Files
oboe/osx/boe.party.cpp

3013 lines
99 KiB
C++

#include <iostream>
//#include "item.h"
#include "boe.global.h"
#include <array>
#include "classes.h"
#include "boe.fileio.h"
#include "boe.graphics.h"
#include "boe.graphutil.h"
#include "boe.newgraph.h"
#include "boe.specials.h"
#include "boe.itemdata.h"
#include "boe.infodlg.h"
#include "boe.items.h"
#include <cstring>
#include "boe.party.h"
#include "boe.monster.h"
#include "boe.town.h"
#include "boe.combat.h"
#include "boe.locutils.h"
#include "boe.text.h"
#include "soundtool.h"
#include "boe.main.h"
#include "graphtool.h"
#include "mathutil.h"
#include "dlogutil.hpp"
#include "winutil.h"
#include "fileio.h"
#include "boe.menus.h"
#include "restypes.hpp"
#include <array>
#include <boost/lexical_cast.hpp>
#include "button.hpp"
#include "spell.hpp"
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;
bool spell_button_active[90];
extern cItemRec start_items[6];
char empty_string[256] = " ";
//extern stored_town_maps_type town_maps;
extern bool fast_bang;
extern bool flushingInput;
//extern party_record_type party;
extern short stat_window,current_pc;
extern eGameMode overall_mode;
//extern current_town_type univ.town;
//extern big_tr_type t_d;
//extern unsigned char out[96][96],out_e[96][96];
extern fs::path progDir;
extern location center;
extern sf::RenderWindow mainPtr;
extern bool spell_forced,save_maps,suppress_stat_screen,boom_anim_active;
//extern stored_items_list_type stored_items[3];
//extern CursHandle sword_curs;
//extern setup_save_type setup_save;
extern eSpell store_mage, store_priest;
//extern cOutdoors outdoors[2][2];
extern short store_mage_lev, store_priest_lev;
extern short store_spell_target,pc_casting,stat_screen_mode;
extern effect_pat_type null_pat,single,t,square,rad2,rad3;
extern effect_pat_type current_pat;
extern short current_spell_range;
extern short hit_chance[21],combat_active_pc;//,pc_moves[6];
extern short boom_gr[8];
//extern unsigned char beasts[5];
//extern unsigned char m1[20];
//extern unsigned char m2[16];
//extern unsigned char m3[16];
//extern stored_town_maps_type maps;
//extern stored_outdoor_maps_type o_maps;
extern short current_ground;
extern short monst_marked_damage[60];
extern location golem_m_locs[16];
//extern town_item_list t_i;
extern cUniverse univ;
//extern piles_of_stuff_dumping_type *data_store;
extern sf::Texture pc_gworld;
char c_line[60];
// 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;
// This is only called after a scenario is loaded and the party is put into it.
// Until that time, the party scen vals are uninited
// Then, it inits the party properly for starting the scenario based
// on the loaded scenario
void init_party_scen_data() {
short i,j,k,l;
bool stored_item = false;
short store_help;
univ.party.age = 0;
store_help = PSD[SDF_NO_INSTANT_HELP];
for(i = 0; i < 310; i++)
for(j = 0; j < 10; j++)
PSD[i][j] = 0;
PSD[SDF_NO_INSTANT_HELP] = store_help;
univ.party.light_level = 0;
univ.party.outdoor_corner.x = univ.scenario.out_sec_start.x;
univ.party.outdoor_corner.y = univ.scenario.out_sec_start.y;
univ.party.i_w_c.x = 0;
univ.party.i_w_c.y = 0;
univ.party.loc_in_sec.x = univ.scenario.out_start.x;
univ.party.loc_in_sec.y = univ.scenario.out_start.y;
univ.party.p_loc.x = univ.scenario.out_start.x;
univ.party.p_loc.y = univ.scenario.out_start.y;
for(i = 0; i < 30; i++)
univ.party.boats[i] = univ.scenario.boats[i];
for(i = 0; i < 30; i++)
univ.party.horses[i] = univ.scenario.horses[i];
for(i = 0; i < 30; i++) {
if(univ.scenario.boats[i].which_town >= 0 && univ.scenario.boats[i].loc.x >= 0) {
if(!univ.party.boats[i].exists) {
univ.party.boats[i] = univ.scenario.boats[i];
univ.party.boats[i].exists = true;
}
}
if(univ.scenario.horses[i].which_town >= 0 && univ.scenario.horses[i].loc.x >= 0) {
if(!univ.party.horses[i].exists) {
univ.party.horses[i] = univ.scenario.horses[i];
univ.party.horses[i].exists = true;
}
}
}
univ.party.in_boat = -1;
univ.party.in_horse = -1;
for(i = 0; i < 4; i++)
univ.party.creature_save[i].which_town = 200;
for(i = 0; i < 10; i++)
univ.party.out_c[i].exists = false;
for(i = 0; i < 5; i++)
for(j = 0; j < 10; j++)
univ.party.magic_store_items[i][j].variety = eItemType::NO_ITEM;
for(i = 0; i < 4; i++)
univ.party.imprisoned_monst[i] = 0;
for(i = 0; i < 256; i++)
univ.party.m_seen[i] = univ.party.m_noted[i] = 0;
// for(i = 0; i < 50; i++)
// univ.party.journal_str[i] = -1;
// for(i = 0; i < 140; i++)
// for(j = 0; j < 2; j++)
// univ.party.special_notes_str[i][j] = 0;
// for(i = 0; i < 120; i++)
// univ.party.talk_save[i].personality = -1;
// TODO: The journal at least should persist across scenarios; the special and talk notes, maybe, maybe not
univ.party.special_notes.clear();
univ.party.talk_save.clear();
univ.party.direction = 0;
univ.party.at_which_save_slot = 0;
for(i = 0; i < 200; i++)
univ.party.can_find_town[i] = !univ.scenario.town_hidden[i];
for(i = 0; i < 20; i++)
univ.party.key_times[i] = 30000;
univ.party.party_event_timers.clear();
for(i = 0; i < 50; i++)
univ.party.spec_items[i] = (univ.scenario.special_items[i].flags >= 10) ? 1 : 0;
for(i = 0; i < 200; i++)
univ.party.m_killed[i] = 0;
for(i = 0; i < 200; i++)
for(j = 0; j < 8; j++)
univ.party.item_taken[i][j] = 0;
refresh_store_items();
for(i = 0; i < 96; i++)
for(j = 0; j < 96; j++)
univ.out.out_e[i][j] = 0;
for(i = 0; i < 3;i++)
for(j = 0; j < NUM_TOWN_ITEMS; j++)
if(univ.party.stored_items[i][j].variety != eItemType::NO_ITEM)
stored_item = true;
if(stored_item)
if(cChoiceDlog("keep-stored-items.xml", {"yes", "no"}).show() == "yes") {
std::vector<cItemRec*> saved_item_refs;
for(i = 0; i < 3;i++)
for(j = 0; j < NUM_TOWN_ITEMS; 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);
}
for(i = 0; i < 3;i++)
for(j = 0; j < NUM_TOWN_ITEMS; j++) {
univ.party.stored_items[i][j] = cItemRec();
}
for(i = 0; i < 200; i++)
for(j = 0; j < 8; j++)
for(k = 0; k < 64; k++)
univ.town_maps[i][j][k] = 0;
for(i = 0; i < 100; i++)
for(k = 0; k < 6; k++)
for(l = 0; l < 48; l++)
univ.out_maps[i][k][l] = 0;
}
// When the party is placed into a scen from the startinbg screen, this is called to put the game into game
// mode and load in the scen and init the party info
// party record already contains scen name
void put_party_in_scen(std::string scen_name) {
short i,j;
std::array<std::string, 6> strs;
std::array<short, 3> buttons = {-1,-1,-1};
bool item_took = false;
for(j = 0; j < 6; j++) {
univ.party[i].status.clear();
if(isSplit(univ.party[j].main_status))
univ.party[j].main_status -= eMainStatus::SPLIT;
univ.party[j].cur_health = univ.party[j].max_health;
univ.party[j].cur_sp = univ.party[j].max_sp;
}
for(j = 0; j < 6; j++)
for(i = 23; i >= 0; i--) {
univ.party[j].items[i].special_class = 0;
// TODO: Don't take items just because they have a special graphic
if(univ.party[j].items[i].graphic_num >= 150) {
take_item(j,i + 30); // strip away special items
item_took = true;
}
if(univ.party[j].items[i].ability == eItemAbil::SUMMONING) {
take_item(j,i + 30); // strip away summoning items
item_took = true;
}
if(univ.party[j].items[i].ability == eItemAbil::MASS_SUMMONING) {
take_item(j,i + 30); // strip away summoning items
item_took = true;
}
}
if(item_took)
cChoiceDlog("removed-special-items.xml").show();
univ.party.age = 0;
for(i = 0; i < 200; i++)
univ.party.m_killed[i] = 0;
univ.party.party_event_timers.clear();
fs::path path;
path = progDir/"Blades of Exile Scenarios";
path /= scen_name;
std::cout<<"Searching for scenario at:\n"<<path<<'\n';
if(!load_scenario(path, univ.scenario))
return;
init_party_scen_data();
univ.party.scen_name = 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 = 0;
build_outdoors();
erase_out_specials();
current_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);
center = univ.scenario.where_start;
update_explored(univ.scenario.where_start);
overall_mode = MODE_TOWN;
redraw_screen(REFRESH_ALL);
mainPtr.display(); // TODO: Maybe display() should be called in redraw_screen()?
set_stat_window(0);
adjust_spell_menus();
adjust_monst_menu();
// Throw up intro dialog
buttons[0] = 1;
for(j = 0; j < 6; j++)
if(!univ.scenario.intro_strs[j].empty()) {
for(i = 0; i < 6; i++)
strs[i] = univ.scenario.intro_strs[i];
custom_choice_dialog(strs,univ.scenario.intro_pic,PIC_SCEN,buttons) ;
j = 6;
}
give_help(1,2);
// this is kludgy, put here to prevent problems
for(i = 0; i < 50; i++)
univ.party.spec_items[i] = (univ.scenario.special_items[i].flags >= 10) ? 1 : 0;
// Compatibility flags
if(univ.scenario.format.prog_make_ver[0] < 2){
PSD[SDF_RESURRECT_NO_BALM] = 1;
PSD[SDF_NO_BOAT_SPECIALS] = 1;
PSD[SDF_TIMERS_DURING_REST] = 0;
} else {
PSD[SDF_RESURRECT_NO_BALM] = 0;
PSD[SDF_NO_BOAT_SPECIALS] = 0;
PSD[SDF_TIMERS_DURING_REST] = 1;
}
}
//spot; // if spot is 6, find one
bool create_pc(short spot,cDialog* parent) {
bool still_ok = true;
if(spot == 6) {
for(spot = 0; spot < 6; spot++)
if(univ.party[spot].main_status == eMainStatus::ABSENT)
break;
}
if(spot == 6)
return false;
univ.party[spot] = cPlayer();
pick_race_abil(&univ.party[spot],0);
// TODO: Not sure if these initial draws are needed
// if(parent != NULL)
// cd_initial_draw(989);
still_ok = spend_xp(spot,0,parent);
if(!still_ok)
return false;
univ.party[spot].cur_health = univ.party[spot].max_health;
univ.party[spot].cur_sp = univ.party[spot].max_sp;
// if(parent != NULL)
// cd_initial_draw(989);
pick_pc_graphic(spot,0,parent);
// if(parent != NULL)
// cd_initial_draw(989);
pick_pc_name(spot,parent);
univ.party[spot].main_status = eMainStatus::ALIVE;
if(overall_mode != MODE_STARTUP) {
// TODO: start_items will need to be extended for Vahnatai race
int raceCode = (int) univ.party[spot].race;
univ.party[spot].items[0] = start_items[raceCode * 2];
univ.party[spot].equip[0] = true;
univ.party[spot].items[1] = start_items[raceCode * 2 + 1];
univ.party[spot].equip[1] = true;
// Do stat adjs for selected race.
if(univ.party[spot].race == eRace::NEPHIL)
univ.party[spot].skills[eSkill::DEXTERITY] += 2;
if(univ.party[spot].race == eRace::SLITH) {
univ.party[spot].skills[eSkill::STRENGTH] += 2;
univ.party[spot].skills[eSkill::INTELLIGENCE] += 1;
}
// TODO: Vahnatai
// TODO: Why is this code in two different places?
univ.party[spot].max_sp += univ.party[spot].skills[eSkill::MAGE_SPELLS] * 3 + univ.party[spot].skills[eSkill::PRIEST_SPELLS] * 3;
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 heal_pc(short pc_num,short amt) {
if(univ.party[pc_num].cur_health > univ.party[pc_num].max_health)
return;
if(univ.party[pc_num].main_status != eMainStatus::ALIVE)
return;
univ.party[pc_num].cur_health += amt;
if(univ.party[pc_num].cur_health > univ.party[pc_num].max_health)
univ.party[pc_num].cur_health = univ.party[pc_num].max_health;
}
void heal_party(short amt) {
short i;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE)
heal_pc(i,amt);
}
void cure_pc(short pc_num,short amt) {
if(univ.party[pc_num].main_status != eMainStatus::ALIVE)
return;
if(univ.party[pc_num].status[eStatus::POISON] <= amt)
univ.party[pc_num].status[eStatus::POISON] = 0;
else univ.party[pc_num].status[eStatus::POISON] -= amt;
one_sound(51);
}
void cure_party(short amt) {
short i;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE)
cure_pc(i,amt);
}
// if how_much < 0, bless
void curse_pc(short which_pc,short how_much) {
if(univ.party[which_pc].main_status != eMainStatus::ALIVE)
return;
if(univ.party[which_pc].main_status == eMainStatus::ALIVE) {
univ.party[which_pc].status[eStatus::BLESS_CURSE] = minmax(-8,8,univ.party[which_pc].status[eStatus::BLESS_CURSE] - how_much);
if(how_much < 0)
sprintf(c_line, " %s blessed.", univ.party[which_pc].name.c_str());
else if(how_much > 0)
sprintf(c_line, " %s cursed.", univ.party[which_pc].name.c_str());
if(how_much != 0) add_string_to_buf(c_line);
}
put_pc_screen();
if(how_much > 0)
give_help(59,0);
else if(how_much > 0)
give_help(34,0);
}
void dumbfound_pc(short which_pc,short how_much) {
short r1;
if(univ.party[which_pc].main_status != eMainStatus::ALIVE)
return;
r1 = get_ran(1,0,90);
if(pc_has_abil_equip(which_pc,eItemAbil::WILL) < 24) {
add_string_to_buf(" Ring of Will glows.");
r1 -= 10;
}
if(r1 < univ.party[which_pc].level)
how_much -= 2;
if(how_much <= 0) {
sprintf ((char *) c_line, " %s saved.",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
return;
}
if(univ.party[which_pc].main_status == eMainStatus::ALIVE) {
univ.party[which_pc].status[eStatus::DUMB] = min(univ.party[which_pc].status[eStatus::DUMB] + how_much,8);
sprintf ((char *) c_line, " %s dumbfounded.",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
}
one_sound(67);
put_pc_screen();
adjust_spell_menus();
give_help(28,0);
}
void disease_pc(short which_pc,short how_much) {
short r1,level;
if(univ.party[which_pc].main_status != eMainStatus::ALIVE)
return;
r1 = get_ran(1,1,100);
if(r1 < univ.party[which_pc].level * 2)
how_much -= 2;
if(how_much <= 0) {
sprintf ((char *) c_line, " %s saved.",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
return;
}
if((level = get_prot_level(which_pc,eItemAbil::PROTECT_FROM_DISEASE)) > 0)
how_much -= level / 2;
if(univ.party[which_pc].traits[eTrait::FRAIL] && how_much > 1)
how_much++;
if(univ.party[which_pc].traits[eTrait::FRAIL] && how_much == 1 && get_ran(1,0,1) == 0)
how_much++;
if(univ.party[which_pc].main_status == eMainStatus::ALIVE) {
univ.party[which_pc].status[eStatus::DISEASE] = min(univ.party[which_pc].status[eStatus::DISEASE] + how_much,8);
sprintf ((char *) c_line, " %s diseased.",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
}
one_sound(66);
put_pc_screen();
give_help(29,0);
}
// higher adjust, less chance of saving
void sleep_pc(short which_pc,short how_much,eStatus what_type,short adjust) {
short r1,level;
if(univ.party[which_pc].main_status != eMainStatus::ALIVE)
return;
if(how_much == 0)
return;
// TODO: Uh, what if an invalid status is passed in?
// --> Currently, you'd get that status effect, but with a "paralyzed" message, sound, and quick-help
if(what_type == eStatus::ASLEEP || what_type == eStatus::PARALYZED) { ////
if((level = get_prot_level(which_pc,eItemAbil::WILL)) > 0)
how_much -= level / 2;
if((level = get_prot_level(which_pc,eItemAbil::FREE_ACTION)) > 0)
how_much -= (what_type == eStatus::ASLEEP) ? level : level * 300;
}
r1 = get_ran(1,1,100) + adjust;
if(r1 < 30 + univ.party[which_pc].level * 2)
how_much = -1;
if(what_type == eStatus::ASLEEP && (univ.party[which_pc].traits[eTrait::HIGHLY_ALERT] || univ.party[which_pc].status[eStatus::ASLEEP] < 0))
how_much = -1;
if(how_much <= 0) {
sprintf ((char *) c_line, " %s resisted.",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
return;
}
if(univ.party[which_pc].main_status == eMainStatus::ALIVE) {
univ.party[which_pc].status[what_type] = how_much;
if(what_type == eStatus::ASLEEP)
sprintf ((char *) c_line, " %s falls asleep.",(char *) univ.party[which_pc].name.c_str());
else sprintf ((char *) c_line, " %s paralyzed.",(char *) univ.party[which_pc].name.c_str());
if(what_type == eStatus::ASLEEP)
play_sound(96);
else play_sound(90);
add_string_to_buf((char *) c_line);
univ.party[which_pc].ap = 0;
}
put_pc_screen();
if(what_type == eStatus::ASLEEP)
give_help(30,0);
else give_help(32,0);
}
// if how_much < 0, haste
void slow_pc(short which_pc,short how_much) {
if(univ.party[which_pc].main_status != eMainStatus::ALIVE)
return;
if(univ.party[which_pc].main_status == eMainStatus::ALIVE) {
univ.party[which_pc].status[eStatus::HASTE_SLOW] = minmax(-8,8,univ.party[which_pc].status[eStatus::HASTE_SLOW] - how_much);
if(how_much < 0)
sprintf (c_line, " %s hasted.", univ.party[which_pc].name.c_str());
else if(how_much > 0)
sprintf(c_line, " %s slowed.", univ.party[which_pc].name.c_str());
if(how_much != 0) add_string_to_buf(c_line);
}
put_pc_screen();
give_help(35,0);
}
void web_pc(short which_pc,short how_much) {
if(univ.party[which_pc].main_status != eMainStatus::ALIVE)
return;
if(univ.party[which_pc].main_status == eMainStatus::ALIVE) {
univ.party[which_pc].status[eStatus::WEBS] = min(univ.party[which_pc].status[eStatus::WEBS] + how_much,8);
sprintf ((char *) c_line, " %s webbed.",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
one_sound(17);
}
put_pc_screen();
give_help(31,0);
}
void acid_pc(short which_pc,short how_much) {
if(univ.party[which_pc].main_status != eMainStatus::ALIVE)
return;
if(pc_has_abil_equip(which_pc,eItemAbil::ACID_PROTECTION) < 24) {
sprintf ((char *) c_line, " %s resists acid.",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
return;
}
if(univ.party[which_pc].main_status == eMainStatus::ALIVE) {
univ.party[which_pc].status[eStatus::ACID] += how_much;
sprintf ((char *) c_line, " %s covered with acid!",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
one_sound(42);
}
put_pc_screen();
}
void increase_light(short amt) {
short i;
location where;
univ.party.light_level += amt;
if(univ.party.light_level < 0)
univ.party.light_level = 0;
if(is_combat()) {
for(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 restore_sp_pc(short pc_num,short amt) {
if(univ.party[pc_num].cur_sp > univ.party[pc_num].max_sp)
return;
univ.party[pc_num].cur_sp += amt;
if(univ.party[pc_num].cur_sp > univ.party[pc_num].max_sp)
univ.party[pc_num].cur_sp = univ.party[pc_num].max_sp;
}
void restore_sp_party(short amt) {
short i;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE)
restore_sp_pc(i,amt);
}
void award_party_xp(short amt) {
short i;
for(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) {
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(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++;
sprintf ((char *) c_line, " %s is level %d! ",(char *) univ.party[pc_num].name.c_str(),univ.party[pc_num].level);
add_string_to_buf((char *) c_line);
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(short which_pc,short how_much) {
if(univ.party[which_pc].main_status == eMainStatus::ALIVE) {
univ.party[which_pc].experience = max(univ.party[which_pc].experience - how_much,0);
sprintf ((char *) c_line, " %s drained.",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
}
}
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].skills[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 == 2)
total = max(check_party_stat_get(i,which_stat), total);
else if(mode == 3)
total = min(check_party_stat_get(i,which_stat), total);
}
if(mode == 1 && num_pcs > 0)
total /= num_pcs;
return total;
}
//short safe; // 1 - always succeeds
bool poison_weapon( short pc_num, short how_much,short safe) {
short i,weap = 24,p_level,r1;
short p_chance[21] = {
40,72,81,85,88,89,90,
91,92,93,94,94,95,95,96,97,98,100,100,100,100};
for(i = 0; i < 24; i++)
if((univ.party[pc_num].equip[i]) && (is_weapon(pc_num,i))) {
weap = i;
i = 30;
}
if(weap == 24) {
add_string_to_buf(" No weapon equipped. ");
return false;
}
else {
p_level = how_much;
add_string_to_buf(" You poison your weapon. ");
r1 = get_ran(1,1,100);
// Nimble?
if(univ.party[pc_num].traits[eTrait::NIMBLE])
r1 -= 6;
if((r1 > p_chance[univ.party[pc_num].skills[eSkill::POISON]]) && (safe == 0)) {
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].skills[eSkill::POISON]] + 10) {
add_string_to_buf(" You nick yourself. ");
univ.party[pc_num].status[eStatus::POISON] += p_level;
}
}
if(safe != 1)
play_sound(55);
univ.party[pc_num].weap_poisoned = weap;
max (univ.party[pc_num].status[eStatus::POISON], p_level);
return true;
}
}
bool is_weapon(short pc_num,short item) {
// TODO: Uh, why aren't bows, crossbows, thrown missiles, no-ammo missiles included? (There's probably a reason though.)
if((univ.party[pc_num].items[item].variety == eItemType::ONE_HANDED) ||
(univ.party[pc_num].items[item].variety == eItemType::TWO_HANDED) ||
(univ.party[pc_num].items[item].variety == eItemType::ARROW) ||
(univ.party[pc_num].items[item].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.town.p_loc.x,univ.town.p_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(overall_mode == MODE_COMBAT)
who_would_cast = current_pc;
else if(overall_mode < MODE_TALK_TOWN)
who_would_cast = pc_casting;
else return false;
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(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) {
short i;
bool sound_done = false;
char str[60];
if((which < 0) || (which > 161) || ((which > 61) && (which < 100))) {
giveError("The scenario has tried to give you a non-existant spell.");
return;}
if(which < 100)
for(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)
sprintf((char *) str,"%s learns spell.",univ.party[i].name.c_str());
give_help(41,0);
if(!sound_done) {
sound_done = true;
play_sound(62);
};
}
if(which >= 100)
for(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)
sprintf((char *) str,"%s learns spell.",univ.party[i].name.c_str());
give_help(41,0);
if(!sound_done) {
sound_done = true;
play_sound(62);
}
}
}
void do_mage_spell(short pc_num,eSpell spell_num) {
short i,j,item,target,r1,adj,store;
location where;
where = univ.town.p_loc;
play_sound(25);
current_spell_range = 8;
store_mage = spell_num;
adj = stat_adj(who_cast,eSkill::INTELLIGENCE);
switch(spell_num) {
case eSpell::LIGHT:
univ.party[pc_num].cur_sp -= (*spell_num).cost;
increase_light(50);
break;
case eSpell::IDENTIFY:
univ.party[pc_num].cur_sp -= (*spell_num).cost;
ASB("All of your items are identified.");
for(i = 0; i < 6; i++)
for(j = 0; j < 24; j++)
univ.party[i].items[j].ident = true;
break;
case eSpell::TRUE_SIGHT:
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.town.p_loc) <= 2)
make_explored(where.x,where.y);
clear_map();
break;
case eSpell::SUMMON_BEAST:
r1 = get_summon_monster(1);
if(r1 < 0) break;
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = get_ran(3,1,4) + adj;
if(!summon_monster(r1,where,store,2))
add_string_to_buf(" Summon failed.");
break;
case eSpell::SUMMON_WEAK:
store = univ.party[who_cast].level / 5 + stat_adj(who_cast,eSkill::INTELLIGENCE) / 3 + get_ran(1,0,2);
j = minmax(1,7,store);
r1 = get_summon_monster(1); ////
if(r1 < 0) break;
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = get_ran(4,1,4) + adj;
for(i = 0; i < j; i++)
if(!summon_monster(r1,where,store,2))
add_string_to_buf(" Summon failed.");
break;
case eSpell::SUMMON:
store = univ.party[who_cast].level / 7 + stat_adj(who_cast,eSkill::INTELLIGENCE) / 3 + get_ran(1,0,1);
j = minmax(1,6,store);
r1 = get_summon_monster(2); ////
if(r1 < 0) break;
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = get_ran(5,1,4) + adj;
for(i = 0; i < j; i++)
if(!summon_monster(r1,where,store,2))
add_string_to_buf(" Summon failed.");
break;
case eSpell::SUMMON_MAJOR:
store = univ.party[who_cast].level / 10 + stat_adj(who_cast,eSkill::INTELLIGENCE) / 3 + get_ran(1,0,1);
j = minmax(1,5,store);
r1 = get_summon_monster(3); ////
if(r1 < 0) break;
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = get_ran(7,1,4) + stat_adj(who_cast,eSkill::INTELLIGENCE);
for(i = 0; i < j; i++)
if(!summon_monster(r1,where,store,2))
add_string_to_buf(" Summon failed.");
break;
case eSpell::DEMON:
store = get_ran(5,1,4) + 2 * stat_adj(who_cast,eSkill::INTELLIGENCE);
if(!summon_monster(85,where,store,2))
add_string_to_buf(" Summon failed.");
else univ.party[pc_num].cur_sp -= (*spell_num).cost;
break;
case eSpell::DISPEL_SQUARE:
add_string_to_buf(" Target spell. ");
current_pat = square;
start_town_targeting(spell_num,pc_num);
break;
case eSpell::LIGHT_LONG:
univ.party[pc_num].cur_sp -= (*spell_num).cost;
increase_light(200);
break;
case eSpell::MAGIC_MAP:
item = pc_has_abil(pc_num,eItemAbil::SAPPHIRE);
if(item == 24)
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 {
remove_charge(pc_num,item);
univ.party[pc_num].cur_sp -= (*spell_num).cost;
add_string_to_buf(" As the sapphire dissolves, ");
add_string_to_buf(" you have a vision. ");
for(i = 0; i < 64; i++)
for(j = 0; j < 64; j++)
make_explored(i,j);
clear_map();
}
break;
case eSpell::STEALTH:
univ.party[pc_num].cur_sp -= (*spell_num).cost;
PSD[SDF_PARTY_STEALTHY] += max(6,univ.party[pc_num].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:
add_string_to_buf(" Target spell. ");
current_pat = single;
start_town_targeting(spell_num,pc_num);
break;
case eSpell::ANTIMAGIC:
add_string_to_buf(" Target spell. ");
current_pat = rad2;
start_town_targeting(spell_num,pc_num);
break;
case eSpell::FLIGHT:
if(PSD[SDF_PARTY_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 {
univ.party[pc_num].cur_sp -= (*spell_num).cost;
add_string_to_buf(" You start flying! ");
PSD[SDF_PARTY_FLIGHT] = 3;
}
break;
case eSpell::RESIST_MAGIC: case eSpell::PROTECTION:
target = store_spell_target;
if(target < 6)
univ.party[pc_num].cur_sp -= (*spell_num).cost;
if(spell_num == eSpell::PROTECTION && target < 6) {
univ.party[target].status[eStatus::INVULNERABLE] += 2 + stat_adj(pc_num,eSkill::INTELLIGENCE) + get_ran(2,1,2);
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
univ.party[i].status[eStatus::MAGIC_RESISTANCE] += 4 + univ.party[pc_num].level / 3 + stat_adj(pc_num,eSkill::INTELLIGENCE);
}
sprintf ((char *) c_line, " Party protected. ");
}
if(spell_num == eSpell::RESIST_MAGIC && target < 6) {
univ.party[target].status[eStatus::MAGIC_RESISTANCE] += 2 + stat_adj(pc_num,eSkill::INTELLIGENCE) + get_ran(2,1,2);
sprintf ((char *) c_line, " %s protected.",univ.party[target].name.c_str());
}
add_string_to_buf((char *) c_line);
break;
}
}
void do_priest_spell(short pc_num,eSpell spell_num) {
short r1,r2, target, i,item,store,adj,x,y;
location loc;
location where;
short store_victim_health,store_caster_health,targ_damaged; // for symbiosis
where = univ.town.p_loc;
adj = stat_adj(pc_num,eSkill::INTELLIGENCE);
play_sound(24);
current_spell_range = 8;
store_priest = spell_num;
switch(spell_num) {
case eSpell::LOCATION:
univ.party[pc_num].cur_sp -= (*spell_num).cost;
if(is_town()) {
loc = (overall_mode == MODE_OUTDOORS) ? univ.party.p_loc : univ.town.p_loc;
sprintf ((char *) c_line, " You're at: x %d y %d.",
(short) loc.x, (short) loc.y);
}
if(is_out()) {
loc = (overall_mode == MODE_OUTDOORS) ? univ.party.p_loc : univ.town.p_loc;
x = loc.x; y = loc.y;
x += 48 * univ.party.outdoor_corner.x; y += 48 * univ.party.outdoor_corner.y;
sprintf ((char *) c_line, " You're outside at: x %d y %d.",x,y);
}
add_string_to_buf((char *) c_line);
break;
case eSpell::MANNA_MINOR: case eSpell::MANNA:
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = univ.party[pc_num].level / 3 + 2 * stat_adj(who_cast,eSkill::INTELLIGENCE) + get_ran(2,1,4);
r1 = max(0,store);
if(spell_num == eSpell::MANNA_MINOR)
r1 = r1 / 3;
sprintf ((char *) c_line, " You gain %d food. ",r1);
add_string_to_buf((char *) c_line);
give_food(r1,true);
break;
case eSpell::RITUAL_SANCTIFY:
add_string_to_buf(" Sanctify which space? ");
current_pat = single;
start_town_targeting(spell_num,pc_num);
break;
case eSpell::LIGHT_DIVINE:
univ.party[pc_num].cur_sp -= (*spell_num).cost;
// TODO: Should this call increase_light_level?
univ.party.light_level += 210;
break;
case eSpell::SUMMON_SPIRIT:
store = stat_adj(who_cast,eSkill::INTELLIGENCE);
if(!summon_monster(125,where,get_ran(2,1,4) + store,2))
add_string_to_buf(" Summon failed.");
else univ.party[pc_num].cur_sp -= (*spell_num).cost;
break;
case eSpell::STICKS_TO_SNAKES:
univ.party[pc_num].cur_sp -= (*spell_num).cost;
r1 = univ.party[who_cast].level / 6 + stat_adj(who_cast,eSkill::INTELLIGENCE) / 3 + get_ran(1,0,1);
for(i = 0; i < r1; i++) {
r2 = get_ran(1,0,7);
store = get_ran(2,1,5) + stat_adj(who_cast,eSkill::INTELLIGENCE);
if(!summon_monster((r2 == 1) ? 100 : 99,where,store,2 ))
add_string_to_buf(" Summon failed.");
}
break;
case eSpell::SUMMON_HOST:
univ.party[pc_num].cur_sp -= (*spell_num).cost;
store = get_ran(2,1,4) + stat_adj(who_cast,eSkill::INTELLIGENCE);
if(!summon_monster(126,where,store,2))
add_string_to_buf(" Summon failed.");
for(i = 0; i < 4; i++) {
store = get_ran(2,1,4) + stat_adj(who_cast,eSkill::INTELLIGENCE);
if(!summon_monster(125,where,store,2))
add_string_to_buf(" Summon failed.");
}
break;
case eSpell::SUMMON_GUARDIAN:
store = get_ran(6,1,4) + stat_adj(who_cast,eSkill::INTELLIGENCE);
if(!summon_monster(122,where,store,2))
add_string_to_buf(" Summon failed.");
else 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? ");
current_pat = (spell_num == eSpell::MOVE_MOUNTAINS) ? single : square;
start_town_targeting(spell_num,pc_num);
break;
case eSpell::DISPEL_SPHERE: case eSpell::DISPEL_FIELD:
add_string_to_buf(" Target spell. ");
current_pat = (spell_num == eSpell::DISPEL_SPHERE) ? rad2 : single;
start_town_targeting(spell_num,pc_num);
break;
case eSpell::DETECT_LIFE:
add_string_to_buf(" Monsters now on map. ");
PSD[SDF_PARTY_DETECT_LIFE] += 6 + get_ran(1,0,6);
clear_map();
univ.party[pc_num].cur_sp -= (*spell_num).cost;
break;
case eSpell::FIREWALK:
add_string_to_buf(" You are now firewalking. ");
PSD[SDF_PARTY_FIREWALK] += univ.party[pc_num].level / 12 + 2;
univ.party[pc_num].cur_sp -= (*spell_num).cost;
break;
case eSpell::SHATTER:
add_string_to_buf(" You send out a burst of energy. ");
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.town.p_loc);
break;
case eSpell::WORD_RECALL:
if(overall_mode > MODE_OUTDOORS) {
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;
}
univ.party[pc_num].cur_sp -= (*spell_num).cost;
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.town.p_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) {
univ.party[pc_num].cur_sp -= (*spell_num).cost;
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);
sprintf ((char *) c_line, " %s healed %d. ",
(char *) univ.party[target].name.c_str(),r1);
heal_pc(target,r1);
one_sound(52);
break;
case eSpell::POISON_WEAKEN: case eSpell::POISON_CURE:
sprintf ((char *) c_line, " %s cured. "
,(char *) univ.party[target].name.c_str());
r1 = ((spell_num == eSpell::POISON_WEAKEN) ? 1 : 3) + get_ran(1,0,2) + stat_adj(pc_num,eSkill::INTELLIGENCE) / 2;
cure_pc(target,r1);
break;
case eSpell::AWAKEN:
if(univ.party[target].status[eStatus::ASLEEP] <= 0) {
sprintf ((char *) c_line, " %s is already awake! "
,(char *) univ.party[target].name.c_str());
break;
}
sprintf ((char *) c_line, " %s wakes up. "
,(char *) univ.party[target].name.c_str());
univ.party[target].status[eStatus::ASLEEP] = 0;
break;
case eSpell::PARALYSIS_CURE:
if(univ.party[target].status[eStatus::PARALYZED] <= 0) {
sprintf ((char *) c_line, " %s isn't paralyzed! "
,(char *) univ.party[target].name.c_str());
break;
}
sprintf ((char *) c_line, " %s can move now. "
,(char *) univ.party[target].name.c_str());
univ.party[target].status[eStatus::PARALYZED] = 0;
break;
case eSpell::DISEASE_CURE:
sprintf ((char *) c_line, " %s recovers. "
,(char *) univ.party[target].name.c_str());
r1 = 2 + get_ran(1,0,2) + stat_adj(pc_num,eSkill::INTELLIGENCE) / 2;
univ.party[target].status[eStatus::DISEASE] = max(0,univ.party[target].status[eStatus::DISEASE] - r1);
break;
case eSpell::RESTORE_MIND:
sprintf ((char *) c_line, " %s restored. "
,(char *) univ.party[target].name.c_str());
r1 = 1 + get_ran(1,0,2) + stat_adj(pc_num,eSkill::INTELLIGENCE) / 2;
univ.party[target].status[eStatus::DUMB] = max(0,univ.party[target].status[eStatus::DUMB] - r1);
break;
case eSpell::CLEANSE:
sprintf ((char *) c_line, " %s cleansed. "
,(char *) univ.party[target].name.c_str());
univ.party[target].status[eStatus::DISEASE] = 0;
univ.party[target].status[eStatus::WEBS] = 0;
break;
}
}
add_string_to_buf((char *) c_line);
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;
}
univ.party[pc_num].cur_sp -= (*spell_num).cost;
if(spell_num == eSpell::MARTYRS_SHIELD) {
sprintf ((char *) c_line, " %s shielded. ",
(char *) univ.party[target].name.c_str());
r1 = max(1,get_ran((univ.party[pc_num].level + 5) / 5,1,3) + adj);
univ.party[target].status[eStatus::MARTYRS_SHIELD] += r1;
} else if(spell_num == eSpell::SANCTUARY) {
sprintf ((char *) c_line, " %s hidden. ",
(char *) univ.party[target].name.c_str());
r1 = max(0,get_ran(0,1,3) + univ.party[pc_num].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) + univ.party[pc_num].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.");
sprintf ((char *) c_line, " %s healed %d. ", (char *) univ.party[target].name.c_str(),
univ.party[target].cur_health - store_victim_health);
add_string_to_buf ((char *) c_line);
sprintf ((char *) c_line, " %s takes %d. ", (char *) univ.party[pc_num].name.c_str(),
store_caster_health - univ.party[pc_num].cur_health);
} else if(spell_num == eSpell::REVIVE) {
sprintf ((char *) c_line, " %s healed. ",
(char *) univ.party[target].name.c_str());
heal_pc(target,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;
sprintf ((char *) c_line, " %s destoned. ",
(char *) univ.party[target].name.c_str());
play_sound(53);
}
else sprintf ((char *) c_line," Wasn't stoned. ");
} else if(spell_num == eSpell::CURSE_REMOVE) {
for(i = 0; i < 24; i++)
if(univ.party[target].items[i].cursed){
r1 = get_ran(1,0,200) - 10 * stat_adj(pc_num,eSkill::INTELLIGENCE);
if(r1 < 60) {
univ.party[target].items[i].cursed = univ.party[target].items[i].unsellable = false;
}
}
play_sound(52);
sprintf ((char *) c_line," Your items glow. ");
} else {
if(!PSD[SDF_RESURRECT_NO_BALM]) {
if((item = pc_has_abil(pc_num,eItemAbil::RESSURECTION_BALM)) == 24) {
add_string_to_buf(" Need resurrection balm. ");
break;
}
else take_item(pc_num,item);
}
if(spell_num == eSpell::RAISE_DEAD) {
if(univ.party[target].main_status == eMainStatus::DEAD)
if(get_ran(1,1,univ.party[pc_num].level / 2) == 1) {
sprintf ((char *) c_line, " %s now dust. ",
(char *) univ.party[target].name.c_str());
play_sound(5);
univ.party[target].main_status = eMainStatus::DUST;
}
else {
univ.party[target].main_status = eMainStatus::ALIVE;
for(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;
sprintf ((char *) c_line, " %s raised. ",
(char *) univ.party[target].name.c_str());
play_sound(52);
}
else sprintf ((char *) c_line," Didn't work. ");
} else if(spell_num == eSpell::RESURRECT) {
if(univ.party[target].main_status != eMainStatus::ALIVE) {
univ.party[target].main_status = eMainStatus::ALIVE;
for(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;
sprintf ((char *) c_line, " %s raised. ",
(char *) univ.party[target].name.c_str());
play_sound(52);
}
else sprintf ((char *) c_line," Was OK. ");
}
}
add_string_to_buf((char *) c_line);
put_pc_screen();
}
break;
case eSpell::HEAL_ALL_LIGHT: case eSpell::HEAL_ALL: case eSpell::REVIVE_ALL:
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);
sprintf ((char *) c_line, " Party healed %d. ", r1);
add_string_to_buf((char *) c_line);
heal_party(r1);
play_sound(52);
} else {
r1 = get_ran(7 + adj, 1, 4);
sprintf ((char *) c_line, " Party revived. ");
add_string_to_buf((char *) c_line);
r1 = r1 * 2;
heal_party(r1);
play_sound(-53);
play_sound(-52);
cure_party(3 + adj);
}
break;
case eSpell::POISON_CURE_ALL:
univ.party[pc_num].cur_sp -= (*spell_num).cost;
sprintf ((char *) c_line, " Party cured. ");
add_string_to_buf((char *) c_line);
cure_party(3 + stat_adj(pc_num,eSkill::INTELLIGENCE));
break;
case eSpell::SANCTUARY_MASS: case eSpell::CLEANSE_MAJOR: case eSpell::HYPERACTIVITY:
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;
}
for(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) + univ.party[pc_num].level / 6 + stat_adj(pc_num,eSkill::INTELLIGENCE);
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) {
// Looks like this isn't clipped to a positive number. (That's probably intentional.)
// TODO: So, should a status icon be added for negative levels of sleep?
univ.party[i].status[eStatus::ASLEEP] -= 6 + 2 * stat_adj(pc_num,eSkill::INTELLIGENCE);
univ.party[i].status[eStatus::HASTE_SLOW] = max(0,univ.party[i].status[eStatus::HASTE_SLOW]);
}
}
break;
}
}
void cast_town_spell(location where) {
short adjust,r1,targ,store;
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.");
return;
}
adjust = can_see_light(univ.town.p_loc,where,sight_obscurity);
eSkill spell_type = (*town_spell).type;
if(!spell_freebie)
univ.party[who_cast].cur_sp -= (*town_spell).cost;
ter = univ.town->terrain(where.x,where.y);
// 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))
return; // The special node intercepted and cancelled regular spell behaviour.
if(adjust > 4)
add_string_to_buf(" Can't see target. ");
else switch(town_spell) {
case eSpell::SCRY_MONSTER: case eSpell::CAPTURE_SOUL:
targ = monst_there(where);
if(targ < univ.town->max_monst()) {
if(town_spell == eSpell::SCRY_MONSTER) {
univ.party.m_noted[univ.town.monst[targ].number] = true;
adjust_monst_menu();
display_monst(0,&univ.town.monst[targ],0);
}
else record_monst(&univ.town.monst[targ]);
}
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.town.p_loc);
break;
case eSpell::BARRIER_FIRE:
if(sight_obscurity(where.x,where.y) == 5 || monst_there(where) < 90) {
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 || monst_there(where) < 90) {
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.u == 10)
r1 = 10000;
else{
r1 = get_ran(1,1,100) - 5 * stat_adj(who_cast,eSkill::INTELLIGENCE) + 5 * univ.town.difficulty;
r1 += univ.scenario.ter_types[ter].flag2.u * 7;
}
if(r1 < (135 - combat_percent[min(19,univ.party[who_cast].level)])) {
add_string_to_buf(" Door unlocked. ");
play_sound(9);
univ.town->terrain(where.x,where.y) = univ.scenario.ter_types[ter].flag1.u;
}
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 * stat_adj(who_cast,eSkill::INTELLIGENCE) + 5 * (univ.town.difficulty / 10);
if(univ.town.is_fire_barr(where.x,where.y))
r1 -= 8;
if(r1 < (120 - combat_percent[min(19,univ.party[who_cast].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.town.p_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.");
univ.town.set_force_cage(where.x,where.y,false);
}
else add_string_to_buf(" No barrier there.");
break;
}
}
bool cast_spell_on_space(location where, eSpell spell) {
short i,s1 = 0,s2 = 0,s3 = 0;
for(i = 0; i < 50; i++)
if(where == univ.town->special_locs[i]) {
if(univ.town->specials[univ.town->spec_id[i]].type == eSpecType::IF_CONTEXT)
run_special(eSpecCtx::TARGET,2,univ.town->spec_id[i],where,&s1,&s2,&s3);
if(s3) redraw_terrain();
return !s1;
}
if(spell == eSpell::RITUAL_SANCTIFY)
add_string_to_buf(" Nothing happens.");
return true;
}
void crumble_wall(location where) { // TODO: Add something like this to the spreading quickfire function
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].flag3.u < 2) {
play_sound(60);
univ.town->terrain(where.x,where.y) = univ.scenario.ter_types[ter].flag1.u;
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].skills[eSkill::INTELLIGENCE]) / 2 - monst->level * 2;
if((i = get_prot_level(pc_num,eItemAbil::WILL)) > 0)
adjust += i * 5;
if(monst->attitude % 2 != 1)
make_town_hostile();
monst->attitude = 1;
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) {
sprintf((char *)c_line, " %s is drained %d.",univ.party[pc_num].name.c_str(),r2);
add_string_to_buf((char *) c_line);
monst->mp += r2;
balance++;
if(univ.party[pc_num].cur_sp == 0) {
univ.party[pc_num].status[eStatus::DUMB] += 2;
sprintf((char *) c_line," %s is dumbfounded.",univ.party[pc_num].name.c_str());
add_string_to_buf((char *) c_line);
if(univ.party[pc_num].status[eStatus::DUMB] > 7) {
sprintf((char *) c_line," %s is killed!",univ.party[pc_num].name.c_str());
add_string_to_buf((char *) c_line);
kill_pc(pc_num,eMainStatus::DEAD);
}
}
else {
univ.party[pc_num].cur_sp = max(0,univ.party[pc_num].cur_sp - r2);
}
}
if(r1 > 70) {
sprintf((char *)c_line, " %s drains %d.",univ.party[pc_num].name.c_str(),r2);
add_string_to_buf((char *) c_line);
univ.party[pc_num].cur_sp += r2;
balance--;
if(monst->mp == 0) {
monst->status[eStatus::DUMB] += 2;
monst_spell_note(monst->number,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)
univ.town.set_force_cage(i,j,false);
}
bool pc_can_cast_spell(short pc_num,eSkill type) {
short store_w_cast;
if(type == eSkill::MAGE_SPELLS && pc_can_cast_spell(pc_num, eSpell::LIGHT))
return true;
if(type == eSkill::PRIEST_SPELLS && pc_can_cast_spell(pc_num, 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) {
for(int i = 0; i < 62; i++)
if(univ.party[pc_num].mage_spells[i])
return pc_can_cast_spell(pc_num, eSpell(i));
}
if(type == eSkill::PRIEST_SPELLS) {
for(int i = 0; i < 62; i++)
if(univ.party[pc_num].priest_spells[i])
return pc_can_cast_spell(pc_num, 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(short pc_num,eSpell spell_num) {
short level,store_w_cast;
eSkill type = (*spell_num).type;
level = (*spell_num).level;
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(univ.party[pc_num].skills[type] < level)
return false;
if(univ.party[pc_num].main_status != eMainStatus::ALIVE)
return false;
if(univ.party[pc_num].cur_sp < (*spell_num).cost)
return false;
// TODO: Maybe get rid of the casts here?
if(type == eSkill::MAGE_SPELLS && !univ.party[pc_num].mage_spells[int(spell_num)])
return false;
if(type == eSkill::PRIEST_SPELLS && !univ.party[pc_num].priest_spells[int(spell_num) - 100])
return false;
if(univ.party[pc_num].status[eStatus::DUMB] >= 8 - level)
return false;
if(univ.party[pc_num].status[eStatus::PARALYZED] != 0)
return false;
if(univ.party[pc_num].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) {
short i;
for(i = 0; i < 6; i++) {
std::string id = "caster" + boost::lexical_cast<std::string>(i + 1);
if(!can_choose_caster) {
if(i == pc_casting) {
me[id].show();
}
else {
me[id].hide();
}
}
else {
if(pc_can_cast_spell(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" + boost::lexical_cast<std::string>(i + 1);
me[id].hide();
}
}
else { // Spell selected
for(int i = 0; i < 6; i++) {
std::string id = "target" + boost::lexical_cast<std::string>(i + 1);
// TODO: Make this thing an enum
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;
}
}
}
}
// TODO: Use the map here to simplify drawing the graphics in draw_pc_effects()
static void put_target_status_graphics(cDialog& me, short for_pc) {
// 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.
static 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,-1}},
{eStatus::PARALYZED, {16,-1}}, {eStatus::ACID, {17,-1}}, {eStatus::FORCECAGE, {20,-1}},
};
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, false);
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) {
short i;
for(i = 0; i < 6; i++) {
std::string n = boost::lexical_cast<std::string>(i + 1);
if(univ.party[i].main_status != eMainStatus::ABSENT) {
me["pc" + n].setText(univ.party[i].name);
//if(pc_casting == i)
// cd_text_frame(1098,24 + store_spell_target,11);
//else cd_text_frame(1098,24 + store_spell_target,1);
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) {
short i;
for(i = 0; i < 6; i++) {
std::string n = boost::lexical_cast<std::string>(i + 1);
if(me["caster" + n].isVisible()) {
if(i == pc_casting)
me["pc" + n].setColour(sf::Color::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 = boost::lexical_cast<std::string>(store_spell_target + 1);
me["hp" + n].setColour(sf::Color::Red);
me["sp" + n].setColour(sf::Color::Red);
}
if((store_last_target_darkened < 6) && (store_last_target_darkened != store_spell_target)) {
std::string n = boost::lexical_cast<std::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 i,spell_for_this_button;
for(i = 0; i < 38; i++) {
spell_for_this_button = (on_which_spell_page == 0) ? i : spell_index[i];
std::string id = "spell" + boost::lexical_cast<std::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(pc_casting,spell)) {
led.setState(led_red);
}
else {
led.setState(led_off);
}
}
}
}
static void put_spell_list(cDialog& me, const eSkill store_situation) {
short i;
char add_text[256];
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(i = 0; i < 38; i++) {
std::string id = "spell" + boost::lexical_cast<std::string>(i + 1);
std::string name = get_str("magic-names", i + (store_situation == eSkill::MAGE_SPELLS ? 1 : 101));
if((*cSpell::fromNum(store_situation,i)).cost < 0) { // Simulacrum, which has a variable cost
sprintf((char *) add_text,"%s (?)", name.c_str());
} else sprintf((char *) add_text,"%s (%d)", name.c_str(), (*cSpell::fromNum(store_situation,i)).cost);
//for(j = 0; j < 30; i++)
// if(add_text[j] == '&')
// add_text[j] = (char) ((97 + i > 122) ? 65 + (i - 26) : 97 + i);
me[id].setText(add_text);
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(i = 0; i < 38; i++) {
std::string id = "spell" + boost::lexical_cast<std::string>(i + 1);
std::string name = get_str("magic-names", spell_index[i] + (store_situation == eSkill::MAGE_SPELLS ? 1 : 101));
if(spell_index[i] < 90) {
sprintf(add_text, "%s (%d)", name.c_str(), (*cSpell::fromNum(store_situation,i)).cost);
me[id].setText(add_text);
}
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(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") {
univ.party.help_received[7] = 0;
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" + boost::lexical_cast<std::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" + boost::lexical_cast<std::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;
// store_situation = type;
short dark = 6;
can_choose_caster = (pc_num < 6) ? false : true;
pc_casting = type == eSkill::MAGE_SPELLS ? store_last_cast_mage : store_last_cast_priest;
if(pc_casting == 6)
pc_casting = current_pc;
if(pc_num == 6) { // See if can keep same caster
can_choose_caster = true;
if(!pc_can_cast_spell(pc_casting,type)) {
int i;
for(i = 0; i < 6; i++)
if(pc_can_cast_spell(i,type)) {
pc_casting = i;
i = 500;
}
if(i == 6) {
add_string_to_buf("Cast: Nobody can.");
return eSpell::NONE;
}
}
}
else {
can_choose_caster = false;
pc_casting = pc_num;
}
if(!can_choose_caster) {
if(univ.party[pc_num].skills[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(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;
make_cursor_sword();
cDialog castSpell("cast-spell.xml");
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, 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" + boost::lexical_cast<std::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, {i > 25 ? toupper(key.c) : key.c}, LABEL_LEFT, 8, true);
led.setState((pc_can_cast_spell(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);
if(univ.party.help_received[7] == 0) {
// TODO: Not sure if this initial draw is needed
// cd_initial_draw(1098);
give_help(7,8,castSpell);
}
castSpell.run();
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));
sprintf ((char *) c_line, "Spell: %s ", name.c_str());
add_string_to_buf((char *) c_line);
}
short stat_adj(short pc_num,eSkill which) {
short tr;
tr = skill_bonus[univ.party[pc_num].skills[which]];
if(which == eSkill::INTELLIGENCE) {
if(univ.party[pc_num].traits[eTrait::MAGICALLY_APT])
tr++;
if(pc_has_abil_equip(pc_num,eItemAbil::INTELLIGENCE) < 24)
tr++;
}
if(which == eSkill::STRENGTH) {
if(univ.party[pc_num].traits[eTrait::STRENGTH])
tr++;
if(pc_has_abil_equip(pc_num,eItemAbil::STRENGTH) < 24)
tr++;
}
if(which == eSkill::DEXTERITY) {
if(pc_has_abil_equip(pc_num,eItemAbil::DEXTERITY) < 24)
tr++;
}
return tr;
}
void start_town_targeting(eSpell s_num,short who_c,bool freebie) {
overall_mode = MODE_TOWN_TARGET;
town_spell = s_num;
who_cast = who_c;
spell_freebie = freebie;
}
extern short alch_difficulty[20];
void do_alchemy() {
static const eItemAbil ingred1_needed[20] = {
eItemAbil::HOLLY,eItemAbil::COMFREY,eItemAbil::HOLLY,eItemAbil::COMFREY,eItemAbil::WORMGRASS,
eItemAbil::NETTLE,eItemAbil::NETTLE,eItemAbil::WORMGRASS,eItemAbil::GRAYMOLD,eItemAbil::WORMGRASS,
eItemAbil::GRAYMOLD,eItemAbil::ASPTONGUE,eItemAbil::GRAYMOLD,eItemAbil::MANDRAKE,eItemAbil::EMBERF,
eItemAbil::MANDRAKE,eItemAbil::MANDRAKE,eItemAbil::NETTLE,eItemAbil::GRAYMOLD,eItemAbil::MANDRAKE,
};
static const eItemAbil ingred2_needed[20] = {
eItemAbil::NONE,eItemAbil::NONE,eItemAbil::NONE,eItemAbil::WORMGRASS,eItemAbil::NONE,
eItemAbil::NONE,eItemAbil::NONE,eItemAbil::NETTLE,eItemAbil::NONE,eItemAbil::ASPTONGUE,
eItemAbil::HOLLY,eItemAbil::NONE,eItemAbil::COMFREY,eItemAbil::NONE,eItemAbil::NONE,
eItemAbil::ASPTONGUE,eItemAbil::EMBERF,eItemAbil::EMBERF,eItemAbil::ASPTONGUE,eItemAbil::EMBERF,
};
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
};
short which_p,which_item,which_item2,r1;
short pc_num;
cItemRec store_i('alch');// = {7,0, 0,0,0,1,0,0, 50,0,0,0,0, 0, 8,0, {0,0},"Potion","Potion",0,5,0,0};
// {7,0,0,0,0,1,1,30,59,0,0,250,1,0,1,{0,0},"Graymold Salve","Potion"},
// {7,0,0,0,0,1,1,30,13,0,0,250,1,0,1,{0,0},"Resurrection Balm","Potion"},
static const short potion_abils[20] = {
72,87,70,73,70,
87,72,73,77,88,
79,70,87,70,160,
88,86,71,84,88
};
static const short potion_strs[20] = {
2,2,2,2,4, 5,8,5,4,2,
8,6,8,8,0, 5,2,8,5,8
};
static const short potion_val[20] = {
40,60,15,50,50,
180,200,100,150,100,
200,150,300,400,100,
300,500,175,250,500
};
pc_num = select_pc(1,0);
if(pc_num == 6)
return;
which_p = alch_choice(pc_num);
if(which_p < 20) {
if(pc_has_space(pc_num) == 24) {
add_string_to_buf("Alchemy: Can't carry another item.");
return;
}
// TODO: Spread this out a bit, since there seems to be a chance of which_item2 not being initialized.
if(((which_item = pc_has_abil(pc_num,ingred1_needed[which_p])) == 24) ||
(ingred2_needed[which_p] != eItemAbil::NONE && (which_item2 = pc_has_abil(pc_num,ingred2_needed[which_p])) == 24)) {
add_string_to_buf("Alchemy: Don't have ingredients.");
return;
}
play_sound(8);
remove_charge(pc_num,which_item);
if(ingred2_needed[which_p] != eItemAbil::NONE)
remove_charge(pc_num,which_item2);
r1 = get_ran(1,1,100);
if(r1 < fail_chance[univ.party[pc_num].skills[eSkill::ALCHEMY] - alch_difficulty[which_p]]) {
add_string_to_buf("Alchemy: Failed. ");
r1 = get_ran(1,0,1);
play_sound(41 );
}
else {
store_i.value = potion_val[which_p];
store_i.ability_strength = potion_strs[which_p];
store_i.ability = (eItemAbil) potion_abils[which_p];
if(which_p == 8)
store_i.magic_use_type = 2;
store_i.full_name = get_str("magic-names", which_p + 200);
if(univ.party[pc_num].skills[eSkill::ALCHEMY] - alch_difficulty[which_p] >= 5)
store_i.charges++;
if(univ.party[pc_num].skills[eSkill::ALCHEMY] - alch_difficulty[which_p] >= 11)
store_i.charges++;
if(store_i.variety == eItemType::POTION)
store_i.graphic_num += get_ran(1,0,2);
if(!give_to_pc(pc_num,store_i,0)) {
ASB("No room in inventory.");
ASB(" Potion placed on floor.");
place_item(store_i,univ.town.p_loc,true);
}
else add_string_to_buf("Alchemy: Successful. ");
}
put_item_screen(stat_window,0);
}
}
static bool alch_choice_event_filter(cDialog& me, std::string item_hit, eKeyMod) {
if(item_hit == "help") {
univ.party.help_received[20] = 0;
give_help(20,21,me);
return true;
}
if(item_hit == "cancel")
me.setResult<short>(20);
else {
me.setResult<short>(item_hit[6] - '1');
}
me.toast(true);
return true;
}
short alch_choice(short pc_num) {
short difficulty[20] = {1,1,1,3,3, 4,5,5,7,9, 9,10,12,12,9, 14,19,10,16,20};
short i,store_alchemy_pc;
char get_text[256];
make_cursor_sword();
store_alchemy_pc = pc_num;
cDialog chooseAlchemy("pick-potion.xml");
chooseAlchemy.attachClickHandlers(alch_choice_event_filter, {"cancel", "help"});
for(i = 0; i < 20; i++) {
std::string n = boost::lexical_cast<std::string>(i + 1);
chooseAlchemy["label" + n].setText(get_str("magic-names", i + 200));
chooseAlchemy["potion" + n].attachClickHandler(alch_choice_event_filter);
if(univ.party[pc_num].skills[eSkill::ALCHEMY] < difficulty[i] || univ.party.alchemy[i] == 0)
chooseAlchemy["potion" + n].hide();
}
sprintf((char *) get_text, "%s (skill %d)",
univ.party[pc_num].name.c_str(),univ.party[pc_num].skills[eSkill::ALCHEMY]);
chooseAlchemy["mixer"].setText(get_text);
if(univ.party.help_received[20] == 0) {
// TODO: I'm not sure if the initial draw is needed
// cd_initial_draw(1047);
give_help(20,21,chooseAlchemy);
}
chooseAlchemy.run();
return chooseAlchemy.getResult<short>();
}
extern bool pc_gworld_loaded;
// mode ... 0 - create 1 - created
bool pick_pc_graphic(short pc_num,short mode,cDialog* parent) {
bool munch_pc_graphic = false;
store_graphic_pc_num = pc_num;
store_graphic_mode = mode;
make_cursor_sword();
if(!pc_gworld_loaded) {
munch_pc_graphic = true;
pc_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("pcs"));
}
cPictChoice pcPic(0,35,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;
}
//town_num; // Will be 0 - 200 for town, 200 - 290 for outdoors
//short sign_type; // terrain type
bool pick_pc_name(short pc_num,cDialog* parent) {
using namespace std::placeholders;
make_cursor_sword();
cDialog pcPickName("pick-pc-name.xml", 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;
}
m_num_t pick_trapped_monst() {
// ignore parent in Mac version
short i;
std::string sp;
cMonster get_monst;
make_cursor_sword();
cChoiceDlog soulCrystal("soul-crystal.xml",{"cancel","pick1","pick2","pick3","pick4"});
for(i = 0; i < 4; i++) {
std::string n = boost::lexical_cast<std::string>(i + 1);
if(univ.party.imprisoned_monst[i] == 0) {
soulCrystal->getControl("pick" + n).hide();
}
else {
sp = get_m_name(univ.party.imprisoned_monst[i]);
soulCrystal->getControl("slot" + n).setText(sp);
get_monst = univ.scenario.scen_monsters[univ.party.imprisoned_monst[i]];
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(PSD[SDF_PARTY_FLIGHT] == 0)
return false;
else return true;
}
void poison_pc(short which_pc,short how_much) {
short level;
if(univ.party[which_pc].main_status == eMainStatus::ALIVE) {
if((level = get_prot_level(which_pc,eItemAbil::POISON_PROTECTION)) > 0)
how_much -= level / 2;
if((level = get_prot_level(which_pc,eItemAbil::FULL_PROTECTION)) > 0)
how_much -= level / 3;
if(univ.party[which_pc].traits[eTrait::FRAIL] && how_much > 1)
how_much++;
if(univ.party[which_pc].traits[eTrait::FRAIL] && how_much == 1 && get_ran(1,0,1) == 0)
how_much++;
if(how_much > 0) {
univ.party[which_pc].status[eStatus::POISON] = min(univ.party[which_pc].status[eStatus::POISON] + how_much,8);
sprintf ((char *) c_line, " %s poisoned.",
(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
one_sound(17);
give_help(33,0);
}
}
put_pc_screen();
}
void poison_party(short how_much) {
short i;
for(i = 0; i < 6; i++)
poison_pc(i,how_much);
}
//type; // which status to affect
void affect_pc(short which_pc,eStatus type,short how_much) {
if(univ.party[which_pc].main_status != eMainStatus::ALIVE)
return;
univ.party[which_pc].status[type] = minmax (-8,8,univ.party[which_pc].status[type] + how_much);
// TODO: Original code also allowed poisoned weapon, poison, and sleep to be negative; should this be restored?
// TODO: For certain other status effects it could make sense to allow negatives, eg magic resistance or dumbfounded
if(type != eStatus::BLESS_CURSE && type != eStatus::HASTE_SLOW)
univ.party[which_pc].status[type] = max(univ.party[which_pc].status[type],0);
put_pc_screen();
}
//type; // which status to affect
void affect_party(eStatus type,short how_much) {
short i;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE)
univ.party[i].status[type] = minmax (-8,8,univ.party[i].status[type] + how_much);
put_pc_screen();
}
void void_sanctuary(short pc_num) {
if(univ.party[pc_num].status[eStatus::INVISIBLE] > 0) {
add_string_to_buf("You become visible!");
univ.party[pc_num].status[eStatus::INVISIBLE] = 0;
}
}
void hit_party(short how_much,eDamageType damage_type) {
short i;
bool dummy;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE)
dummy = damage_pc(i,how_much,damage_type,eRace::UNKNOWN,0);
// dummy = damage_pc(i,how_much,damage_type + 30);
put_pc_screen();
}
void slay_party(eMainStatus mode) {
short i;
boom_anim_active = false;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE)
univ.party[i].main_status = mode;
put_pc_screen();
}
//short damage_type; // 0 - weapon 1 - fire 2 - poison 3 - general magic 4 - unblockable
// 5 - cold 6 - undead attack 7 - demon attack
// 10 - marked damage, from during anim mode ... no boom, and totally unblockable
// 30 + * same as *, but no print
// 100s digit - sound data
bool damage_pc(short which_pc,short how_much,eDamageType damage_type,eRace type_of_attacker, short sound_type) {
short i, r1,level;
bool do_print = true;
if(univ.party[which_pc].main_status != eMainStatus::ALIVE)
return false;
//sound_type = damage_type / 100;
//damage_type = damage_type % 100;
if(damage_type >= DAMAGE_NO_PRINT) {
do_print = false;
damage_type -= DAMAGE_NO_PRINT;
}
if(sound_type == 0) {
if((damage_type == 1) || (damage_type == 4) )
sound_type = 5;
if (damage_type == 3)
sound_type = 12;
if (damage_type == 5)
sound_type = 7;
if (damage_type == 2)
sound_type = 11;
}
// armor
if((damage_type == 0) || (damage_type == 6) ||(damage_type == 7)) {
how_much -= minmax(-5,5,univ.party[which_pc].status[eStatus::BLESS_CURSE]);
for(i = 0; i < 24; i++)
if((univ.party[which_pc].items[i].variety != eItemType::NO_ITEM) && (univ.party[which_pc].equip[i])) {
if(isArmourType(univ.party[which_pc].items[i].variety)) {
r1 = get_ran(1,1,univ.party[which_pc].items[i].item_level);
how_much -= r1;
// bonus for magical items
if(univ.party[which_pc].items[i].bonus > 0) {
r1 = get_ran(1,1,univ.party[which_pc].items[i].bonus);
how_much -= r1;
how_much -= univ.party[which_pc].items[i].bonus / 2;
}
if(univ.party[which_pc].items[i].bonus < 0) {
how_much = how_much - univ.party[which_pc].items[i].bonus;
}
r1 = get_ran(1,1,100);
if(r1 < hit_chance[univ.party[which_pc].skills[eSkill::DEFENSE]] - 20)
how_much -= 1;
}
if(univ.party[which_pc].items[i].protection > 0) {
r1 = get_ran(1,1,univ.party[which_pc].items[i].protection);
how_much -= r1;
}
if(univ.party[which_pc].items[i].protection < 0) {
r1 = get_ran(1,1,-1 * univ.party[which_pc].items[i].protection);
how_much += r1;
}
}
}
// parry
if((damage_type < 2) && (univ.party[which_pc].parry < 100))
how_much -= univ.party[which_pc].parry / 4;
if(damage_type != 10) {
if(PSD[SDF_EASY_MODE] > 0)
how_much -= 3;
// toughness
if(univ.party[which_pc].traits[eTrait::TOUGHNESS])
how_much--;
// luck
if(get_ran(1,1,100) < 2 * (hit_chance[univ.party[which_pc].skills[eSkill::LUCK]] - 20))
how_much -= 1;
}
if((damage_type == DAMAGE_WEAPON) && ((level = get_prot_level(which_pc,eItemAbil::PROTECTION)) > 0))
how_much = how_much - level;
if((damage_type == DAMAGE_UNDEAD) && ((level = get_prot_level(which_pc,eItemAbil::PROTECT_FROM_UNDEAD)) > 0))
how_much = how_much / ((level >= 7) ? 4 : 2);
if((damage_type == DAMAGE_DEMON) && ((level = get_prot_level(which_pc,eItemAbil::PROTECT_FROM_DEMONS)) > 0))
how_much = how_much / ((level >= 7) ? 4 : 2);
if((type_of_attacker == eRace::HUMANOID) && ((level = get_prot_level(which_pc,eItemAbil::PROTECT_FROM_HUMANOIDS)) > 0))
how_much = how_much / ((level >= 7) ? 4 : 2);
// TODO: Should sliths be counted as reptiles?
if((type_of_attacker == eRace::REPTILE) && ((level = get_prot_level(which_pc,eItemAbil::PROTECT_FROM_REPTILES)) > 0))
how_much = how_much / ((level >= 7) ? 4 : 2);
if((type_of_attacker == eRace::GIANT) && ((level = get_prot_level(which_pc,eItemAbil::PROTECT_FROM_GIANTS)) > 0))
how_much = how_much / ((level >= 7) ? 4 : 2);
// invuln
if(univ.party[which_pc].status[eStatus::INVULNERABLE] > 0)
how_much = 0;
// magic resistance
if(damage_type == DAMAGE_MAGIC && ((level = get_prot_level(which_pc,eItemAbil::MAGIC_PROTECTION)) > 0))
how_much = how_much / ((level >= 7) ? 4 : 2);
// Mag. res helps w. fire and cold
if(((damage_type == 1) || (damage_type == 5)) &&
univ.party[which_pc].status[eStatus::MAGIC_RESISTANCE] > 0)
how_much = how_much / 2;
// fire res.
if(damage_type == DAMAGE_FIRE && ((level = get_prot_level(which_pc,eItemAbil::FIRE_PROTECTION)) > 0))
how_much = how_much / ((level >= 7) ? 4 : 2);
// cold res.
if(damage_type == DAMAGE_COLD && ((level = get_prot_level(which_pc,eItemAbil::COLD_PROTECTION)) > 0))
how_much = how_much / ((level >= 7) ? 4 : 2);
// major resistance
if((damage_type == DAMAGE_FIRE || damage_type == DAMAGE_POISON || damage_type == DAMAGE_MAGIC || damage_type == DAMAGE_COLD)
&& ((level = get_prot_level(which_pc,eItemAbil::FULL_PROTECTION)) > 0))
how_much = how_much / ((level >= 7) ? 4 : 2);
if(boom_anim_active) {
if(how_much < 0)
how_much = 0;
univ.party[which_pc].marked_damage += how_much;
if(is_town())
add_explosion(univ.town.p_loc,how_much,0,(damage_type > 2) ? 2 : 0,0,0);
else add_explosion(univ.party[which_pc].combat_pos,how_much,0,(damage_type > 2) ? 2 : 0,0,0);
//sprintf ((char *) c_line, " %s takes %d. ",(char *) univ.party[which_pc].name, how_much);
//if(do_print)
// add_string_to_buf((char *) c_line);
if(how_much == 0)
return false;
else return true;
}
if(how_much <= 0) {
if((damage_type == 0) || (damage_type == 6) || (damage_type == 7))
play_sound(2);
add_string_to_buf (" No damage.");
return false;
}
else {
// if asleep, get bonus
if(univ.party[which_pc].status[eStatus::ASLEEP] > 0)
univ.party[which_pc].status[eStatus::ASLEEP]--;
sprintf ((char *) c_line, " %s takes %d. ",(char *) univ.party[which_pc].name.c_str(), how_much);
if(do_print)
add_string_to_buf((char *) c_line);
if(damage_type != 10) {
if(is_combat())
boom_space(univ.party[which_pc].combat_pos,overall_mode,boom_gr[damage_type],how_much,sound_type);
else if(is_town())
boom_space(univ.town.p_loc,overall_mode,boom_gr[damage_type],how_much,sound_type);
else boom_space(univ.town.p_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(univ.party[which_pc].cur_health >= how_much)
univ.party[which_pc].cur_health = univ.party[which_pc].cur_health - how_much;
else if(univ.party[which_pc].cur_health > 0)
univ.party[which_pc].cur_health = 0;
else // Check if PC can die
if(how_much > 25) {
sprintf ((char *) c_line, " %s is obliterated. ",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
kill_pc(which_pc, eMainStatus::DUST);
}
else {
sprintf ((char *) c_line, " %s is killed.",(char *) univ.party[which_pc].name.c_str());
add_string_to_buf((char *) c_line);
kill_pc(which_pc,eMainStatus::DEAD);
}
if(univ.party[which_pc].cur_health == 0 && univ.party[which_pc].main_status == eMainStatus::ALIVE)
play_sound(3);
put_pc_screen();
return true;
}
void petrify_pc(short which_pc, short strength) {
std::ostringstream create_line;
short r1 = get_ran(1,0,20);
r1 += univ.party[which_pc].level / 4;
r1 += univ.party[which_pc].status[eStatus::BLESS_CURSE];
r1 -= strength;
if(pc_has_abil_equip(which_pc,eItemAbil::PROTECT_FROM_PETRIFY) < 24)
r1 = 20;
if(r1 > 14) {
create_line << " " << univ.party[which_pc].name << "resists.";
} else {
create_line << " " << univ.party[which_pc].name << "is turned to stone.";
kill_pc(which_pc,eMainStatus::STONE);
}
add_string_to_buf(create_line.str());
}
void kill_pc(short which_pc,eMainStatus type) {
short i = 24;
bool dummy,no_save = false;
location item_loc;
if(isSplit(type)) {
type -= eMainStatus::SPLIT;
no_save = true;
}
if(type != eMainStatus::STONE)
i = pc_has_abil_equip(which_pc,eItemAbil::LIFE_SAVING);
if(!no_save && type != eMainStatus::ABSENT && univ.party[which_pc].skills[eSkill::LUCK] > 0 &&
get_ran(1,1,100) < hit_chance[univ.party[which_pc].skills[eSkill::LUCK]]) {
add_string_to_buf(" But you luck out! ");
univ.party[which_pc].cur_health = 0;
}
else if(i == 24 || type == eMainStatus::ABSENT) {
if(combat_active_pc == which_pc)
combat_active_pc = 6;
for(i = 0; i < 24; i++)
univ.party[which_pc].equip[i] = false;
item_loc = (overall_mode >= MODE_COMBAT) ? univ.party[which_pc].combat_pos : univ.town.p_loc;
if(type == eMainStatus::DEAD)
univ.town.set_lg_blood(item_loc.x,item_loc.y,true);
else if(type == eMainStatus::DUST)
univ.town.set_ash(item_loc.x,item_loc.y,true);
if(overall_mode != MODE_OUTDOORS)
for(i = 0; i < 24; i++)
if(univ.party[which_pc].items[i].variety != eItemType::NO_ITEM) {
dummy = place_item(univ.party[which_pc].items[i],item_loc,true);
univ.party[which_pc].items[i].variety = eItemType::NO_ITEM;
}
if(type == eMainStatus::DEAD || type == eMainStatus::DUST)
play_sound(21);
univ.party[which_pc].main_status = type;
univ.party[which_pc].ap = 0;
}
else {
add_string_to_buf(" Life saved! ");
take_item(which_pc,i);
heal_pc(which_pc,200);
}
if(univ.party[current_pc].main_status != eMainStatus::ALIVE)
current_pc = first_active_pc();
put_pc_screen();
set_stat_window(current_pc);
}
void set_pc_moves() {
short i,r,i_level;
for(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;
r = get_encumberance(i);
univ.party[i].ap = minmax(1,8,univ.party[i].ap - (r / 3));
if((i_level = get_prot_level(i,eItemAbil::SPEED)) > 0)
univ.party[i].ap += i_level / 7 + 1;
if((i_level = get_prot_level(i,eItemAbil::SLOW_WEARER)) > 0)
univ.party[i].ap -= i_level / 5;
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) {
sprintf((char *) c_line,"%s must clean webs.",univ.party[i].name.c_str());
add_string_to_buf((char *) c_line);
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.party[current_pc].ap = max(0,univ.party[current_pc].ap - num);
}
short trait_present(eTrait which_trait) {
short i,ret = 0;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].traits[which_trait] > 0)
ret += 1;
return ret;
}
short race_present(eRace which_race) {
short i,ret = 0;
for(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() {
// TODO: Add contional statement to choose between these
// (Probably requires something added to terrain types to specify that it's cave/surface wilderness.)
return trait_present(eTrait::CAVE_LORE); // Cave Lore
return trait_present(eTrait::WOODSMAN); // Woodsman
}
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;
}