Files
oboe/osx/boe.items.cpp
Niemand f198b4899d Added include guards to all class headers.
Removed unnecessary or potentially harmful compiler flags. 
Added alignment attribute to all old struct members. 
Removed some unused variables. 
Made some switch statements handle all or more cases. 
Removed using declarations in favor of fully qualified names. 
Fixed a couple of assignments in conditionals that should have been comparisons. 
Eliminated linker warnings by restoring default linking of standard libraries. 
Fixed some comparisons between signed and unsigned integers. 

Note: No testing has been done, in particular of old file I/O. This should be checked for regression caused by alteration of old struct definitions. 


git-svn-id: http://openexile.googlecode.com/svn/trunk@63 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-22 03:01:05 +00:00

1654 lines
43 KiB
C++

#include <stdio.h>
#include <string.h>
//#include "item.h"
#include "boe.global.h"
#include "classes.h"
#include "boe.graphics.h"
#include "boe.text.h"
#include "dlgtool.h"
#include "dlgconsts.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 "dlgutil.h"
extern short stat_window,current_cursor,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 WindowPtr mainPtr;
extern bool in_startup_mode,boom_anim_active;
extern Rect d_rects[80];
extern short d_rect_index[80];
//extern pc_record_type ADVEN[6];
//extern big_tr_type t_d;
extern location pc_pos[6];
//extern CursHandle sword_curs;
extern bool modeless_exists[18],diff_depth_ok;
extern short modeless_key[18];
extern DialogPtr modeless_dialogs[18];
//extern short town_size[3];
extern short town_type;
extern short dialog_answer;
extern GWorldPtr pcs_gworld;
extern ModalFilterUPP main_dialog_UPP;
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
char *store_str;
short store_dnum;
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[ADVEN[pc_num].items[i + 1].variety] <
item_priority[ADVEN[pc_num].items[i].variety]) {
no_swaps = false;
store_item = ADVEN[pc_num].items[i + 1];
ADVEN[pc_num].items[i + 1] = ADVEN[pc_num].items[i];
ADVEN[pc_num].items[i] = store_item;
store_equip = ADVEN[pc_num].equip[i + 1];
ADVEN[pc_num].equip[i + 1] = ADVEN[pc_num].equip[i];
ADVEN[pc_num].equip[i] = store_equip;
if (ADVEN[pc_num].weap_poisoned == i + 1)
ADVEN[pc_num].weap_poisoned--;
else if (ADVEN[pc_num].weap_poisoned == i)
ADVEN[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) {
SysBeep(20);
ASB("Item too heavy to carry.");
}
return false;
}
free_space = pc_has_space(pc_num);
if ((free_space == 24) || (ADVEN[pc_num].main_status != 1))
return false;
else {
item.item_properties = item.item_properties & 253; // not property
item.item_properties = item.item_properties & 247; // not contained
ADVEN[pc_num].items[free_space] = item;
if (print_result == 1) {
if (stat_window == pc_num)
put_item_screen(stat_window,0);
}
if (in_startup_mode == false) {
if (item.is_ident() == 0)
sprintf((char *) announce_string," %s gets %s.",ADVEN[pc_num].name.c_str(),item.name.c_str());
else sprintf((char *) announce_string," %s gets %s.",ADVEN[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 ((ADVEN[i].main_status == 1) && (ADVEN[i].items[j].variety == 0)) {
ADVEN[i].items[j] = item;
if (item.is_ident() == 0)
sprintf((char *) announce_string," %s gets %s.",ADVEN[i].name.c_str(),item.name.c_str());
else sprintf((char *) announce_string," %s gets %s.",ADVEN[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 ((ADVEN[pc_num].items[i].variety != 0) && (ADVEN[pc_num].items[i].ability == abil)
&& (ADVEN[pc_num].equip[i] == true))
return ADVEN[pc_num].items[i].ability_strength;
return -1;
}
short pc_has_abil_equip(short pc_num,short abil)
{
short i = 0;
while (((ADVEN[pc_num].items[i].variety == 0) || (ADVEN[pc_num].items[i].ability != abil)
|| (ADVEN[pc_num].equip[i] == false)) && (i < 24))
i++;
return i;
}
short pc_has_abil(short pc_num,short abil)
{
short i = 0;
while (((ADVEN[pc_num].items[i].variety == 0) || (ADVEN[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 (ADVEN[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 (ADVEN[i].main_status == 1)
if ((item = pc_has_abil(i,abil)) < 24) {
if (ADVEN[i].items[item].charges > 1)
ADVEN[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 (ADVEN[i].main_status == 1)
for (j = 23; j >= 0; j--)
if ((ADVEN[i].items[j].variety > 0) && (ADVEN[i].items[j].special_class == item_class)) {
if (mode == 0) {
if (ADVEN[i].items[j].charges > 1)
ADVEN[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(ADVEN[pc_num].skills[0],20)) + ((ADVEN[pc_num].traits[8] == 0) ? 0 : 30)
+ ((ADVEN[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 (ADVEN[pc_num].items[i].variety > 0) {
storage += ADVEN[pc_num].items[i].item_weight();
if (ADVEN[pc_num].items[i].ability == 44)
airy = true;
if (ADVEN[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 (ADVEN[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 ((ADVEN[pc_num].items[i].variety > 0) && (ADVEN[pc_num].items[i].type_flag == item.type_flag)
&& (ADVEN[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 ((ADVEN[pc_num].weap_poisoned == which_item) && (ADVEN[pc_num].status[0] > 0)) {
add_string_to_buf(" Poison lost. ");
ADVEN[pc_num].status[0] = 0;
}
if ((ADVEN[pc_num].weap_poisoned > which_item) && (ADVEN[pc_num].status[0] > 0))
ADVEN[pc_num].weap_poisoned--;
for (i = which_item; i < 23; i++) {
ADVEN[pc_num].items[i] = ADVEN[pc_num].items[i + 1];
ADVEN[pc_num].equip[i] = ADVEN[pc_num].equip[i + 1];
}
ADVEN[pc_num].items[23] = cItemRec();
ADVEN[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 (ADVEN[pc_num].items[which_item].charges > 0) {
ADVEN[pc_num].items[which_item].charges--;
if (ADVEN[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 (ADVEN[pc_num].items[item_hit].is_magic() ||
(ADVEN[pc_num].items[item_hit].ability != 0))
return;
ADVEN[pc_num].items[item_hit].set_magic(true);
ADVEN[pc_num].items[item_hit].set_enchanted(true);
switch (enchant_type) {
case 0:
sprintf((char *)store_name,"%s (+1)",ADVEN[pc_num].items[item_hit].full_name.c_str());
ADVEN[pc_num].items[item_hit].bonus++;
ADVEN[pc_num].items[item_hit].value = new_val;
break;
case 1:
sprintf((char *)store_name,"%s (+2)",ADVEN[pc_num].items[item_hit].full_name.c_str());
ADVEN[pc_num].items[item_hit].bonus += 2;
ADVEN[pc_num].items[item_hit].value = new_val;
break;
case 2:
sprintf((char *)store_name,"%s (+3)",ADVEN[pc_num].items[item_hit].full_name.c_str());
ADVEN[pc_num].items[item_hit].bonus += 3;
ADVEN[pc_num].items[item_hit].value = new_val;
break;
case 3:
sprintf((char *)store_name,"%s (F)",ADVEN[pc_num].items[item_hit].full_name.c_str());
ADVEN[pc_num].items[item_hit].ability = ITEM_SPELL_FLAME;
ADVEN[pc_num].items[item_hit].ability_strength = 5;
ADVEN[pc_num].items[item_hit].charges = 8;
break;
case 4:
sprintf((char *)store_name,"%s (F!)",ADVEN[pc_num].items[item_hit].full_name.c_str());
ADVEN[pc_num].items[item_hit].value = new_val;
ADVEN[pc_num].items[item_hit].ability = ITEM_FLAMING_WEAPON;
ADVEN[pc_num].items[item_hit].ability_strength = 5;
break;
case 5:
sprintf((char *)store_name,"%s (+5)",ADVEN[pc_num].items[item_hit].full_name.c_str());
ADVEN[pc_num].items[item_hit].value = new_val;
ADVEN[pc_num].items[item_hit].bonus += 5;
break;
case 6:
sprintf((char *)store_name,"%s (B)",ADVEN[pc_num].items[item_hit].full_name.c_str());
ADVEN[pc_num].items[item_hit].bonus++;
ADVEN[pc_num].items[item_hit].ability = ITEM_BLESS_CURSE;
ADVEN[pc_num].items[item_hit].ability_strength = 5;
ADVEN[pc_num].items[item_hit].magic_use_type = 0;
ADVEN[pc_num].items[item_hit].charges = 8;
break;
default:
strcpy(store_name,ADVEN[pc_num].items[item_hit].full_name.c_str());
break;
}
if (ADVEN[pc_num].items[item_hit].value > 15000)
ADVEN[pc_num].items[item_hit].value = 15000;
if (ADVEN[pc_num].items[item_hit].value < 0)
ADVEN[pc_num].items[item_hit].value = 15000;
ADVEN[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) && (ADVEN[pc_num].items[item_num].variety == 11))
add_string_to_buf("Equip: Not in combat");
else {
// unequip
if (ADVEN[pc_num].equip[item_num] == true) {
if (ADVEN[pc_num].equip[item_num] && ADVEN[pc_num].items[item_num].is_cursed())
add_string_to_buf("Equip: Item is cursed. ");
else {
ADVEN[pc_num].equip[item_num] = false;
add_string_to_buf("Equip: Unequipped");
if ((ADVEN[pc_num].weap_poisoned == item_num) && (ADVEN[pc_num].status[0] > 0)) {
add_string_to_buf(" Poison lost. ");
ADVEN[pc_num].status[0] = 0;
}
}
}
else { // equip
if (equippable[ADVEN[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 (ADVEN[pc_num].equip[i] == true) {
if (ADVEN[pc_num].items[i].variety == ADVEN[pc_num].items[item_num].variety)
num_equipped_of_this_type++;
num_hands_occupied = num_hands_occupied + num_hands_to_use[ADVEN[pc_num].items[i].variety];
}
equip_item_type = excluding_types[ADVEN[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 ((ADVEN[pc_num].equip[i] == true) && (excluding_types[ADVEN[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()) && (ADVEN[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[ADVEN[pc_num].items[item_num].variety])
add_string_to_buf("Equip: Not enough free hands");
else if (num_that_can_equip[ADVEN[pc_num].items[item_num].variety] <= num_equipped_of_this_type)
add_string_to_buf("Equip: Can't equip another");
else {
ADVEN[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)
{
short choice,how_many = 0;
cItemRec item_store;
bool take_given_item = true;
location loc;
item_store = ADVEN[pc_num].items[item_num];
if (ADVEN[pc_num].equip[item_num] && ADVEN[pc_num].items[item_num].is_cursed())
add_string_to_buf("Drop: Item is cursed. ");
else switch (overall_mode) {
case MODE_OUTDOORS:
choice = fancy_choice_dialog(1093,0);
if (choice == 1)
return;
add_string_to_buf("Drop: OK");
if ((item_store.type_flag > 0) && (item_store.charges > 1)) {
how_many = get_num_of_items(item_store.charges);
if (how_many == item_store.charges)
take_item(pc_num,item_num);
else ADVEN[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.item_properties = item_store.item_properties | 8;
if (!place_item(item_store,loc,false)) {
add_string_to_buf("Drop: Too many items on ground");
item_store.item_properties = item_store.item_properties & 247; // not contained
}
else {
if (item_store.is_contained())
add_string_to_buf("Drop: Item put away");
else add_string_to_buf("Drop: OK");
ADVEN[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].is_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 (ADVEN[pc_num].equip[item_num] && ADVEN[pc_num].items[item_num].is_cursed())
add_string_to_buf("Give: Item is cursed. ");
else {
item_store = ADVEN[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;
ADVEN[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)
ADVEN[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 ((ADVEN[pc_num].items[i].variety > 0) &&
(ADVEN[pc_num].items[i].type_flag > 0) && (ADVEN[pc_num].items[i].is_ident())) {
for (j = i + 1; j < 24; j++)
if ((ADVEN[pc_num].items[j].variety > 0) &&
(ADVEN[pc_num].items[j].type_flag == ADVEN[pc_num].items[i].type_flag)
&& (ADVEN[pc_num].items[j].is_ident())) {
add_string_to_buf("(items combined)");
test = (short) (ADVEN[pc_num].items[i].charges) + (short) (ADVEN[pc_num].items[j].charges);
if (test > 125) {
ADVEN[pc_num].items[i].charges = 125;
ASB("(Can have at most 125 of any item.");
}
else ADVEN[pc_num].items[i].charges += ADVEN[pc_num].items[j].charges;
if (ADVEN[pc_num].equip[j] == true) {
ADVEN[pc_num].equip[i] = true;
ADVEN[pc_num].equip[j] = false;
}
take_item(pc_num,30 + j);
}
}
if ((ADVEN[pc_num].items[i].variety > 0) && (ADVEN[pc_num].items[i].charges < 0))
ADVEN[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 (ADVEN[i].main_status == 1)
store = min(store,dist(pc_pos[i],where));
}
else store = dist(univ.town.p_loc,where);
return store;
}
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.dudes[i].active > 0) && (univ.town.monst.dudes[i].attitude == 1)
&& (can_see(place,univ.town.monst.dudes[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].is_contained()) || (check_container == true))) {
taken = 1;
if (univ.town.items[i].value < 2)
univ.town.items[i].item_properties = univ.town.items[i].item_properties | 1;
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.dudes[i].active > 0) && (univ.town.monst.dudes[i].attitude % 2 != 1)
&& (can_see(place,univ.town.monst.dudes[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(53,0,0);
univ.town.monst.friendly = 1;
////
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].summoned == 0)){
univ.town.monst.dudes[i].attitude = 1;
num = univ.town.monst.dudes[i].number;
univ.town.monst.dudes[i].mobility = 1;
if (scenario.scen_monsters[num].spec_skill == 37) {
univ.town.monst.dudes[i].active = 2;
// If a town, give pwoer boost
univ.town.monst.dudes[i].m_d.health *= 3;
univ.town.monst.dudes[i].m_d.status[3] = 8;
univ.town.monst.dudes[i].m_d.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 (ADVEN[i].main_status > MAIN_STATUS_ABSENT)
ADVEN[i].main_status = MAIN_STATUS_ABSENT;
stat_window = 6;
boom_anim_active = false;
}
}
void put_item_graphics()
{
short i,storage;
cItemRec item;
Str255 message;
// First make sure all arrays for who can get stuff are in order.
if ((current_getting_pc < 6) && ((ADVEN[current_getting_pc].main_status != 1)
|| (pc_has_space(current_getting_pc) == 24))) {
current_getting_pc = 6;
}
for (i = 0; i < 6; i++)
if ((ADVEN[i].main_status == 1) && (pc_has_space(i) < 24)
&& ((!is_combat()) || (current_pc == i))) {
if (current_getting_pc == 6)
current_getting_pc = i;
cd_activate_item(987,3 + i,1);
}
else {
cd_activate_item(987,3 + i,0);
cd_activate_item(987,11 + i,0);
}
for (i = 0; i < 6; i++)
if (current_getting_pc == i)
cd_add_label(987,3 + i,"* ",1007);
else cd_add_label(987,3 + i," ",1007);
// darken arrows, as appropriate
if (first_item_shown == 0)
cd_activate_item(987,9,0);
else cd_activate_item(987,9,1);
if ((first_item_shown > total_items_gettable - 7) ||
(total_items_gettable <= 8) )
cd_activate_item(987,10,0);
else cd_activate_item(987,10,1);
for (i = 0; i < 8; i++) {
// first, clear whatever item graphic is there
csp(987,20 + i * 4,0,PICT_BLANK);
if (item_array[i + first_item_shown] != 200) { // display an item in window
item = univ.town.items[item_array[i + first_item_shown]];
sprintf ((char *) message, "%s",
(item.is_ident() ? item.full_name : item.name).c_str());
csit(987,21 + i * 4,(char *) message);
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);
get_item_interesting_string(item,(char *) message);
csit(987,22 + i * 4,(char *) message);
storage = item.item_weight();
sprintf ((char *) message, "Weight: %d",storage);
csit(987,53 + i,(char *) message);
}
else { // erase the spot
//sprintf ((char *) message, "");
csit(987,21 + i * 4,"");
csit(987,22 + i * 4,"");
csit(987,53 + i,"");
}
}
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.",ADVEN[current_getting_pc].name.c_str(),storage,i);
csit(987,52,(char *) message);
}
for (i = 0; i < 6; i++)
if (ADVEN[i].main_status == 1) {
csp(987,11 + i,ADVEN[i].which_graphic,PICT_PC);
}
}
void display_item_event_filter (short item_hit)
{
cItemRec item;
short i;
switch (item_hit) {
case 1:
toast_dialog();
break;
case 9:
if (first_item_shown > 0)
first_item_shown -= 8;
put_item_graphics();
break;
case 10:
if (first_item_shown < 116)
first_item_shown += 8;
put_item_graphics();
break;
case 3: case 4: case 5: case 6:case 7: case 8:
current_getting_pc = item_hit - 3;
put_item_graphics();
break;
default:
if (current_getting_pc == 6) {
break;
}
item_hit = (item_hit - 19) / 4;
item_hit += first_item_shown;
if (item_array[item_hit] >= NUM_TOWN_ITEMS)
break;
item = univ.town.items[item_array[item_hit]];
if (item.is_property()) {
i = (dialog_answer == 0) ? fancy_choice_dialog(1011,987) : 2;
if (i == 1)
break;
else {
dialog_answer = 1;
item.item_properties = item.item_properties & 253;
}
}
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)) {
SysBeep(20);
csit(987,52,"It's too heavy to carry.");
give_help(38,0,987);
break;
}
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 (i = item_hit; i < 125; i++)
item_array[i] = item_array[i + 1];
total_items_gettable--;
put_item_graphics();
break;
}
}
// Returns true is a theft committed
short 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 item_hit,i,array_position = 0;
make_cursor_sword();
first_item_shown = 0;
store_get_mode = mode;
current_getting_pc = current_pc;
store_pcnum = pc_num;
dialog_answer = 0;
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].is_contained() == check_container) &&
((check_container == false) || (univ.town.items[i].item_loc == from_loc))) {
item_array[array_position] = i;
array_position++;
total_items_gettable++;
}
}
if (pcs_gworld == NULL)
pcs_gworld = load_pict(902);
cd_create_dialog(987,mainPtr);
if (check_container == true)
csit(987,17,"Looking in container:");
else if (mode == 0)
csit(987,17,"Getting all adjacent items:");
else csit(987,17,"Getting all nearby items:");
cd_set_flag(987,51,0);
cd_set_flag(987,52,0);
for (i = 0; i < 8; i++)
cd_attach_key(987,19 + 4 * i,(char) (97 + i));
put_item_graphics();
if (univ.party.help_received[36] == 0) {
cd_initial_draw(987);
give_help(36,37,987);
}
item_hit = cd_run_dialog();
cd_kill_dialog(987);
DisposeGWorld(pcs_gworld);
pcs_gworld = NULL;
put_item_screen(stat_window,0);
put_pc_screen();
return dialog_answer;
}
//void fancy_choice_dialog_event_filter (short item_hit)
//{
// toast_dialog();
// dialog_answer = item_hit;
//}
short custom_choice_dialog(Str255 strs[6],short pic_num,short buttons[3]) ////
{
short item_hit,i,store_dialog_answer;
store_dialog_answer = dialog_answer;
make_cursor_sword();
cd_create_custom_dialog(mainPtr,strs,pic_num, buttons);
item_hit = cd_run_dialog();
cd_kill_dialog(900);
//if (parent < 2) {
SetPort(GetWindowPort(mainPtr));
BeginUpdate(mainPtr);
// if (in_startup_mode == false)
// refresh_screen(0);
// else draw_startup(0);
redraw_screen();
EndUpdate(mainPtr);
// }
i = dialog_answer;
dialog_answer = store_dialog_answer;
return i;
}
//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;
//}
void select_pc_event_filter (short item_hit)
{
toast_dialog();
if (item_hit == 16)
dialog_answer = 6;
else dialog_answer = item_hit - 3;
}
short char_select_pc(short active_only,short free_inv_only,char *title)
//active_only; // 0 - no 1 - yes 2 - disarm trap
{
short item_hit,i;
make_cursor_sword();
cd_create_dialog(1018,mainPtr);
if (active_only == 2)
csit(1018,15,"Select PC to disarm trap:");
else csit( 1018,15,title);
for (i = 0; i < 6; i++) {
if ((ADVEN[i].main_status == 0) ||
((active_only == true) && (ADVEN[i].main_status > 1)) ||
((free_inv_only == 1) && (pc_has_space(i) == 24)) || (ADVEN[i].main_status == 5)) {
cd_activate_item(1018, 3 + i, 0);
}
if (ADVEN[i].main_status != 0) {
csit(1018,9 + i,ADVEN[i].name.c_str());
}
else cd_activate_item(1018, 9 + i, 0);
}
item_hit = cd_run_dialog();
cd_kill_dialog(1018);
BeginUpdate(mainPtr);
if (in_startup_mode == false)
//refresh_screen(0);
redraw_screen();
else draw_startup(0);
EndUpdate(mainPtr);
return dialog_answer;
}
short select_pc(short active_only,short free_inv_only)
//active_only; // 0 - no 1 - yes 2 - disarm trap
{
if (active_only == 2)
return char_select_pc(active_only,free_inv_only,"Trap! Who will disarm?");
else return char_select_pc(active_only,free_inv_only,"Select a character:");
}
void get_num_of_items_event_filter (short item_hit)
{
Str255 get_text;
cd_retrieve_text_edit_str(1012,2,(char *) get_text);
dialog_answer = 0;
#ifndef EXILE_BIG_GUNS
sscanf((char *) get_text,"%hd",&dialog_answer);
#endif
#ifdef EXILE_BIG_GUNS
sscanf((char *) get_text,"%d",&dummy);
dialog_answer = dummy;
#endif
toast_dialog();
}
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
{
short item_hit;
Str255 sign_text;
make_cursor_sword();
cd_create_dialog(1012,mainPtr);
sprintf((char *) sign_text,"How many? (0-%d) ",max_num);
csit(1012,4,(char *)sign_text);
sprintf((char *) sign_text,"%d",max_num);
cd_set_text_edit_str(1012,2,(char *) sign_text);
item_hit = cd_run_dialog();
cd_kill_dialog(1012);
dialog_answer = minmax(0,max_num,dialog_answer);
return dialog_answer;
}
// only used at beginning of program
short choice_dialog(short pic,short num)
{
DialogPtr select_dialog = NULL;
short item_hit;
select_dialog = GetNewDialog (num, 0, IN_FRONT);
if (select_dialog == NULL) {
SysBeep(50);
ExitToShell();
}
SetPort(GetDialogPort(select_dialog));
ShowWindow(GetDialogWindow(select_dialog));
//if (pic > 0)
// put_dialog_graphic(pic,0,the_rect);
ModalDialog(NIL, &item_hit);
DisposeDialog(select_dialog);
// SetPort(mainPtr);
// BeginUpdate(mainPtr);
// if (in_startup_mode == false)
// refresh_screen(0);
// else draw_startup(0);
// EndUpdate(mainPtr);
return item_hit;
}
pascal void frame_box(DialogPtr the_dialog,short the_item)
{
short the_type;
Handle the_handle = NULL;
Rect the_rect;
GrafPtr old_port;
GetPort(&old_port);
SetPort(GetDialogPort(the_dialog));
GetDialogItem(the_dialog, 1, &the_type, &the_handle, &the_rect);
PenSize(3,3);
InsetRect(&the_rect, -4, -4);
FrameRoundRect(&the_rect, 16, 16);
PenSize(1,1);
SetPort(old_port);
}
void create_modeless_dialog(short which_dlog)
{
short i,which_d;
GDHandle cur_device;
cur_device = GetGDevice();
for (i = 0; i < 18; i++)
if (which_dlog == modeless_key[i]) {
which_d = i;
i = 50;
}
if (i == 18)
return;
if (modeless_exists[which_d] == true) {
SelectWindow(GetDialogWindow(modeless_dialogs[which_d]));
return;
}
modeless_dialogs[which_d] = GetNewDialog(which_dlog, NULL, IN_FRONT);
}
void make_cursor_watch()
{
CursHandle watch_cursor;
watch_cursor = GetCursor(watchCursor);
HLock ((Handle) watch_cursor);
SetCursor (*watch_cursor);
HUnlock((Handle) watch_cursor);
ShowCursor();
}
DialogPtr other_make_dialog(short which)
{
DialogPtr store;
store = GetNewDialog (which, NIL, IN_FRONT);
if (store == NULL) {
SysBeep(50);
ExitToShell();
}
return store;
}
////
void place_glands(location where,unsigned short m_type)
{
cItemRec store_i;
cMonster monst;
monst = return_monster_template(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 (ADVEN[i].main_status == 1)
j += ADVEN[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.is_magic() && (level < 2) && (get_ran(1,0,5) < 3))
new_item.variety = ITEM_TYPE_NO_ITEM;
if (new_item.is_magic() && (level == 2) && (get_ran(1,0,5) < 2))
new_item.variety = ITEM_TYPE_NO_ITEM;
if (new_item.is_cursed() && (get_ran(1,0,5) < 3))
new_item.variety = ITEM_TYPE_NO_ITEM;
}
// if forced, keep dipping until a treasure comes uo
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.is_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 ((ADVEN[i].main_status == 1)
&& (get_ran(1,1,100) < id_odds[ADVEN[i].skills[13]]))
new_item.item_properties = new_item.item_properties | 1;
place_item(new_item,where,false);
}
}
}
}
short luck_total()
{
short i = 0;
for (i = 0; i < 6; i++)
if (ADVEN[i].main_status == 1)
i += ADVEN[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 frame_button(Rect button_rect)
{
make_cursor_sword();
PenSize(3,3);
InsetRect(&button_rect, -4, -4);
FrameRoundRect(&button_rect, 16, 16);
PenSize(1,1);
}
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].item_properties =
univ.party.magic_store_items[i][j].item_properties | 1;
}
}
void get_text_response_event_filter (short item_hit)
{
cd_retrieve_text_edit_str(store_dnum,2,(char *) store_str);
toast_dialog();
}
void get_text_response(short dlg,Str255 str,short parent_num)
{
short item_hit,i;
make_cursor_sword();
store_str = (char *) str;
store_dnum = dlg;
cd_create_dialog_parent_num(dlg,parent_num);
item_hit = cd_run_dialog();
for (i = 0; i < 15; i++)
if ((str[i] > 64) && (str[i] < 91))
str[i] = str[i] + 32;
//ASB((char *) str);
//final_process_dialog(dlg);
cd_kill_dialog(dlg);
}
void put_num_in_dialog(DialogPtr dialog,short where,short value)
{
Str255 get_text;
short the_type;
Handle the_handle = NULL;
Rect the_rect;
if (value < 0) {
sprintf((char *) get_text, " %d ", value);
}
else {
sprintf((char *) get_text, " %d ", value);
}
GetDialogItem (dialog, where, &the_type, &the_handle, &the_rect);
SetDialogItemText (the_handle, get_text);
}
void extract_keys(EventRecord *event,char *chr,char *chr2)
{
*chr = event->message & charCodeMask;
*chr2 = (char) ((event->message & keyCodeMask) >> 8);
}