Files
oboe/osx/boe.items.cpp
Celtic Minstrel dae9ddb50b Little tweaks and stuff
- New file extension .boes for scenarios - intent is to use this for the new scenario format
- Turn on auto-enable for Application menu in the game (otherwise the Show/Hide options don't grey out correctly)
- Fix PC graphics not appearing in PC editor
2014-04-16 22:58:35 -04:00

1451 lines
41 KiB
C++

#include <cstdio>
#include <cstring>
//#include "item.h"
#include "boe.global.h"
#include "classes.h"
#include "boe.graphics.h"
#include "boe.text.h"
#include "boe.items.h"
#include "boe.party.h"
#include "boe.fields.h"
#include "boe.locutils.h"
#include "boe.newgraph.h"
#include "boe.itemdata.h"
#include "boe.infodlg.h"
#include "soundtool.h"
#include "boe.monster.h"
#include "boe.main.h"
#include "graphtool.h"
#include "mathutil.h"
#include "dlogutil.h"
#include "restypes.hpp"
#include "message.h"
#include <array>
#include <boost/lexical_cast.hpp>
#include "cursors.h"
#include "winutil.h"
extern short stat_window,which_combat_type,current_pc;
extern eGameMode overall_mode;
//extern party_record_type party;
//extern current_town_type univ.town;
//extern town_item_list univ.town.items;
extern sf::RenderWindow mainPtr;
extern bool boom_anim_active;
extern RECT d_rects[80];
extern short d_rect_index[80];
//extern big_tr_type t_d;
extern location pc_pos[6];
//extern CursHandle sword_curs;
extern bool map_visible,diff_depth_ok;
extern sf::RenderWindow mini_map;
//extern short town_size[3];
extern short town_type;
extern sf::Texture pc_gworld;
extern cScenario scenario;
extern cUniverse univ;
////
bool equippable[26] = {
false,true,true,false,true, true,true,false,false,false,
true,false,true,true,true, true,true,true,true,true,
false,false,true,true,true,true};
short num_hands_to_use[26] = {0,1,2,0,0, 0,0,0,0,0 ,0,0,1,0,0, 0,1,0,0,0, 0,0,0,0,0, 0};
short num_that_can_equip[26] = {0,2,1,0,1, 1,1,0,0,0, 1,0,1,1,1, 1,1,1,2,1, 0,0,1,1,1, 1};
// For following, if an item of type n is equipped, no other items of type n can be equipped,
// if n > 0
short excluding_types[26] = {0,0,0,0,2, 1,1,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,2,1, 2};
short selected,item_max = 0;
short first_item_shown,store_get_mode,current_getting_pc,store_pcnum,total_items_gettable; // these 5 used for get items dialog
short item_array[130]; // NUM_TOWN_ITEMS + a bit
void sort_pc_items(short pc_num)
{
cItemRec store_item;
////
short item_priority[26] = {20,8,8,20,9, 9,3,2,1,0, 7,20,10,10,10, 10,10,10,5,6, 4,11,12,9,9, 9};
bool no_swaps = false,store_equip;
short i;
while (no_swaps == false) {
no_swaps = true;
for (i = 0; i < 23; i++)
if (item_priority[univ.party[pc_num].items[i + 1].variety] <
item_priority[univ.party[pc_num].items[i].variety]) {
no_swaps = false;
store_item = univ.party[pc_num].items[i + 1];
univ.party[pc_num].items[i + 1] = univ.party[pc_num].items[i];
univ.party[pc_num].items[i] = store_item;
store_equip = univ.party[pc_num].equip[i + 1];
univ.party[pc_num].equip[i + 1] = univ.party[pc_num].equip[i];
univ.party[pc_num].equip[i] = store_equip;
if (univ.party[pc_num].weap_poisoned == i + 1)
univ.party[pc_num].weap_poisoned--;
else if (univ.party[pc_num].weap_poisoned == i)
univ.party[pc_num].weap_poisoned++;
}
}
}
bool give_to_party(cItemRec item, short print_result) {
short i = 0;
while (i < 6) {
if (give_to_pc(i,item,print_result))
return true;
i++;
}
return false;
}
////
bool give_to_pc(short pc_num,cItemRec item,short print_result)
{
short free_space;
char announce_string[60];
if (item.variety == 0)
return true;
if (item.variety == 3) {
univ.party.gold += item.item_level;
ASB("You get some gold.");
return true;
}
if (item.variety == 11) {
univ.party.food += item.item_level;
ASB("You get some food.");
return true;
}
if (item.item_weight() >
amount_pc_can_carry(pc_num) - pc_carry_weight(pc_num)) {
if (print_result == true) {
// TODO: Play an error sound here
ASB("Item too heavy to carry.");
}
return false;
}
free_space = pc_has_space(pc_num);
if ((free_space == 24) || (univ.party[pc_num].main_status != 1))
return false;
else {
item.property = false;
item.contained = false;
univ.party[pc_num].items[free_space] = item;
if (print_result == 1) {
if (stat_window == pc_num)
put_item_screen(stat_window,0);
}
if(overall_mode != MODE_STARTUP) {
if (!item.ident)
sprintf((char *) announce_string," %s gets %s.",univ.party[pc_num].name.c_str(),item.name.c_str());
else sprintf((char *) announce_string," %s gets %s.",univ.party[pc_num].name.c_str(),item.full_name.c_str());
if (print_result == true)
add_string_to_buf((char *)announce_string);
}
combine_things(pc_num);
sort_pc_items(pc_num);
return true;
}
return false;
}
bool forced_give(short item_num,eItemAbil abil) ////
// if abil > 0, force abil, else ignore
{
short i,j;
cItemRec item;
char announce_string[60];
if ((item_num < 0) || (item_num > 399))
return true;
item = get_stored_item(item_num);
if (abil > ITEM_NO_ABILITY)
item.ability = abil;
for (i = 0; i < 6; i++)
for (j = 0; j < 24; j++)
if ((univ.party[i].main_status == 1) && (univ.party[i].items[j].variety == 0)) {
univ.party[i].items[j] = item;
if (!item.ident)
sprintf((char *) announce_string," %s gets %s.",univ.party[i].name.c_str(),item.name.c_str());
else sprintf((char *) announce_string," %s gets %s.",univ.party[i].name.c_str(),item.full_name.c_str());
add_string_to_buf((char *)announce_string);
combine_things(i);
sort_pc_items(i);
return true;
}
return false;
}
bool GTP(short item_num)
{
cItemRec item;
item = get_stored_item(item_num);
return give_to_party(item,true);
}
bool silent_GTP(short item_num)
{
cItemRec item;
item = get_stored_item(item_num);
return give_to_party(item,false);
}
void give_gold(short amount,bool print_result)////
{
if (amount < 0) return;
univ.party.gold = univ.party.gold + amount;
if (print_result == true)
put_pc_screen();
}
bool take_gold(short amount,bool print_result)
{
if (univ.party.gold < amount)
return false;
univ.party.gold = univ.party.gold - amount;
if (print_result == true)
put_pc_screen();
return true;
}
// returnes equipped protection level of specified abil, or -1 if no such abil is equipped
short get_prot_level(short pc_num,short abil) ////
{
short i = 0;
for (i = 0; i < 24; i++)
if ((univ.party[pc_num].items[i].variety != 0) && (univ.party[pc_num].items[i].ability == abil)
&& (univ.party[pc_num].equip[i] == true))
return univ.party[pc_num].items[i].ability_strength;
return -1;
}
short pc_has_abil_equip(short pc_num,short abil)
{
short i = 0;
while (((univ.party[pc_num].items[i].variety == 0) || (univ.party[pc_num].items[i].ability != abil)
|| (univ.party[pc_num].equip[i] == false)) && (i < 24))
i++;
return i;
}
short pc_has_abil(short pc_num,short abil)
{
short i = 0;
while (((univ.party[pc_num].items[i].variety == 0) || (univ.party[pc_num].items[i].ability != abil)
) && (i < 24))
i++;
return i;
}
bool party_has_abil(short abil)
{
short i;
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if (pc_has_abil(i,abil) < 24)
return true;
return false;
}
bool party_take_abil(short abil)
{
short i,item;
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
if ((item = pc_has_abil(i,abil)) < 24) {
if (univ.party[i].items[item].charges > 1)
univ.party[i].items[item].charges--;
else take_item(i,item);
return true;
}
return false;
}
// returns true is party has item of given item class
// mode - 0 - take one of them, 1 - don't take
bool party_check_class(short item_class,short mode) ////
{
short i,j;
if (item_class == 0)
return false;
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
for (j = 23; j >= 0; j--)
if ((univ.party[i].items[j].variety > 0) && (univ.party[i].items[j].special_class == item_class)) {
if (mode == 0) {
if (univ.party[i].items[j].charges > 1)
univ.party[i].items[j].charges--;
else take_item(i,j);
}
return true;
}
return false;
}
short amount_pc_can_carry(short pc_num)
{
return 100 + (15 * min(univ.party[pc_num].skills[0],20)) + ((univ.party[pc_num].traits[8] == 0) ? 0 : 30)
+ ((univ.party[pc_num].traits[14] == 0) ? 0 : -50);
}
short pc_carry_weight(short pc_num)
{
short i,storage = 0;
bool airy = false,heavy = false;
for (i = 0; i < 24; i++)
if (univ.party[pc_num].items[i].variety > 0) {
storage += univ.party[pc_num].items[i].item_weight();
if (univ.party[pc_num].items[i].ability == 44)
airy = true;
if (univ.party[pc_num].items[i].ability == 45)
heavy = true;
}
if (airy)
storage -= 30;
if (heavy)
storage += 30;
if (storage < 0)
storage = 0;
return storage;
}
void give_food(short amount,bool print_result)////
{
if (amount < 0) return;
univ.party.food = univ.party.food + amount;
if (print_result == true)
put_pc_screen();
}
short take_food(short amount,bool print_result)
{
short diff;
diff = amount - univ.party.food;
if (diff > 0) {
univ.party.food = 0;
if (print_result == true)
put_pc_screen();
return diff;
}
univ.party.food = univ.party.food - amount;
if (print_result == true)
put_pc_screen();
return 0;
}
short pc_has_space(short pc_num)
{
short i = 0;
while (i < 24) {
if (univ.party[pc_num].items[i].variety == 0)
return i;
i++;
}
return 24;
}
// returns 1 if OK, 2 if no room, 3 if not enough cash, 4 if too heavy, 5 if too many of item
// Made specials cases for if item is gold or food
short pc_ok_to_buy(short pc_num,short cost,cItemRec item) ////
{
short i;
if ((item.variety != 3) && (item.variety != 11)) {
for (i = 0; i < 24; i++)
if ((univ.party[pc_num].items[i].variety > 0) && (univ.party[pc_num].items[i].type_flag == item.type_flag)
&& (univ.party[pc_num].items[i].charges > 123))
return 5;
if (pc_has_space(pc_num) == 24)
return 2;
if (item.item_weight() >
amount_pc_can_carry(pc_num) - pc_carry_weight(pc_num)) {
return 4;
}
}
if (take_gold(cost,false) == false)
return 3;
return 1;
}
void take_item(short pc_num,short which_item)
//short pc_num,which_item; // if which_item > 30, don't update stat win, item is which_item - 30
{
short i;
bool do_print = true;
if (which_item >= 30) {
do_print = false;
which_item -= 30;
}
if ((univ.party[pc_num].weap_poisoned == which_item) && (univ.party[pc_num].status[0] > 0)) {
add_string_to_buf(" Poison lost. ");
univ.party[pc_num].status[0] = 0;
}
if ((univ.party[pc_num].weap_poisoned > which_item) && (univ.party[pc_num].status[0] > 0))
univ.party[pc_num].weap_poisoned--;
for (i = which_item; i < 23; i++) {
univ.party[pc_num].items[i] = univ.party[pc_num].items[i + 1];
univ.party[pc_num].equip[i] = univ.party[pc_num].equip[i + 1];
}
univ.party[pc_num].items[23] = cItemRec();
univ.party[pc_num].equip[23] = false;
if ((stat_window == pc_num) && (do_print == true))
put_item_screen(stat_window,1);
}
void remove_charge(short pc_num,short which_item)
{
if (univ.party[pc_num].items[which_item].charges > 0) {
univ.party[pc_num].items[which_item].charges--;
if (univ.party[pc_num].items[which_item].charges == 0) {
take_item(pc_num,which_item);
}
}
if (stat_window == pc_num)
put_item_screen(stat_window,1);
}
void enchant_weapon(short pc_num,short item_hit,short enchant_type,short new_val)
{
char store_name[60];
////
if (univ.party[pc_num].items[item_hit].magic ||
(univ.party[pc_num].items[item_hit].ability != 0))
return;
univ.party[pc_num].items[item_hit].magic = true;
univ.party[pc_num].items[item_hit].enchanted = true;
switch (enchant_type) {
case 0:
sprintf((char *)store_name,"%s (+1)",univ.party[pc_num].items[item_hit].full_name.c_str());
univ.party[pc_num].items[item_hit].bonus++;
univ.party[pc_num].items[item_hit].value = new_val;
break;
case 1:
sprintf((char *)store_name,"%s (+2)",univ.party[pc_num].items[item_hit].full_name.c_str());
univ.party[pc_num].items[item_hit].bonus += 2;
univ.party[pc_num].items[item_hit].value = new_val;
break;
case 2:
sprintf((char *)store_name,"%s (+3)",univ.party[pc_num].items[item_hit].full_name.c_str());
univ.party[pc_num].items[item_hit].bonus += 3;
univ.party[pc_num].items[item_hit].value = new_val;
break;
case 3:
sprintf((char *)store_name,"%s (F)",univ.party[pc_num].items[item_hit].full_name.c_str());
univ.party[pc_num].items[item_hit].ability = ITEM_SPELL_FLAME;
univ.party[pc_num].items[item_hit].ability_strength = 5;
univ.party[pc_num].items[item_hit].charges = 8;
break;
case 4:
sprintf((char *)store_name,"%s (F!)",univ.party[pc_num].items[item_hit].full_name.c_str());
univ.party[pc_num].items[item_hit].value = new_val;
univ.party[pc_num].items[item_hit].ability = ITEM_FLAMING_WEAPON;
univ.party[pc_num].items[item_hit].ability_strength = 5;
break;
case 5:
sprintf((char *)store_name,"%s (+5)",univ.party[pc_num].items[item_hit].full_name.c_str());
univ.party[pc_num].items[item_hit].value = new_val;
univ.party[pc_num].items[item_hit].bonus += 5;
break;
case 6:
sprintf((char *)store_name,"%s (B)",univ.party[pc_num].items[item_hit].full_name.c_str());
univ.party[pc_num].items[item_hit].bonus++;
univ.party[pc_num].items[item_hit].ability = ITEM_BLESS_CURSE;
univ.party[pc_num].items[item_hit].ability_strength = 5;
univ.party[pc_num].items[item_hit].magic_use_type = 0;
univ.party[pc_num].items[item_hit].charges = 8;
break;
default:
strcpy(store_name,univ.party[pc_num].items[item_hit].full_name.c_str());
break;
}
if (univ.party[pc_num].items[item_hit].value > 15000)
univ.party[pc_num].items[item_hit].value = 15000;
if (univ.party[pc_num].items[item_hit].value < 0)
univ.party[pc_num].items[item_hit].value = 15000;
univ.party[pc_num].items[item_hit].full_name = store_name;
}
void equip_item(short pc_num,short item_num)
{
short num_equipped_of_this_type = 0;
short num_hands_occupied = 0;
short i;
short equip_item_type = 0;
if ((overall_mode == MODE_COMBAT) && (univ.party[pc_num].items[item_num].variety == 11))
add_string_to_buf("Equip: Not in combat");
else {
// unequip
if (univ.party[pc_num].equip[item_num] == true) {
if (univ.party[pc_num].equip[item_num] && univ.party[pc_num].items[item_num].cursed)
add_string_to_buf("Equip: Item is cursed. ");
else {
univ.party[pc_num].equip[item_num] = false;
add_string_to_buf("Equip: Unequipped");
if ((univ.party[pc_num].weap_poisoned == item_num) && (univ.party[pc_num].status[0] > 0)) {
add_string_to_buf(" Poison lost. ");
univ.party[pc_num].status[0] = 0;
}
}
}
else { // equip
if (equippable[univ.party[pc_num].items[item_num].variety] == false)
add_string_to_buf("Equip: Can't equip this item.");
else {
for (i = 0; i < 24; i++)
if (univ.party[pc_num].equip[i] == true) {
if (univ.party[pc_num].items[i].variety == univ.party[pc_num].items[item_num].variety)
num_equipped_of_this_type++;
num_hands_occupied = num_hands_occupied + num_hands_to_use[univ.party[pc_num].items[i].variety];
}
equip_item_type = excluding_types[univ.party[pc_num].items[item_num].variety];
// Now if missile is already equipped, no more missiles
if (equip_item_type > 0) {
for (i = 0; i < 24; i++)
if ((univ.party[pc_num].equip[i] == true) && (excluding_types[univ.party[pc_num].items[i].variety] == equip_item_type)) {
add_string_to_buf("Equip: You have something of");
add_string_to_buf(" this type equipped.");
return;
}
}
if ((is_combat()) && (univ.party[pc_num].items[item_num].variety == 13))
add_string_to_buf("Equip: Not armor in combat");
else if ((2 - num_hands_occupied) < num_hands_to_use[univ.party[pc_num].items[item_num].variety])
add_string_to_buf("Equip: Not enough free hands");
else if (num_that_can_equip[univ.party[pc_num].items[item_num].variety] <= num_equipped_of_this_type)
add_string_to_buf("Equip: Can't equip another");
else {
univ.party[pc_num].equip[item_num] = true;
add_string_to_buf("Equip: OK");
}
}
}
}
if (stat_window == pc_num)
put_item_screen(stat_window,1);
}
void drop_item(short pc_num,short item_num,location where_drop)
{
std::string choice;
short how_many = 0;
cItemRec item_store;
bool take_given_item = true;
location loc;
item_store = univ.party[pc_num].items[item_num];
if (univ.party[pc_num].equip[item_num] && univ.party[pc_num].items[item_num].cursed)
add_string_to_buf("Drop: Item is cursed. ");
else switch (overall_mode) {
case MODE_OUTDOORS:
choice = cChoiceDlog("drop-item-confirm.xml",{"okay","cancel"}).show();
if (choice == "cancel")
return;
add_string_to_buf("Drop: OK");
if ((item_store.type_flag > 0) && (item_store.charges > 1)) {
how_many = get_num_of_items(item_store.charges);
if (how_many == item_store.charges)
take_item(pc_num,item_num);
else univ.party[pc_num].items[item_num].charges -= how_many;
}
else take_item(pc_num,item_num);
break;
case MODE_DROP_TOWN: case MODE_DROP_COMBAT:
loc = where_drop;
if ((item_store.type_flag > 0) && (item_store.charges > 1)) {
how_many = get_num_of_items(item_store.charges);
if (how_many <= 0)
return;
if (how_many < item_store.charges)
take_given_item = false;
item_store.charges = how_many;
}
if (is_container(loc) == true)
item_store.contained = true;
if (!place_item(item_store,loc,false)) {
add_string_to_buf("Drop: Too many items on ground");
item_store.contained = false;
}
else {
if (item_store.contained)
add_string_to_buf("Drop: Item put away");
else add_string_to_buf("Drop: OK");
univ.party[pc_num].items[item_num].charges -= how_many;
if (take_given_item)
take_item(pc_num,item_num);
}
break;
default: //should never be reached
break;
}
}
bool place_item(cItemRec item,location where,bool forced)
{
short i;
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (univ.town.items[i].variety == 0) {
univ.town.items[i] = item;
univ.town.items[i].item_loc = where;
reset_item_max();
return true;
}
if (forced == false)
return false;
destroy_an_item();
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (univ.town.items[i].variety == 0) {
univ.town.items[i] = item;
univ.town.items[i].item_loc = where;
reset_item_max();
return true;
}
return true;
}
void destroy_an_item()
{
short i;
ASB("Too many items. Some item destroyed.");
// for (i = 0; i < NUM_TOWN_ITEMS; i++)
// if (univ.town.items[i].type_flag == 15) {
// univ.town.items[i].variety = ITEM_TYPE_NO_ITEM;
// return;
// }
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (univ.town.items[i].value < 3) {
univ.town.items[i].variety = ITEM_TYPE_NO_ITEM;
return;
}
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (univ.town.items[i].value < 30) {
univ.town.items[i].variety = ITEM_TYPE_NO_ITEM;
return;
}
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (!univ.town.items[i].magic) {
univ.town.items[i].variety = ITEM_TYPE_NO_ITEM;
return;
}
i = get_ran(1,0,NUM_TOWN_ITEMS);
univ.town.items[i].variety = ITEM_TYPE_NO_ITEM;
}
void give_thing(short pc_num, short item_num)
{
short who_to,how_many = 0;
cItemRec item_store;
bool take_given_item = true;
if (univ.party[pc_num].equip[item_num] && univ.party[pc_num].items[item_num].cursed)
add_string_to_buf("Give: Item is cursed. ");
else {
item_store = univ.party[pc_num].items[item_num];
who_to = char_select_pc(1,1,"Give item to who?");
if ((overall_mode == MODE_COMBAT) && (adjacent(pc_pos[pc_num],pc_pos[who_to]) == false)) {
add_string_to_buf("Give: Must be adjacent.");
who_to = 6;
}
if ((who_to < 6) && (who_to != pc_num)
&& ((overall_mode != MODE_COMBAT) || (adjacent(pc_pos[pc_num],pc_pos[who_to]) == true))) {
if ((item_store.type_flag > 0) && (item_store.charges > 1)) {
how_many = get_num_of_items(item_store.charges);
if (how_many == 0)
return;
if (how_many < item_store.charges)
take_given_item = false;
univ.party[pc_num].items[item_num].charges -= how_many;
item_store.charges = how_many;
}
if (give_to_pc(who_to,item_store,0) == true) {
if (take_given_item)
take_item(pc_num,item_num);
}
else {
if (pc_has_space(who_to) == 24)
ASB("Can't give: PC has max. # of items.");
else ASB("Can't give: PC carrying too much.");
if (how_many > 0)
univ.party[pc_num].items[item_num].charges += how_many;
}
}
}
}
void combine_things(short pc_num)
{
short i,j,test;
for (i = 0; i < 24; i++) {
if ((univ.party[pc_num].items[i].variety > 0) &&
(univ.party[pc_num].items[i].type_flag > 0) && (univ.party[pc_num].items[i].ident)) {
for (j = i + 1; j < 24; j++)
if ((univ.party[pc_num].items[j].variety > 0) &&
(univ.party[pc_num].items[j].type_flag == univ.party[pc_num].items[i].type_flag)
&& (univ.party[pc_num].items[j].ident)) {
add_string_to_buf("(items combined)");
test = (short) (univ.party[pc_num].items[i].charges) + (short) (univ.party[pc_num].items[j].charges);
if (test > 125) {
univ.party[pc_num].items[i].charges = 125;
ASB("(Can have at most 125 of any item.");
}
else univ.party[pc_num].items[i].charges += univ.party[pc_num].items[j].charges;
if (univ.party[pc_num].equip[j] == true) {
univ.party[pc_num].equip[i] = true;
univ.party[pc_num].equip[j] = false;
}
take_item(pc_num,30 + j);
}
}
if ((univ.party[pc_num].items[i].variety > 0) && (univ.party[pc_num].items[i].charges < 0))
univ.party[pc_num].items[i].charges = 1;
}
}
// Procedure only ready for town and outdoor
short dist_from_party(location where)
{
short store = 1000, i;
if ((overall_mode >= MODE_COMBAT) && (overall_mode < MODE_TALKING)) {
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
store = min(store,dist(pc_pos[i],where));
}
else store = dist(univ.town.p_loc,where);
return store;
}
// TODO: I have no idea what is going on here, other than that it seems to have something to do items being picked up in town
void set_item_flag(cItemRec *item)
{
if ((item->is_special > 0) && (item->is_special < 65)) {
item->is_special--;
univ.party.item_taken[univ.town.num][item->is_special / 8] =
univ.party.item_taken[univ.town.num][item->is_special / 8] | s_pow(2,item->is_special % 8);
item->is_special = 0;
}
}
short get_item(location place,short pc_num,bool check_container)
//short pc_num; // if 6, any
{
short i,taken = 0;
bool item_near = false;
short mass_get = 1;
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].attitude == 1)
&& (can_see(place,univ.town.monst[i].cur_loc,0) < 5))
mass_get = 0;
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (univ.town.items[i].variety != 0)
if (((adjacent(place,univ.town.items[i].item_loc) == true) ||
((mass_get == 1) && (check_container == false) &&
((dist(place,univ.town.items[i].item_loc) <= 4) || ((is_combat()) && (which_combat_type == 0)))
&& (can_see(place,univ.town.items[i].item_loc,0) < 5)))
&& ((!univ.town.items[i].contained) || (check_container == true))) {
taken = 1;
if (univ.town.items[i].value < 2)
univ.town.items[i].ident = true;
item_near = true;
}
if (item_near == true)
if (display_item(place,pc_num,mass_get,check_container) > 0) { // if true, there was a theft
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].attitude % 2 != 1)
&& (can_see(place,univ.town.monst[i].cur_loc,0) < 5)) {
make_town_hostile();
i = univ.town->max_monst();
add_string_to_buf("Your crime was seen!");
}
}
if (pc_num != 10) {
if (taken == 0)
add_string_to_buf("Get: nothing here");
else add_string_to_buf("Get: OK");
}
reset_item_max();
return taken;
}
void make_town_hostile()
{
short i,num;
bool fry_party = false;
if (which_combat_type == 0)
return;
give_help(53,0);
univ.town.monst.friendly = 1;
////
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst[i].active > 0) && (univ.town.monst[i].summoned == 0)){
univ.town.monst[i].attitude = 1;
num = univ.town.monst[i].number;
univ.town.monst[i].mobility = 1;
if (scenario.scen_monsters[num].spec_skill == 37) {
univ.town.monst[i].active = 2;
// If a town, give pwoer boost
univ.town.monst[i].health *= 3;
univ.town.monst[i].status[3] = 8;
univ.town.monst[i].status[1] = 8;
}
}
// In some towns, doin' this'll getcha' killed.
//// wedge in special
if (fry_party == true) {
for (i = 0; i < 6; i++)
if (univ.party[i].main_status > MAIN_STATUS_ABSENT)
univ.party[i].main_status = MAIN_STATUS_ABSENT;
stat_window = 6;
boom_anim_active = false;
}
}
static void put_item_graphics(cDialog& me)
{
short i,storage;
cItemRec item;
char message[256];
// First make sure all arrays for who can get stuff are in order.
if ((current_getting_pc < 6) && ((univ.party[current_getting_pc].main_status != 1)
|| (pc_has_space(current_getting_pc) == 24))) {
current_getting_pc = 6;
}
for (i = 0; i < 6; i++) {
std::ostringstream sout;
sout << "pc" << i + 1;
std::string id = sout.str();
if ((univ.party[i].main_status == 1) && (pc_has_space(i) < 24)
&& ((!is_combat()) || (current_pc == i))) {
if (current_getting_pc == 6)
current_getting_pc = i;
me[id].show();
} else {
me[id].hide();
sout << "-g";
me[sout.str()].hide();
}
if(current_getting_pc == i)
me.addLabelFor(id, "* ", LABEL_LEFT, 7, true);
else me.addLabelFor(id," ", LABEL_LEFT, 7, true);
}
// darken arrows, as appropriate
if (first_item_shown == 0)
me["up"].hide();
else me["up"].show();
if ((first_item_shown > total_items_gettable - 7) ||
(total_items_gettable <= 8) )
me["down"].hide();
else me["down"].show();
for (i = 0; i < 8; i++) {
std::ostringstream sout;
sout << "item" << i + 1;
std::string pict = sout.str() + "-g", name = sout.str() + "-name";
std::string detail = sout.str() + "-detail", weight = sout.str() + "-weight";
if (item_array[i + first_item_shown] != 200) { // display an item in window
me[pict].show();
item = univ.town.items[item_array[i + first_item_shown]];
me[name].setText(item.ident ? item.full_name : item.name);
// TODO: Party sheet items
cPict& pic = dynamic_cast<cPict&>(me[pict]);
if(item.graphic_num >= 1000)
pic.setPict(item.graphic_num - 1000, PIC_CUSTOM_ITEM);
else pic.setPict(item.graphic_num, PIC_ITEM);
// TODO: This code is currently kept here for reference to the changed numbers. It can be removed after verifying it works correctly.
#if 0
if (item.graphic_num >= 1000) // was 150
csp(987,20 + i * 4,/*3000 + 2000 + */item.graphic_num - 1000,PICT_CUSTOM + PICT_ITEM);
else csp(987,20 + i * 4,/*4800 + */item.graphic_num,PICT_ITEM);
#endif
get_item_interesting_string(item,(char *) message);
me[detail].setText(message);
storage = item.item_weight();
sprintf ((char *) message, "Weight: %d",storage);
me[weight].setText(message);
} else { // erase the spot
me[pict].hide();
me[name].setText("");
me[detail].setText("");
me[weight].setText("");
}
}
if (current_getting_pc < 6) {
i = amount_pc_can_carry(current_getting_pc);
storage = pc_carry_weight(current_getting_pc);
sprintf ((char *) message, "%s is carrying %d out of %d.",univ.party[current_getting_pc].name.c_str(),storage,i);
me["prompt"].setText(message);
}
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1) {
std::ostringstream sout;
sout << "pc" << i + 1 << "-g";
dynamic_cast<cPict&>(me[sout.str()]).setPict(univ.party[i].which_graphic);
}
}
static bool display_item_event_filter(cDialog& me, std::string id, eKeyMod mods)
{
cItemRec item;
if(id == "done") {
me.toast();
} else if(id == "up") {
if(first_item_shown > 0) {
first_item_shown -= 8;
put_item_graphics(me);
}
} else if(id == "down") {
// TODO: This 116 is a magic number, and a limit to be removed
if (first_item_shown < 116) {
first_item_shown += 8;
put_item_graphics(me);
}
} else if(id.substr(0,2) == "pc") {
current_getting_pc = id[2] - '1';
put_item_graphics(me);
} else {
if(current_getting_pc == 6) return true;
short item_hit;
item_hit = id[4] - '1';
item_hit += first_item_shown;
if(item_array[item_hit] >= NUM_TOWN_ITEMS)
return true;
item = univ.town.items[item_array[item_hit]];
if(item.property) {
if(me.getResult<bool>()) {
std::string choice = cChoiceDlog("steal-item.xml",{"steal","leave"}).show();
if(choice == "leave") return true;
me.setResult(true);
}
item.property = false;
}
if(univ.town.items[item_array[item_hit]].variety == 3) {
if(univ.town.items[item_array[item_hit]].item_level > 3000)
univ.town.items[item_array[item_hit]].item_level = 3000;
set_item_flag(&item);
give_gold(univ.town.items[item_array[item_hit]].item_level,false);
play_sound(39); // formerly force_play_sound
} else if(univ.town.items[item_array[item_hit]].variety == 11) {
give_food(univ.town.items[item_array[item_hit]].item_level,false);
set_item_flag(&item);
set_item_flag(&univ.town.items[item_array[item_hit]]);
play_sound(62); // formerly force_play_sound
} else {
if(item.item_weight() > amount_pc_can_carry(current_getting_pc) - pc_carry_weight(current_getting_pc)) {
// TODO: Play an error sound here
me["prompt"].setText("It's too heavy to carry.");
give_help(38,0,me);
return true;
}
set_item_flag(&item);
play_sound(0); // formerly force_play_sound
give_to_pc(current_getting_pc, item, 0);////
}
univ.town.items[item_array[item_hit]] = cItemRec();
for(short i = item_hit; i < 125; i++)
item_array[i] = item_array[i + 1];
total_items_gettable--;
put_item_graphics(me);
}
return true;
}
// TODO: Move this to a more appropriate place
bool pc_gworld_loaded = false;
// Returns true is a theft committed
bool display_item(location from_loc,short pc_num,short mode, bool check_container)
//pc_num; // < 6 - this pc only 6 - any pc
//short mode; // 0 - adjacent 1 - all in sight
{
short i,array_position = 0;
make_cursor_sword();
first_item_shown = 0;
store_get_mode = mode;
current_getting_pc = current_pc;
store_pcnum = pc_num;
for (i = 0; i < 130; i++)
item_array[i] = 200;
total_items_gettable = 0;
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (univ.town.items[i].variety != 0) {
if (((adjacent(from_loc,univ.town.items[i].item_loc) == true) ||
((mode == 1) && (check_container == false) &&
((dist(from_loc,univ.town.items[i].item_loc) <= 4) || ((is_combat()) && (which_combat_type == 0)))
&& (can_see(from_loc,univ.town.items[i].item_loc,0) < 5))) &&
(univ.town.items[i].contained == check_container) &&
((!check_container) || (univ.town.items[i].item_loc == from_loc))) {
item_array[array_position] = i;
array_position++;
total_items_gettable++;
}
}
if (!pc_gworld_loaded)
pc_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("pcs"));
cDialog itemDialog("get-items.xml");
itemDialog.attachClickHandlers(display_item_event_filter, {"done", "up", "down"});
itemDialog.attachClickHandlers(display_item_event_filter, {"pc1", "pc2", "pc3", "pc4", "pc5", "pc6"});
itemDialog.setResult(false);
cTextMsg& title = dynamic_cast<cTextMsg&>(itemDialog["title"]);
if(check_container == true)
title.setText("Looking in container:");
else if(mode == 0)
title.setText("Getting all adjacent items:");
else title.setText("Getting all nearby items:");
for(i = 1; i <= 8; i++) {
std::ostringstream sout;
sout << "item" << i << "-key";
itemDialog[sout.str()].attachKey({false, static_cast<unsigned char>('`' + i), mod_none});
itemDialog[sout.str()].attachClickHandler(display_item_event_filter);
}
put_item_graphics(itemDialog);
if (univ.party.help_received[36] == 0) {
// TODO: Not sure if I need to an initial draw
// cd_initial_draw(987);
give_help(36,37,itemDialog);
}
itemDialog.run();
put_item_screen(stat_window,0);
put_pc_screen();
return itemDialog.getResult<bool>();
}
//void fancy_choice_dialog_event_filter (short item_hit)
//{
// toast_dialog();
// dialog_answer = item_hit;
//}
short custom_choice_dialog(std::array<std::string, 6>& strs,short pic_num,ePicType pic_type,std::array<short, 3>& buttons) ////
{
make_cursor_sword();
std::vector<std::string> vec;
std::copy(strs.begin(), strs.end(), std::inserter(vec, vec.begin()));
cThreeChoice customDialog(vec, buttons, pic_num, pic_type);
std::string item_hit = customDialog.show();
for(int i = 0; i < 3; i++) {
cBasicButtonType& btn = basic_buttons[available_btns[i]];
if(btn && item_hit == btn->label)
return i;
}
return -1;
}
//short fancy_choice_dialog(short which_dlog,short parent)
//// ignore parent in Mac version
//{
// short item_hit,i,store_dialog_answer,err;
//
// store_dialog_answer = dialog_answer;
// make_cursor_sword();
//
// err = cd_create_dialog_parent_num(which_dlog,parent);
// if(err != 0)
// printf("Error %i while creating dialog %i.\n",err,which_dlog);
//
// if (which_dlog == 1062) {
// //i = get_ran(1,0,12);
// //get_str(temp_str,11,10 + i);
// //csit(1062,10,(char *) temp_str);
// }
//
// item_hit = cd_run_dialog();
// cd_kill_dialog(which_dlog,0);
//
// if (parent < 2) {
// SetPort(GetWindowPort(mainPtr));
// BeginUpdate(mainPtr);
// if (in_startup_mode == false)
// refresh_screen(0);
// else draw_startup(0);
// EndUpdate(mainPtr);
// }
// i = dialog_answer;
// dialog_answer = store_dialog_answer;
//
// return i;
//}
static bool get_num_of_items_event_filter(cDialog& me, std::string item_hit, eKeyMod mods)
{
me.setResult<int>(me["number"].getTextAsNum());
return true;
}
short get_num_of_items(short max_num)
//town_num; // Will be 0 - 200 for town, 200 - 290 for outdoors
//short sign_type; // terrain type
{
char sign_text[256];
make_cursor_sword();
cDialog numPanel("get-num.xml");
numPanel.attachClickHandlers(get_num_of_items_event_filter, {"okay"});
sprintf((char *) sign_text,"How many? (0-%d) ",max_num);
numPanel["prompt"].setText(sign_text);
numPanel["number"].setTextToNum(max_num);
numPanel.run();
return minmax(0,max_num,numPanel.getResult<int>());
}
void init_mini_map() {
// TODO: I'm not sure if the bounds in the DLOG resource included the titlebar height; perhaps the actual height should be a little less
mini_map.create(sf::VideoMode(296,277), "Map", sf::Style::Titlebar | sf::Style::Close);
mini_map.setPosition(sf::Vector2i(52,62));
mini_map.setVisible(false);
setWindowFloating(mini_map, true);
makeFrontWindow(mainPtr);
}
void make_cursor_watch()
{
// TODO: If this doesn't work, which I suspect it won't, add a "custom" watch cursor and use that. Or conclude this isn't even needed.
SetNSCursorWatch();
}
////
void place_glands(location where,m_num_t m_type)
{
cItemRec store_i;
cMonster monst;
monst = scenario.scen_monsters[m_type];
if ((monst.corpse_item >= 0) && (monst.corpse_item < 400) && (get_ran(1,1,100) < monst.corpse_item_chance)) {
store_i = get_stored_item(monst.corpse_item);
place_item(store_i,where,false);
}
}
short party_total_level()
{
short i,j = 0;
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
j += univ.party[i].level;
return j;
}
void reset_item_max()
{
short i;
for (i = 0; i < NUM_TOWN_ITEMS; i++)
if (univ.town.items[i].variety != 0)
item_max = i + 1;
}
short item_val(cItemRec item)
{
if (item.charges == 0)
return item.value;
return item.charges * item.value;
}
//// rewrite
void place_treasure(location where,short level,short loot,short mode)
//short mode; // 0 - normal, 1 - force
{
cItemRec new_item;
short amt,r1,i,j;
// Make these static const because they are never changed.
// Saves them being initialized every time the function is called.
static const short treas_chart[5][6] = {
{0,-1,-1,-1,-1,-1},
{1,-1,-1,-1,-1,-1},
{2,1,1,-1,-1,-1},
{3,2,1,1,-1,-1},
{4,3,2,2,1,1}
};
static const short treas_odds[5][6] = {
{10,0,0,0,0,0},
{50,0,0,0,0,0},
{60,50,40,0,0,0},
{100,90,80,70,0,0},
{100,80,80,75,75,75}
};
static const short id_odds[21] = {
0,10,15,20,25,30,35,
39,43,47,51,55,59,63,
67,71,73,75,77,79,81
};
static const short max_mult[5][10] = {
{0,0,0,0,0,0,0,0,0,1},
{0,0,1,1,1,1,2,3,5,20},
{0,0,1,1,2,2,4,6,10,25},
{5,10,10,10,15,20,40,80,100,100},
{25,25,50,50,50,100,100,100,100,100}
};
static const short min_chart[5][10] = {
{0,0,0,0,0,0,0,0,0,1},
{0,0,0,0,0,0,0,0,5,20},
{0,0,0,0,1,1,5,10,15,40},
{10,10,15,20,20,30,40,50,75,100},
{50,100,100,100,100,200,200,200,200,200}
};
short max,min;
if (loot == 1)
amt = get_ran(2,1,7) + 1;
else amt = loot * (get_ran(1,0,10 + (loot * 6) + (level * 2)) + 5);
if (party_total_level() <= 12)
amt += 1;
if ((party_total_level() <= 60) && (amt > 2))
amt += 2;
if (amt > 3) {
new_item = get_stored_item(0);
new_item.item_level = amt;
r1 = get_ran(1,1,9);
if (((loot > 1) && (r1 < 7)) || ((loot == 1) && (r1 < 5)) || (mode == 1)
|| ((r1 < 6) && (party_total_level() < 30)) || (loot > 2) )
place_item(new_item,where,false);
}
for (j = 0; j < 5; j++) {
r1 = get_ran(1,1,100);
if ((treas_chart[loot][j] >= 0) && (r1 <= treas_odds[loot][j] + luck_total())) {
r1 = get_ran(1,0,9);
min = min_chart[treas_chart[loot][j]][r1];
r1 = get_ran(1,0,9);
max = (min + level + (2 * (loot - 1)) + (luck_total() / 3)) * max_mult[treas_chart[loot][j]][r1];
if (get_ran(1,0,1000) == 500) {
max = 10000;
min = 100;
}
// reality check
if ((loot == 1) && (max > 100) && (get_ran(1,0,8) < 7))
max = 100;
if ((loot == 2) && (max > 200) && (get_ran(1,0,8) < 6))
max = 200;
new_item = return_treasure(treas_chart[loot][j],level,mode);
if ((item_val(new_item) < min) || (item_val(new_item) > max)) {
new_item = return_treasure(treas_chart[loot][j],level,mode);
if ((item_val(new_item) < min) || (item_val(new_item) > max)) {
new_item = return_treasure(treas_chart[loot][j],level,mode);
if (item_val(new_item) > max)
new_item.variety = ITEM_TYPE_NO_ITEM;
}
}
// not many magic items
if (mode == 0) {
if (new_item.magic && (level < 2) && (get_ran(1,0,5) < 3))
new_item.variety = ITEM_TYPE_NO_ITEM;
if (new_item.magic && (level == 2) && (get_ran(1,0,5) < 2))
new_item.variety = ITEM_TYPE_NO_ITEM;
if (new_item.cursed && (get_ran(1,0,5) < 3))
new_item.variety = ITEM_TYPE_NO_ITEM;
}
// if forced, keep dipping until a treasure comes up
if ((mode == 1) && (max >= 20)) {
do new_item = return_treasure(treas_chart[loot][j],level,mode);
while ((new_item.variety == 0) || (item_val(new_item) > max));
}
// Not many cursed items
if (new_item.cursed && (get_ran(1,0,2) == 1))
new_item.variety = ITEM_TYPE_NO_ITEM;
if (new_item.variety != ITEM_TYPE_NO_ITEM) {
for (i = 0; i < 6; i++)
if ((univ.party[i].main_status == 1)
&& (get_ran(1,1,100) < id_odds[univ.party[i].skills[13]]))
new_item.ident = true;
place_item(new_item,where,false);
}
}
}
}
short luck_total()
{
short i = 0;
for (i = 0; i < 6; i++)
if (univ.party[i].main_status == 1)
i += univ.party[i].skills[18];
return i;
}
cItemRec return_treasure(short loot,short level,short mode)
//short mode; // 0 - normal 1 - force
{
cItemRec treas;
static const short which_treas_chart[48] = {
1,1,1,1,1,2,2,2,2,2,
3,3,3,3,3,2,2,2,4,4,
4,4,5,5,5,6,6,6,7,7,
7,8,8,9,9,10,11,12,12,13,
13,14, 9,10,11,9,10,11
};
short r1;
treas.variety = ITEM_TYPE_NO_ITEM;
r1 = get_ran(1,0,41);
if (loot >= 3)
r1 += 3;
if (loot == 4)
r1 += 3;
switch (which_treas_chart[r1]) {
case 1: treas = get_food(); break;
case 2: treas = get_weapon(loot,level); break;
case 3: treas = get_armor(loot,level); break;
case 4: treas = get_shield(loot); break;
case 5: treas = get_helm(loot); break;
case 6: treas = get_missile(loot); break;
case 7: treas = get_potion(loot); break;
case 8: treas = get_scroll(loot); break;
case 9: treas = get_wand(loot); break;
case 10: treas = get_ring(loot); break;
case 11: treas = get_necklace(loot); break;
case 12: treas = get_poison(loot,level); break;
case 13: treas = get_gloves(loot); break;
case 14: treas = get_boots(loot); break;
}
if (treas.variety == 0)
treas.value = 0;
return treas;
}
void refresh_store_items()
{
short i,j;
short loot_index[10] = {1,1,1,1,2,2,2,3,3,4};
for (i = 0; i < 5; i++)
for (j = 0; j < 10; j++) {
univ.party.magic_store_items[i][j] = return_treasure(loot_index[j],7,1);
if ((univ.party.magic_store_items[i][j].variety == 3) ||
(univ.party.magic_store_items[i][j].variety == 11))
univ.party.magic_store_items[i][j] = cItemRec();
univ.party.magic_store_items[i][j].ident = true;
}
}
static bool get_text_response_event_filter(cDialog& me, std::string item_hit, eKeyMod mods)
{
me.toast();
me.setResult(me["response"].getText());
return true;
}
std::string get_text_response(short dlg,short parent_num)
{
make_cursor_sword();
cDialog strPanel("get-response.xml");
strPanel.attachClickHandlers(get_text_response_event_filter, {"okay"});
// FIXME: A sort of hack to change the prompt and graphic if the other text response dialog was requested.
if(dlg == 1017) {
dynamic_cast<cPict&>(strPanel["pic"]).setPict(8);
strPanel["prompt"].setText("Ask about what?");
}
strPanel.run();
// Note: Originally it only changed the first 15 characters.
std::string result = strPanel.getResult<std::string>();
std::transform(result.begin(), result.end(), result.begin(), tolower);
return result;
}