示例#1
0
void place_outd_wand_monst(location where,cOutdoors::cWandering group,short forced)
{
	short i = 0,j = 0;
	location l;
				
	
			while (i < 10) {
			////
				if ((univ.party.out_c[i].exists == false) || ((i == 9) && (forced > 0))) {
					if ((sd_legit(group.end_spec1,group.end_spec2) == true) && (PSD[group.end_spec1][group.end_spec2] > 0))
						return;
					univ.party.out_c[i].exists = true;
					univ.party.out_c[i].direction = 0;
					univ.party.out_c[i].what_monst = group;
					univ.party.out_c[i].which_sector = univ.party.i_w_c;
					univ.party.out_c[i].m_loc = where;
				if (univ.party.out_c[i].which_sector.x == 1)
					univ.party.out_c[i].m_loc.x += 48;
				if (univ.party.out_c[i].which_sector.y == 1)
					univ.party.out_c[i].m_loc.y += 48;
				l = univ.party.out_c[i].m_loc;
				while ((forced == true) && (is_blocked(l)) && (j < 50)) {
					l = univ.party.out_c[i].m_loc;
					l.x += get_ran(1,0,2) - 1;
					l.y += get_ran(1,0,2) - 1;
					j++;
					}
				univ.party.out_c[i].m_loc = l;
				
				i = 50;
				}
				i++;
				}

}
示例#2
0
void pc_record_type::disease(short how_much)
{
	short r1, tlevel;

	if (!isAlive()) return;

	r1 = get_ran(1,0,100);

	if (r1 < level * 2)
		how_much -= 2;

	if (how_much <= 0)
	{
		sprintf (c_line, "  %s saved.", name);
		add_string_to_buf(c_line);
		return;
	}

	if ((tlevel = getProtLevel(ITEM_PROTECT_FROM_DISEASE)) > 0)
		how_much -= tlevel / 2;

	if ((traits[TRAIT_FRAIL] == true) && (how_much > 1))	how_much++;
	if ((traits[TRAIT_FRAIL] == true) && (how_much == 1) && (get_ran(1,0,1) == 0)) how_much++;

	status[STATUS_DISEASE] = min(status[STATUS_DISEASE] + how_much,8);
	sprintf (c_line, "  %s diseased.", name);
	add_string_to_buf(c_line);

	one_sound(66);
	put_pc_screen();
	give_help(29,0,0);
}
示例#3
0
short monst_pick_target_pc(short m_num,cCreature *which_m)////
{
	short num_tries = 0,r1,store_targ = 6;

	if (which_m->attitude % 2 == 0)
		return 6;
	if (is_town())
		return 0;
	
	// First pick any visible, nearby PC
	r1 = get_ran(1,0,5);
	while ((num_tries < 6) && ((univ.party[r1].main_status != 1) ||
		(monst_can_see(m_num,pc_pos[r1]) == false))) {
			r1 = get_ran(1,0,5);
			num_tries++;
			}
	if (num_tries < 6)
		store_targ = r1;
	
	// Then, see if target can be replaced with someone nice and close
	r1 = get_ran(1,0,5);
	while ((num_tries < 6) && ((univ.party[r1].main_status != 1) ||
		(dist(which_m->cur_loc,pc_pos[r1]) > 4) ||
		(monst_can_see(m_num,pc_pos[r1]) == false))) {
			r1 = get_ran(1,0,5);
			num_tries++;
			}

	if (num_tries < 6)
		return r1;
		else return store_targ;
}
示例#4
0
void play_ambient_sound(){ // TODO: Maybe add a system for in-town ambient sounds
	if(overall_mode == MODE_TOWN) {
		for(int i = 0; i < univ.town.monst.size(); i++) {
			if(party_can_see_monst(i))
				check_if_monst_seen(univ.town.monst[i].number, univ.town.monst[i].cur_loc);
		}
		return;
	}
	static const short drip[2] = {78,79}, bird[3] = {76,77,91};
	if(overall_mode != MODE_OUTDOORS) return; // ambient sounds are outdoors only at the moment
	if(get_ran(1,1,100) > 10) return; // 10% chance per move of playing a sound
	short sound_to_play;
	switch(univ.out->ambient_sound){
		case AMBIENT_DRIP:
			sound_to_play = get_ran(1,0,1);
			play_sound(-drip[sound_to_play]);
			break;
		case AMBIENT_BIRD:
			sound_to_play = get_ran(1,0,2);
			play_sound(-bird[sound_to_play]);
			break;
		case AMBIENT_CUSTOM:
			sound_to_play = univ.out->out_sound;
			play_sound(-sound_to_play);
			break;
		case AMBIENT_NONE:
			break; // obviously, do nothing
	}
}
示例#5
0
bool seek_party(short i,location l1,location l2)
{
	bool acted_yet = false;
	short m,n;
				if ((l1.x > l2.x) && (l1.y > l2.y)) 
					acted_yet = try_move(i,l1,-1,-1);
				if ((l1.x < l2.x) & (l1.y < l2.y) & (acted_yet == false)) 
					acted_yet = try_move(i,l1,1,1);											
				if ((l1.x > l2.x) & (l1.y < l2.y) & (acted_yet == false)) 
					acted_yet = try_move(i,l1,-1,1);								
				if ((l1.x < l2.x) & (l1.y > l2.y) & (acted_yet == false)) 
					acted_yet = try_move(i,l1,1,-1);			
				if ((l1.x > l2.x) & (acted_yet == false)) 
					acted_yet = try_move(i,l1,-1,0);
				if ((l1.x < l2.x) & (acted_yet == false)) 
					acted_yet = try_move(i,l1,1,0);											
				if ( (l1.y < l2.y) & (acted_yet == false)) 
					acted_yet = try_move(i,l1,0,1);								
				if ( (l1.y > l2.y) & (acted_yet == false)) 
					acted_yet = try_move(i,l1,0,-1);	
				if (acted_yet == false) {
					futzing++;
					m = get_ran(1,0,2) - 1;
					n = get_ran(1,0,2) - 1;
					acted_yet = try_move(i,l1,m,n);	
					}
	return acted_yet;
}
示例#6
0
// Looks at all spaces within 2, looking for a spot which is clear of nastiness and beings
// returns {0,0} if none found
// THIS MAKES NO ADJUSTMENTS FOR BIG MONSTERS!!!
location find_clear_spot(location from_where,short mode)
//mode; // 0 - normal  1 - prefer adjacent space
{
	location loc,store_loc;
	short num_tries = 0,r1;
	
	while (num_tries < 75) {
		num_tries++;
		loc = from_where;
		r1 = get_ran(1,-2,2);
		loc.x = loc.x + r1;
		r1 = get_ran(1,-2,2);
		loc.y = loc.y + r1;
		if ((loc_off_act_area(loc) == false) && (is_blocked(loc) == false)
			&& (can_see(from_where,loc,1) == 0)
			&& (!(is_combat()) || (pc_there(loc) == 6))
			&& (!(is_town()) || (loc != univ.town.p_loc))
			 && (!(univ.town.misc_i(loc.x,loc.y) & 248)) && // check for crate, barrel, barrier, quickfire
			(!(univ.town.explored(loc.x,loc.y) & 254))) { // check for fields, clouds
				if ((mode == 0) || ((mode == 1) && (adjacent(from_where,loc) == true)))
					return loc;
					else store_loc = loc;			
				}
		}
	return store_loc;
}
示例#7
0
void record_monst(cCreature *which_m)
{
	short r1;
	char str[60];
	
	r1 = get_ran(1,1,100);
	r1 = (r1 * 7) / 10;
	
	if ((which_m->x_width > 1) || (which_m->y_width > 1)) {
		ASB("Capture Soul: Monster is too big.");
		}
	else if ((r1 > charm_odds[which_m->level / 2]) || (which_m->spec_skill == 12)
		|| (which_m->m_type == 3)) {
		monst_spell_note(which_m->number,10);
		play_sound(68);
		}
		else {
			monst_spell_note(which_m->number,24);
			r1 = get_ran(1,0,3);
			if (univ.party.imprisoned_monst[r1] == 0)
				univ.party.imprisoned_monst[r1] = which_m->number;
				else {
					r1 = get_ran(1,0,3);
					univ.party.imprisoned_monst[r1] = which_m->number;
					}
			ASB("Capture Soul: Success!");
			sprintf((char *)str,"  Caught in slot %d.",r1 + 1);
			add_string_to_buf((char *)str);
			play_sound(53);
			}
}
示例#8
0
// returns 6 if no
short select_active_pc()
{
	short r1, num_tries = 0;
	
	r1 = get_ran(1,0,5);
	while ((univ.party[r1].main_status != 1) && (num_tries++ < 50))
		r1 = get_ran(1,0,5);
		
	return r1;
}
示例#9
0
location random_shift(location start)
{
	location store;

	store = start;
	store.x = store.x + get_ran(1,0,2) - 1;
	store.y = store.y + get_ran(1,0,2) - 1;

	return store;
}
示例#10
0
short get_encumberance(short pc_num)
{
	short store = 0,i,what_val;
	
	for (i = 0; i < 24; i++)
		if (univ.party[pc_num].equip[i] == true) {
			what_val = univ.party[pc_num].items[i].awkward;
			if ((what_val == 1) && (get_ran(1,0,130) < hit_chance[univ.party[pc_num].skills[8]]))
				what_val--;
			if ((what_val > 1) && (get_ran(1,0,70) < hit_chance[univ.party[pc_num].skills[8]]))
				what_val--;
			store += what_val;
			}
	return store;
}
示例#11
0
void add_explosion(location dest,short val_to_place,short place_type,short boom_type,short x_adj,short y_adj)
{
	short i;
	
	if (PSD[SDF_NO_FRILLS] > 0)
		return;
	if (boom_anim_active == false)
		return;
	// lose redundant explosions
	for (i = 0; i < 30; i++)
		if ((store_booms[i].boom_type >= 0) && (dest == store_booms[i].dest)
		 && (place_type == 0)) {
			if (val_to_place > 0)
				store_booms[i].val_to_place = val_to_place;
			return;
			}
	for (i = 0; i < 30; i++)
		if (store_booms[i].boom_type < 0) {
			have_boom = true;
			store_booms[i].offset = (i == 0) ? 0 : -1 * get_ran(1,0,2);
			store_booms[i].dest = dest;
			store_booms[i].val_to_place = val_to_place;
			store_booms[i].place_type = place_type;
			store_booms[i].boom_type =  boom_type;
			store_booms[i].x_adj =x_adj;
			store_booms[i].y_adj =y_adj;			
			return;
			}
}		
示例#12
0
文件: creature.cpp 项目: Ircher/CBoE
bool cCreature::is_shielded() const {
	if(status[eStatus::MARTYRS_SHIELD] > 0)
		return true;
	if(abil[eMonstAbil::MARTYRS_SHIELD].active && get_ran(1,1,1000) <= abil[eMonstAbil::MARTYRS_SHIELD].special.extra1)
		return true;
	return false;
}
示例#13
0
文件: universe.cpp 项目: kizzie/cboe
bool cCurTown::set_quickfire(short x, short y, bool b){
	if(x > record()->max_dim() || y > record()->max_dim()) return false;
	if(b){ // If certain things are on space, there's no room for quickfire.
		ter_num_t ter = record()->terrain(x,y);
		if(univ.scenario.ter_types[ter].blockage == eTerObstruct::BLOCK_SIGHT)
			return false;
		// TODO: Isn't it a little odd that BLOCK_MOVE_AND_SHOOT isn't included here?
		if(univ.scenario.ter_types[ter].blockage == eTerObstruct::BLOCK_MOVE_AND_SIGHT)
			return false;
		if(is_antimagic(x,y) && get_ran(1,0,1) == 0)
			return false;
		if(is_force_barr(x,y) || is_fire_barr(x,y))
			return false;
		quickfire_present = true;
		set_force_wall(x,y,false);
		set_fire_wall(x,y,false);
		set_antimagic(x,y,false);
		set_scloud(x,y,false);
		set_ice_wall(x,y,false);
		set_blade_wall(x,y,false);
		set_sleep_cloud(x,y,false);
		set_web(x,y,false);
		set_crate(x,y,false);
		set_barrel(x,y,false);
		set_force_barr(x,y,false);
		set_fire_barr(x,y,false);
		fields[x][y]  |=  FIELD_QUICKFIRE;
	}
	else fields[x][y] &= ~FIELD_QUICKFIRE;
	return true;
}
示例#14
0
void pc_record_type::dumbfound(short how_much)
{
	short r1;

	if (!isAlive()) return;

	r1 = get_ran(1,0,90);

	if (hasAbilEquip(ITEM_WILL) < 24) {
		add_string_to_buf("  Ring of Will glows.");
		r1 -= 10;
		}

	if (r1 < level)
		how_much -= 2;

	if (how_much <= 0) {
		sprintf (c_line, "  %s saved.", name);
		add_string_to_buf(c_line);
		return;
		}

	status[STATUS_DUMB] = min(status[STATUS_DUMB] + how_much, 8);
	sprintf (c_line, "  %s dumbfounded.", name);
	add_string_to_buf(c_line);

	one_sound(67);
	put_pc_screen();
	adjust_spell_menus();
	give_help(28,0,0);
}
示例#15
0
void create_wand_monst()
{
	short r1,r2,r3,i = 0,num_tries = 0;
	location p_loc;

	r1 = get_ran(1,0,3);
	if (overall_mode == MODE_OUTDOORS)
		if (!univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering[r1].isNull()) {
			r2 = get_ran(1,0,3);
			while ((point_onscreen(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2],
					global_to_local(univ.party.p_loc))) && (num_tries++ < 100))
				r2 = get_ran(1,0,3);
			if (!is_blocked(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2]))
				place_outd_wand_monst(univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering_locs[r2],
					univ.out.outdoors[univ.party.i_w_c.x][univ.party.i_w_c.y].wandering[r1],0);
			}
	else // won't place wandering is more than 50 monsters
		if ((!univ.town->wandering[r1].isNull()) && (univ.town.countMonsters() <= 50)
			&& (univ.party.m_killed[univ.town.num] < univ.town->max_num_monst)) {
			r2 = get_ran(1,0,3);
			while (point_onscreen(univ.town->wandering_locs[r2],univ.town.p_loc) && 
					!loc_off_act_area(univ.town->wandering_locs[r2]) && (num_tries++ < 100))
				r2 = get_ran(1,0,3);
			for (i = 0; i < 4; i++) {
				if (univ.town->wandering[r1].monst[i] != 0) { // place a monster
					p_loc = univ.town->wandering_locs[r2];
					p_loc.x += get_ran(1,0,4) - 2;
					p_loc.y += get_ran(1,0,4) - 2;
					if (!is_blocked(p_loc))
						place_monster(univ.town->wandering[r1].monst[i],p_loc);
				}
				p_loc = univ.town->wandering_locs[r2];
				p_loc.x += get_ran(1,0,4) - 2;
				p_loc.y += get_ran(1,0,4) - 2;
				r3 = get_ran(1,0,3);
				if ((r3 >= 2) && (!is_blocked(p_loc))) // place extra monsters?
					place_monster(univ.town->wandering[r1].monst[3],p_loc);					
				}
		}
}
示例#16
0
m_num_t get_summon_monster(short summon_class)
{
	short i,j;
	
	for (i = 0; i < 200; i++) {
		j = get_ran(1,0,255);
		if (scenario.scen_monsters[j].summon_type == summon_class) {
			return j;
			}
		}
	ASB("  Summon failed.");
	return 0;
}
示例#17
0
文件: creature.cpp 项目: Ircher/CBoE
// For charm, amount is the resulting attitude of the charmed monster; if 0, attitude is 2.
void cCreature::sleep(eStatus which_status,int amount,int penalty) {
	if(which_status != eStatus::CHARM && amount < 0) {
		status[which_status] -= amount;
		if(which_status != eStatus::ASLEEP)
			status[which_status] = max(0, status[which_status]);
		return;
	}
	
	if((which_status == eStatus::ASLEEP) &&
	   (m_type == eRace::UNDEAD || m_type == eRace::SKELETAL || m_type == eRace::SLIME ||
		m_type == eRace::STONE || m_type == eRace::PLANT))
		return;
	short r1 = get_ran(1,1,100);
	if(magic_res > 0) {
		r1 *= 100;
		r1 /= magic_res;
	} else r1 = 200;
	r1 += penalty;
	if(which_status == eStatus::FORCECAGE && (mu > 0 || cl > 0))
		r1 += 5;
	if(which_status == eStatus::ASLEEP)
		r1 -= 25;
	if(which_status == eStatus::PARALYZED)
		r1 -= 15;
	if(which_status == eStatus::ASLEEP && abil[eMonstAbil::FIELD].active && abil[eMonstAbil::FIELD].gen.fld == eFieldType::CLOUD_SLEEP)
		return;
	
	if(r1 > charm_odds[level / 2]) {
		//one_sound(68);
		spell_note(10);
	}
	else {
		if(which_status == eStatus::CHARM) {
			if(amount == 0 || amount > 3) amount = 2;
			attitude = amount;
			spell_note(23);
		} else if(which_status == eStatus::FORCECAGE) {
			status[eStatus::FORCECAGE] = amount;
			spell_note(52);
		} else {
			status[which_status] = amount;
			if(which_status == eStatus::ASLEEP && (amount >= 0))
				spell_note(28);
			if(which_status == eStatus::PARALYZED && (amount >= 0))
				spell_note(30);
			if(amount < 0)
				spell_note(40);
		}
		//one_sound(53);
	}
}
示例#18
0
文件: creature.cpp 项目: Ircher/CBoE
int cCreature::magic_adjust(int how_much) {
	if(how_much <= 0) return how_much;
	if(abil[eMonstAbil::ABSORB_SPELLS].active && get_ran(1,1,1000) <= abil[eMonstAbil::ABSORB_SPELLS].special.extra1) {
		int gain = abil[eMonstAbil::ABSORB_SPELLS].special.extra2;
		if(32767 - health > gain)
			health = 32767;
		else health += gain;
		return 0;
	}
	// TODO: Magic resistance status effect?
	how_much *= magic_res;
	how_much /= 100;
	return how_much;
}
示例#19
0
// Sees if party has seen a monster of this sort, gives special messages as necessary
void check_if_monst_seen(unsigned short m_num, location at) {
	// Give special messages if necessary
	if(m_num < 10000 && !univ.party.m_seen.count(m_num)) {
		univ.party.m_seen.insert(m_num);
		play_see_monster_str(m_num, at);
	}
	// Make the monster vocalize if applicable
	snd_num_t sound = -1;
	if(m_num >= 10000)
		sound = univ.party.summons[m_num - 10000].ambient_sound;
	else sound = univ.scenario.scen_monsters[m_num].ambient_sound;
	if(sound > 0 && get_ran(1,1,100) < 10)
		play_sound(-sound);
}
示例#20
0
void incidental_noises(bool on_surface){
	short sound_to_play;
	if(on_surface){
		if(get_ran(1,1,100) < 40){
			sound_to_play = get_ran(1,1,3);
			switch(sound_to_play){
				case 1:
					play_sound(76);
					break;
				case 2:
					play_sound(77);
					break;
				case 3:
					play_sound(91);
					break;
			}
		}
	}else{
		if(get_ran(1,1,100) < 40){
			sound_to_play = get_ran(1,1,2);
			switch(sound_to_play){
				case 1:
					play_sound(78);
					break;
				case 2:
					play_sound(79);
					break;
			}
		}
	}
	// Dog: 80
	// Cat: 81
	// Sheep: 82
	// Cow: 83
	// Chicken: 92
}
示例#21
0
void forced_place_monster(m_num_t which,location where)
{
	bool free_spot = false;
	short i = 0,r1;

	while ((free_spot == false) && (i < univ.town->max_monst())) {
		if (univ.town.monst[i].active == 0)
			free_spot = true;
		i++;
		}
	do
		r1 = get_ran(1,0,59);
		while ((univ.town.monst[r1].spec1 != 0) || (univ.town.monst[r1].spec2 != 0));
	if (free_spot == false)
		univ.town.monst[r1].active = 0;
	place_monster(which,where);
}
示例#22
0
bool rand_move(char i)
{
	bool acted_yet = false;
	short j;
	location store_loc;
	
	// first, if outdoor, just roam. 
	if (is_out()) {
		store_loc = random_shift(univ.party.out_c[i].m_loc);
		return outdoor_move_monster(i,store_loc);
		}
		
	if (univ.town.monst[i].targ_loc == univ.town.monst[i].cur_loc)
		univ.town.monst[i].targ_loc.x = 0;
			
	// FIrst, try to move to monst_targs. If it don't work, then we'll shift.
	if (univ.town.monst[i].targ_loc.x > 0)
		acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.monst[i].targ_loc);

	if (acted_yet == false) {
		univ.town.monst[i].targ_loc.x = 0;
		for (j = 0; j < 3; j++) {
			store_loc = univ.town.monst[i].cur_loc;
			store_loc.x += get_ran(1,0,24) - 12;
			store_loc.y += get_ran(1,0,24) - 12;
			if ((loc_off_act_area(store_loc) == false) && (can_see(univ.town.monst[i].cur_loc,store_loc,0) < 5)) {
				univ.town.monst[i].targ_loc = store_loc; j = 3;
				}
			}

		if (univ.town.monst[i].targ_loc.x == 0) {
			// maybe pick a wand loc, else juist pick a loc
			j = get_ran(1,0,3);
			store_loc = univ.town->wandering_locs[j];
			
			if ((loc_off_act_area(store_loc) == false) && (get_ran(1,0,1) == 1))
				univ.town.monst[i].targ_loc = store_loc;
				else {
				store_loc = univ.town.monst[i].cur_loc;
				store_loc.x += get_ran(1,0,20) - 10;
				store_loc.y += get_ran(1,0,20) - 10;
				if (loc_off_act_area(store_loc) == false)
					univ.town.monst[i].targ_loc = store_loc;
				}
			}
		if (univ.town.monst[i].targ_loc.x > 0)
			acted_yet = seek_party(i,univ.town.monst[i].cur_loc,univ.town.monst[i].targ_loc);
		}

	return acted_yet;
}
示例#23
0
void pc_record_type::sleep(short how_much,short what_type,short adjust)
// higher adjust, less chance of saving
{
	short r1, tlevel;
	if (!isAlive()) return;

	if (how_much == 0)
		return;

	if ((what_type == STATUS_ASLEEP) || (what_type == STATUS_PARALYZED)) { ////
		if ((tlevel = getProtLevel(ITEM_WILL)) > 0)
			how_much -= tlevel / 2;
		if ((tlevel = getProtLevel(ITEM_FREE_ACTION)) > 0)
			how_much -= (what_type == STATUS_ASLEEP) ? tlevel : tlevel * 300;

		}

	r1 = get_ran(1,0,100) + adjust;
	if (r1 < 30 + level * 2)
		how_much = -1;
	if ((what_type == STATUS_ASLEEP) && ((traits[TRAIT_HIGHLY_ALERT] > 0) || (status[STATUS_ASLEEP] < 0)))
		how_much = -1;
	if (how_much <= 0) {
		sprintf (c_line, "  %s resisted.", name);
		add_string_to_buf( c_line);
		return;
		}
	if (isAlive()) {
		status[what_type] = how_much;
		if (what_type == STATUS_ASLEEP)
			sprintf (c_line, "  %s falls asleep.", name);
			else sprintf (c_line, "  %s paralyzed.", name);
		if (what_type == STATUS_ASLEEP)
			play_sound(96);
			else play_sound(90);
		add_string_to_buf(c_line);
		pc_moves[getNum()] = 0;
		}
	put_pc_screen();
	if (what_type == STATUS_ASLEEP)
		give_help(30,0,0);
		else give_help(32,0,0);
}
示例#24
0
short monst_pick_target_monst(cCreature *which_m)
{
	short min_dist = 1000,i,cur_targ = 6;

	for (i = 0; i < univ.town->max_monst(); i++) {
		if ((univ.town.monst[i].active > 0) && // alive
			 (((which_m->attitude % 2 == 1) && (univ.town.monst[i].attitude % 2 == 0)) ||
			 ((which_m->attitude % 2 == 0) && (univ.town.monst[i].attitude % 2 == 1)) ||
			 ((which_m->attitude % 2 == 1) && (univ.town.monst[i].attitude != which_m->attitude))) && // they hate each other
			 ((dist(which_m->cur_loc,univ.town.monst[i].cur_loc) < min_dist) ||
			 ((dist(which_m->cur_loc,univ.town.monst[i].cur_loc) == min_dist) && (get_ran(1,0,7) < 4))) &&
			 (monst_can_see(i,univ.town.monst[i].cur_loc) == true) ) {
			 	min_dist = dist(which_m->cur_loc,univ.town.monst[i].cur_loc);
			 	cur_targ = i + 100;	 

			 }
		}
	return cur_targ;
}
示例#25
0
void tip_of_day()
{
	char place_str[256];

	store_tip_page_on = get_ran(1,0,NUM_HINTS - 1);

	SetCursor(sword_curs);

	cd_create_dialog_parent_num(958,0);

	GetIndString(place_str,12,50 + store_tip_page_on);
	csit(958,3, place_str);

	cd_set_led(958,7,give_intro_hint);

	while (dialog_not_toast) ModalDialog();

	cd_kill_dialog(958,0);
    build_data_file(2);
}
示例#26
0
void charm_monst(cCreature *which_m,short penalty,short which_status,short amount)
// Also used for sleep and paralyze, which_statys is 0 means charm
{
	short r1;
	

	if ((which_status == 11) && 
		((which_m->m_type == 8) || (which_m->m_type == 10) || (which_m->m_type == 11)))
		return;
	r1 = get_ran(1,1,100);
	if (which_m->immunities & 1)
		r1 = r1 * 2;
	if (which_m->immunities & 2)
		r1 = 200;
	r1 += penalty;
	if (which_status == 11)
		r1 -= 25;
	if (which_status == 12)
		r1 -= 15;
	if ((which_status == 11) && (which_m->spec_skill == 32))
		return;
	
	if (r1 > charm_odds[which_m->level / 2]) {
		//one_sound(68);
		monst_spell_note(which_m->number,10);
		}
		else {
			if (which_status == 0) {
				which_m->attitude = 2;
				monst_spell_note(which_m->number,23);
				}
				else {
					which_m->status[which_status] = amount;
					if (which_status == 11)
						monst_spell_note(which_m->number,28);
					if (which_status == 12)
						monst_spell_note(which_m->number,30);					
					}
			//one_sound(53);
			}
}
示例#27
0
文件: universe.cpp 项目: kizzie/cboe
bool cCurTown::set_force_barr(short x, short y, bool b){
	if(x > record()->max_dim() || y > record()->max_dim()) return false;
	if(b){ // If certain things are on the space, there's no room for a barrier.
		if(is_fire_barr(x,y) || is_barrel(x,y) || is_quickfire(x,y) || is_crate(x,y))
			return false;
		if(is_antimagic(x,y) && get_ran(1,0,2) < 2)
			return false;
		// Cancel out fields
		set_web(x,y,false);
		set_force_wall(x,y,false);
		set_fire_wall(x,y,false);
		set_antimagic(x,y,false);
		set_scloud(x,y,false);
		set_ice_wall(x,y,false);
		set_blade_wall(x,y,false);
		set_sleep_cloud(x,y,false);
		fields[x][y]  |=  BARRIER_FORCE;
	}
	else fields[x][y] &= ~BARRIER_FORCE;
	return true;
}
示例#28
0
void move_sound(ter_num_t ter,short step){
	static bool on_swamp = false;
	short pic;
	eTerSpec spec;
	
	pic = univ.scenario.ter_types[ter].picture;
	spec = univ.scenario.ter_types[ter].special;
	eStepSnd snd = univ.scenario.ter_types[ter].step_sound;
	
	// if on swamp don't play squish sound : BoE legacy behavior, can be removed safely
	if(snd == eStepSnd::SPLASH && !flying() && univ.party.in_boat < 0){
		if(on_swamp && get_ran(1,1,100) >= 10) return;
		on_swamp = true;
	} else on_swamp = false;
	
	if(!monsters_going && (overall_mode < MODE_COMBAT) && (univ.party.in_boat >= 0)) {
		if(spec == eTerSpec::TOWN_ENTRANCE)
			return;
		play_sound(48); //play boat sound
	} else if(!monsters_going && (overall_mode < MODE_COMBAT) && (univ.party.in_horse >= 0)) {
		play_sound(85); //so play horse sound
	} else switch(univ.scenario.ter_types[ter].step_sound){
		case eStepSnd::SQUISH:
			play_sound(55);
			break;
		case eStepSnd::CRUNCH:
			play_sound(47);
			break;
		case eStepSnd::NONE:
			break;
		case eStepSnd::SPLASH:
			play_sound(17);
			break;
		case eStepSnd::STEP:
			if(step % 2 == 0) //footsteps alternate sound
				play_sound(49);
			else play_sound(50);
	}
}
示例#29
0
void handle_talk_event(POINT p)
{
	short i,j,force_special = 0,get_pc,s1 = -1,s2 = -1,s3 = -1;
	char asked[4];
	char place_string1[256] = "";
	char place_string2[256] = "";

	short a,b,c,d,ttype,which_talk_entry = -1;

	p.x -= 5;
	p.y -= 5;

	if (PtInRect(&talk_help_rect,p)) {
    	if (play_sounds == true) play_sound(37);
		party.help_received[5] = 0;
		give_help(205,6,0);
		return;
		}

	for (i = 0; i < 9; i++)
		if ((PtInRect(&preset_words[i].word_rect,p)) && ((talk_end_forced == false) || (i == 6) || (i == 5))) {
			click_talk_rect((char *) old_str1,(char *) old_str2,preset_words[i].word_rect);
			switch (i) {
				case 0: case 1: case 2: case 7: case 8:
					force_special = i + 1;
					break;
				case 3: case 4:
					force_special = i + 1;
					break;
				case 5: // save
					if (strnum1 <= 0) {
						MessageBeep(MB_OK);
						return;
						}
					for (j = 0; j < 120; j++)
						if ((party.talk_save[j].personality == store_personality) &&
						  (party.talk_save[j].str1 == strnum1) &&
						  (party.talk_save[j].str2 == strnum2)) {
						  	ASB("This is already saved.");
						  	print_buf();
						  	return;
						  	}
					for (j = 0; j < 120; j++)
						if (party.talk_save[j].personality <= 0) {
							give_help(57,0,0);
							play_sound(0);
							party.talk_save[j].personality = store_personality;
							party.talk_save[j].town_num = (unsigned char) c_town.town_num;
							party.talk_save[j].str1 = strnum1;
							party.talk_save[j].str2 = strnum2;
							ASB("Noted in journal.");
							j = 200;
							}
					if (j < 200) {
						MessageBeep(MB_OK);
						ASB("No more room in talking journal.");
						}
					print_buf();
					return;
					break;
				case 6: // quit
					end_talk_mode();

                	if(talk_end_forced == 10){ // party is in inn
                        talk_end_forced = true; // safety set
                        for(j=0; j < 700; j++){
                            party.age++;
                            // Specials countdowns
                            if ((party.age % 500 == 0) && (get_ran(1,0,5) == 3) && (adven.hasAbil(ITEM_DISEASE_PARTY) == true)) {
                                j = 900;
                                adven.disease(2);
                             }
                             // Plants and magic shops
                             if (party.age % 4000 == 0) refresh_store_items();

                             timed_special_happened = special_increase_age(0);//don't delay the trigger of the special, if there's a special

                             if(timed_special_happened && PSD[SDF_COMPATIBILITY_SPECIALS_INTERRUPT_REST] == 1){
                                j = 900;
               			        add_string_to_buf("  Rest interrupted.");
               			        print_buf();
                            }
                         }
                      }
					return;
					break;
				default:
					for (j = 0; j < 4; j++)
						asked[j] = preset_words[i].word[j];
					break;
				}
			i = 100;
			}
	if (i < 100) {
		for (i = 0; i < 50; i++)
			if ((PtInRect(&store_words[i].word_rect,p)) && (talk_end_forced == false)) {
				click_talk_rect((char *) old_str1,(char *) old_str2,store_words[i].word_rect);
				for (j = 0; j < 4; j++)
					asked[j] = store_words[i].word[j];

				i = 100;
				}
		}
    if(strcmp(talk_edit_string,"") != 0){
        for(j = 0; j < 4; j++)
            asked[j] = talk_edit_string[j];
        talk_edit_string[0] = '\0';
        i =  100;
        }

	if (i == 50) // no event
		return;
	if (force_special == 9) {
		get_text_response(1017,place_string1,0);
		asked[0] = place_string1[0];
		asked[1] = place_string1[1];
		asked[2] = place_string1[2];
		asked[3] = place_string1[3];
		}

	if ((asked[0] == 'n') && (asked[1] == 'a') &&(asked[2] == 'm') &&(asked[3] == 'e')) {
		force_special = 2;
		}
	if ((asked[0] == 'l') && (asked[1] == 'o') &&(asked[2] == 'o') &&(asked[3] == 'k')) {
		force_special = 1;
		}
	if (((asked[0] == 'j') && (asked[1] == 'o') &&(asked[2] == 'b')) ||
		((asked[0] == 'w') && (asked[1] == 'o') &&(asked[2] == 'r')&&(asked[3] == 'k')) ) {
		force_special = 3;
		}
	if((asked[0] == 'b') && (asked[1] == 'u') && (asked[2] == 'y'))
	   force_special = 4;
	if((asked[0] == 'b') && (asked[1] == 'y') && (asked[2] == 'e')){
		end_talk_mode();
        return;
        }

	if (force_special > 0) {
		switch (force_special) {
			case 1: case 2: case 3:
				GetIndString(place_string1,120 + ((store_personality - 1) / 10),
				 ((store_personality - 1) % 10) * 3 + 10 + force_special);
				sprintf((char *) place_string1,"%s",data_store3->talk_strs[store_personality % 10 + 10 * force_special]);

				oldstrnum1 = strnum1; oldstrnum2 = strnum2;
				strnum1 =  store_personality % 10 + 10 * force_special;
				strnum2 = 0;
				strcpy((char *) one_back1,(char *) old_str1);
				strcpy((char *) one_back2,(char *) old_str2);
				strcpy((char *) old_str1,(char *) place_string1);
				strcpy((char *) old_str2,(char *) place_string2);
				place_talk_str((char *) place_string1,(char *) place_string2,0,dummy_rect);
				return;
				break;
			case 4: // buy button
				asked[0] = 'p';asked[1] = 'u';asked[2] = 'r';asked[3] = 'c';
				if (scan_for_response(asked) >= 0)
					break;
				asked[0] = 's';asked[1] = 'a';asked[2] = 'l';asked[3] = 'e';
				if (scan_for_response(asked) >= 0)
					break;
				asked[0] = 'h';asked[1] = 'e';asked[2] = 'a';asked[3] = 'l';
				if (scan_for_response(asked) >= 0)
					break;
				asked[0] = 'i';asked[1] = 'd';asked[2] = 'e';asked[3] = 'n';
				if (scan_for_response(asked) >= 0)
					break;
				asked[0] = 't';asked[1] = 'r';asked[2] = 'a';asked[3] = 'i';
				if (scan_for_response(asked) >= 0)
					break;
				break;
			case 5: // sell button
				asked[0] = 's';asked[1] = 'e';asked[2] = 'l';asked[3] = 'l';
				if (scan_for_response(asked) >= 0)
					break;
				break;
			case 8: // back 1
				strnum1 = oldstrnum1; strnum2 = oldstrnum2;
				strcpy((char *) place_string1,(char *) one_back1);
				strcpy((char *) place_string2,(char *) one_back2);
				strcpy((char *) one_back1,(char *) old_str1);
				strcpy((char *) one_back2,(char *) old_str2);
				strcpy((char *) old_str1,(char *) place_string1);
				strcpy((char *) old_str2,(char *) place_string2);
				place_talk_str((char *) place_string1,(char *) place_string2,0,dummy_rect);
				return;
				break;
			}
		}

	which_talk_entry = scan_for_response(asked);
	if ((which_talk_entry < 0) || (which_talk_entry > 59)) {
		strcpy((char *) one_back1,(char *) old_str1);
		strcpy((char *) one_back2,(char *) old_str2);
		sprintf((char *) old_str2,"");
		sprintf((char *) old_str1,"%s",data_store3->talk_strs[store_personality % 10 + 160]);
		if (strlen((char *) old_str1) < 2)
			sprintf((char *) old_str1,"You get no response.");
		place_talk_str((char *) old_str1,(char *) old_str2,0,dummy_rect);
		strnum1 = -1;
		return;
		}

	ttype = talking.talk_nodes[which_talk_entry].type;
	a = talking.talk_nodes[which_talk_entry].extras[0];
	b = talking.talk_nodes[which_talk_entry].extras[1];
	c = talking.talk_nodes[which_talk_entry].extras[2];
	d = talking.talk_nodes[which_talk_entry].extras[3];

	sprintf(place_string1,"%s",data_store3->talk_strs[40 + which_talk_entry * 2]);
	sprintf(place_string2,"%s",data_store3->talk_strs[40 + which_talk_entry * 2 + 1]);

	oldstrnum1 = strnum1; oldstrnum2 = strnum2;
	strnum1 =  40 + which_talk_entry * 2; strnum2 = 40 + which_talk_entry * 2 + 1;

	switch(ttype) {
		case TALK_REGULAR:
			break;
		case TALK_DEP_ON_SDF:
			if (PSD[a][b] > c) {
				strnum1 = strnum2;
				strcpy(place_string1, place_string2);
				}
			sprintf(place_string2,"");
			strnum2 = 0;
			break;
		case TALK_SET_SDF:
			PSD[a][b] = 1;
			break;
		case TALK_INN:
			if (party.gold < a) {
				strnum1 = strnum2;
				strcpy(place_string1, place_string2);
				}
				else {
					talk_end_forced = true;
					party.gold -= a;
					put_pc_screen();
                    if(PSD[SDF_COMPATIBILITY_CHECK_TIMERS_WHILE_RESTING] == 1){
                       talk_end_forced = 10;
                       adven.heal(30 * b);
	                   adven.restoreSP(25 * b);
      				   c_town.p_loc.x = c;
	          		   c_town.p_loc.y = d;
			           center = c_town.p_loc;
                       }
					else{
                    adven.heal(30 * b);
					adven.restoreSP(25 * b);
					party.age += 700;
					c_town.p_loc.x = c;
					c_town.p_loc.y = d;
					center = c_town.p_loc;
                    }
				}
			strnum2 = 0;
			sprintf(place_string2,"");
			break;
		case TALK_DEP_ON_TIME:
			if (day_reached((unsigned char) a,0) == true) {
				strnum1 = strnum2;
				strcpy(place_string1, place_string2);
				}
			sprintf(place_string2,"");
			strnum2 = 0;
			break;
		case TALK_DEP_ON_TIME_AND_EVENT:
			if (day_reached((unsigned char) a,(unsigned char) b) == true) {
				strnum1 = strnum2;
				strcpy(place_string1, place_string2);
				}
			sprintf(place_string2,"");
			strnum2 = 0;
			break;
		case TALK_DEP_ON_TOWN:
			if (c_town.town_num != a) {
				strnum1 = strnum2;
				strcpy(place_string1, place_string2);
				}
			sprintf(place_string2,"");
			strnum2 = 0;
			break;
		case TALK_BUY_ITEMS:
			c = minmax(1,30,(int)c);
			start_shop_mode(SHOP_MISC_SHOP,b,
				b + c - 1,a, place_string1);
			strnum1 = -1;
			return;
		case TALK_TRAINING:
			if ((get_pc = char_select_pc(1,0,"Train who?")) < 6) {
				strnum1 = -1;
				spend_xp(get_pc,1, 0);
				}
			sprintf(place_string1, "You conclude your training.");
            put_pc_screen();
			return;

		case TALK_BUY_MAGE: case TALK_BUY_PRIEST: case TALK_BUY_ALCHEMY:
			c = minmax(1,30,(int)c);
			start_shop_mode(ttype + 1,b,
				b + c - 1,a, place_string1);
			strnum1 = -1;
			return;
		case TALK_BUY_HEALING: //healer
			start_shop_mode(SHOP_HEALER,0,0,a, place_string1);
			strnum1 = -1;
			return;
			break;
		case TALK_SELL_WEAPONS: // sell weap
			strnum1 = -1;
			stat_screen_mode = 3;
			put_item_screen(stat_window,1);
			give_help(42,43,0);
			break;
		case TALK_SELL_ARMOR: // sell armor
			strnum1 = -1;
			stat_screen_mode = 4;
			put_item_screen(stat_window,1);
			give_help(42,43,0);
			break;
		case TALK_SELL_ITEMS: // sell misc
			strnum1 = -1;
			stat_screen_mode = 5;
			put_item_screen(stat_window,1);
			give_help(42,43,0);
			break;
		case TALK_IDENTIFY: case TALK_ENCHANT: // ident, enchant
            strnum1 = -1;
			stat_screen_mode = (ttype == 16) ? 2 : 6;
			shop_identify_cost = a;
			put_item_screen(stat_window,1);
			give_help(ttype - 16 + 44,0,0);
			break;
		case TALK_BUY_INFO:
			if (party.gold < a) {
				strnum1 = strnum2;
				strcpy(place_string1, place_string2);
				}
				else {
					party.gold -= a;
					put_pc_screen();

					}
			sprintf(place_string2,"");
			strnum2 = 0;
			break;
		case TALK_BUY_SDF:
			if ((sd_legit(b,c) == true) && (PSD[b][c] == d)) {
				sprintf(place_string1, "You've already learned that.");
				strnum1 = -1;
				}
			else if (party.gold < a) {
				strnum1 = strnum2;
				strcpy(place_string1, place_string2);
				}
				else {
					party.gold -= a;
					put_pc_screen();
					if (sd_legit(b,c) == true)
						PSD[b][c] = d;
						else give_error("Invalid Stuff Done flag called in conversation.","",0);
					}
			strnum2 = 0;
			sprintf(place_string2,"");
			break;
		case TALK_BUY_SHIP:
			if (party.gold < a) {
				strnum1 = strnum2;
				strnum2 = 0;
				strcpy(place_string1, place_string2);
				sprintf(place_string2,"");
				break;
				}
				else {
					for (i = b; i <= b + c; i++)
						if ((i >= 0) && (i < 30) && (party.boats[i].property == true)) {
							party.gold -= a;
							put_pc_screen();
							party.boats[i].property = false;
							sprintf(place_string2,"");
							strnum2 = 0;
							i = 1000;
							}
					if (i >= 1000)
						break;
					}
			sprintf(place_string1, "There are no boats left.");
			sprintf(place_string2,"");
			strnum1 = -1;
			strnum2 = -1;
			break;
		case TALK_BUY_HORSE:
			if (party.gold < a) {
				strnum1 = strnum2;
				strnum2 = 0;
				strcpy(place_string1, place_string2);
				sprintf(place_string2,"");
				break;
				}
				else {
					for (i = b; i <= b + c; i++)
						if ((i >= 0) && (i < 30) && (party.horses[i].property == true)) {
							party.gold -= a;
							put_pc_screen();
							party.horses[i].property = false;
							sprintf(place_string2,"");
							strnum2 = 0;
							i = 1000;
							}
					if (i >= 1000)
						break;
					}
			sprintf(place_string1, "There are no horses left.");
			sprintf(place_string2,"");
			strnum1 = -1;
			strnum2 = -1;
			break;
		case TALK_BUY_SPEC_ITEM:
			if (party.spec_items[a] > 0) {
				sprintf(place_string1, "You already have it.");
				strnum1 = -1;
				}
			else if (party.gold < b) {
				strcpy(place_string1, place_string2);
				strnum1 = strnum2;
				}
				else {
					party.gold -= b;
					put_pc_screen();
					party.spec_items[a] = 1;
					}
			strnum2 = 0;
			sprintf(place_string2,"");
			break;
		case TALK_BUY_JUNK:
			start_shop_mode(SHOP_MAGIC_SHOP_1 + b,0,
				9,a, place_string1);
			strnum1 = -1;
			return;
		case TALK_BUY_TOWN_LOC:
			if (party.can_find_town[b] > 0) {
				}
				else if (party.gold < a) {
					strnum1 = strnum2;
					strcpy(place_string1, place_string2);
					}
					else {
						party.gold -= a;
						put_pc_screen();
						party.can_find_town[b] = 1;
						}
			strnum2 = 0;
			sprintf(place_string2,"");
			break;
		case TALK_END_FORCE:
			talk_end_forced = true;
			break;
		case TALK_END_FIGHT:
			c_town.monst.dudes[store_m_num].attitude = 1;
			c_town.monst.dudes[store_m_num].mobile = 1;
			talk_end_forced = true;
			break;
		case TALK_END_ALARM:
			set_town_status(0);
			talk_end_forced = true;
			break;
		case TALK_END_DIE:
			c_town.monst.dudes[store_m_num].active = 0;
            // Special killing effects
            if (sd_legit(c_town.monst.dudes[store_m_num].monst_start.spec1,c_town.monst.dudes[store_m_num].monst_start.spec2) == true)
                party.stuff_done[c_town.monst.dudes[store_m_num].monst_start.spec1][c_town.monst.dudes[store_m_num].monst_start.spec2] = 1;
			talk_end_forced = true;
			break;
		case TALK_CALL_TOWN_SPEC: // town special
			 run_special(SPEC_TALK,2,a,c_town.p_loc,&s1,&s2,&s3);
			// check s1 & s2 to see if we got diff str, and, if so, munch old strs
			if ((s1 >= 0) || (s2 >= 0)) {
				strnum1 = -1;
				strnum2 = -1;
				sprintf(place_string1,"");
				sprintf(place_string2,"");
				}
			 get_strs(place_string1, place_string2,2,s1,s2);
			 if (s1 >= 0) strnum1 = 2000 + s1;
			 if (s2 >= 0) strnum2 = 2000 + s2;
			 put_pc_screen();
			 put_item_screen(stat_window,0);
			 break;
		case TALK_CALL_SCEN_SPEC: // scen special
			 run_special(SPEC_TALK,0,a,c_town.p_loc,&s1,&s2,&s3);
			// check s1 & s2 to see if we got diff str, and, if so, munch old strs
			if ((s1 >= 0) || (s2 >= 0)) {
				strnum1 = -1;
				strnum2 = -1;
				sprintf(place_string1,"");
				sprintf(place_string2,"");
				}
			 get_strs(place_string1, place_string2,0,s1,s2);
			 if (s1 >= 0) strnum1 = 3000 + s1;
			 if (s2 >= 0) strnum2 = 3000 + s2;
			put_pc_screen();
			put_item_screen(stat_window,0);
			break;
		}

	strcpy(one_back1, old_str1);
	strcpy(one_back2, old_str2);
	strcpy(old_str1, place_string1);
	strcpy(old_str2, place_string2);
	place_talk_str(old_str1, old_str2,0,dummy_rect);
}
示例#30
0
文件: bladpced.cpp 项目: Ircher/CBoE
Boolean handle_menu (short item, HMENU)
{
	short i,j,k;
	Boolean to_return = FALSE;
   item_record_type store_i;


	if ((file_in_mem == FALSE) && ((item == 1) || (item == 3) ||
		(item >= 40)) && (item != 200) && (item != 100)) {
		display_strings(20,5,0,0,"Editing party",57,707,0);
		item = -1;
		}

	switch (item) {
   	case -1: break;
		case 1:
			save_file(0);
			break;
		case 2:
			if (verify_restore_quit(1) == TRUE)
				load_file();
                update_item_menu(item_menus_lock);
			break;
		case 3:
            save_file(1);
            break;
		case 4:
			All_Done = verify_restore_quit(0);
			break;

		case 41:
				edit_gold_or_food(0);
				redraw_screen();

		break;
		case 42:
				edit_gold_or_food(1);
				redraw_screen();
		break;

		case 44:
			if (party.stuff_done[304][0] > 0) {
				FCD(909,0);
				break;
				}
			FCD(901,0);
			leave_town();
			break;

		case 45:
			if (party.stuff_done[304][0] == 0) {
				FCD(911,0);
				break;
				}
			FCD(910,0);
			c_town.p_loc.x = party.stuff_done[304][1];
			c_town.p_loc.y = party.stuff_done[304][2];
			party.stuff_done[304][0] = 0;
			for (i = 0; i < 6; i++)
				if (adven[i].main_status >= 10)
					adven[i].main_status -= 10;
			redraw_screen();
			break;


		case 48:
			display_strings(20,20,0,0,"Editing party",57,707,0);
			for (i = 0; i < 4; i++)
				party.creature_save[i].which_town = 200;
			break;
		case 51: // damage
			display_strings(20,1,0,0,"Editing party",57,715,0);
			for (i = 0; i < 6; i++)
				adven[i].cur_health = adven[i].max_health;
			redraw_screen();
			break;
		case 52: // spell pts
			display_strings(20,2,0,0,"Editing party",57,715,0);
			for (i = 0; i < 6; i++)
				adven[i].cur_sp = adven[i].max_sp;
			redraw_screen();
			break;
		case 53: // raise dead
			display_strings(20,3,0,0,"Editing party",57,715,0);
			for (i = 0; i < 6; i++)
				if ((adven[i].main_status == 2) || (adven[i].main_status == 3) ||
					(adven[i].main_status == 4))
						adven[i].main_status = 1;
			redraw_screen();
			break;
		case 54: // conditions
			display_strings(20,4,0,0,"Editing party",57,715,0);
			for (i = 0; i < 6; i++) {
				adven[i].status[2] = 0;
				if (adven[i].status[3] < 0)
					adven[i].status[3] = 0;
				adven[i].status[6] = 0;
				adven[i].status[7] = 0;
				adven[i].status[9] = 0;
				adven[i].status[11] = 0;
				adven[i].status[12] = 0;
				adven[i].status[13] = 0;
				}
			redraw_screen();
			break;

		case 55:
			if (party_in_scen == FALSE) {
				display_strings(20,25,0,0,"Editing party",57,715,0);
				break;
				}
			if (FCD(912,0) != 1)
				break;
			remove_party_from_scen();
			party.stuff_done[304][0] = 0;
			redraw_screen();
			break;
		case 62:
			 display_alchemy();
			break;
		case 63: // all property
			display_strings(20,6,0,0,"Editing party",57,707,0);
			for (i = 0; i < 30; i++) {
				party.boats[i].property = FALSE;
				party.horses[i].property = FALSE;
				}
			break;
		case 70: // edit day
			edit_day();
			break;
		case 71: // out maps
			if (party_in_scen == FALSE) {
				display_strings(20,25,0,0,"Editing party",57,715,0);
				break;
				}
			display_strings(20,13,0,0,"Editing party",57,715,0);
			for (i = 0; i < 96; i++)
				for (j = 0; j < 96; j++)
					out_e[i][j] = 1;
			for (i = 0; i < 100; i++)
				for (j = 0; j < 6; j++)
					for (k = 0; k < 48; k++)
						o_maps.outdoor_maps[i][j][k] = 255;

			break;
		case 72: // town maps
			if (party_in_scen == FALSE) {
				display_strings(20,25,0,0,"Editing party",57,715,0);
				break;
				}
			display_strings(20,14,0,0,"Editing party",57,715,0);
			for (i = 0; i < 64; i++)
				for (j = 0; j < 64; j++)
					c_town.explored[i][j] = 1;
			for (i = 0; i < 200; i++)
				for (j = 0; j < 8; j++)
					for (k = 0; k < 64; k++)
						town_maps.town_maps[i][j][k] = 255;
			break;
		case 100: // index
			WinHelp(mainPtr,"Blades of Exile.hlp",HELP_CONTENTS,0L);
			break;
		case 200: // about
			FCD(1062,0);
			break;
		default:
			item -= 600;
			store_i = scen_item_list.scen_items[item];
			if(store_i.variety == 3){
		        party.gold += get_ran(1,1,20);
               	redraw_screen();
                break;
            }
			if(store_i.variety == 11){
                party.food += get_ran(1,1,20);
               	redraw_screen();
                break;
            }
			give_to_pc(current_active_pc,store_i,FALSE);
			draw_items(1);
			break;

		}

	return to_return;
}