst) {
short i = 0,adjust,r1,r2,balance = 0;
adjust = (univ.party[pc_num].level + univ.party[pc_num].skill(eSkill::INTELLIGENCE)) / 2 - monst->level * 2;
adjust += univ.party[pc_num].get_prot_level(eItemAbil::WILL) * 5;
if(monst->is_friendly()) {
make_town_hostile();
monst->attitude = eAttitude::HOSTILE_A;
}
std::ostringstream sout;
add_string_to_buf("Mindduel!");
while(univ.party[pc_num].main_status == eMainStatus::ALIVE && monst->active > 0 && i < 10) {
play_sound(1);
r1 = get_ran(1,1,100) + adjust;
r1 += 5 * (monst->status[eStatus::DUMB] - univ.party[pc_num].status[eStatus::DUMB]);
r1 += 5 * balance;
r2 = get_ran(1,1,6);
if(r1 < 30) {
sout << " " << univ.party[pc_num].name << " is drained " << r2 << '.';
add_string_to_buf(sout.str());
monst->mp += r2;
balance++;
if(univ.party[pc_num].cur_sp == 0) {
univ.party[pc_num].status[eStatus::DUMB] += 2;
sout.str("");
sout << " " << univ.party[pc_num].name << " is dumbfounded.";
add_string_to_buf(sout.str());
if(univ.party[pc_num].status[eStatus::DUMB] > 7) {
sout.str("");
sout << " " << univ.party[pc_num].name << " is killed!";
add_string_to_buf(sout.str());
kill_pc(univ.party[pc_num],eMainStatus::DEAD);
}
}
else {
univ.party[pc_num].cur_sp = max(0,univ.party[pc_num].cur_sp - r2);
}
}
if(r1 > 70) {
sout << " " << univ.party[pc_num].name << " drains " << r2 << '.';
add_string_to_buf(sout.str());
univ.party[pc_num].cur_sp += r2;
balance--;
if(monst->mp == 0) {
monst->status[eStatus::DUMB] += 2;
monst->spell_note(22);
if(monst->status[eStatus::DUMB] > 7) {
kill_monst(*monst,pc_num);
}
}
else {
monst->mp = max(0,monst->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) {
univ.town.set_fire_barr(i,j,false);
univ.town.set_force_barr(i,j,false);
univ.town.set_barrel(i,j,false);
univ.town.set_crate(i,j,false);
univ.town.set_web(i,j,false);
}
if(mode >= 1)
mode = -10;
univ.town.set_fire_wall(i,j,false);
univ.town.set_force_wall(i,j,false);
univ.town.set_scloud(i,j,false);
r1 = get_ran(1,1,6) + mode;
if(r1 <= 1)
univ.town.set_web(i,j,false);
r1 = get_ran(1,1,6) + mode;
if(r1 < 6)
univ.town.set_ice_wall(i,j,false);
r1 = get_ran(1,1,6) + mode;
if(r1 < 5)
univ.town.set_sleep_cloud(i,j,false);
r1 = get_ran(1,1,8) + mode;
if(r1 <= 1)
univ.town.set_quickfire(i,j,false);
r1 = get_ran(1,1,7) + mode;
if(r1 < 5)
univ.town.set_blade_wall(i,j,false);
r1 = get_ran(1,1,12) + mode;
if(r1 < 3)
break_force_cage(loc(i,j));
}
bool pc_can_cast_spell(const cPlayer& pc,eSkill type) {
if(type == eSkill::MAGE_SPELLS && pc_can_cast_spell(pc, eSpell::LIGHT))
return true;
if(type == eSkill::PRIEST_SPELLS && pc_can_cast_spell(pc, eSpell::HEAL_MINOR))
return true;
// If they can't cast the most basic level 1 spell, let's just make sure they can't cast any spells.
// Find a spell they definitely know, and see if they can cast that.
if(type == eSkill::MAGE_SPELLS && pc.mage_spells.any()) {
for(int i = 0; i < 62; i++)
if(pc.mage_spells[i])
return pc_can_cast_spell(pc, eSpell(i));
}
if(type == eSkill::PRIEST_SPELLS && pc.priest_spells.any()) {
for(int i = 0; i < 62; i++)
if(pc.priest_spells[i])
return pc_can_cast_spell(pc, eSpell(i + 100));
}
// If we get this far, either they don't know any spells (very unlikely) or they can't cast any of the spells they know.
return false;
}
bool pc_can_cast_spell(const cPlayer& pc,eSpell spell_num) {
short level,store_w_cast;
eSkill type = (*spell_num).type;
level = (*spell_num).level;
int effective_skill = pc.skill(type);
if(pc.status[eStatus::DUMB] < 0)
effective_skill -= pc.status[eStatus::DUMB];
if(overall_mode >= MODE_TALKING)
return false; // From Windows version. It does kinda make sense, though this function shouldn't even be called in these modes.
if(!isMage(spell_num) && !isPriest(spell_num))
return false;
if(effective_skill < level)
return false;
if(pc.main_status != eMainStatus::ALIVE)
return false;
if(pc.cur_sp < (*spell_num).cost)
return false;
// TODO: Maybe get rid of the casts here?
if(type == eSkill::MAGE_SPELLS && !pc.mage_spells[int(spell_num)])
return false;
if(type == eSkill::PRIEST_SPELLS && !pc.priest_spells[int(spell_num) - 100])
return false;
if(pc.status[eStatus::DUMB] >= 8 - level)
return false;
if(pc.status[eStatus::PARALYZED] != 0)
return false;
if(pc.status[eStatus::ASLEEP] > 0)
return false;
store_w_cast = (*spell_num).when_cast;
if(is_out() && WHEN_OUTDOORS &~ store_w_cast)
return false;
if(is_town() && WHEN_TOWN &~ store_w_cast)
return false;
if(is_combat() && WHEN_COMBAT &~ store_w_cast)
return false;
return true;
}
// MARK: Begin spellcasting dialog
static void draw_caster_buttons(cDialog& me, const eSkill store_situation) {
for(short i = 0; i < 6; i++) {
std::string id = "caster" + std::to_string(i + 1);
if(!can_choose_caster) {
if(i == pc_casting) {
me[id].show();
}
else {
me[id].hide();
}
}
else {
if(pc_can_cast_spell(univ.party[i],store_situation)) {
me[id].show();
}
else {
me[id].hide();
}
}
}
}
static void draw_spell_info(cDialog& me, const eSkill store_situation, const short store_spell) {
if(store_spell == 70) { // No spell selected
for(int i = 0; i < 6; i++) {
std::string id = "target" + std::to_string(i + 1);
me[id].hide();
}
}
else { // Spell selected
for(int i = 0; i < 6; i++) {
std::string id = "target" + std::to_string(i + 1);
switch((*cSpell::fromNum(store_situation,store_spell)).need_select) {
case SELECT_NO:
me[id].hide();
break;
case SELECT_ACTIVE:
if(univ.party[i].main_status != eMainStatus::ALIVE) {
me[id].hide();
}
else {
me[id].show();
}
break;
case SELECT_ANY:
// TODO: Split off party members should probably be excluded too?
if(univ.party[i].main_status != eMainStatus::ABSENT) {
me[id].show();
}
else {
me[id].hide();
}
break;
}
}
}
}
static void put_target_status_graphics(cDialog& me, short for_pc) {
bool isAlive = univ.party[for_pc].main_status == eMainStatus::ALIVE;
univ.party[for_pc].status[eStatus::HASTE_SLOW]; // This just makes sure it exists in the map, without changing its value if it does
std::string id = "pc" + std::to_string(for_pc + 1);
int slot = 0;
for(auto next : univ.party[for_pc].status) {
std::string id2 = id + "-stat" + std::to_string(slot + 1);
cPict& pic = dynamic_cast<cPict&>(me[id2]);
pic.setFormat(TXT_FRAME, FRM_NONE);
if(isAlive) {
short placedIcon = -1;
if(next.first == eStatus::POISON && next.second > 4) placedIcon = 1;
else if(next.second > 0) placedIcon = statIcons[next.first].first;
else if(next.second < 0) placedIcon = statIcons[next.first].second;
else if(next.first == eStatus::HASTE_SLOW) placedIcon = 7;
if(placedIcon >= 0) {
pic.show();
pic.setPict(placedIcon);
slot++;
} else pic.hide();
} else pic.hide();
}
while(slot < 15) {
std::string id2 = id + "-stat" + std::to_string(slot + 1);
me[id2].hide();
slot++;
}
}
static void draw_spell_pc_info(cDialog& me) {
for(short i = 0; i < 6; i++) {
std::string n = std::to_string(i + 1);
if(univ.party[i].main_status != eMainStatus::ABSENT) {
me["pc" + n].setText(univ.party[i].name);
if(univ.party[i].main_status == eMainStatus::ALIVE) {
me["hp" + n].setTextToNum(univ.party[i].cur_health);
me["sp" + n].setTextToNum(univ.party[i].cur_sp);
}
put_target_status_graphics(me, i);
}
}
}
static void put_pc_caster_buttons(cDialog& me) {
for(short i = 0; i < 6; i++) {
std::string n = std::to_string(i + 1);
if(me["caster" + n].isVisible()) {
if(i == pc_casting)
me["pc" + n].setColour(Colours::RED);
else me["pc" + n].setColour(me.getDefTextClr());
}
}
}
static void put_pc_target_buttons(cDialog& me, short& store_last_target_darkened) {
if(store_spell_target < 6) {
std::string n = std::to_string(store_spell_target + 1);
me["hp" + n].setColour(Colours::RED);
me["sp" + n].setColour(Colours::RED);
}
if((store_last_target_darkened < 6) && (store_last_target_darkened != store_spell_target)) {
std::string n = std::to_string(store_last_target_darkened + 1);
me["hp" + n].setColour(me.getDefTextClr());
me["sp" + n].setColour(me.getDefTextClr());
}
store_last_target_darkened = store_spell_target;
}
// TODO: This stuff may be better handled by using an LED group with a custom focus handler
static void put_spell_led_buttons(cDialog& me, const eSkill store_situation,const short store_spell) {
short spell_for_this_button;
for(short i = 0; i < 38; i++) {
spell_for_this_button = (on_which_spell_page == 0) ? i : spell_index[i];
std::string id = "spell" + std::to_string(i + 1);
cLed& led = dynamic_cast<cLed&>(me[id]);
if(spell_for_this_button < 90) {
eSpell spell = cSpell::fromNum(store_situation, spell_for_this_button);
if(store_spell == spell_for_this_button) {
led.setState(led_green);
}
else if(pc_can_cast_spell(univ.party[pc_casting],spell)) {
led.setState(led_red);
}
else {
led.setState(led_off);
}
}
}
}
static void put_spell_list(cDialog& me, const eSkill store_situation) {
if(on_which_spell_page == 0) {
me["col1"].setText("Level 1:");
me["col2"].setText("Level 2:");
me["col3"].setText("Level 3:");
me["col4"].setText("Level 4:");
for(short i = 0; i < 38; i++) {
std::ostringstream name;
std::string id = "spell" + std::to_string(i + 1);
name << get_str("magic-names", i + (store_situation == eSkill::MAGE_SPELLS ? 1 : 101));
name << " (";
if((*cSpell::fromNum(store_situation,i)).cost < 0) { // Simulacrum, which has a variable cost
name << '?';
} else name << (*cSpell::fromNum(store_situation,i)).cost;
name << ")";
me[id].setText(name.str());
if(spell_index[i] == 90)
me[id].show();
}
}
else {
me["col1"].setText("Level 5:");
me["col2"].setText("Level 6:");
me["col3"].setText("Level 7:");
me["col4"].setText("");
for(short i = 0; i < 38; i++) {
std::ostringstream name;
std::string id = "spell" + std::to_string(i + 1);
if(spell_index[i] < 90) {
name << get_str("magic-names", spell_index[i] + (store_situation == eSkill::MAGE_SPELLS ? 1 : 101));
name << " (";
if((*cSpell::fromNum(store_situation,spell_index[i])).cost < 0) {
name << '?';
} else name << (*cSpell::fromNum(store_situation,spell_index[i])).cost;
name << ")";
me[id].setText(name.str());
}
else me[id].hide();
}
}
}
static bool pick_spell_caster(cDialog& me, std::string id, const eSkill store_situation, short& last_darkened, short& store_spell) {
short item_hit = id[id.length() - 1] - '1';
// TODO: This visibility check is probably not needed; wouldn't the dialog framework only trigger on visible elements?
if(me[id].isVisible()) {
pc_casting = item_hit;
if(!pc_can_cast_spell(univ.party[pc_casting],cSpell::fromNum(store_situation,store_spell))) {
if(store_situation == eSkill::MAGE_SPELLS)
store_spell = 70;
else store_spell = 70;
store_spell_target = 6;
}
draw_spell_info(me, store_situation,store_spell);
draw_spell_pc_info(me);
put_spell_led_buttons(me, store_situation,store_spell);
put_pc_caster_buttons(me);
put_pc_target_buttons(me, last_darkened);
}
return true;
}
static bool pick_spell_target(cDialog& me, std::string id, const eSkill store_situation, short& last_darkened, const short store_spell) {
static const char*const no_target = " No target needed.";
static const char*const bad_target = " Can't cast on him/her.";
static const char*const got_target = " Target selected.";
short item_hit = id[id.length() - 1] - '1';
std::string casting = id;
casting[casting.length() - 1] = pc_casting + '1';
if(!me[casting].isVisible()) {
me["feedback"].setText(no_target);
} else if(!me[id].isVisible()) {
me["feedback"].setText(bad_target);
} else {
me["feedback"].setText(got_target);
store_spell_target = item_hit;
draw_spell_info(me, store_situation, store_spell);
put_pc_target_buttons(me, last_darkened);
}
return true;
}
static bool pick_spell_event_filter(cDialog& me, std::string item_hit, const eSkill store_situation, const short store_spell) {
if(item_hit == "other") {
on_which_spell_page = 1 - on_which_spell_page;
put_spell_list(me, store_situation);
put_spell_led_buttons(me, store_situation, store_spell);
} else if(item_hit == "help") {
give_help(207,8,me);
}
return true;
}
static bool pick_spell_select_led(cDialog& me, std::string id, eKeyMod mods, const eSkill store_situation, short& last_darkened, short& store_spell) {
static const char*const choose_target = " Now pick a target.";
static const char*const bad_spell = " Spell not available.";
short item_hit = boost::lexical_cast<short>(id.substr(5)) - 1;
if(mod_contains(mods, mod_alt)) {
int i = (on_which_spell_page == 0) ? item_hit : spell_index[item_hit];
display_spells(store_situation,i,&me);
}
else if(dynamic_cast<cLed&>(me[id]).getState() == led_off) {
me["feedback"].setText(bad_spell);
}
else {
if(store_situation == eSkill::MAGE_SPELLS)
store_spell = (on_which_spell_page == 0) ? item_hit : spell_index[item_hit];
else store_spell = (on_which_spell_page == 0) ? item_hit : spell_index[item_hit];
draw_spell_info(me, store_situation, store_spell);
put_spell_led_buttons(me, store_situation, store_spell);
if(store_spell_target < 6) {
std::string targ = "target" + std::to_string(store_spell_target + 1);
if(!me[targ].isVisible()) {
store_spell_target = 6;
draw_spell_info(me, store_situation, store_spell);
put_pc_target_buttons(me, last_darkened);
}
}
// Cute trick now... if a target is needed, caster can always be picked
std::string targ = "target" + std::to_string(pc_casting + 1);
if((store_spell_target == 6) && me[targ].isVisible()) {
me["feedback"].setText(choose_target);
draw_spell_info(me, store_situation, store_spell);
play_sound(45); // formerly force_play_sound
}
else if(!me[targ].isVisible()) {
store_spell_target = 6;
put_pc_target_buttons(me, last_darkened);
}
}
return true;
}
static bool finish_pick_spell(cDialog& me, bool spell_toast, const short store_store_target, const short& store_spell, const eSkill store_situation) {
if(spell_toast) {
store_spell_target = store_store_target ;
if(store_situation == eSkill::MAGE_SPELLS)
store_last_cast_mage = pc_casting;
else store_last_cast_priest = pc_casting;
me.toast(false);
me.setResult<short>(70);
return true;
}
eSpell picked_spell = cSpell::fromNum(store_situation,store_spell);
if(store_spell == 70) {
add_string_to_buf("Cast: No spell selected.");
store_spell_target = store_store_target ;
me.toast(false);
me.setResult<short>(70);
return true;
}
if(store_situation == eSkill::MAGE_SPELLS && (*picked_spell).need_select == SELECT_NO) {
store_last_cast_mage = pc_casting;
univ.party[pc_casting].last_cast[store_situation] = picked_spell;
me.toast(false);
me.setResult<short>(store_spell);
return true;
}
if(store_situation == eSkill::PRIEST_SPELLS && (*picked_spell).need_select == SELECT_NO) {
store_last_cast_priest = pc_casting;
univ.party[pc_casting].last_cast[store_situation] = picked_spell;
me.toast(false);
me.setResult<short>(store_spell);
return true;
}
if(store_spell_target == 6) {
add_string_to_buf("Cast: Need to select target.");
store_spell_target = store_store_target ;
me.toast(false);
give_help(39,0,me);
me.setResult<short>(70);
return true;
}
me.setResult<short>((store_situation == eSkill::MAGE_SPELLS) ? store_spell : store_spell);
if(store_situation == eSkill::MAGE_SPELLS)
store_last_cast_mage = pc_casting;
else store_last_cast_priest = pc_casting;
univ.party[pc_casting].last_cast[store_situation] = picked_spell;
me.toast(true);
return true;
}
//short pc_num; // if 6, anyone
//short type; // 0 - mage 1 - priest
//short situation; // 0 - out 1 - town 2 - combat
eSpell pick_spell(short pc_num,eSkill type) { // 70 - no spell OW spell num
using namespace std::placeholders;
eSpell store_spell = type == eSkill::MAGE_SPELLS ? store_mage : store_priest;
short former_target = store_spell_target;
short dark = 6;
pc_casting = type == eSkill::MAGE_SPELLS ? store_last_cast_mage : store_last_cast_priest;
if(pc_casting == 6)
pc_casting = univ.cur_pc;
if(type == eSkill::MAGE_SPELLS && univ.party[pc_casting].traits[eTrait::ANAMA]) {
add_string_to_buf("Cast: You're an Anama!");
return eSpell::NONE;
}
if(pc_num == 6) { // See if can keep same caster
can_choose_caster = true;
if(!pc_can_cast_spell(univ.party[pc_casting],type)) {
using namespace std::placeholders;
auto iter = std::find_if(univ.party.begin(), univ.party.end(), [type](const cPlayer& who) {
return pc_can_cast_spell(who, type);
});
if(iter == univ.party.end()) {
add_string_to_buf("Cast: Nobody can.");
return eSpell::NONE;
}
pc_casting = iter - univ.party.begin();
}
}
else {
can_choose_caster = false;
pc_casting = pc_num;
}
if(!can_choose_caster) {
if(univ.party[pc_num].skill(type) == 0) {
if(type == eSkill::MAGE_SPELLS) add_string_to_buf("Cast: No mage skill.");
else add_string_to_buf("Cast: No priest skill.");
return eSpell::NONE;
}
if(univ.party[pc_casting].cur_sp == 0) {
add_string_to_buf("Cast: No spell points.");
return eSpell::NONE;
}
}
// If in combat, make the spell being cast this PCs most recent spell
if(is_combat()) {
if(type == eSkill::MAGE_SPELLS)
store_spell = univ.party[pc_casting].last_cast[eSkill::MAGE_SPELLS];
else store_spell = univ.party[pc_casting].last_cast[eSkill::PRIEST_SPELLS];
}
// Keep the stored spell, if it's still castable
if(!pc_can_cast_spell(univ.party[pc_casting],store_spell)) {
if(type == eSkill::MAGE_SPELLS) {
store_spell = eSpell::LIGHT;
}
else {
store_spell = eSpell::HEAL_MINOR;
}
}
// If a target is needed, keep the same target if that PC still targetable
if(store_spell_target < 6) {
if((*store_spell).need_select != SELECT_NO) {
if(univ.party[store_spell_target].main_status != eMainStatus::ALIVE)
store_spell_target = 6;
} else store_spell_target = 6;
}
short former_spell = int(store_spell) % 100;
// Set the spell page, based on starting spell
if(former_spell >= 38) on_which_spell_page = 1;
else on_which_spell_page = 0;
set_cursor(sword_curs);
cDialog castSpell("cast-spell");
castSpell.attachClickHandlers(std::bind(pick_spell_caster, _1, _2, type, std::ref(dark), std::ref(former_spell)), {"caster1","caster2","caster3","caster4","caster5","caster6"});
castSpell.attachClickHandlers(std::bind(pick_spell_target,_1,_2, type, std::ref(dark), former_spell), {"target1","target2","target3","target4","target5","target6"});
castSpell.attachClickHandlers(std::bind(pick_spell_event_filter, _1, _2, type, former_spell), {"other", "help"});
castSpell["cast"].attachClickHandler(std::bind(finish_pick_spell, _1, false, former_target, std::ref(former_spell), type));
castSpell["cancel"].attachClickHandler(std::bind(finish_pick_spell, _1, true, former_target, std::ref(former_spell), type));
dynamic_cast<cPict&>(castSpell["pic"]).setPict(14 + (type == eSkill::PRIEST_SPELLS),PIC_DLOG);
for(int i = 0; i < 38; i++) {
std::string id = "spell" + std::to_string(i + 1);
cKey key;
if(i > 25)
key = {false, static_cast<unsigned char>('a' + i - 26), mod_shift};
else key = {false, static_cast<unsigned char>('a' + i), mod_none};
cLed& led = dynamic_cast<cLed&>(castSpell[id]);
led.attachKey(key);
castSpell.addLabelFor(id, {static_cast<char>(i > 25 ? toupper(key.c) : key.c)}, LABEL_LEFT, 8, true);
led.setState((pc_can_cast_spell(univ.party[pc_casting],cSpell::fromNum(type,on_which_spell_page == 0 ? i : spell_index[i])))
? led_red : led_green);
led.attachClickHandler(std::bind(pick_spell_select_led, _1, _2, _3, type, std::ref(dark), std::ref(former_spell)));
}
put_spell_list(castSpell, type);
draw_spell_info(castSpell, type, former_spell);
put_pc_caster_buttons(castSpell);
draw_spell_pc_info(castSpell);
draw_caster_buttons(castSpell, type);
put_spell_led_buttons(castSpell, type, former_spell);
void (*give_help)(short,short,cDialog&) = ::give_help;
castSpell.run(std::bind(give_help, 7, 8, _1));
return cSpell::fromNum(type, castSpell.getResult<short>());
}
//short which; // 0 - mage 1 - priest
void print_spell_cast(eSpell spell,eSkill which) {
short spell_num = (which == eSkill::PRIEST_SPELLS ? int(spell) - 100 : int(spell));
std::string name = get_str("magic-names", spell_num + (which == eSkill::MAGE_SPELLS ? 1 : 101));
add_string_to_buf("Spell: " + name);
}
void start_town_targeting(eSpell s_num,short who_c,bool freebie,eSpellPat pat) {
add_string_to_buf(" Target spell.");
overall_mode = MODE_TOWN_TARGET;
town_spell = s_num;
who_cast = who_c;
if (univ.scenario.is_legacy) freebie=false;
spell_freebie = freebie;
switch(pat) {
case PAT_SINGLE: current_pat = single; break;
case PAT_SQ: current_pat = square; break;
case PAT_SMSQ: current_pat = small_square; break;
case PAT_OPENSQ: current_pat = open_square; break;
case PAT_PLUS: current_pat = t; break;
case PAT_RAD2: current_pat = radius2; break;
case PAT_RAD3: current_pat = radius3; break;
case PAT_WALL: current_pat = single; break; // Rotateable wall not supported by town targeting
}
}
//
// do alchemy
//
extern const short alch_difficulty[20];
extern const eItemAbil alch_ingred1[20];
extern const eItemAbil alch_ingred2[20];
static void display_alchemy_graphics(cDialog& me, short &pc_num);
static bool alch_potion_event_filter(cDialog&me, short &pc_num, std::string item_hit, eKeyMod) {
int potion_id = boost::lexical_cast<int>(item_hit.substr(6))-1;
if(!univ.party[pc_num].has_space()) {
me["result"].setColour(sf::Color::Red);
me["result"].setText("Alchemy: Can't carry another item.");
return false;
}
cInvenSlot which_item = univ.party[pc_num].has_abil(alch_ingred1[potion_id]);
if(alch_ingred2[potion_id] != eItemAbil::NONE) {
cInvenSlot which_item2 = univ.party[pc_num].has_abil(alch_ingred2[potion_id]);
// Take care with the order of removal so that remove_charge does not change the index of the second item removed
if(which_item.slot < which_item2.slot) {
univ.party[pc_num].remove_charge(which_item2.slot);
univ.party[pc_num].remove_charge(which_item.slot);
} else {
univ.party[pc_num].remove_charge(which_item.slot);
univ.party[pc_num].remove_charge(which_item2.slot);
}
} else univ.party[pc_num].remove_charge(which_item.slot);
play_sound(8);
static const short fail_chance[20] = {
50,40,30,20,10,
8,6,4,2,0,
0,0,0,0,0,
0,0,0,0,0
};
int r1 = get_ran(1,1,100);
if(r1 < fail_chance[univ.party[pc_num].skill(eSkill::ALCHEMY) - alch_difficulty[potion_id]]) {
me["result"].setColour(sf::Color::Red);
me["result"].setText("Alchemy: Failed.");
r1 = get_ran(1,0,1);
play_sound(41 );
}
else {
cItem store_i((eAlchemy)potion_id);
if(univ.party[pc_num].skill(eSkill::ALCHEMY) - alch_difficulty[potion_id] >= 5)
store_i.charges++;
if(univ.party[pc_num].skill(eSkill::ALCHEMY) - alch_difficulty[potion_id] >= 11)
store_i.charges++;
store_i.graphic_num += get_ran(1,0,2);
if(!univ.party[pc_num].give_item(store_i,false)) {
me["result"].setColour(sf::Color::Red);
me["result"].setText("No room in inventory.\nPotion placed on floor.");
place_item(store_i,univ.party.town_loc);
redraw_terrain();
}
else {
me["result"].setColour(sf::Color::White);
me["result"].setText("Alchemy: Successful.");
}
}
put_item_screen(stat_window);
display_alchemy_graphics(me, pc_num);
return true;
}
void display_alchemy_graphics(cDialog& me, short &pc_num) {
using namespace std::placeholders;
short const difficulty[20] = {1,1,1,3,3, 4,5,5,7,9, 9,10,12,12,9, 14,19,10,16,20};
for(short i = 0; i < 20; i++) {
std::string n = std::to_string(i + 1);
me["label" + n].setText(get_str("magic-names", i + 200));
if(univ.party[pc_num].skill(eSkill::ALCHEMY) < difficulty[i] || !univ.party.alchemy[i] ||
!univ.party[pc_num].has_abil(alch_ingred1[i]) ||
(alch_ingred2[i] != eItemAbil::NONE && !univ.party[pc_num].has_abil(alch_ingred2[i])))
me["potion" + n].hide();
else {
me["potion" + n].attachClickHandler(std::bind(alch_potion_event_filter, _1, std::ref(pc_num), _2, _3));
me["potion" + n].show();
}
}
std::ostringstream sout;
sout << univ.party[pc_num].name;
sout << " (skill " << univ.party[pc_num].skill(eSkill::ALCHEMY) << ")";
me["mixer"].setText(sout.str());
}
static bool alch_choice_event_filter(cDialog& me, short &pc_num, std::string item_hit, eKeyMod) {
if(item_hit == "help") {
give_help(220,21,me);
return true;
}
if (item_hit == "left") {
do {
pc_num = (pc_num + 5) % 6;
} while(univ.party[pc_num].main_status != eMainStatus::ALIVE);
display_alchemy_graphics(me, pc_num);
return true;
} else if (item_hit == "right") {
do {
pc_num = (pc_num + 1) % 6;
} while(univ.party[pc_num].main_status != eMainStatus::ALIVE);
display_alchemy_graphics(me, pc_num);
return true;
}
// cancel
me.toast(true);
return true;
}
void do_alchemy() {
using namespace std::placeholders;
if(univ.cur_pc == 6) {
add_string_to_buf("Alchemy: No pc selected.");
return;
}
set_cursor(sword_curs);
short pc_num = univ.cur_pc;
cDialog chooseAlchemy("pick-potion");
chooseAlchemy.attachClickHandlers(std::bind(alch_choice_event_filter, _1, std::ref(pc_num), _2, _3), {"cancel", "left", "right", "help"});
display_alchemy_graphics(chooseAlchemy, pc_num);
void (*give_help)(short,short,cDialog&) = ::give_help;
chooseAlchemy.run(std::bind(give_help, 20, 21, std::ref(chooseAlchemy)));
}
//
// pick pc, ...
//
// mode ... 0 - create 1 - created
bool pick_pc_graphic(short pc_num,short mode,cDialog* parent) {
store_graphic_pc_num = pc_num;
store_graphic_mode = mode;
set_cursor(sword_curs);
cPictChoice pcPic(0,36,PIC_PC,parent);
// Customize it for this special case of choosing a PC graphic
dynamic_cast<cPict&>(pcPic->getControl("mainpic")).setPict(7);
pcPic->getControl("prompt").setText("Select a graphic for your PC:");
pcPic->getControl("help").setText("Click button to left of graphic to select.");
bool madeChoice = pcPic.show(univ.party[pc_num].which_graphic);
if(mode == 0 && !madeChoice && univ.party[pc_num].main_status < eMainStatus::ABSENT)
univ.party[pc_num].main_status = eMainStatus::ABSENT;
else if(madeChoice)
univ.party[pc_num].which_graphic = pcPic.getPicChosen();
return madeChoice;
}
static bool pc_name_event_filter(cDialog& me, short store_train_pc) {
std::string pcName = me["name"].getText();
if(!isalpha(pcName[0])) {
me["error"].setText("Must begin with a letter.");
}
else {
// TODO: This was originally truncated to 18 characters; is that really necessary?
univ.party[store_train_pc].name = pcName;
me.toast(true);
}
return true;
}
bool pick_pc_name(short pc_num,cDialog* parent) {
using namespace std::placeholders;
set_cursor(sword_curs);
cDialog pcPickName("pick-pc-name", parent);
pcPickName["name"].setText(univ.party[pc_num].name);
pcPickName["okay"].attachClickHandler(std::bind(pc_name_event_filter, _1, pc_num));
pcPickName.run();
return 1;
}
mon_num_t pick_trapped_monst() {
short i = 0;
std::string sp;
cMonster get_monst;
set_cursor(sword_curs);
cChoiceDlog soulCrystal("soul-crystal",{"cancel","pick1","pick2","pick3","pick4"});
for(mon_num_t which : univ.party.imprisoned_monst) {
std::string n = std::to_string(i + 1);
if(which == 0) {
soulCrystal->getControl("pick" + n).hide();
}
else {
sp = get_m_name(which);
soulCrystal->getControl("slot" + n).setText(sp);
get_monst = which >= 10000 ? univ.party.summons[which - 10000] : univ.scenario.scen_monsters[which];
soulCrystal->getControl("lvl" + n).setTextToNum(get_monst.level);
}
}
std::string result = soulCrystal.show();
if(result == "cancel")
return 0;
else return univ.party.imprisoned_monst[result[4] - '1'];
}
bool flying() {
if(univ.party.status[ePartyStatus::FLIGHT] == 0)
return false;
else return true;
}
void hit_party(short how_much,eDamageType damage_type,short snd_type) {
for(short i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE)
damage_pc(univ.party[i],how_much,damage_type,eRace::UNKNOWN,snd_type);
put_pc_screen();
}
void slay_party(eMainStatus mode) {
boom_anim_active = false;
for(short i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE)
univ.party[i].main_status = mode;
put_pc_screen();
}
short damage_pc(cPlayer& which_pc,short how_much,eDamageType damage_type,eRace type_of_attacker, short sound_type,bool do_print) {
short r1,level;
if(which_pc.main_status != eMainStatus::ALIVE)
return false;
// TODO: I think there should be a way to force sound_type = 0 for UNBLOCKABLE
if(sound_type == 0) {
if(damage_type == eDamageType::FIRE || damage_type == eDamageType::UNBLOCKABLE)
sound_type = 5;
if(damage_type == eDamageType::MAGIC)
sound_type = 12;
if(damage_type == eDamageType::COLD)
sound_type = 7;
if(damage_type == eDamageType::POISON)
sound_type = 11;
}
// armor
if(damage_type == eDamageType::WEAPON || damage_type == eDamageType::UNDEAD || damage_type == eDamageType::DEMON) {
how_much -= minmax(-5,5,which_pc.status[eStatus::BLESS_CURSE]);
for(short i = 0; i < which_pc.items.size(); i++) {
const cItem& item = which_pc.items[i];
if(item.variety != eItemType::NO_ITEM && which_pc.equip[i]) {
if((*item.variety).is_armour) {
r1 = get_ran(1,1,item.item_level);
how_much -= r1;
// bonus for magical items
if(item.bonus > 0) {
r1 = get_ran(1,1,item.bonus);
how_much -= r1;
how_much -= item.bonus / 2;
}
if(item.bonus < 0) {
how_much = how_much - item.bonus;
}
r1 = get_ran(1,1,100);
if(r1 < hit_chance[which_pc.skill(eSkill::DEFENSE)] - 20)
how_much -= 1;
}
if(item.protection > 0) {
r1 = get_ran(1,1,item.protection);
how_much -= r1;
}
if(item.protection < 0) {
r1 = get_ran(1,1,-1 * item.protection);
how_much += r1;
}
}
}
}
// parry
// TODO: Used to also apply this to fire damage; is that correct?
if(damage_type == eDamageType::WEAPON && which_pc.parry < 100)
how_much -= which_pc.parry / 4;
if(damage_type != eDamageType::MARKED) {
if(univ.party.easy_mode)
how_much -= 3;
// toughness
if(which_pc.traits[eTrait::TOUGHNESS])
how_much--;
// luck
if(get_ran(1,1,100) < 2 * (hit_chance[which_pc.skill(eSkill::LUCK)] - 20))
how_much -= 1;
}
if((level = which_pc.get_prot_level(eItemAbil::DAMAGE_PROTECTION,int(damage_type))) > 0) {
// TODO: Why does this not depend on the ability strength if it's not weapon damage?
if(damage_type == eDamageType::WEAPON) how_much -= level;
else how_much = how_much / 2;
}
// TODO: Do these perhaps depend on the ability strength less than they should?
if((level = which_pc.get_prot_level(eItemAbil::PROTECT_FROM_SPECIES,int(type_of_attacker))) > 0)
how_much = how_much / 2;
if(isHumanoid(type_of_attacker) && !isHuman(type_of_attacker) && type_of_attacker != eRace::HUMANOID) {
// If it's a slith, nephil, vahnatai, or goblin, Protection from Humanoids also helps
// Humanoid is explicitly excluded here because otherwise it would help twice.
if((level = which_pc.get_prot_level(eItemAbil::PROTECT_FROM_SPECIES,int(eRace::HUMANOID))) > 0)
how_much = how_much / 2;
}
if(type_of_attacker == eRace::SKELETAL) {
// Protection from Undead helps with both types of undead
if((level = which_pc.get_prot_level(eItemAbil::PROTECT_FROM_SPECIES,int(eRace::UNDEAD))) > 0)
how_much = how_much / 2;
}
// invuln
if(damage_type != eDamageType::SPECIAL && which_pc.status[eStatus::INVULNERABLE] > 0)
how_much = 0;
// Mag. res helps w. fire and cold
// TODO: Why doesn't this help with magic damage!?
if(damage_type == eDamageType::FIRE || damage_type == eDamageType::COLD) {
int magic_res = which_pc.status[eStatus::MAGIC_RESISTANCE];
if(magic_res > 0)
how_much /= 2;
else if(magic_res < 0)
how_much *= 2;
}
// major resistance
if((damage_type == eDamageType::FIRE || damage_type == eDamageType::POISON || damage_type == eDamageType::MAGIC || damage_type == eDamageType::COLD)
&& ((level = which_pc.get_prot_level(eItemAbil::FULL_PROTECTION)) > 0))
how_much = how_much / ((level >= 7) ? 4 : 2);
if(boom_anim_active) {
if(how_much < 0)
how_much = 0;
which_pc.marked_damage += how_much;
// It would also be nice to have a special boom type for cold.
short boom_type = 2;
if(damage_type == eDamageType::FIRE)
boom_type = 0;
else if(damage_type == eDamageType::UNBLOCKABLE)
boom_type = 4;
else if(damage_type == eDamageType::COLD)
boom_type = 5;
if(is_town())
add_explosion(univ.party.town_loc,how_much,0,boom_type,0,0);
else add_explosion(which_pc.combat_pos,how_much,0,boom_type,0,0);
if(how_much == 0)
return false;
else return true;
}
if(how_much <= 0) {
if(damage_type == eDamageType::WEAPON || damage_type == eDamageType::UNDEAD || damage_type == eDamageType::DEMON)
play_sound(2);
add_string_to_buf (" No damage.");
return false;
}
else {
// if asleep, get bonus
if(which_pc.status[eStatus::ASLEEP] > 0)
which_pc.status[eStatus::ASLEEP]--;
if(do_print)
add_string_to_buf(" " + which_pc.name + " takes " + std::to_string(how_much) + '.');
if(damage_type != eDamageType::MARKED) {
if(is_combat())
boom_space(which_pc.combat_pos,overall_mode,boom_gr[damage_type],how_much,sound_type);
else if(is_town())
boom_space(univ.party.town_loc,overall_mode,boom_gr[damage_type],how_much,sound_type);
else boom_space(univ.party.town_loc,100,boom_gr[damage_type],how_much,sound_type);
}
// TODO: When outdoors it flushed only key events, not mouse events. Why?
flushingInput = true;
}
univ.party.total_dam_taken += how_much;
if(which_pc.cur_health >= how_much)
which_pc.cur_health = which_pc.cur_health - how_much;
else if(which_pc.cur_health > 0)
which_pc.cur_health = 0;
else // Check if PC can die
if(how_much > 25) {
add_string_to_buf(" " + which_pc.name + " is obliterated.");
kill_pc(which_pc, eMainStatus::DUST);
}
else {
add_string_to_buf(" " + which_pc.name + " is killed.");
kill_pc(which_pc,eMainStatus::DEAD);
}
if(which_pc.cur_health == 0 && which_pc.main_status == eMainStatus::ALIVE)
play_sound(3);
put_pc_screen();
return how_much;
}
void petrify_pc(cPlayer& which_pc,int strength) {
std::ostringstream create_line;
short r1 = get_ran(1,0,20);
r1 += which_pc.level / 4;
r1 += which_pc.status[eStatus::BLESS_CURSE];
r1 -= strength;
if(which_pc.has_abil_equip(eItemAbil::PROTECT_FROM_PETRIFY))
r1 = 20;
if(r1 > 14) {
create_line << " " << which_pc.name << "resists.";
} else {
create_line << " " << which_pc.name << "is turned to stone.";
kill_pc(which_pc,eMainStatus::STONE);
}
add_string_to_buf(create_line.str());
}
void kill_pc(cPlayer& which_pc,eMainStatus type) {
bool dummy,no_save = false;
location item_loc;
if(isSplit(type)) {
type -= eMainStatus::SPLIT;
no_save = true;
}
cInvenSlot weap = type == eMainStatus::STONE
? cInvenSlot(which_pc) // Life-saving doesn't protect from petrification
: which_pc.has_abil_equip(eItemAbil::LIFE_SAVING);
int luck = which_pc.skill(eSkill::LUCK);
if(!no_save && type != eMainStatus::ABSENT && luck > 0 &&
get_ran(1,1,100) < hit_chance[luck]) {
add_string_to_buf(" But you luck out!");
which_pc.cur_health = 0;
} else if(!weap || type == eMainStatus::ABSENT) {
if(combat_active_pc < 6 && &which_pc == &univ.party[combat_active_pc])
combat_active_pc = 6;
for(short i = 0; i < which_pc.items.size(); i++)
which_pc.equip[i] = false;
item_loc = is_combat() ? which_pc.combat_pos : univ.party.town_loc;
if(!is_out()) {
if(type == eMainStatus::DUST)
univ.town.set_ash(item_loc.x,item_loc.y,true);
else if(type == eMainStatus::ABSENT);
else switch(which_pc.race) {
case eRace::DEMON:
univ.town.set_ash(item_loc.x,item_loc.y,true);
break;
case eRace::UNDEAD:
break;
case eRace::SKELETAL:
univ.town.set_bones(item_loc.x,item_loc.y,true);
break;
case eRace::SLIME: case eRace::PLANT: case eRace::BUG:
univ.town.set_lg_slime(item_loc.x,item_loc.y,true);
break;
case eRace::STONE:
univ.town.set_rubble(item_loc.x,item_loc.y,true);
break;
default:
univ.town.set_lg_blood(item_loc.x,item_loc.y,true);
break;
}
}
if(overall_mode != MODE_OUTDOORS)
for(cItem& item : which_pc.items)
if(item.variety != eItemType::NO_ITEM) {
dummy = place_item(item,item_loc);
item.variety = eItemType::NO_ITEM;
}
if(type == eMainStatus::DEAD || type == eMainStatus::DUST)
play_sound(21);
which_pc.main_status = type;
which_pc.ap = 0;
}
else {
add_string_to_buf(" Life saved!");
which_pc.take_item(weap.slot);
which_pc.heal(200);
}
if(univ.current_pc().main_status != eMainStatus::ALIVE)
univ.cur_pc = first_active_pc();
put_pc_screen();
set_stat_window_for_pc(univ.cur_pc);
}
void set_pc_moves() {
for(short i = 0; i < 6; i++)
if(univ.party[i].main_status != eMainStatus::ALIVE)
univ.party[i].ap = 0;
else {
univ.party[i].ap = univ.party[i].traits[eTrait::SLUGGISH] ? 3 : 4;
short r = univ.party[i].total_encumbrance(hit_chance);
univ.party[i].ap = minmax(1,8,univ.party[i].ap - (r / 3));
if(int speed = univ.party[i].get_prot_level(eItemAbil::SPEED))
univ.party[i].ap += speed;
univ.party[i].ap -= univ.party[i].get_prot_level(eItemAbil::SLOW_WEARER);
if(univ.party[i].status[eStatus::HASTE_SLOW] < 0 && univ.party.age % 2 == 1) // slowed?
univ.party[i].ap = 0;
else { // do webs
univ.party[i].ap = max(0,univ.party[i].ap - univ.party[i].status[eStatus::WEBS] / 2);
if(univ.party[i].ap == 0) {
add_string_to_buf(univ.party[i].name + " must clean webs.");
univ.party[i].status[eStatus::WEBS] = max(0,univ.party[i].status[eStatus::WEBS] - 3);
}
}
if(univ.party[i].status[eStatus::HASTE_SLOW] > 7)
univ.party[i].ap = univ.party[i].ap * 3;
else if(univ.party[i].status[eStatus::HASTE_SLOW] > 0)
univ.party[i].ap = univ.party[i].ap * 2;
if(univ.party[i].status[eStatus::ASLEEP] > 0 || univ.party[i].status[eStatus::PARALYZED] > 0)
univ.party[i].ap = 0;
}
}
void take_ap(short num) {
univ.current_pc().ap = max(0,univ.current_pc().ap - num);
}
short trait_present(eTrait which_trait) {
short ret = 0;
for(short i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].traits[which_trait])
ret += 1;
return ret;
}
short race_present(eRace which_race) {
short ret = 0;
for(short i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].race == which_race)
ret += 1;
return ret;
}
short wilderness_lore_present(ter_num_t ter_type) {
cTerrain& ter = univ.scenario.ter_types[ter_type];
if(ter.special == eTerSpec::WILDERNESS_CAVE || ter.special == eTerSpec::WATERFALL_CAVE)
return trait_present(eTrait::CAVE_LORE);
else if(ter.special == eTerSpec::WILDERNESS_SURFACE || ter.special == eTerSpec::WATERFALL_SURFACE)
return trait_present(eTrait::WOODSMAN);
return false;
}
short party_size(bool only_living) {
short num_pcs = 0;
for(short i = 0; i < 6; i++) {
if(!only_living) {
if(univ.party[i].main_status != eMainStatus::ABSENT)
num_pcs++;
}
else {
if(univ.party[i].main_status == eMainStatus::ALIVE)
num_pcs++;
}
}
return num_pcs;
}