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/**
* @file objects.cpp
*
* Implementation of object functionality, interaction, spawning, loading, etc.
*/
#include "all.h"
DEVILUTION_BEGIN_NAMESPACE
int trapid;
int trapdir;
BYTE *pObjCels[40];
char ObjFileList[40];
int objectactive[MAXOBJECTS];
/** Specifies the number of active objects. */
int nobjects;
int leverid;
int objectavail[MAXOBJECTS];
ObjectStruct object[MAXOBJECTS];
BOOL InitObjFlag;
BOOL LoadMapObjsFlag;
int numobjfiles;
int dword_6DE0E0;
/** Specifies the X-coordinate delta between barrels. */
int bxadd[8] = { -1, 0, 1, -1, 1, -1, 0, 1 };
/** Specifies the Y-coordinate delta between barrels. */
int byadd[8] = { -1, -1, -1, 0, 0, 1, 1, 1 };
/** Maps from shrine_id to shrine name. */
const char *const shrinestrs[] = {
"Mysterious",
"Hidden",
"Gloomy",
"Weird",
"Magical",
"Stone",
"Religious",
"Enchanted",
"Thaumaturgic",
"Fascinating",
"Cryptic",
"Magical",
"Eldritch",
"Eerie",
"Divine",
"Holy",
"Sacred",
"Spiritual",
"Spooky",
"Abandoned",
"Creepy",
"Quiet",
"Secluded",
"Ornate",
"Glimmering",
"Tainted",
"Oily",
"Glowing",
"Mendicant's",
"Sparkling",
"Town",
"Shimmering",
"Solar",
"Murphy's",
};
/** Specifies the minimum dungeon level on which each shrine will appear. */
char shrinemin[] = {
1, // Mysterious
1, // Hidden
1, // Gloomy
1, // Weird
1, // Magical
1, // Stone
1, // Religious
1, // Enchanted
1, // Thaumaturgic
1, // Fascinating
1, // Cryptic
1, // Magical
1, // Eldritch
1, // Eerie
1, // Divine
1, // Holy
1, // Sacred
1, // Spiritual
1, // Spooky
1, // Abandoned
1, // Creepy
1, // Quiet
1, // Secluded
1, // Ornate
1, // Glimmering
1, // Tainted
1, // Oily
1, // Glowing
1, // Mendicant's
1, // Sparkling
1, // Town
1, // Shimmering
1, // Solar,
1, // Murphy's
};
/** Specifies the maximum dungeon level on which each shrine will appear. */
char shrinemax[] = {
MAX_LVLS, // Mysterious
MAX_LVLS, // Hidden
MAX_LVLS, // Gloomy
MAX_LVLS, // Weird
MAX_LVLS, // Magical
MAX_LVLS, // Stone
MAX_LVLS, // Religious
8, // Enchanted
MAX_LVLS, // Thaumaturgic
MAX_LVLS, // Fascinating
MAX_LVLS, // Cryptic
MAX_LVLS, // Magical
MAX_LVLS, // Eldritch
MAX_LVLS, // Eerie
MAX_LVLS, // Divine
MAX_LVLS, // Holy
MAX_LVLS, // Sacred
MAX_LVLS, // Spiritual
MAX_LVLS, // Spooky
MAX_LVLS, // Abandoned
MAX_LVLS, // Creepy
MAX_LVLS, // Quiet
MAX_LVLS, // Secluded
MAX_LVLS, // Ornate
MAX_LVLS, // Glimmering
MAX_LVLS, // Tainted
MAX_LVLS, // Oily
MAX_LVLS, // Glowing
MAX_LVLS, // Mendicant's
MAX_LVLS, // Sparkling
MAX_LVLS, // Town
MAX_LVLS, // Shimmering
MAX_LVLS, // Solar,
MAX_LVLS, // Murphy's
};
/**
* Specifies the game type for which each shrine may appear.
* SHRINETYPE_ANY - 0 - sp & mp
* SHRINETYPE_SINGLE - 1 - sp only
* SHRINETYPE_MULTI - 2 - mp only
*/
BYTE shrineavail[] = {
SHRINETYPE_ANY, // SHRINE_MYSTERIOUS
SHRINETYPE_ANY, // SHRINE_HIDDEN
SHRINETYPE_SINGLE, // SHRINE_GLOOMY
SHRINETYPE_SINGLE, // SHRINE_WEIRD
SHRINETYPE_ANY, // SHRINE_MAGICAL
SHRINETYPE_ANY, // SHRINE_STONE
SHRINETYPE_ANY, // SHRINE_RELIGIOUS
SHRINETYPE_ANY, // SHRINE_ENCHANTED
SHRINETYPE_SINGLE, // SHRINE_THAUMATURGIC
SHRINETYPE_ANY, // SHRINE_FASCINATING
SHRINETYPE_ANY, // SHRINE_CRYPTIC
SHRINETYPE_ANY, // SHRINE_MAGICAL2
SHRINETYPE_ANY, // SHRINE_ELDRITCH
SHRINETYPE_ANY, // SHRINE_EERIE
SHRINETYPE_ANY, // SHRINE_DIVINE
SHRINETYPE_ANY, // SHRINE_HOLY
SHRINETYPE_ANY, // SHRINE_SACRED
SHRINETYPE_ANY, // SHRINE_SPIRITUAL
SHRINETYPE_MULTI, // SHRINE_SPOOKY
SHRINETYPE_ANY, // SHRINE_ABANDONED
SHRINETYPE_ANY, // SHRINE_CREEPY
SHRINETYPE_ANY, // SHRINE_QUIET
SHRINETYPE_ANY, // SHRINE_SECLUDED
SHRINETYPE_ANY, // SHRINE_ORNATE
SHRINETYPE_ANY, // SHRINE_GLIMMERING
SHRINETYPE_MULTI, // SHRINE_TAINTED
SHRINETYPE_ANY, // SHRINE_OILY
SHRINETYPE_ANY, // SHRINE_GLOWING
SHRINETYPE_ANY, // SHRINE_MENDICANT
SHRINETYPE_ANY, // SHRINE_SPARKLING
SHRINETYPE_ANY, // SHRINE_TOWN
SHRINETYPE_ANY, // SHRINE_SHIMMERING
SHRINETYPE_SINGLE, // SHRINE_SOLAR
SHRINETYPE_ANY, // SHRINE_MURPHYS
};
/** Maps from book_id to book name. */
const char *const StoryBookName[] = {
"The Great Conflict",
"The Wages of Sin are War",
"The Tale of the Horadrim",
"The Dark Exile",
"The Sin War",
"The Binding of the Three",
"The Realms Beyond",
"Tale of the Three",
"The Black King",
"Journal: The Ensorcellment",
"Journal: The Meeting",
"Journal: The Tirade",
"Journal: His Power Grows",
"Journal: NA-KRUL",
"Journal: The End",
"A Spellbook",
};
/** Specifies the speech IDs of each dungeon type narrator book, for each player class. */
_speech_id StoryText[3][3] = {
{ TEXT_BOOK11, TEXT_BOOK12, TEXT_BOOK13 },
{ TEXT_BOOK21, TEXT_BOOK22, TEXT_BOOK23 },
{ TEXT_BOOK31, TEXT_BOOK32, TEXT_BOOK33 }
};
void InitObjectGFX()
{
BOOLEAN fileload[56];
char filestr[32];
int i, j;
memset(fileload, FALSE, sizeof(fileload));
int lvl = currlevel;
if (currlevel >= 21 && currlevel <= 24)
lvl -= 20;
else if (currlevel >= 17 && currlevel <= 20)
lvl -= 8;
for (i = 0; AllObjects[i].oload != -1; i++) {
if (AllObjects[i].oload == 1
&& (int)lvl >= AllObjects[i].ominlvl
&& (int)lvl <= AllObjects[i].omaxlvl) {
fileload[AllObjects[i].ofindex] = TRUE;
}
if (AllObjects[i].otheme != THEME_NONE) {
for (j = 0; j < numthemes; j++) {
if (themes[j].ttype == AllObjects[i].otheme)
fileload[AllObjects[i].ofindex] = TRUE;
}
}
if (AllObjects[i].oquest != -1) {
if (QuestStatus(AllObjects[i].oquest))
fileload[AllObjects[i].ofindex] = TRUE;
}
}
for (i = 0; i < 56; i++) {
if (fileload[i]) {
ObjFileList[numobjfiles] = i;
sprintf(filestr, "Objects\\%s.CEL", ObjMasterLoadList[i]);
if (currlevel >= 17 && currlevel < 21)
sprintf(filestr, "Objects\\%s.CEL", ObjHiveLoadList[i]);
else if (currlevel >= 21)
sprintf(filestr, "Objects\\%s.CEL", ObjCryptLoadList[i]);
pObjCels[numobjfiles] = LoadFileInMem(filestr, NULL);
numobjfiles++;
}
}
}
void FreeObjectGFX()
{
int i;
for (i = 0; i < numobjfiles; i++) {
MemFreeDbg(pObjCels[i]);
}
numobjfiles = 0;
}
bool RndLocOk(int xp, int yp)
{
if (dMonster[xp][yp] != 0)
return FALSE;
if (dPlayer[xp][yp] != 0)
return FALSE;
if (dObject[xp][yp] != 0)
return FALSE;
if (dFlags[xp][yp] & BFLAG_POPULATED)
return FALSE;
if (nSolidTable[dPiece[xp][yp]])
return FALSE;
if (leveltype != DTYPE_CATHEDRAL || dPiece[xp][yp] <= 126 || dPiece[xp][yp] >= 144)
return TRUE;
return FALSE;
}
static bool WallTrapLocOkK(int xp, int yp)
{
if (dFlags[xp][yp] & BFLAG_POPULATED)
return FALSE;
if (nTrapTable[dPiece[xp][yp]] != FALSE)
return TRUE;
else
return FALSE;
}
void InitRndLocObj(int min, int max, int objtype)
{
int i, xp, yp, numobjs;
numobjs = random_(139, max - min) + min;
for (i = 0; i < numobjs; i++) {
while (1) {
xp = random_(139, 80) + 16;
yp = random_(139, 80) + 16;
if (RndLocOk(xp - 1, yp - 1)
&& RndLocOk(xp, yp - 1)
&& RndLocOk(xp + 1, yp - 1)
&& RndLocOk(xp - 1, yp)
&& RndLocOk(xp, yp)
&& RndLocOk(xp + 1, yp)
&& RndLocOk(xp - 1, yp + 1)
&& RndLocOk(xp, yp + 1)
&& RndLocOk(xp + 1, yp + 1)) {
AddObject(objtype, xp, yp);
break;
}
}
}
}
void InitRndLocBigObj(int min, int max, int objtype)
{
int i, xp, yp, numobjs;
numobjs = random_(140, max - min) + min;
for (i = 0; i < numobjs; i++) {
while (1) {
xp = random_(140, 80) + 16;
yp = random_(140, 80) + 16;
if (RndLocOk(xp - 1, yp - 2)
&& RndLocOk(xp, yp - 2)
&& RndLocOk(xp + 1, yp - 2)
&& RndLocOk(xp - 1, yp - 1)
&& RndLocOk(xp, yp - 1)
&& RndLocOk(xp + 1, yp - 1)
&& RndLocOk(xp - 1, yp)
&& RndLocOk(xp, yp)
&& RndLocOk(xp + 1, yp)
&& RndLocOk(xp - 1, yp + 1)
&& RndLocOk(xp, yp + 1)
&& RndLocOk(xp + 1, yp + 1)) {
AddObject(objtype, xp, yp);
break;
}
}
}
}
void InitRndLocObj5x5(int min, int max, int objtype)
{
bool exit;
int xp, yp, numobjs, i, cnt, m, n;
numobjs = min + random_(139, max - min);
for (i = 0; i < numobjs; i++) {
cnt = 0;
exit = FALSE;
while (!exit) {
exit = TRUE;
xp = random_(139, 80) + 16;
yp = random_(139, 80) + 16;
for (n = -2; n <= 2; n++) {
for (m = -2; m <= 2; m++) {
if (!RndLocOk(xp + m, yp + n))
exit = FALSE;
}
}
if (!exit) {
cnt++;
if (cnt > 20000)
return;
}
}
AddObject(objtype, xp, yp);
}
}
void ClrAllObjects()
{
int i;
memset(object, 0, sizeof(object));
nobjects = 0;
for (i = 0; i < MAXOBJECTS; i++) {
objectavail[i] = i;
}
memset(objectactive, 0, sizeof(objectactive));
trapdir = 0;
trapid = 1;
leverid = 1;
}
void AddTortures()
{
int ox, oy;
for (oy = 0; oy < MAXDUNY; oy++) {
for (ox = 0; ox < MAXDUNX; ox++) {
if (dPiece[ox][oy] == 367) {
AddObject(OBJ_TORTURE1, ox, oy + 1);
AddObject(OBJ_TORTURE3, ox + 2, oy - 1);
AddObject(OBJ_TORTURE2, ox, oy + 3);
AddObject(OBJ_TORTURE4, ox + 4, oy - 1);
AddObject(OBJ_TORTURE5, ox, oy + 5);
AddObject(OBJ_TNUDEM1, ox + 1, oy + 3);
AddObject(OBJ_TNUDEM2, ox + 4, oy + 5);
AddObject(OBJ_TNUDEM3, ox + 2, oy);
AddObject(OBJ_TNUDEM4, ox + 3, oy + 2);
AddObject(OBJ_TNUDEW1, ox + 2, oy + 4);
AddObject(OBJ_TNUDEW2, ox + 2, oy + 1);
AddObject(OBJ_TNUDEW3, ox + 4, oy + 2);
}
}
}
}
void AddCandles()
{
int tx, ty;
tx = quests[Q_PWATER]._qtx;
ty = quests[Q_PWATER]._qty;
AddObject(OBJ_STORYCANDLE, tx - 2, ty + 1);
AddObject(OBJ_STORYCANDLE, tx + 3, ty + 1);
AddObject(OBJ_STORYCANDLE, tx - 1, ty + 2);
AddObject(OBJ_STORYCANDLE, tx + 2, ty + 2);
}
void AddBookLever(int lx1, int ly1, int lx2, int ly2, int x1, int y1, int x2, int y2, _speech_id msg)
{
bool exit;
int xp, yp, ob, cnt, m, n;
cnt = 0;
exit = FALSE;
while (!exit) {
exit = TRUE;
xp = random_(139, 80) + 16;
yp = random_(139, 80) + 16;
for (n = -2; n <= 2; n++) {
for (m = -2; m <= 2; m++) {
if (!RndLocOk(xp + m, yp + n))
exit = FALSE;
}
}
if (!exit) {
cnt++;
if (cnt > 20000)
return;
}
}
if (QuestStatus(Q_BLIND))
AddObject(OBJ_BLINDBOOK, xp, yp);
if (QuestStatus(Q_WARLORD))
AddObject(OBJ_STEELTOME, xp, yp);
if (QuestStatus(Q_BLOOD)) {
xp = 2 * setpc_x + 25;
yp = 2 * setpc_y + 40;
AddObject(OBJ_BLOODBOOK, xp, yp);
}
ob = dObject[xp][yp] - 1;
SetObjMapRange(ob, x1, y1, x2, y2, leverid);
SetBookMsg(ob, msg);
leverid++;
object[ob]._oVar6 = object[ob]._oAnimFrame + 1;
}
void InitRndBarrels()
{
int numobjs; // number of groups of barrels to generate
int xp, yp;
_object_id o;
bool found;
int p; // regulates chance to stop placing barrels in current group
int dir;
int t; // number of tries of placing next barrel in current group
int c; // number of barrels in current group
int i;
numobjs = random_(143, 5) + 3;
for (i = 0; i < numobjs; i++) {
do {
xp = random_(143, 80) + 16;
yp = random_(143, 80) + 16;
} while (!RndLocOk(xp, yp));
o = (random_(143, 4) != 0) ? OBJ_BARREL : OBJ_BARRELEX;
AddObject(o, xp, yp);
found = TRUE;
p = 0;
c = 1;
while (random_(143, p) == 0 && found) {
t = 0;
found = FALSE;
while (TRUE) {
if (t >= 3)
break;
dir = random_(143, 8);
xp += bxadd[dir];
yp += byadd[dir];
found = RndLocOk(xp, yp);
t++;
if (found)
break;
}
if (found) {
o = (random_(143, 5) != 0) ? OBJ_BARREL : OBJ_BARRELEX;
AddObject(o, xp, yp);
c++;
}
p = c >> 1;
}
}
}
void AddL1Objs(int x1, int y1, int x2, int y2)
{
int i, j, pn;
for (j = y1; j < y2; j++) {
for (i = x1; i < x2; i++) {
pn = dPiece[i][j];
if (pn == 270)
AddObject(OBJ_L1LIGHT, i, j);
if (pn == 44 || pn == 51 || pn == 214)
AddObject(OBJ_L1LDOOR, i, j);
if (pn == 46 || pn == 56)
AddObject(OBJ_L1RDOOR, i, j);
}
}
}
void add_crypt_objs(int x1, int y1, int x2, int y2)
{
int i, j, pn;
for (j = y1; j < y2; j++) {
for (i = x1; i < x2; i++) {
pn = dPiece[i][j];
if (pn == 77)
AddObject(OBJ_L1LDOOR, i, j);
if (pn == 80)
AddObject(OBJ_L1RDOOR, i, j);
}
}
}
void AddL2Objs(int x1, int y1, int x2, int y2)
{
int i, j, pn;
for (j = y1; j < y2; j++) {
for (i = x1; i < x2; i++) {
pn = dPiece[i][j];
if (pn == 13 || pn == 541)
AddObject(OBJ_L2LDOOR, i, j);
if (pn == 17 || pn == 542)
AddObject(OBJ_L2RDOOR, i, j);
}
}
}
void AddL3Objs(int x1, int y1, int x2, int y2)
{
int i, j, pn;
for (j = y1; j < y2; j++) {
for (i = x1; i < x2; i++) {
pn = dPiece[i][j];
if (pn == 531)
AddObject(OBJ_L3LDOOR, i, j);
if (pn == 534)
AddObject(OBJ_L3RDOOR, i, j);
}
}
}
bool TorchLocOK(int xp, int yp)
{
if (dFlags[xp][yp] & BFLAG_POPULATED)
return FALSE;
return TRUE;
}
void AddL2Torches()
{
int i, j, pn;
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++) {
if (!TorchLocOK(i, j))
continue;
pn = dPiece[i][j];
if (pn == 1 && random_(145, 3) == 0)
AddObject(OBJ_TORCHL2, i, j);
if (pn == 5 && random_(145, 3) == 0)
AddObject(OBJ_TORCHR2, i, j);
if (pn == 37 && random_(145, 10) == 0 && dObject[i - 1][j] == 0)
AddObject(OBJ_TORCHL, i - 1, j);
if (pn == 41 && random_(145, 10) == 0 && dObject[i][j - 1] == 0)
AddObject(OBJ_TORCHR, i, j - 1);
}
}
}
void AddObjTraps()
{
char oi_trap, oi;
int i, j;
int xp, yp;
int rndv;
if (currlevel == 1)
rndv = 10;
if (currlevel >= 2)
rndv = 15;
if (currlevel >= 5)
rndv = 20;
if (currlevel >= 7)
rndv = 25;
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++) {
if (dObject[i][j] <= 0 || random_(144, 100) >= rndv)
continue;
oi = dObject[i][j] - 1;
if (!AllObjects[object[oi]._otype].oTrapFlag)
continue;
if (random_(144, 2) == 0) {
xp = i - 1;
while (!nSolidTable[dPiece[xp][j]])
xp--;
if (!WallTrapLocOkK(xp, j) || i - xp <= 1)
continue;
AddObject(OBJ_TRAPL, xp, j);
oi_trap = dObject[xp][j] - 1;
object[oi_trap]._oVar1 = i;
object[oi_trap]._oVar2 = j;
object[oi]._oTrapFlag = TRUE;
} else {
yp = j - 1;
while (!nSolidTable[dPiece[i][yp]])
yp--;
if (!WallTrapLocOkK(i, yp) || j - yp <= 1)
continue;
AddObject(OBJ_TRAPR, i, yp);
oi_trap = dObject[i][yp] - 1;
object[oi_trap]._oVar1 = i;
object[oi_trap]._oVar2 = j;
object[oi]._oTrapFlag = TRUE;
}
}
}
}
void AddChestTraps()
{
int i, j;
char oi;
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++) {
if (dObject[i][j] > 0) {
oi = dObject[i][j] - 1;
if (object[oi]._otype >= OBJ_CHEST1 && object[oi]._otype <= OBJ_CHEST3 && !object[oi]._oTrapFlag && random_(0, 100) < 10) {
object[oi]._otype += OBJ_TCHEST1 - OBJ_CHEST1;
object[oi]._oTrapFlag = TRUE;
if (leveltype == DTYPE_CATACOMBS) {
object[oi]._oVar4 = random_(0, 2);
} else {
object[oi]._oVar4 = random_(0, gbIsHellfire ? 6 : 3);
}
}
}
}
}
}
void LoadMapObjects(BYTE *pMap, int startx, int starty, int x1, int y1, int w, int h, int leveridx)
{
int rw, rh, i, j, oi, type;
BYTE *lm;
long mapoff;
LoadMapObjsFlag = TRUE;
InitObjFlag = TRUE;
lm = pMap;
rw = *lm;
lm += 2;
rh = *lm;
mapoff = (rw * rh + 1) * 2;
rw <<= 1;
rh <<= 1;
mapoff += rw * 2 * rh * 2;
lm += mapoff;
for (j = 0; j < rh; j++) {
for (i = 0; i < rw; i++) {
if (*lm) {
type = *lm;
AddObject(ObjTypeConv[type], startx + 16 + i, starty + 16 + j);
oi = ObjIndex(startx + 16 + i, starty + 16 + j);
SetObjMapRange(oi, x1, y1, x1 + w, y1 + h, leveridx);
}
lm += 2;
}
}
InitObjFlag = FALSE;
LoadMapObjsFlag = FALSE;
}
void LoadMapObjs(BYTE *pMap, int startx, int starty)
{
int rw, rh;
int i, j;
BYTE *lm;
long mapoff;
LoadMapObjsFlag = TRUE;
InitObjFlag = TRUE;
lm = pMap;
rw = *lm;
lm += 2;
rh = *lm;
mapoff = (rw * rh + 1) * 2;
rw <<= 1;
rh <<= 1;
mapoff += 2 * rw * rh * 2;
lm += mapoff;
for (j = 0; j < rh; j++) {
for (i = 0; i < rw; i++) {
if (*lm) {
AddObject(ObjTypeConv[*lm], startx + 16 + i, starty + 16 + j);
}
lm += 2;
}
}
InitObjFlag = FALSE;
LoadMapObjsFlag = FALSE;
}
void AddDiabObjs()
{
BYTE *lpSetPiece;
lpSetPiece = LoadFileInMem("Levels\\L4Data\\diab1.DUN", NULL);
LoadMapObjects(lpSetPiece, 2 * diabquad1x, 2 * diabquad1y, diabquad2x, diabquad2y, 11, 12, 1);
mem_free_dbg(lpSetPiece);
lpSetPiece = LoadFileInMem("Levels\\L4Data\\diab2a.DUN", NULL);
LoadMapObjects(lpSetPiece, 2 * diabquad2x, 2 * diabquad2y, diabquad3x, diabquad3y, 11, 11, 2);
mem_free_dbg(lpSetPiece);
lpSetPiece = LoadFileInMem("Levels\\L4Data\\diab3a.DUN", NULL);
LoadMapObjects(lpSetPiece, 2 * diabquad3x, 2 * diabquad3y, diabquad4x, diabquad4y, 9, 9, 3);
mem_free_dbg(lpSetPiece);
}
void objects_add_lv22(int s)
{
bool exit;
int xp, yp, cnt, m, n;
cnt = 0;
exit = FALSE;
while (!exit) {
exit = TRUE;
xp = random_(139, 80) + 16;
yp = random_(139, 80) + 16;
for (n = -2; n <= 2; n++) {
for (m = -3; m <= 3; m++) {
if (!RndLocOk(xp + m, yp + n))
exit = FALSE;
}
}
if (!exit) {
cnt++;
if (cnt > 20000)
return;
}
}
objects_44D8C5(OBJ_STORYBOOK, s, xp, yp);
AddObject(OBJ_STORYCANDLE, xp - 2, yp + 1);
AddObject(OBJ_STORYCANDLE, xp - 2, yp);
AddObject(OBJ_STORYCANDLE, xp - 1, yp - 1);
AddObject(OBJ_STORYCANDLE, xp + 1, yp - 1);
AddObject(OBJ_STORYCANDLE, xp + 2, yp);
AddObject(OBJ_STORYCANDLE, xp + 2, yp + 1);
}
void objects_add_lv24()
{
objects_rnd_454BEA();
switch (random_(0, 6)) {
case 0:
objects_454AF0(6, UberRow + 3, UberCol);
objects_454AF0(7, UberRow + 2, UberCol - 3);
objects_454AF0(8, UberRow + 2, UberCol + 2);
break;
case 1:
objects_454AF0(6, UberRow + 3, UberCol);
objects_454AF0(8, UberRow + 2, UberCol - 3);
objects_454AF0(7, UberRow + 2, UberCol + 2);
break;
case 2:
objects_454AF0(7, UberRow + 3, UberCol);
objects_454AF0(6, UberRow + 2, UberCol - 3);
objects_454AF0(8, UberRow + 2, UberCol + 2);
break;
case 3:
objects_454AF0(7, UberRow + 3, UberCol);
objects_454AF0(8, UberRow + 2, UberCol - 3);
objects_454AF0(6, UberRow + 2, UberCol + 2);
break;
case 4:
objects_454AF0(8, UberRow + 3, UberCol);
objects_454AF0(7, UberRow + 2, UberCol - 3);
objects_454AF0(6, UberRow + 2, UberCol + 2);
break;
case 5:
objects_454AF0(8, UberRow + 3, UberCol);
objects_454AF0(6, UberRow + 2, UberCol - 3);
objects_454AF0(7, UberRow + 2, UberCol + 2);
break;
}
}
void objects_454AF0(int a1, int a2, int a3)
{
objects_44D8C5(OBJ_STORYBOOK, a1, a2, a3);
}
void AddStoryBooks()
{
int xp, yp, xx, yy;
int cnt;
bool done;
cnt = 0;
done = FALSE;
while (!done) {
done = TRUE;
xp = random_(139, 80) + 16;
yp = random_(139, 80) + 16;
for (yy = -2; yy <= 2; yy++) {
for (xx = -3; xx <= 3; xx++) {
if (!RndLocOk(xx + xp, yy + yp))
done = FALSE;
}
}
if (!done) {
cnt++;
if (cnt > 20000)
return;
}
}
AddObject(OBJ_STORYBOOK, xp, yp);
AddObject(OBJ_STORYCANDLE, xp - 2, yp + 1);
AddObject(OBJ_STORYCANDLE, xp - 2, yp);
AddObject(OBJ_STORYCANDLE, xp - 1, yp - 1);
AddObject(OBJ_STORYCANDLE, xp + 1, yp - 1);
AddObject(OBJ_STORYCANDLE, xp + 2, yp);
AddObject(OBJ_STORYCANDLE, xp + 2, yp + 1);
}
void AddHookedBodies(int freq)
{
int i, j, ii, jj;
for (j = 0; j < DMAXY; j++) {
jj = 16 + j * 2;
for (i = 0; i < DMAXX; i++) {
ii = 16 + i * 2;
if (dungeon[i][j] != 1 && dungeon[i][j] != 2)
continue;
if (random_(0, freq) != 0)
continue;
if (!SkipThemeRoom(i, j))
continue;
if (dungeon[i][j] == 1 && dungeon[i + 1][j] == 6) {
switch (random_(0, 3)) {
case 0:
AddObject(OBJ_TORTURE1, ii + 1, jj);
break;
case 1:
AddObject(OBJ_TORTURE2, ii + 1, jj);
break;
case 2:
AddObject(OBJ_TORTURE5, ii + 1, jj);
break;
}
continue;
}
if (dungeon[i][j] == 2 && dungeon[i][j + 1] == 6) {
switch (random_(0, 2)) {
case 0:
AddObject(OBJ_TORTURE3, ii, jj);
break;
case 1:
AddObject(OBJ_TORTURE4, ii, jj);
break;
}
}
}
}
}
void AddL4Goodies()
{
AddHookedBodies(6);
InitRndLocObj(2, 6, OBJ_TNUDEM1);
InitRndLocObj(2, 6, OBJ_TNUDEM2);
InitRndLocObj(2, 6, OBJ_TNUDEM3);
InitRndLocObj(2, 6, OBJ_TNUDEM4);
InitRndLocObj(2, 6, OBJ_TNUDEW1);
InitRndLocObj(2, 6, OBJ_TNUDEW2);
InitRndLocObj(2, 6, OBJ_TNUDEW3);
InitRndLocObj(2, 6, OBJ_DECAP);
InitRndLocObj(1, 3, OBJ_CAULDRON);
}
void AddLazStand()
{
int xp, yp, xx, yy;
int cnt;
bool found;
cnt = 0;
found = FALSE;
while (!found) {
found = TRUE;
xp = random_(139, 80) + 16;
yp = random_(139, 80) + 16;
for (yy = -3; yy <= 3; yy++) {
for (xx = -2; xx <= 3; xx++) {
if (!RndLocOk(xp + xx, yp + yy))
found = FALSE;
}
}
if (!found) {
cnt++;
if (cnt > 10000) {
InitRndLocObj(1, 1, OBJ_LAZSTAND);
return;
}
}
}
AddObject(OBJ_LAZSTAND, xp, yp);
AddObject(OBJ_TNUDEM2, xp, yp + 2);
AddObject(OBJ_STORYCANDLE, xp + 1, yp + 2);
AddObject(OBJ_TNUDEM3, xp + 2, yp + 2);
AddObject(OBJ_TNUDEW1, xp, yp - 2);
AddObject(OBJ_STORYCANDLE, xp + 1, yp - 2);
AddObject(OBJ_TNUDEW2, xp + 2, yp - 2);
AddObject(OBJ_STORYCANDLE, xp - 1, yp - 1);
AddObject(OBJ_TNUDEW3, xp - 1, yp);
AddObject(OBJ_STORYCANDLE, xp - 1, yp + 1);
}
void InitObjects()
{
_speech_id sp_id;
BYTE *mem;
ClrAllObjects();
dword_6DE0E0 = 0;
if (currlevel == 16) {
AddDiabObjs();
} else {
InitObjFlag = TRUE;
AdvanceRndSeed();
if (currlevel == 9 && !gbIsMultiplayer)
AddSlainHero();
if (currlevel == quests[Q_MUSHROOM]._qlevel && quests[Q_MUSHROOM]._qactive == QUEST_INIT)
AddMushPatch();
if (currlevel == 4 || currlevel == 8 || currlevel == 12)
AddStoryBooks();
if (currlevel == 21) {
objects_add_lv22(1);
} else if (currlevel == 22) {
objects_add_lv22(2);
objects_add_lv22(3);
} else if (currlevel == 23) {
objects_add_lv22(4);
objects_add_lv22(5);
}
if (currlevel == 24) {
objects_add_lv24();
}
if (leveltype == DTYPE_CATHEDRAL) {
if (QuestStatus(Q_BUTCHER))
AddTortures();
if (QuestStatus(Q_PWATER))
AddCandles();
if (QuestStatus(Q_LTBANNER))
AddObject(OBJ_SIGNCHEST, 2 * setpc_x + 26, 2 * setpc_y + 19);
InitRndLocBigObj(10, 15, OBJ_SARC);
if (currlevel >= 21)
add_crypt_objs(0, 0, MAXDUNX, MAXDUNY);
else
AddL1Objs(0, 0, MAXDUNX, MAXDUNY);
InitRndBarrels();
}
if (leveltype == DTYPE_CATACOMBS) {
if (QuestStatus(Q_ROCK))
InitRndLocObj5x5(1, 1, OBJ_STAND);
if (QuestStatus(Q_SCHAMB))
InitRndLocObj5x5(1, 1, OBJ_BOOK2R);
AddL2Objs(0, 0, MAXDUNX, MAXDUNY);
AddL2Torches();
if (QuestStatus(Q_BLIND)) {
if (plr[myplr]._pClass == PC_WARRIOR) {
sp_id = TEXT_BLINDING;
} else if (plr[myplr]._pClass == PC_ROGUE) {
sp_id = TEXT_RBLINDING;
} else if (plr[myplr]._pClass == PC_SORCERER) {
sp_id = TEXT_MBLINDING;
} else if (plr[myplr]._pClass == PC_MONK) {
sp_id = TEXT_HBLINDING;
} else if (plr[myplr]._pClass == PC_BARD) {
sp_id = TEXT_BBLINDING;
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
sp_id = TEXT_BLINDING;
}
quests[Q_BLIND]._qmsg = sp_id;
AddBookLever(0, 0, MAXDUNX, MAXDUNY, setpc_x, setpc_y, setpc_w + setpc_x + 1, setpc_h + setpc_y + 1, sp_id);
mem = LoadFileInMem("Levels\\L2Data\\Blind2.DUN", NULL);
LoadMapObjs(mem, 2 * setpc_x, 2 * setpc_y);
mem_free_dbg(mem);
}
if (QuestStatus(Q_BLOOD)) {
if (plr[myplr]._pClass == PC_WARRIOR) {
sp_id = TEXT_BLOODY;
} else if (plr[myplr]._pClass == PC_ROGUE) {
sp_id = TEXT_RBLOODY;
} else if (plr[myplr]._pClass == PC_SORCERER) {
sp_id = TEXT_MBLOODY;
} else if (plr[myplr]._pClass == PC_MONK) {
sp_id = TEXT_HBLOODY;
} else if (plr[myplr]._pClass == PC_BARD) {
sp_id = TEXT_BBLOODY;
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
sp_id = TEXT_BLOODY;
}
quests[Q_BLOOD]._qmsg = sp_id;
AddBookLever(0, 0, MAXDUNX, MAXDUNY, setpc_x, setpc_y + 3, setpc_x + 2, setpc_y + 7, sp_id);
AddObject(OBJ_PEDISTAL, 2 * setpc_x + 25, 2 * setpc_y + 32);
}
InitRndBarrels();
}
if (leveltype == DTYPE_CAVES) {
AddL3Objs(0, 0, MAXDUNX, MAXDUNY);
InitRndBarrels();
}
if (leveltype == DTYPE_HELL) {
if (QuestStatus(Q_WARLORD)) {
if (plr[myplr]._pClass == PC_WARRIOR) {
sp_id = TEXT_BLOODWAR;
} else if (plr[myplr]._pClass == PC_ROGUE) {
sp_id = TEXT_RBLOODWAR;
} else if (plr[myplr]._pClass == PC_SORCERER) {
sp_id = TEXT_MBLOODWAR;
} else if (plr[myplr]._pClass == PC_MONK) {
sp_id = TEXT_HBLOODWAR;
} else if (plr[myplr]._pClass == PC_BARD) {
sp_id = TEXT_BBLOODWAR;
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
sp_id = TEXT_BLOODWAR;
}
quests[Q_WARLORD]._qmsg = sp_id;
AddBookLever(0, 0, MAXDUNX, MAXDUNY, setpc_x, setpc_y, setpc_x + setpc_w, setpc_y + setpc_h, sp_id);
mem = LoadFileInMem("Levels\\L4Data\\Warlord.DUN", NULL);
LoadMapObjs(mem, 2 * setpc_x, 2 * setpc_y);
mem_free_dbg(mem);
}
if (QuestStatus(Q_BETRAYER) && !gbIsMultiplayer)
AddLazStand();
InitRndBarrels();
AddL4Goodies();
}
InitRndLocObj(5, 10, OBJ_CHEST1);
InitRndLocObj(3, 6, OBJ_CHEST2);
InitRndLocObj(1, 5, OBJ_CHEST3);
if (leveltype != DTYPE_HELL)
AddObjTraps();
if (leveltype > DTYPE_CATHEDRAL)
AddChestTraps();
InitObjFlag = FALSE;
}
}
void SetMapObjects(BYTE *pMap, int startx, int starty)
{
int rw, rh;
int i, j;
BYTE *lm, *h;
long mapoff;
int fileload[56];
char filestr[32];
ClrAllObjects();
for (i = 0; i < 56; i++)
fileload[i] = FALSE;
InitObjFlag = TRUE;
for (i = 0; AllObjects[i].oload != -1; i++) {
if (AllObjects[i].oload == 1 && leveltype == AllObjects[i].olvltype)
fileload[AllObjects[i].ofindex] = TRUE;
}
lm = pMap;
rw = *lm;
lm += 2;
rh = *lm;
mapoff = (rw * rh + 1) * 2;
rw <<= 1;
rh <<= 1;
mapoff += 2 * rw * rh * 2;
lm += mapoff;
h = lm;
for (j = 0; j < rh; j++) {
for (i = 0; i < rw; i++) {
if (*lm) {
fileload[AllObjects[ObjTypeConv[*lm]].ofindex] = TRUE;
}
lm += 2;
}
}
for (i = 0; i < 56; i++) {
if (!fileload[i])
continue;
ObjFileList[numobjfiles] = i;
sprintf(filestr, "Objects\\%s.CEL", ObjMasterLoadList[i]);
pObjCels[numobjfiles] = LoadFileInMem(filestr, NULL);
numobjfiles++;
}
lm = h;
for (j = 0; j < rh; j++) {
for (i = 0; i < rw; i++) {
if (*lm)
AddObject(ObjTypeConv[*lm], startx + 16 + i, starty + 16 + j);
lm += 2;
}
}
InitObjFlag = FALSE;
}
void DeleteObject_(int oi, int i)
{
int ox, oy;
ox = object[oi]._ox;
oy = object[oi]._oy;
dObject[ox][oy] = 0;
objectavail[-nobjects + MAXOBJECTS] = oi;
nobjects--;
if (nobjects > 0 && i != nobjects)
objectactive[i] = objectactive[nobjects];
}
void SetupObject(int i, int x, int y, int ot)
{
int ofi;
int j;
object[i]._otype = ot;
ofi = AllObjects[ot].ofindex;
object[i]._ox = x;
object[i]._oy = y;
j = 0;
while (ObjFileList[j] != ofi) {
j++;
}
object[i]._oAnimData = pObjCels[j];
object[i]._oAnimFlag = AllObjects[ot].oAnimFlag;
if (AllObjects[ot].oAnimFlag) {
object[i]._oAnimDelay = AllObjects[ot].oAnimDelay;
object[i]._oAnimCnt = random_(146, AllObjects[ot].oAnimDelay);
object[i]._oAnimLen = AllObjects[ot].oAnimLen;
object[i]._oAnimFrame = random_(146, AllObjects[ot].oAnimLen - 1) + 1;
} else {
object[i]._oAnimDelay = 1000;
object[i]._oAnimCnt = 0;
object[i]._oAnimLen = AllObjects[ot].oAnimLen;
object[i]._oAnimFrame = AllObjects[ot].oAnimDelay;
}
object[i]._oAnimWidth = AllObjects[ot].oAnimWidth;
object[i]._oSolidFlag = AllObjects[ot].oSolidFlag;
object[i]._oMissFlag = AllObjects[ot].oMissFlag;
object[i]._oLight = AllObjects[ot].oLightFlag;
object[i]._oDelFlag = FALSE;
object[i]._oBreak = AllObjects[ot].oBreak;
object[i]._oSelFlag = AllObjects[ot].oSelFlag;
object[i]._oPreFlag = FALSE;
object[i]._oTrapFlag = FALSE;
object[i]._oDoorFlag = FALSE;
}
void SetObjMapRange(int i, int x1, int y1, int x2, int y2, int v)
{
object[i]._oVar1 = x1;
object[i]._oVar2 = y1;
object[i]._oVar3 = x2;
object[i]._oVar4 = y2;
object[i]._oVar8 = v;
}
void SetBookMsg(int i, _speech_id msg)
{
object[i]._oVar7 = msg;
}
void AddL1Door(int i, int x, int y, int ot)
{
object[i]._oDoorFlag = TRUE;
if (ot == 1) {
object[i]._oVar1 = dPiece[x][y];
object[i]._oVar2 = dPiece[x][y - 1];
} else {
object[i]._oVar1 = dPiece[x][y];
object[i]._oVar2 = dPiece[x - 1][y];
}
object[i]._oVar4 = 0;
}
void AddSCambBook(int i)
{
object[i]._oVar1 = setpc_x;
object[i]._oVar2 = setpc_y;
object[i]._oVar3 = setpc_w + setpc_x + 1;
object[i]._oVar4 = setpc_h + setpc_y + 1;
object[i]._oVar6 = object[i]._oAnimFrame + 1;
}
void AddChest(int i, int t)
{
if (random_(147, 2) == 0)
object[i]._oAnimFrame += 3;
object[i]._oRndSeed = AdvanceRndSeed();
switch (t) {
case OBJ_CHEST1:
case OBJ_TCHEST1:
if (setlevel) {
object[i]._oVar1 = 1;
break;
}
object[i]._oVar1 = random_(147, 2);
break;
case OBJ_TCHEST2:
case OBJ_CHEST2:
if (setlevel) {
object[i]._oVar1 = 2;
break;
}
object[i]._oVar1 = random_(147, 3);
break;
case OBJ_TCHEST3:
case OBJ_CHEST3:
if (setlevel) {
object[i]._oVar1 = 3;
break;
}
object[i]._oVar1 = random_(147, 4);
break;
}
object[i]._oVar2 = random_(147, 8);
}
void AddL2Door(int i, int x, int y, int ot)
{
object[i]._oDoorFlag = TRUE;
if (ot == OBJ_L2LDOOR)
ObjSetMicro(x, y, 538);
else
ObjSetMicro(x, y, 540);
object[i]._oVar4 = 0;
}
void AddL3Door(int i, int x, int y, int ot)
{
object[i]._oDoorFlag = TRUE;
if (ot == OBJ_L3LDOOR)
ObjSetMicro(x, y, 531);
else
ObjSetMicro(x, y, 534);
object[i]._oVar4 = 0;
}
void AddSarc(int i)
{
dObject[object[i]._ox][object[i]._oy - 1] = -(i + 1);
object[i]._oVar1 = random_(153, 10);
object[i]._oRndSeed = AdvanceRndSeed();
if (object[i]._oVar1 >= 8)
object[i]._oVar2 = PreSpawnSkeleton();
}
void AddFlameTrap(int i)
{
object[i]._oVar1 = trapid;
object[i]._oVar2 = 0;
object[i]._oVar3 = trapdir;
object[i]._oVar4 = 0;
}
void AddFlameLvr(int i)
{
object[i]._oVar1 = trapid;
object[i]._oVar2 = MIS_FLAMEC;
}
void AddTrap(int i, int ot)
{
int mt;
mt = currlevel / 3 + 1;
if (currlevel > 16) {
mt = (currlevel - 4) / 3 + 1;
}
if (currlevel > 20) {
mt = (currlevel - 8) / 3 + 1;
}
mt = random_(148, mt);
if (mt == 0)
object[i]._oVar3 = MIS_ARROW;
if (mt == 1)
object[i]._oVar3 = MIS_FIREBOLT;
if (mt == 2)
object[i]._oVar3 = MIS_LIGHTCTRL;
object[i]._oVar4 = 0;
}
void AddObjLight(int i, int r)
{
if (InitObjFlag) {
DoLighting(object[i]._ox, object[i]._oy, r, -1);
object[i]._oVar1 = -1;
} else {
object[i]._oVar1 = 0;
}
}
void AddBarrel(int i, int t)
{
object[i]._oVar1 = 0;
object[i]._oRndSeed = AdvanceRndSeed();
object[i]._oVar2 = (t == OBJ_BARRELEX) ? 0 : random_(149, 10);
object[i]._oVar3 = random_(149, 3);
if (object[i]._oVar2 >= 8)
object[i]._oVar4 = PreSpawnSkeleton();
}
void AddShrine(int i)
{
int val;
bool slist[NUM_SHRINETYPE];
int j;
object[i]._oPreFlag = TRUE;
int shrines = gbIsHellfire ? NUM_SHRINETYPE : 26;
for (j = 0; j < shrines; j++) {
slist[j] = currlevel >= shrinemin[j] && currlevel <= shrinemax[j];
if (gbIsMultiplayer && shrineavail[j] == 1) {
slist[j] = false;
} else if (!gbIsMultiplayer && shrineavail[j] == 2) {
slist[j] = false;
}
}
do {
val = random_(150, shrines);
} while (!slist[val]);
object[i]._oVar1 = val;
if (random_(150, 2) != 0) {
object[i]._oAnimFrame = 12;
object[i]._oAnimLen = 22;
}
}
void AddBookcase(int i)
{
object[i]._oRndSeed = AdvanceRndSeed();
object[i]._oPreFlag = TRUE;
}
void AddBookstand(int i)
{
object[i]._oRndSeed = AdvanceRndSeed();
}
void AddBloodFtn(int i)
{
object[i]._oRndSeed = AdvanceRndSeed();
}
void AddPurifyingFountain(int i)
{
int ox, oy;
ox = object[i]._ox;
oy = object[i]._oy;
dObject[ox][oy - 1] = -(i + 1);
dObject[ox - 1][oy] = -(i + 1);
dObject[ox - 1][oy - 1] = -(i + 1);
object[i]._oRndSeed = AdvanceRndSeed();
}
void AddArmorStand(int i)
{
if (!armorFlag) {
object[i]._oAnimFlag = 2;
object[i]._oSelFlag = 0;
}
object[i]._oRndSeed = AdvanceRndSeed();
}
void AddGoatShrine(int i)
{
object[i]._oRndSeed = AdvanceRndSeed();
}
void AddCauldron(int i)
{
object[i]._oRndSeed = AdvanceRndSeed();
}
void AddMurkyFountain(int i)
{
int ox, oy;
ox = object[i]._ox;
oy = object[i]._oy;
dObject[ox][oy - 1] = -(i + 1);
dObject[ox - 1][oy] = -(i + 1);
dObject[ox - 1][oy - 1] = -(i + 1);
object[i]._oRndSeed = AdvanceRndSeed();
}
void AddTearFountain(int i)
{
object[i]._oRndSeed = AdvanceRndSeed();
}
void AddDecap(int i)
{
object[i]._oRndSeed = AdvanceRndSeed();
object[i]._oAnimFrame = random_(151, 8) + 1;
object[i]._oPreFlag = TRUE;
}
void AddVilebook(int i)
{
if (setlevel && setlvlnum == SL_VILEBETRAYER) {
object[i]._oAnimFrame = 4;
}
}
void AddMagicCircle(int i)
{
object[i]._oRndSeed = AdvanceRndSeed();
object[i]._oPreFlag = TRUE;
object[i]._oVar6 = 0;
object[i]._oVar5 = 1;
}
void AddBrnCross(int i)
{
object[i]._oRndSeed = AdvanceRndSeed();
}
void AddPedistal(int i)
{
object[i]._oVar1 = setpc_x;
object[i]._oVar2 = setpc_y;
object[i]._oVar3 = setpc_x + setpc_w;
object[i]._oVar4 = setpc_y + setpc_h;
object[i]._oVar6 = 0;
}
void AddStoryBook(int i)
{
SetRndSeed(glSeedTbl[16]);
object[i]._oVar1 = random_(0, 3);
if (currlevel == 4)
object[i]._oVar2 = StoryText[object[i]._oVar1][0];
else if (currlevel == 8)
object[i]._oVar2 = StoryText[object[i]._oVar1][1];
else if (currlevel == 12)
object[i]._oVar2 = StoryText[object[i]._oVar1][2];
object[i]._oVar3 = (currlevel >> 2) + 3 * object[i]._oVar1 - 1;
object[i]._oAnimFrame = 5 - 2 * object[i]._oVar1;
object[i]._oVar4 = object[i]._oAnimFrame + 1;
}
void AddWeaponRack(int i)
{
if (!weaponFlag) {
object[i]._oAnimFlag = 2;
object[i]._oSelFlag = 0;
}
object[i]._oRndSeed = AdvanceRndSeed();
}
void AddTorturedBody(int i)
{
object[i]._oRndSeed = AdvanceRndSeed();
object[i]._oAnimFrame = random_(0, 4) + 1;
object[i]._oPreFlag = TRUE;
}
void GetRndObjLoc(int randarea, int *xx, int *yy)
{
bool failed;
int i, j, tries;
if (randarea == 0)
return;
tries = 0;
while (1) {
tries++;
if (tries > 1000 && randarea > 1)
randarea--;
*xx = random_(0, MAXDUNX);
*yy = random_(0, MAXDUNY);
failed = FALSE;
for (i = 0; i < randarea && !failed; i++) {
for (j = 0; j < randarea && !failed; j++) {
failed = !RndLocOk(i + *xx, j + *yy);
}
}
if (!failed)
break;
}
}
void AddMushPatch()
{
int i;
int y, x;
if (nobjects < MAXOBJECTS) {
i = objectavail[0];
GetRndObjLoc(5, &x, &y);
dObject[x + 1][y + 1] = -(i + 1);
dObject[x + 2][y + 1] = -(i + 1);
dObject[x + 1][y + 2] = -(i + 1);
AddObject(OBJ_MUSHPATCH, x + 2, y + 2);
}
}
void AddSlainHero()
{
int x, y;
GetRndObjLoc(5, &x, &y);
AddObject(OBJ_SLAINHERO, x + 2, y + 2);
}
void objects_44D8C5(int ot, int v2, int ox, int oy)
{
int oi;
if (nobjects >= MAXOBJECTS)
return;
oi = objectavail[0];
objectavail[0] = objectavail[MAXOBJECTS - 1 - nobjects];
objectactive[nobjects] = oi;
dObject[ox][oy] = oi + 1;
SetupObject(oi, ox, oy, ot);
objects_44DA68(oi, v2);
object[oi]._oAnimWidth2 = (object[oi]._oAnimWidth - 64) >> 1;
nobjects++;
}
void objects_44DA68(int i, int a2)
{
int v8, v9;
if (a2 > 5) {
object[i]._oVar8 = a2;
switch (a2) {
case 6:
if (plr[myplr]._pClass == PC_WARRIOR) {
object[i]._oVar2 = TEXT_BOOKA;
} else if (plr[myplr]._pClass == PC_ROGUE) {
object[i]._oVar2 = TEXT_RBOOKA;
} else if (plr[myplr]._pClass == PC_SORCERER) {
object[i]._oVar2 = TEXT_MBOOKA;
} else if (plr[myplr]._pClass == PC_MONK) {
object[i]._oVar2 = TEXT_OBOOKA;
} else if (plr[myplr]._pClass == PC_BARD) {
object[i]._oVar2 = TEXT_BBOOKA;
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
object[i]._oVar2 = TEXT_BOOKA;
}
break;
case 7:
if (plr[myplr]._pClass == PC_WARRIOR) {
object[i]._oVar2 = TEXT_BOOKB;
} else if (plr[myplr]._pClass == PC_ROGUE) {
object[i]._oVar2 = TEXT_RBOOKB;
} else if (plr[myplr]._pClass == PC_SORCERER) {
object[i]._oVar2 = TEXT_MBOOKB;
} else if (plr[myplr]._pClass == PC_MONK) {
object[i]._oVar2 = TEXT_OBOOKB;
} else if (plr[myplr]._pClass == PC_BARD) {
object[i]._oVar2 = TEXT_BBOOKB;
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
object[i]._oVar2 = TEXT_BOOKB;
}
break;
case 8:
if (plr[myplr]._pClass == PC_WARRIOR) {
object[i]._oVar2 = TEXT_BOOKC;
} else if (plr[myplr]._pClass == PC_ROGUE) {
object[i]._oVar2 = TEXT_RBOOKC;
} else if (plr[myplr]._pClass == PC_SORCERER) {
object[i]._oVar2 = TEXT_MBOOKC;
} else if (plr[myplr]._pClass == PC_MONK) {
object[i]._oVar2 = TEXT_OBOOKC;
} else if (plr[myplr]._pClass == PC_BARD) {
object[i]._oVar2 = TEXT_BBOOKC;
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
object[i]._oVar2 = TEXT_BOOKC;
}
break;
}
object[i]._oVar1 = 1;
object[i]._oVar3 = 15;
v8 = 2 * object[i]._oVar1;
object[i]._oAnimFrame = 5 - v8;
object[i]._oVar4 = object[i]._oAnimFrame + 1;
} else {
object[i]._oVar1 = 1;
object[i]._oVar2 = a2 + TEXT_SKLJRN;
object[i]._oVar3 = a2 + 9;
v9 = 2 * object[i]._oVar1;
object[i]._oAnimFrame = 5 - v9;
object[i]._oVar4 = object[i]._oAnimFrame + 1;
object[i]._oVar8 = 0;
}
}
void AddObject(int ot, int ox, int oy)
{
int oi;
if (nobjects >= MAXOBJECTS)
return;
oi = objectavail[0];
objectavail[0] = objectavail[MAXOBJECTS - 1 - nobjects];
objectactive[nobjects] = oi;
dObject[ox][oy] = oi + 1;
SetupObject(oi, ox, oy, ot);
switch (ot) {
case OBJ_L1LIGHT:
AddObjLight(oi, 5);
break;
case OBJ_SKFIRE:
case OBJ_CANDLE1:
case OBJ_CANDLE2:
case OBJ_BOOKCANDLE:
AddObjLight(oi, 5);
break;
case OBJ_STORYCANDLE:
AddObjLight(oi, 3);
break;
case OBJ_TORCHL:
case OBJ_TORCHR:
case OBJ_TORCHL2:
case OBJ_TORCHR2:
AddObjLight(oi, 8);
break;
case OBJ_L1LDOOR:
case OBJ_L1RDOOR:
AddL1Door(oi, ox, oy, ot);
break;
case OBJ_L2LDOOR:
case OBJ_L2RDOOR:
AddL2Door(oi, ox, oy, ot);
break;
case OBJ_L3LDOOR:
case OBJ_L3RDOOR:
AddL3Door(oi, ox, oy, ot);
break;
case OBJ_BOOK2R:
AddSCambBook(oi);
break;
case OBJ_CHEST1:
case OBJ_CHEST2:
case OBJ_CHEST3:
AddChest(oi, ot);
break;
case OBJ_TCHEST1:
case OBJ_TCHEST2:
case OBJ_TCHEST3:
AddChest(oi, ot);
object[oi]._oTrapFlag = TRUE;
if (leveltype == DTYPE_CATACOMBS) {
object[oi]._oVar4 = random_(0, 2);
} else {
object[oi]._oVar4 = random_(0, 3);
}
break;
case OBJ_SARC:
AddSarc(oi);
break;
case OBJ_FLAMEHOLE:
AddFlameTrap(oi);
break;
case OBJ_FLAMELVR:
AddFlameLvr(oi);
break;
case OBJ_WATER:
object[oi]._oAnimFrame = 1;
break;
case OBJ_TRAPL:
case OBJ_TRAPR:
AddTrap(oi, ot);
break;
case OBJ_BARREL:
case OBJ_BARRELEX:
AddBarrel(oi, ot);
break;
case OBJ_SHRINEL:
case OBJ_SHRINER:
AddShrine(oi);
break;
case OBJ_BOOKCASEL:
case OBJ_BOOKCASER:
AddBookcase(oi);
break;
case OBJ_SKELBOOK:
case OBJ_BOOKSTAND:
AddBookstand(oi);
break;
case OBJ_BLOODFTN:
AddBloodFtn(oi);
break;
case OBJ_DECAP:
AddDecap(oi);
break;
case OBJ_PURIFYINGFTN:
AddPurifyingFountain(oi);
break;
case OBJ_ARMORSTAND:
case OBJ_WARARMOR:
AddArmorStand(oi);
break;
case OBJ_GOATSHRINE:
AddGoatShrine(oi);
break;
case OBJ_CAULDRON:
AddCauldron(oi);
break;
case OBJ_MURKYFTN:
AddMurkyFountain(oi);
break;
case OBJ_TEARFTN:
AddTearFountain(oi);
break;
case OBJ_BOOK2L:
AddVilebook(oi);
break;
case OBJ_MCIRCLE1:
case OBJ_MCIRCLE2:
AddMagicCircle(oi);
break;
case OBJ_STORYBOOK:
AddStoryBook(oi);
break;
case OBJ_BCROSS:
case OBJ_TBCROSS:
AddBrnCross(oi);
AddObjLight(oi, 5);
break;
case OBJ_PEDISTAL:
AddPedistal(oi);
break;
case OBJ_WARWEAP:
case OBJ_WEAPONRACK:
AddWeaponRack(oi);
break;
case OBJ_TNUDEM2:
AddTorturedBody(oi);
break;
}
object[oi]._oAnimWidth2 = (object[oi]._oAnimWidth - 64) >> 1;
nobjects++;
}
void Obj_Light(int i, int lr)
{
int ox, oy, dx, dy, p, tr;
bool turnon;
turnon = FALSE;
if (object[i]._oVar1 != -1) {
ox = object[i]._ox;
oy = object[i]._oy;
tr = lr + 10;
if (!lightflag) {
for (p = 0; p < MAX_PLRS && !turnon; p++) {
if (plr[p].plractive) {
if (currlevel == plr[p].plrlevel) {
dx = abs(plr[p]._px - ox);
dy = abs(plr[p]._py - oy);
if (dx < tr && dy < tr)
turnon = TRUE;
}
}
}
}
if (turnon) {
if (object[i]._oVar1 == 0)
object[i]._olid = AddLight(ox, oy, lr);
object[i]._oVar1 = 1;
} else {
if (object[i]._oVar1 == 1)
AddUnLight(object[i]._olid);
object[i]._oVar1 = 0;
}
}
}
void Obj_Circle(int i)
{
int ox, oy, wx, wy;
ox = object[i]._ox;
oy = object[i]._oy;
wx = plr[myplr]._px;
wy = plr[myplr]._py;
if (wx == ox && wy == oy) {
if (object[i]._otype == OBJ_MCIRCLE1)
object[i]._oAnimFrame = 2;
if (object[i]._otype == OBJ_MCIRCLE2)
object[i]._oAnimFrame = 4;
if (ox == 45 && oy == 47) {
object[i]._oVar6 = 2;
} else if (ox == 26 && oy == 46) {
object[i]._oVar6 = 1;
} else {
object[i]._oVar6 = 0;
}
if (ox == 35 && oy == 36 && object[i]._oVar5 == 3) {
object[i]._oVar6 = 4;
ObjChangeMapResync(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
if (quests[Q_BETRAYER]._qactive == QUEST_ACTIVE && quests[Q_BETRAYER]._qvar1 <= 4) // BUGFIX stepping on the circle again will break the quest state (fixed)
quests[Q_BETRAYER]._qvar1 = 4;
AddMissile(plr[myplr]._px, plr[myplr]._py, 35, 46, plr[myplr]._pdir, MIS_RNDTELEPORT, TARGET_MONSTERS, myplr, 0, 0);
track_repeat_walk(FALSE);
sgbMouseDown = CLICK_NONE;
ClrPlrPath(myplr);
StartStand(myplr, DIR_S);
}
} else {
if (object[i]._otype == OBJ_MCIRCLE1)
object[i]._oAnimFrame = 1;
if (object[i]._otype == OBJ_MCIRCLE2)
object[i]._oAnimFrame = 3;
object[i]._oVar6 = 0;
}
}
void Obj_StopAnim(int i)
{
if (object[i]._oAnimFrame == object[i]._oAnimLen) {
object[i]._oAnimCnt = 0;
object[i]._oAnimDelay = 1000;
}
}
void Obj_Door(int i)
{
int dx, dy;
bool dok;
if (object[i]._oVar4 == 0) {
object[i]._oSelFlag = 3;
object[i]._oMissFlag = FALSE;
} else {
dx = object[i]._ox;
dy = object[i]._oy;
dok = dMonster[dx][dy] == 0;
dok = dok && dItem[dx][dy] == 0;
dok = dok && dDead[dx][dy] == 0;
dok = dok && dPlayer[dx][dy] == 0;
object[i]._oSelFlag = 2;
object[i]._oVar4 = dok ? 1 : 2;
object[i]._oMissFlag = TRUE;
}
}
void Obj_Sarc(int i)
{
if (object[i]._oAnimFrame == object[i]._oAnimLen)
object[i]._oAnimFlag = 0;
}
void ActivateTrapLine(int ttype, int tid)
{
int i, oi;
for (i = 0; i < nobjects; i++) {
oi = objectactive[i];
if (object[oi]._otype == ttype && object[oi]._oVar1 == tid) {
object[oi]._oVar4 = 1;
object[oi]._oAnimFlag = 1;
object[oi]._oAnimDelay = 1;
object[oi]._olid = AddLight(object[oi]._ox, object[oi]._oy, 1);
}
}
}
void Obj_FlameTrap(int i)
{
int x, y;
int j, k;
if (object[i]._oVar2 != 0) {
if (object[i]._oVar4 != 0) {
object[i]._oAnimFrame--;
if (object[i]._oAnimFrame == 1) {
object[i]._oVar4 = 0;
AddUnLight(object[i]._olid);
} else if (object[i]._oAnimFrame <= 4) {
ChangeLightRadius(object[i]._olid, object[i]._oAnimFrame);
}
}
} else if (object[i]._oVar4 == 0) {
if (object[i]._oVar3 == 2) {
x = object[i]._ox - 2;
y = object[i]._oy;
for (j = 0; j < 5; j++) {
if (dPlayer[x][y] != 0 || dMonster[x][y] != 0)
object[i]._oVar4 = 1;
x++;
}
} else {
x = object[i]._ox;
y = object[i]._oy - 2;
for (k = 0; k < 5; k++) {
if (dPlayer[x][y] != 0 || dMonster[x][y] != 0)
object[i]._oVar4 = 1;
y++;
}
}
if (object[i]._oVar4 != 0)
ActivateTrapLine(object[i]._otype, object[i]._oVar1);
} else {
int damage[4] = { 6, 8, 10, 12 };
int mindam = damage[leveltype - 1];
int maxdam = mindam * 2;
x = object[i]._ox;
y = object[i]._oy;
if (dMonster[x][y] > 0)
MonsterTrapHit(dMonster[x][y] - 1, mindam / 2, maxdam / 2, 0, MIS_FIREWALLC, FALSE);
if (dPlayer[x][y] > 0) {
BOOLEAN unused;
PlayerMHit(dPlayer[x][y] - 1, -1, 0, mindam, maxdam, MIS_FIREWALLC, FALSE, 0, &unused);
}
if (object[i]._oAnimFrame == object[i]._oAnimLen)
object[i]._oAnimFrame = 11;
if (object[i]._oAnimFrame <= 5)
ChangeLightRadius(object[i]._olid, object[i]._oAnimFrame);
}
}
void Obj_Trap(int i)
{
int oti, dir;
BOOLEAN otrig;
int sx, sy, dx, dy, x, y;
otrig = FALSE;
if (object[i]._oVar4 == 0) {
oti = dObject[object[i]._oVar1][object[i]._oVar2] - 1;
switch (object[oti]._otype) {
case OBJ_L1LDOOR:
case OBJ_L1RDOOR:
case OBJ_L2LDOOR:
case OBJ_L2RDOOR:
case OBJ_L3LDOOR:
case OBJ_L3RDOOR:
if (object[oti]._oVar4 != 0)
otrig = TRUE;
break;
case OBJ_LEVER:
case OBJ_CHEST1:
case OBJ_CHEST2:
case OBJ_CHEST3:
case OBJ_SWITCHSKL:
case OBJ_SARC:
if (object[oti]._oSelFlag == 0)
otrig = TRUE;
break;
}
if (otrig) {
object[i]._oVar4 = 1;
sx = object[i]._ox;
sy = object[i]._oy;
dx = object[oti]._ox;
dy = object[oti]._oy;
for (y = dy - 1; y <= object[oti]._oy + 1; y++) {
for (x = object[oti]._ox - 1; x <= object[oti]._ox + 1; x++) {
if (dPlayer[x][y] != 0) {
dx = x;
dy = y;
}
}
}
if (!deltaload) {
dir = GetDirection(sx, sy, dx, dy);
AddMissile(sx, sy, dx, dy, dir, object[i]._oVar3, TARGET_PLAYERS, -1, 0, 0);
PlaySfxLoc(IS_TRAP, object[oti]._ox, object[oti]._oy);
}
object[oti]._oTrapFlag = FALSE;
}
}
}
void Obj_BCrossDamage(int i)
{
int fire_resist;
int damage[4] = { 6, 8, 10, 12 };
if (plr[myplr]._pmode == PM_DEATH)
return;
fire_resist = plr[myplr]._pFireResist;
if (fire_resist > 0)
damage[leveltype - 1] -= fire_resist * damage[leveltype - 1] / 100;
if (plr[myplr]._px != object[i]._ox || plr[myplr]._py != object[i]._oy - 1)
return;
plr[myplr]._pHitPoints -= damage[leveltype - 1];
plr[myplr]._pHPBase -= damage[leveltype - 1];
if (plr[myplr]._pHitPoints >> 6 <= 0) {
SyncPlrKill(myplr, 0);
} else {
if (plr[myplr]._pClass == PC_WARRIOR) {
PlaySfxLoc(PS_WARR68, plr[myplr]._px, plr[myplr]._py);
} else if (plr[myplr]._pClass == PC_ROGUE) {
PlaySfxLoc(PS_ROGUE68, plr[myplr]._px, plr[myplr]._py);
} else if (plr[myplr]._pClass == PC_SORCERER) {
PlaySfxLoc(PS_MAGE68, plr[myplr]._px, plr[myplr]._py);
} else if (plr[myplr]._pClass == PC_MONK) {
PlaySfxLoc(PS_MONK68, plr[myplr]._px, plr[myplr]._py);
} else if (plr[myplr]._pClass == PC_BARD) {
PlaySfxLoc(PS_ROGUE68, plr[myplr]._px, plr[myplr]._py);
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
PlaySfxLoc(PS_WARR68, plr[myplr]._px, plr[myplr]._py);
}
}
drawhpflag = TRUE;
}
void ProcessObjects()
{
int oi;
int i;
for (i = 0; i < nobjects; ++i) {
oi = objectactive[i];
switch (object[oi]._otype) {
case OBJ_L1LIGHT:
Obj_Light(oi, 10);
break;
case OBJ_SKFIRE:
case OBJ_CANDLE2:
case OBJ_BOOKCANDLE:
Obj_Light(oi, 5);
break;
case OBJ_STORYCANDLE:
Obj_Light(oi, 3);
break;
case OBJ_CRUX1:
case OBJ_CRUX2:
case OBJ_CRUX3:
case OBJ_BARREL:
case OBJ_BARRELEX:
case OBJ_SHRINEL:
case OBJ_SHRINER:
Obj_StopAnim(oi);
break;
case OBJ_L1LDOOR:
case OBJ_L1RDOOR:
case OBJ_L2LDOOR:
case OBJ_L2RDOOR:
case OBJ_L3LDOOR:
case OBJ_L3RDOOR:
Obj_Door(oi);
break;
case OBJ_TORCHL:
case OBJ_TORCHR:
case OBJ_TORCHL2:
case OBJ_TORCHR2:
Obj_Light(oi, 8);
break;
case OBJ_SARC:
Obj_Sarc(oi);
break;
case OBJ_FLAMEHOLE:
Obj_FlameTrap(oi);
break;
case OBJ_TRAPL:
case OBJ_TRAPR:
Obj_Trap(oi);
break;
case OBJ_MCIRCLE1:
case OBJ_MCIRCLE2:
Obj_Circle(oi);
break;
case OBJ_BCROSS:
case OBJ_TBCROSS:
Obj_Light(oi, 10);
Obj_BCrossDamage(oi);
break;
}
if (object[oi]._oAnimFlag == 0)
continue;
object[oi]._oAnimCnt++;
if (object[oi]._oAnimCnt < object[oi]._oAnimDelay)
continue;
object[oi]._oAnimCnt = 0;
object[oi]._oAnimFrame++;
if (object[oi]._oAnimFrame > object[oi]._oAnimLen)
object[oi]._oAnimFrame = 1;
}
i = 0;
while (i < nobjects) {
oi = objectactive[i];
if (object[oi]._oDelFlag) {
DeleteObject_(oi, i);
i = 0;
} else {
i++;
}
}
}
void ObjSetMicro(int dx, int dy, int pn)
{
WORD *v;
MICROS *defs;
int i;
dPiece[dx][dy] = pn;
pn--;
defs = &dpiece_defs_map_2[dx][dy];
if (leveltype != DTYPE_HELL) {
v = (WORD *)pLevelPieces + 10 * pn;
for (i = 0; i < 10; i++) {
defs->mt[i] = SDL_SwapLE16(v[(i & 1) - (i & 0xE) + 8]);
}
} else {
v = (WORD *)pLevelPieces + 16 * pn;
for (i = 0; i < 16; i++) {
defs->mt[i] = SDL_SwapLE16(v[(i & 1) - (i & 0xE) + 14]);
}
}
}
void objects_set_door_piece(int x, int y)
{
int pn;
long v1, v2;
pn = dPiece[x][y] - 1;
v1 = *((WORD *)pLevelPieces + 10 * pn + 8);
v2 = *((WORD *)pLevelPieces + 10 * pn + 9);
dpiece_defs_map_2[x][y].mt[0] = SDL_SwapLE16(v1);
dpiece_defs_map_2[x][y].mt[1] = SDL_SwapLE16(v2);
}
void ObjSetMini(int x, int y, int v)
{
int xx, yy;
long v1, v2, v3, v4;
WORD *MegaTiles;
MegaTiles = (WORD *)&pMegaTiles[((WORD)v - 1) * 8];
v1 = SDL_SwapLE16(*(MegaTiles + 0)) + 1;
v2 = SDL_SwapLE16(*(MegaTiles + 1)) + 1;
v3 = SDL_SwapLE16(*(MegaTiles + 2)) + 1;
v4 = SDL_SwapLE16(*(MegaTiles + 3)) + 1;
xx = 2 * x + 16;
yy = 2 * y + 16;
ObjSetMicro(xx, yy, v1);
ObjSetMicro(xx + 1, yy, v2);
ObjSetMicro(xx, yy + 1, v3);
ObjSetMicro(xx + 1, yy + 1, v4);
}
void ObjL1Special(int x1, int y1, int x2, int y2)
{
int i, j;
for (i = y1; i <= y2; ++i) {
for (j = x1; j <= x2; ++j) {
dSpecial[j][i] = 0;
if (dPiece[j][i] == 12)
dSpecial[j][i] = 1;
if (dPiece[j][i] == 11)
dSpecial[j][i] = 2;
if (dPiece[j][i] == 71)
dSpecial[j][i] = 1;
if (dPiece[j][i] == 253)
dSpecial[j][i] = 3;
if (dPiece[j][i] == 267)
dSpecial[j][i] = 6;
if (dPiece[j][i] == 259)
dSpecial[j][i] = 5;
if (dPiece[j][i] == 249)
dSpecial[j][i] = 2;
if (dPiece[j][i] == 325)
dSpecial[j][i] = 2;
if (dPiece[j][i] == 321)
dSpecial[j][i] = 1;
if (dPiece[j][i] == 255)
dSpecial[j][i] = 4;
if (dPiece[j][i] == 211)
dSpecial[j][i] = 1;
if (dPiece[j][i] == 344)
dSpecial[j][i] = 2;
if (dPiece[j][i] == 341)
dSpecial[j][i] = 1;
if (dPiece[j][i] == 331)
dSpecial[j][i] = 2;
if (dPiece[j][i] == 418)
dSpecial[j][i] = 1;
if (dPiece[j][i] == 421)
dSpecial[j][i] = 2;
}
}
}
void ObjL2Special(int x1, int y1, int x2, int y2)
{
int i, j;
for (j = y1; j <= y2; j++) {
for (i = x1; i <= x2; i++) {
dSpecial[i][j] = 0;
if (dPiece[i][j] == 541)
dSpecial[i][j] = 5;
if (dPiece[i][j] == 178)
dSpecial[i][j] = 5;
if (dPiece[i][j] == 551)
dSpecial[i][j] = 5;
if (dPiece[i][j] == 542)
dSpecial[i][j] = 6;
if (dPiece[i][j] == 553)
dSpecial[i][j] = 6;
}
}
for (j = y1; j <= y2; j++) {
for (i = x1; i <= x2; i++) {
if (dPiece[i][j] == 132) {
dSpecial[i][j + 1] = 2;
dSpecial[i][j + 2] = 1;
}
if (dPiece[i][j] == 135 || dPiece[i][j] == 139) {
dSpecial[i + 1][j] = 3;
dSpecial[i + 2][j] = 4;
}
}
}
}
void DoorSet(int oi, int dx, int dy)
{
int pn;
pn = dPiece[dx][dy];
if (currlevel < 17) {
if (pn == 43)
ObjSetMicro(dx, dy, 392);
if (pn == 45)
ObjSetMicro(dx, dy, 394);
if (pn == 50 && object[oi]._otype == OBJ_L1LDOOR)
ObjSetMicro(dx, dy, 411);
if (pn == 50 && object[oi]._otype == OBJ_L1RDOOR)
ObjSetMicro(dx, dy, 412);
if (pn == 54)
ObjSetMicro(dx, dy, 397);
if (pn == 55)
ObjSetMicro(dx, dy, 398);
if (pn == 61)
ObjSetMicro(dx, dy, 399);
if (pn == 67)
ObjSetMicro(dx, dy, 400);
if (pn == 68)
ObjSetMicro(dx, dy, 401);
if (pn == 69)
ObjSetMicro(dx, dy, 403);
if (pn == 70)
ObjSetMicro(dx, dy, 404);
if (pn == 72)
ObjSetMicro(dx, dy, 406);
if (pn == 212)
ObjSetMicro(dx, dy, 407);
if (pn == 354)
ObjSetMicro(dx, dy, 409);
if (pn == 355)
ObjSetMicro(dx, dy, 410);
if (pn == 411)
ObjSetMicro(dx, dy, 396);
if (pn == 412)
ObjSetMicro(dx, dy, 396);
} else {
if (pn == 75)
ObjSetMicro(dx, dy, 204);
if (pn == 79)
ObjSetMicro(dx, dy, 208);
if (pn == 86 && object[oi]._otype == OBJ_L1LDOOR) {
ObjSetMicro(dx, dy, 232);
}
if (pn == 86 && object[oi]._otype == OBJ_L1RDOOR) {
ObjSetMicro(dx, dy, 234);
}
if (pn == 91)
ObjSetMicro(dx, dy, 215);
if (pn == 93)
ObjSetMicro(dx, dy, 218);
if (pn == 99)
ObjSetMicro(dx, dy, 220);
if (pn == 111)
ObjSetMicro(dx, dy, 222);
if (pn == 113)
ObjSetMicro(dx, dy, 224);
if (pn == 115)
ObjSetMicro(dx, dy, 226);
if (pn == 117)
ObjSetMicro(dx, dy, 228);
if (pn == 119)
ObjSetMicro(dx, dy, 230);
if (pn == 232)
ObjSetMicro(dx, dy, 212);
if (pn == 234)
ObjSetMicro(dx, dy, 212);
}
}
void RedoPlayerVision()
{
int p;
for (p = 0; p < MAX_PLRS; p++) {
if (plr[p].plractive && currlevel == plr[p].plrlevel) {
ChangeVisionXY(plr[p]._pvid, plr[p]._px, plr[p]._py);
}
}
}
void OperateL1RDoor(int pnum, int oi, bool sendflag)
{
int xp, yp;
if (object[oi]._oVar4 == 2) {
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, object[oi]._ox, object[oi]._oy);
return;
}
xp = object[oi]._ox;
yp = object[oi]._oy;
if (object[oi]._oVar4 == 0) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_OPENDOOR, oi);
if (currlevel < 21) {
if (!deltaload)
PlaySfxLoc(IS_DOOROPEN, object[oi]._ox, object[oi]._oy);
ObjSetMicro(xp, yp, 395);
} else {
if (!deltaload)
PlaySfxLoc(IS_CROPEN, object[oi]._ox, object[oi]._oy);
ObjSetMicro(xp, yp, 209);
}
if (currlevel < 17) {
dSpecial[xp][yp] = 8;
} else {
dSpecial[xp][yp] = 2;
}
objects_set_door_piece(xp, yp - 1);
object[oi]._oAnimFrame += 2;
object[oi]._oPreFlag = TRUE;
DoorSet(oi, xp - 1, yp);
object[oi]._oVar4 = 1;
object[oi]._oSelFlag = 2;
RedoPlayerVision();
return;
}
if (currlevel < 21) {
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, xp, object[oi]._oy);
} else {
if (!deltaload)
PlaySfxLoc(IS_CRCLOS, xp, object[oi]._oy);
}
if (!deltaload && dDead[xp][yp] == 0 && dMonster[xp][yp] == 0 && dItem[xp][yp] == 0) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_CLOSEDOOR, oi);
object[oi]._oVar4 = 0;
object[oi]._oSelFlag = 3;
ObjSetMicro(xp, yp, object[oi]._oVar1);
if (currlevel < 17) {
if (object[oi]._oVar2 != 50) {
ObjSetMicro(xp - 1, yp, object[oi]._oVar2);
} else {
if (dPiece[xp - 1][yp] == 396)
ObjSetMicro(xp - 1, yp, 411);
else
ObjSetMicro(xp - 1, yp, 50);
}
} else {
if (object[oi]._oVar2 != 86) {
ObjSetMicro(xp - 1, yp, object[oi]._oVar2);
} else {
if (dPiece[xp - 1][yp] == 210)
ObjSetMicro(xp - 1, yp, 232);
else
ObjSetMicro(xp - 1, yp, 86);
}
}
dSpecial[xp][yp] = 0;
object[oi]._oAnimFrame -= 2;
object[oi]._oPreFlag = FALSE;
RedoPlayerVision();
} else {
object[oi]._oVar4 = 2;
}
}
void OperateL1LDoor(int pnum, int oi, bool sendflag)
{
int xp, yp;
if (object[oi]._oVar4 == 2) {
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, object[oi]._ox, object[oi]._oy);
return;
}
xp = object[oi]._ox;
yp = object[oi]._oy;
if (object[oi]._oVar4 == 0) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_OPENDOOR, oi);
if (currlevel < 21) {
if (!deltaload)
PlaySfxLoc(IS_DOOROPEN, object[oi]._ox, object[oi]._oy);
if (object[oi]._oVar1 == 214)
ObjSetMicro(xp, yp, 408);
else
ObjSetMicro(xp, yp, 393);
} else {
if (!deltaload)
PlaySfxLoc(IS_CROPEN, object[oi]._ox, object[oi]._oy);
ObjSetMicro(xp, yp, 206);
}
if (currlevel < 17) {
dSpecial[xp][yp] = 7;
} else {
dSpecial[xp][yp] = 1;
}
objects_set_door_piece(xp - 1, yp);
object[oi]._oAnimFrame += 2;
object[oi]._oPreFlag = TRUE;
DoorSet(oi, xp, yp - 1);
object[oi]._oVar4 = 1;
object[oi]._oSelFlag = 2;
RedoPlayerVision();
return;
}
if (currlevel < 21) {
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, xp, object[oi]._oy);
} else {
if (!deltaload)
PlaySfxLoc(IS_CRCLOS, xp, object[oi]._oy);
}
if (dDead[xp][yp] == 0 && dMonster[xp][yp] == 0 && dItem[xp][yp] == 0) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_CLOSEDOOR, oi);
object[oi]._oVar4 = 0;
object[oi]._oSelFlag = 3;
ObjSetMicro(xp, yp, object[oi]._oVar1);
if (currlevel < 17) {
if (object[oi]._oVar2 != 50) {
ObjSetMicro(xp, yp - 1, object[oi]._oVar2);
} else {
if (dPiece[xp][yp - 1] == 396)
ObjSetMicro(xp, yp - 1, 412);
else
ObjSetMicro(xp, yp - 1, 50);
}
} else {
if (object[oi]._oVar2 != 86) {
ObjSetMicro(xp, yp - 1, object[oi]._oVar2);
} else {
if (dPiece[xp][yp - 1] == 210)
ObjSetMicro(xp, yp - 1, 234);
else
ObjSetMicro(xp, yp - 1, 86);
}
}
dSpecial[xp][yp] = 0;
object[oi]._oAnimFrame -= 2;
object[oi]._oPreFlag = FALSE;
RedoPlayerVision();
} else {
object[oi]._oVar4 = 2;
}
}
void OperateL2RDoor(int pnum, int oi, bool sendflag)
{
int xp, yp;
bool dok;
if (object[oi]._oVar4 == 2) {
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, object[oi]._ox, object[oi]._oy);
return;
}
xp = object[oi]._ox;
yp = object[oi]._oy;
if (object[oi]._oVar4 == 0) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_OPENDOOR, oi);
if (!deltaload)
PlaySfxLoc(IS_DOOROPEN, object[oi]._ox, object[oi]._oy);
ObjSetMicro(xp, yp, 17);
dSpecial[xp][yp] = 6;
object[oi]._oAnimFrame += 2;
object[oi]._oPreFlag = TRUE;
object[oi]._oVar4 = 1;
object[oi]._oSelFlag = 2;
RedoPlayerVision();
return;
}
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, object[oi]._ox, yp);
dok = dMonster[xp][yp] == 0;
dok = dok && dItem[xp][yp] == 0;
dok = dok && dDead[xp][yp] == 0;
if (dok) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_CLOSEDOOR, oi);
object[oi]._oVar4 = 0;
object[oi]._oSelFlag = 3;
ObjSetMicro(xp, yp, 540);
dSpecial[xp][yp] = 0;
object[oi]._oAnimFrame -= 2;
object[oi]._oPreFlag = FALSE;
RedoPlayerVision();
} else {
object[oi]._oVar4 = 2;
}
}
void OperateL2LDoor(int pnum, int oi, BOOL sendflag)
{
int xp, yp;
bool dok;
if (object[oi]._oVar4 == 2) {
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, object[oi]._ox, object[oi]._oy);
return;
}
xp = object[oi]._ox;
yp = object[oi]._oy;
if (object[oi]._oVar4 == 0) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_OPENDOOR, oi);
if (!deltaload)
PlaySfxLoc(IS_DOOROPEN, object[oi]._ox, object[oi]._oy);
ObjSetMicro(xp, yp, 13);
dSpecial[xp][yp] = 5;
object[oi]._oAnimFrame += 2;
object[oi]._oPreFlag = TRUE;
object[oi]._oVar4 = 1;
object[oi]._oSelFlag = 2;
RedoPlayerVision();
return;
}
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, object[oi]._ox, yp);
dok = dMonster[xp][yp] == 0;
dok = dok && dItem[xp][yp] == 0;
dok = dok && dDead[xp][yp] == 0;
if (dok) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_CLOSEDOOR, oi);
object[oi]._oVar4 = 0;
object[oi]._oSelFlag = 3;
ObjSetMicro(xp, yp, 538);
dSpecial[xp][yp] = 0;
object[oi]._oAnimFrame -= 2;
object[oi]._oPreFlag = FALSE;
RedoPlayerVision();
} else {
object[oi]._oVar4 = 2;
}
}
void OperateL3RDoor(int pnum, int oi, bool sendflag)
{
int xp, yp;
bool dok;
if (object[oi]._oVar4 == 2) {
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, object[oi]._ox, object[oi]._oy);
return;
}
xp = object[oi]._ox;
yp = object[oi]._oy;
if (object[oi]._oVar4 == 0) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_OPENDOOR, oi);
if (!deltaload)
PlaySfxLoc(IS_DOOROPEN, object[oi]._ox, object[oi]._oy);
ObjSetMicro(xp, yp, 541);
object[oi]._oAnimFrame += 2;
object[oi]._oPreFlag = TRUE;
object[oi]._oVar4 = 1;
object[oi]._oSelFlag = 2;
RedoPlayerVision();
return;
}
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, object[oi]._ox, yp);
dok = dMonster[xp][yp] == 0;
dok = dok && dItem[xp][yp] == 0;
dok = dok && dDead[xp][yp] == 0;
if (dok) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_CLOSEDOOR, oi);
object[oi]._oVar4 = 0;
object[oi]._oSelFlag = 3;
ObjSetMicro(xp, yp, 534);
object[oi]._oAnimFrame -= 2;
object[oi]._oPreFlag = FALSE;
RedoPlayerVision();
} else {
object[oi]._oVar4 = 2;
}
}
void OperateL3LDoor(int pnum, int oi, bool sendflag)
{
int xp, yp;
bool dok;
if (object[oi]._oVar4 == 2) {
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, object[oi]._ox, object[oi]._oy);
return;
}
xp = object[oi]._ox;
yp = object[oi]._oy;
if (object[oi]._oVar4 == 0) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_OPENDOOR, oi);
if (!deltaload)
PlaySfxLoc(IS_DOOROPEN, object[oi]._ox, object[oi]._oy);
ObjSetMicro(xp, yp, 538);
object[oi]._oAnimFrame += 2;
object[oi]._oPreFlag = TRUE;
object[oi]._oVar4 = 1;
object[oi]._oSelFlag = 2;
RedoPlayerVision();
return;
}
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, object[oi]._ox, yp);
dok = dMonster[xp][yp] == 0;
dok = dok && dItem[xp][yp] == 0;
dok = dok && dDead[xp][yp] == 0;
if (dok) {
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_CLOSEDOOR, oi);
object[oi]._oVar4 = 0;
object[oi]._oSelFlag = 3;
ObjSetMicro(xp, yp, 531);
object[oi]._oAnimFrame -= 2;
object[oi]._oPreFlag = FALSE;
RedoPlayerVision();
} else {
object[oi]._oVar4 = 2;
}
}
void MonstCheckDoors(int m)
{
int i, oi;
int dpx, dpy, mx, my;
mx = monster[m]._mx;
my = monster[m]._my;
if (dObject[mx - 1][my - 1] != 0
|| dObject[mx][my - 1] != 0
|| dObject[mx + 1][my - 1] != 0
|| dObject[mx - 1][my] != 0
|| dObject[mx + 1][my] != 0
|| dObject[mx - 1][my + 1] != 0
|| dObject[mx][my + 1] != 0
|| dObject[mx + 1][my + 1] != 0) {
for (i = 0; i < nobjects; ++i) {
oi = objectactive[i];
if ((object[oi]._otype == OBJ_L1LDOOR || object[oi]._otype == OBJ_L1RDOOR) && object[oi]._oVar4 == 0) {
dpx = abs(object[oi]._ox - mx);
dpy = abs(object[oi]._oy - my);
if (dpx == 1 && dpy <= 1 && object[oi]._otype == OBJ_L1LDOOR)
OperateL1LDoor(myplr, oi, TRUE);
if (dpx <= 1 && dpy == 1 && object[oi]._otype == OBJ_L1RDOOR)
OperateL1RDoor(myplr, oi, TRUE);
}
if ((object[oi]._otype == OBJ_L2LDOOR || object[oi]._otype == OBJ_L2RDOOR) && object[oi]._oVar4 == 0) {
dpx = abs(object[oi]._ox - mx);
dpy = abs(object[oi]._oy - my);
if (dpx == 1 && dpy <= 1 && object[oi]._otype == OBJ_L2LDOOR)
OperateL2LDoor(myplr, oi, TRUE);
if (dpx <= 1 && dpy == 1 && object[oi]._otype == OBJ_L2RDOOR)
OperateL2RDoor(myplr, oi, TRUE);
}
if ((object[oi]._otype == OBJ_L3LDOOR || object[oi]._otype == OBJ_L3RDOOR) && object[oi]._oVar4 == 0) {
dpx = abs(object[oi]._ox - mx);
dpy = abs(object[oi]._oy - my);
if (dpx == 1 && dpy <= 1 && object[oi]._otype == OBJ_L3RDOOR)
OperateL3RDoor(myplr, oi, TRUE);
if (dpx <= 1 && dpy == 1 && object[oi]._otype == OBJ_L3LDOOR)
OperateL3LDoor(myplr, oi, TRUE);
}
}
}
}
void ObjChangeMap(int x1, int y1, int x2, int y2)
{
int i, j;
for (j = y1; j <= y2; j++) {
for (i = x1; i <= x2; i++) {
ObjSetMini(i, j, pdungeon[i][j]);
dungeon[i][j] = pdungeon[i][j];
}
}
if (leveltype == DTYPE_CATHEDRAL && currlevel < 17) {
ObjL1Special(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17);
AddL1Objs(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17);
}
if (leveltype == DTYPE_CATACOMBS) {
ObjL2Special(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17);
AddL2Objs(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17);
}
}
void ObjChangeMapResync(int x1, int y1, int x2, int y2)
{
int i, j;
for (j = y1; j <= y2; j++) {
for (i = x1; i <= x2; i++) {
ObjSetMini(i, j, pdungeon[i][j]);
dungeon[i][j] = pdungeon[i][j];
}
}
if (leveltype == DTYPE_CATHEDRAL && currlevel < 17) {
ObjL1Special(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17);
}
if (leveltype == DTYPE_CATACOMBS) {
ObjL2Special(2 * x1 + 16, 2 * y1 + 16, 2 * x2 + 17, 2 * y2 + 17);
}
}
void OperateL1Door(int pnum, int i, bool sendflag)
{
int dpx, dpy;
dpx = abs(object[i]._ox - plr[pnum]._px);
dpy = abs(object[i]._oy - plr[pnum]._py);
if (dpx == 1 && dpy <= 1 && object[i]._otype == OBJ_L1LDOOR)
OperateL1LDoor(pnum, i, sendflag);
if (dpx <= 1 && dpy == 1 && object[i]._otype == OBJ_L1RDOOR)
OperateL1RDoor(pnum, i, sendflag);
}
void OperateLever(int pnum, int i)
{
int j, oi;
bool mapflag;
if (object[i]._oSelFlag != 0) {
if (!deltaload)
PlaySfxLoc(IS_LEVER, object[i]._ox, object[i]._oy);
object[i]._oSelFlag = 0;
object[i]._oAnimFrame++;
mapflag = TRUE;
if (currlevel == 16) {
for (j = 0; j < nobjects; j++) {
oi = objectactive[j];
if (object[oi]._otype == OBJ_SWITCHSKL
&& object[i]._oVar8 == object[oi]._oVar8
&& object[oi]._oSelFlag != 0) {
mapflag = FALSE;
}
}
}
if (currlevel == 24) {
operate_lv24_lever();
IsUberLeverActivated = 1;
mapflag = FALSE;
quests[Q_NAKRUL]._qactive = 3;
}
if (mapflag)
ObjChangeMap(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
}
void OperateBook(int pnum, int i)
{
int j, oi;
int dx, dy;
int otype;
bool do_add_missile, missile_added;
if (object[i]._oSelFlag == 0)
return;
if (setlevel && setlvlnum == SL_VILEBETRAYER) {
do_add_missile = FALSE;
missile_added = FALSE;
for (j = 0; j < nobjects; j++) {
oi = objectactive[j];
otype = object[oi]._otype;
if (otype == OBJ_MCIRCLE2 && object[oi]._oVar6 == 1) {
dx = 27;
dy = 29;
object[oi]._oVar6 = 4;
do_add_missile = TRUE;
}
if (otype == OBJ_MCIRCLE2 && object[oi]._oVar6 == 2) {
dx = 43;
dy = 29;
object[oi]._oVar6 = 4;
do_add_missile = TRUE;
}
if (do_add_missile) {
object[dObject[35][36] - 1]._oVar5++;
AddMissile(plr[pnum]._px, plr[pnum]._py, dx, dy, plr[pnum]._pdir, MIS_RNDTELEPORT, TARGET_MONSTERS, pnum, 0, 0);
missile_added = TRUE;
do_add_missile = FALSE;
}
}
if (!missile_added)
return;
}
object[i]._oSelFlag = 0;
object[i]._oAnimFrame++;
if (!setlevel)
return;
if (setlvlnum == SL_BONECHAMB) {
plr[pnum]._pMemSpells |= GetSpellBitmask(SPL_GUARDIAN);
if (plr[pnum]._pSplLvl[SPL_GUARDIAN] < MAX_SPELL_LEVEL)
plr[pnum]._pSplLvl[SPL_GUARDIAN]++;
quests[Q_SCHAMB]._qactive = QUEST_DONE;
if (!deltaload)
PlaySfxLoc(IS_QUESTDN, object[i]._ox, object[i]._oy);
InitDiabloMsg(EMSG_BONECHAMB);
AddMissile(
plr[pnum]._px,
plr[pnum]._py,
object[i]._ox - 2,
object[i]._oy - 4,
plr[pnum]._pdir,
MIS_GUARDIAN,
TARGET_MONSTERS,
pnum,
0,
0);
}
if (setlvlnum == SL_VILEBETRAYER) {
ObjChangeMapResync(
object[i]._oVar1,
object[i]._oVar2,
object[i]._oVar3,
object[i]._oVar4);
for (j = 0; j < nobjects; j++)
SyncObjectAnim(objectactive[j]);
}
}
void OperateBookLever(int pnum, int i)
{
int x, y, tren;
x = 2 * setpc_x + 16;
y = 2 * setpc_y + 16;
if (numitems >= MAXITEMS) {
return;
}
if (object[i]._oSelFlag != 0 && !qtextflag) {
if (object[i]._otype == OBJ_BLINDBOOK && quests[Q_BLIND]._qvar1 == 0) {
quests[Q_BLIND]._qactive = QUEST_ACTIVE;
quests[Q_BLIND]._qlog = TRUE;
quests[Q_BLIND]._qvar1 = 1;
}
if (object[i]._otype == OBJ_BLOODBOOK && quests[Q_BLOOD]._qvar1 == 0) {
quests[Q_BLOOD]._qactive = QUEST_ACTIVE;
quests[Q_BLOOD]._qlog = TRUE;
quests[Q_BLOOD]._qvar1 = 1;
SpawnQuestItem(IDI_BLDSTONE, 2 * setpc_x + 25, 2 * setpc_y + 33, 0, 1);
}
object[i]._otype = object[i]._otype;
if (object[i]._otype == OBJ_STEELTOME && quests[Q_WARLORD]._qvar1 == 0) {
quests[Q_WARLORD]._qactive = QUEST_ACTIVE;
quests[Q_WARLORD]._qlog = TRUE;
quests[Q_WARLORD]._qvar1 = 1;
}
if (object[i]._oAnimFrame != object[i]._oVar6) {
if (object[i]._otype != OBJ_BLOODBOOK)
ObjChangeMap(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
if (object[i]._otype == OBJ_BLINDBOOK) {
SpawnUnique(UITEM_OPTAMULET, x + 5, y + 5);
tren = TransVal;
TransVal = 9;
DRLG_MRectTrans(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
TransVal = tren;
}
}
object[i]._oAnimFrame = object[i]._oVar6;
InitQTextMsg(object[i]._oVar7);
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
}
void OperateSChambBk(int pnum, int i)
{
int j, textdef;
if (object[i]._oSelFlag != 0 && !qtextflag) {
if (object[i]._oAnimFrame != object[i]._oVar6) {
ObjChangeMapResync(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
for (j = 0; j < nobjects; j++)
SyncObjectAnim(objectactive[j]);
}
object[i]._oAnimFrame = object[i]._oVar6;
if (quests[Q_SCHAMB]._qactive == QUEST_INIT) {
quests[Q_SCHAMB]._qactive = QUEST_ACTIVE;
quests[Q_SCHAMB]._qlog = TRUE;
}
if (plr[myplr]._pClass == PC_WARRIOR) {
textdef = TEXT_BONER;
} else if (plr[myplr]._pClass == PC_ROGUE) {
textdef = TEXT_RBONER;
} else if (plr[myplr]._pClass == PC_SORCERER) {
textdef = TEXT_MBONER;
} else if (plr[myplr]._pClass == PC_MONK) {
textdef = TEXT_HBONER;
} else if (plr[myplr]._pClass == PC_BARD) {
textdef = TEXT_BBONER;
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
textdef = TEXT_BONER;
}
quests[Q_SCHAMB]._qmsg = textdef;
InitQTextMsg(textdef);
}
}
void OperateChest(int pnum, int i, bool sendmsg)
{
int j, mdir, mtype;
if (object[i]._oSelFlag != 0) {
if (!deltaload)
PlaySfxLoc(IS_CHEST, object[i]._ox, object[i]._oy);
object[i]._oSelFlag = 0;
object[i]._oAnimFrame += 2;
if (!deltaload) {
SetRndSeed(object[i]._oRndSeed);
if (setlevel) {
for (j = 0; j < object[i]._oVar1; j++) {
CreateRndItem(object[i]._ox, object[i]._oy, TRUE, sendmsg, FALSE);
}
} else {
for (j = 0; j < object[i]._oVar1; j++) {
if (object[i]._oVar2 != 0)
CreateRndItem(object[i]._ox, object[i]._oy, FALSE, sendmsg, FALSE);
else
CreateRndUseful(pnum, object[i]._ox, object[i]._oy, sendmsg);
}
}
if (object[i]._oTrapFlag && object[i]._otype >= OBJ_TCHEST1 && object[i]._otype <= OBJ_TCHEST3) {
mdir = GetDirection(object[i]._ox, object[i]._oy, plr[pnum]._px, plr[pnum]._py);
switch (object[i]._oVar4) {
case 0:
mtype = MIS_ARROW;
break;
case 1:
mtype = MIS_FARROW;
break;
case 2:
mtype = MIS_NOVA;
break;
case 3:
mtype = MIS_FIRERING;
break;
case 4:
mtype = MIS_STEALPOTS;
break;
case 5:
mtype = MIS_MANATRAP;
break;
default:
mtype = MIS_ARROW;
}
AddMissile(object[i]._ox, object[i]._oy, plr[pnum]._px, plr[pnum]._py, mdir, mtype, TARGET_PLAYERS, -1, 0, 0);
object[i]._oTrapFlag = FALSE;
}
if (pnum == myplr)
NetSendCmdParam2(FALSE, CMD_PLROPOBJ, pnum, i);
return;
}
}
}
void OperateMushPatch(int pnum, int i)
{
int x, y;
if (numitems >= MAXITEMS) {
return;
}
if (quests[Q_MUSHROOM]._qactive != QUEST_ACTIVE || quests[Q_MUSHROOM]._qvar1 < QS_TOMEGIVEN) {
if (!deltaload && pnum == myplr) {
if (plr[myplr]._pClass == PC_WARRIOR) {
PlaySFX(PS_WARR13);
} else if (plr[myplr]._pClass == PC_ROGUE) {
PlaySFX(PS_ROGUE13);
} else if (plr[myplr]._pClass == PC_SORCERER) {
PlaySFX(PS_MAGE13);
} else if (plr[myplr]._pClass == PC_MONK) {
PlaySFX(PS_MONK13);
} else if (plr[myplr]._pClass == PC_BARD) {
PlaySFX(PS_ROGUE13);
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
PlaySFX(PS_WARR13);
}
}
} else {
if (object[i]._oSelFlag != 0) {
if (!deltaload)
PlaySfxLoc(IS_CHEST, object[i]._ox, object[i]._oy);
object[i]._oSelFlag = 0;
object[i]._oAnimFrame++;
if (!deltaload) {
GetSuperItemLoc(object[i]._ox, object[i]._oy, &x, &y);
SpawnQuestItem(IDI_MUSHROOM, x, y, 0, 0);
quests[Q_MUSHROOM]._qvar1 = QS_MUSHSPAWNED;
}
}
}
}
void OperateInnSignChest(int pnum, int i)
{
int x, y;
if (numitems >= MAXITEMS) {
return;
}
if (quests[Q_LTBANNER]._qvar1 != 2) {
if (!deltaload && pnum == myplr) {
if (plr[myplr]._pClass == PC_WARRIOR) {
PlaySFX(PS_WARR24);
} else if (plr[myplr]._pClass == PC_ROGUE) {
PlaySFX(PS_ROGUE24);
} else if (plr[myplr]._pClass == PC_SORCERER) {
PlaySFX(PS_MAGE24);
} else if (plr[myplr]._pClass == PC_MONK) {
PlaySFX(PS_MONK24);
} else if (plr[myplr]._pClass == PC_BARD) {
PlaySFX(PS_ROGUE24);
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
PlaySFX(PS_WARR24);
}
}
} else {
if (object[i]._oSelFlag != 0) {
if (!deltaload)
PlaySfxLoc(IS_CHEST, object[i]._ox, object[i]._oy);
object[i]._oSelFlag = 0;
object[i]._oAnimFrame += 2;
if (!deltaload) {
GetSuperItemLoc(object[i]._ox, object[i]._oy, &x, &y);
SpawnQuestItem(IDI_BANNER, x, y, 0, 0);
}
}
}
}
void OperateSlainHero(int pnum, int i, bool sendmsg)
{
if (object[i]._oSelFlag != 0) {
object[i]._oSelFlag = 0;
if (!deltaload) {
if (plr[pnum]._pClass == PC_WARRIOR) {
CreateMagicArmor(object[i]._ox, object[i]._oy, ITYPE_HARMOR, ICURS_BREAST_PLATE, FALSE, TRUE);
PlaySfxLoc(PS_WARR9, plr[myplr]._px, plr[myplr]._py);
} else if (plr[pnum]._pClass == PC_ROGUE) {
CreateMagicWeapon(object[i]._ox, object[i]._oy, ITYPE_BOW, ICURS_LONG_WAR_BOW, FALSE, TRUE);
PlaySfxLoc(PS_ROGUE9, plr[myplr]._px, plr[myplr]._py);
} else if (plr[pnum]._pClass == PC_SORCERER) {
CreateSpellBook(object[i]._ox, object[i]._oy, SPL_LIGHTNING, FALSE, TRUE);
PlaySfxLoc(PS_MAGE9, plr[myplr]._px, plr[myplr]._py);
} else if (plr[pnum]._pClass == PC_MONK) {
CreateMagicWeapon(object[i]._ox, object[i]._oy, ITYPE_STAFF, ICURS_WAR_STAFF, FALSE, TRUE);
PlaySfxLoc(PS_MONK9, plr[myplr]._px, plr[myplr]._py);
} else if (plr[pnum]._pClass == PC_BARD) {
CreateMagicWeapon(object[i]._ox, object[i]._oy, ITYPE_SWORD, ICURS_BASTARD_SWORD, FALSE, TRUE);
PlaySfxLoc(PS_ROGUE9, plr[myplr]._px, plr[myplr]._py);
} else if (plr[pnum]._pClass == PC_BARBARIAN) {
CreateMagicWeapon(object[i]._ox, object[i]._oy, ITYPE_AXE, ICURS_BATTLE_AXE, FALSE, TRUE);
PlaySfxLoc(PS_WARR9, plr[myplr]._px, plr[myplr]._py);
}
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
}
}
void OperateTrapLvr(int i)
{
int frame, j, oi;
frame = object[i]._oAnimFrame;
j = 0;
if (!deltaload)
PlaySfxLoc(IS_LEVER, object[i]._ox, object[i]._oy);
if (frame == 1) {
object[i]._oAnimFrame = 2;
for (; j < nobjects; j++) {
oi = objectactive[j];
if (object[oi]._otype == object[i]._oVar2 && object[oi]._oVar1 == object[i]._oVar1) {
object[oi]._oVar2 = 1;
object[oi]._oAnimFlag = 0;
}
}
return;
}
object[i]._oAnimFrame = frame - 1;
for (; j < nobjects; j++) {
oi = objectactive[j];
if (object[oi]._otype == object[i]._oVar2 && object[oi]._oVar1 == object[i]._oVar1) {
object[oi]._oVar2 = 0;
if (object[oi]._oVar4 != 0)
object[oi]._oAnimFlag = 1;
}
}
}
void OperateSarc(int pnum, int i, bool sendmsg)
{
if (object[i]._oSelFlag != 0) {
if (!deltaload)
PlaySfxLoc(IS_SARC, object[i]._ox, object[i]._oy);
object[i]._oSelFlag = 0;
if (deltaload) {
object[i]._oAnimFrame = object[i]._oAnimLen;
} else {
object[i]._oAnimFlag = 1;
object[i]._oAnimDelay = 3;
SetRndSeed(object[i]._oRndSeed);
if (object[i]._oVar1 <= 2)
CreateRndItem(object[i]._ox, object[i]._oy, FALSE, sendmsg, FALSE);
if (object[i]._oVar1 >= 8)
SpawnSkeleton(object[i]._oVar2, object[i]._ox, object[i]._oy);
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
}
}
void OperateL2Door(int pnum, int i, bool sendflag)
{
int dpx, dpy;
dpx = abs(object[i]._ox - plr[pnum]._px);
dpy = abs(object[i]._oy - plr[pnum]._py);
if (dpx == 1 && dpy <= 1 && object[i]._otype == OBJ_L2LDOOR)
OperateL2LDoor(pnum, i, sendflag);
if (dpx <= 1 && dpy == 1 && object[i]._otype == OBJ_L2RDOOR)
OperateL2RDoor(pnum, i, sendflag);
}
void OperateL3Door(int pnum, int i, bool sendflag)
{
int dpx, dpy;
dpx = abs(object[i]._ox - plr[pnum]._px);
dpy = abs(object[i]._oy - plr[pnum]._py);
if (dpx == 1 && dpy <= 1 && object[i]._otype == OBJ_L3RDOOR)
OperateL3RDoor(pnum, i, sendflag);
if (dpx <= 1 && dpy == 1 && object[i]._otype == OBJ_L3LDOOR)
OperateL3LDoor(pnum, i, sendflag);
}
void OperatePedistal(int pnum, int i)
{
BYTE *mem;
int iv;
if (numitems >= MAXITEMS) {
return;
}
if (object[i]._oVar6 != 3 && PlrHasItem(pnum, IDI_BLDSTONE, &iv) != NULL) {
RemoveInvItem(pnum, iv);
object[i]._oAnimFrame++;
object[i]._oVar6++;
if (object[i]._oVar6 == 1) {
if (!deltaload)
PlaySfxLoc(LS_PUDDLE, object[i]._ox, object[i]._oy);
ObjChangeMap(setpc_x, setpc_y + 3, setpc_x + 2, setpc_y + 7);
SpawnQuestItem(IDI_BLDSTONE, 2 * setpc_x + 19, 2 * setpc_y + 26, 0, 1);
}
if (object[i]._oVar6 == 2) {
if (!deltaload)
PlaySfxLoc(LS_PUDDLE, object[i]._ox, object[i]._oy);
ObjChangeMap(setpc_x + 6, setpc_y + 3, setpc_x + setpc_w, setpc_y + 7);
SpawnQuestItem(IDI_BLDSTONE, 2 * setpc_x + 31, 2 * setpc_y + 26, 0, 1);
}
if (object[i]._oVar6 == 3) {
if (!deltaload)
PlaySfxLoc(LS_BLODSTAR, object[i]._ox, object[i]._oy);
ObjChangeMap(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
mem = LoadFileInMem("Levels\\L2Data\\Blood2.DUN", NULL);
LoadMapObjs(mem, 2 * setpc_x, 2 * setpc_y);
mem_free_dbg(mem);
SpawnUnique(UITEM_ARMOFVAL, 2 * setpc_x + 25, 2 * setpc_y + 19);
object[i]._oSelFlag = 0;
}
}
}
void TryDisarm(int pnum, int i)
{
int j, oi, oti, trapdisper;
bool checkflag;
if (pnum == myplr)
SetCursor_(CURSOR_HAND);
if (object[i]._oTrapFlag) {
trapdisper = 2 * plr[pnum]._pDexterity - 5 * currlevel;
if (random_(154, 100) <= trapdisper) {
for (j = 0; j < nobjects; j++) {
checkflag = FALSE;
oi = objectactive[j];
oti = object[oi]._otype;
if (oti == OBJ_TRAPL)
checkflag = TRUE;
if (oti == OBJ_TRAPR)
checkflag = TRUE;
if (checkflag && dObject[object[oi]._oVar1][object[oi]._oVar2] - 1 == i) {
object[oi]._oVar4 = 1;
object[i]._oTrapFlag = FALSE;
}
}
oti = object[i]._otype;
if (oti >= OBJ_TCHEST1 && oti <= OBJ_TCHEST3)
object[i]._oTrapFlag = FALSE;
}
}
}
int ItemMiscIdIdx(item_misc_id imiscid)
{
int i;
i = IDI_GOLD;
while (AllItemsList[i].iRnd == IDROP_NEVER || AllItemsList[i].iMiscId != imiscid) {
i++;
}
return i;
}
void OperateShrine(int pnum, int i, int sType)
{
int cnt;
int r, j;
DWORD lv, t;
int xx, yy;
int v1, v2, v3, v4;
if (dropGoldFlag) {
dropGoldFlag = FALSE;
dropGoldValue = 0;
}
assert((DWORD)i < MAXOBJECTS);
if (object[i]._oSelFlag == 0)
return;
SetRndSeed(object[i]._oRndSeed);
object[i]._oSelFlag = 0;
if (!deltaload) {
PlaySfxLoc(sType, object[i]._ox, object[i]._oy);
object[i]._oAnimFlag = 1;
object[i]._oAnimDelay = 1;
} else {
object[i]._oAnimFrame = object[i]._oAnimLen;
object[i]._oAnimFlag = 0;
}
switch (object[i]._oVar1) {
case SHRINE_MYSTERIOUS:
if (deltaload)
return;
if (pnum != myplr)
return;
ModifyPlrStr(pnum, -1);
ModifyPlrMag(pnum, -1);
ModifyPlrDex(pnum, -1);
ModifyPlrVit(pnum, -1);
switch (random_(0, 4)) {
case 0:
ModifyPlrStr(pnum, 6);
break;
case 1:
ModifyPlrMag(pnum, 6);
break;
case 2:
ModifyPlrDex(pnum, 6);
break;
case 3:
ModifyPlrVit(pnum, 6);
break;
}
CheckStats(pnum);
InitDiabloMsg(EMSG_SHRINE_MYSTERIOUS);
break;
case SHRINE_HIDDEN:
cnt = 0;
if (deltaload)
return;
if (pnum != myplr)
return;
for (j = 0; j < NUM_INVLOC; j++) {
if (!plr[pnum].InvBody[j].isEmpty())
cnt++;
}
if (cnt > 0) {
for (j = 0; j < NUM_INVLOC; j++) {
if (!plr[pnum].InvBody[j].isEmpty()
&& plr[pnum].InvBody[j]._iMaxDur != DUR_INDESTRUCTIBLE
&& plr[pnum].InvBody[j]._iMaxDur != 0) {
plr[pnum].InvBody[j]._iDurability += 10;
plr[pnum].InvBody[j]._iMaxDur += 10;
if (plr[pnum].InvBody[j]._iDurability > plr[pnum].InvBody[j]._iMaxDur)
plr[pnum].InvBody[j]._iDurability = plr[pnum].InvBody[j]._iMaxDur;
}
}
while (TRUE) {
cnt = 0;
for (j = 0; j < NUM_INVLOC; j++) {
if (!plr[pnum].InvBody[j].isEmpty())
if (plr[pnum].InvBody[j]._iMaxDur != DUR_INDESTRUCTIBLE
&& plr[pnum].InvBody[j]._iMaxDur != 0)
cnt++;
}
if (cnt == 0)
break;
r = random_(0, NUM_INVLOC);
if (plr[pnum].InvBody[r].isEmpty() || plr[pnum].InvBody[r]._iMaxDur == DUR_INDESTRUCTIBLE || plr[pnum].InvBody[r]._iMaxDur == 0)
continue;
plr[pnum].InvBody[r]._iDurability -= 20;
plr[pnum].InvBody[r]._iMaxDur -= 20;
if (plr[pnum].InvBody[r]._iDurability <= 0)
plr[pnum].InvBody[r]._iDurability = 1;
if (plr[pnum].InvBody[r]._iMaxDur <= 0)
plr[pnum].InvBody[r]._iMaxDur = 1;
break;
}
}
InitDiabloMsg(EMSG_SHRINE_HIDDEN);
break;
case SHRINE_GLOOMY:
if (deltaload)
return;
if (pnum != myplr)
break;
if (!plr[pnum].InvBody[INVLOC_HEAD].isEmpty())
plr[pnum].InvBody[INVLOC_HEAD]._iAC += 2;
if (!plr[pnum].InvBody[INVLOC_CHEST].isEmpty())
plr[pnum].InvBody[INVLOC_CHEST]._iAC += 2;
if (!plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty()) {
if (plr[pnum].InvBody[INVLOC_HAND_LEFT]._itype == ITYPE_SHIELD) {
plr[pnum].InvBody[INVLOC_HAND_LEFT]._iAC += 2;
} else {
plr[pnum].InvBody[INVLOC_HAND_LEFT]._iMaxDam--;
if (plr[pnum].InvBody[INVLOC_HAND_LEFT]._iMaxDam < plr[pnum].InvBody[INVLOC_HAND_LEFT]._iMinDam)
plr[pnum].InvBody[INVLOC_HAND_LEFT]._iMaxDam = plr[pnum].InvBody[INVLOC_HAND_LEFT]._iMinDam;
}
}
if (!plr[pnum].InvBody[INVLOC_HAND_RIGHT].isEmpty()) {
if (plr[pnum].InvBody[INVLOC_HAND_RIGHT]._itype == ITYPE_SHIELD) {
plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iAC += 2;
} else {
plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iMaxDam--;
if (plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iMaxDam < plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iMinDam)
plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iMaxDam = plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iMinDam;
}
}
for (j = 0; j < plr[pnum]._pNumInv; j++) {
switch (plr[pnum].InvList[j]._itype) {
case ITYPE_SWORD:
case ITYPE_AXE:
case ITYPE_BOW:
case ITYPE_MACE:
case ITYPE_STAFF:
plr[pnum].InvList[j]._iMaxDam--;
if (plr[pnum].InvList[j]._iMaxDam < plr[pnum].InvList[j]._iMinDam)
plr[pnum].InvList[j]._iMaxDam = plr[pnum].InvList[j]._iMinDam;
break;
case ITYPE_SHIELD:
case ITYPE_HELM:
case ITYPE_LARMOR:
case ITYPE_MARMOR:
case ITYPE_HARMOR:
plr[pnum].InvList[j]._iAC += 2;
break;
default:
break;
}
}
InitDiabloMsg(EMSG_SHRINE_GLOOMY);
break;
case SHRINE_WEIRD:
if (deltaload)
return;
if (pnum != myplr)
break;
if (!plr[pnum].InvBody[INVLOC_HAND_LEFT].isEmpty() && plr[pnum].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_SHIELD)
plr[pnum].InvBody[INVLOC_HAND_LEFT]._iMaxDam++;
if (!plr[pnum].InvBody[INVLOC_HAND_RIGHT].isEmpty() && plr[pnum].InvBody[INVLOC_HAND_RIGHT]._itype != ITYPE_SHIELD)
plr[pnum].InvBody[INVLOC_HAND_RIGHT]._iMaxDam++;
for (j = 0; j < plr[pnum]._pNumInv; j++) {
switch (plr[pnum].InvList[j]._itype) {
case ITYPE_SWORD:
case ITYPE_AXE:
case ITYPE_BOW:
case ITYPE_MACE:
case ITYPE_STAFF:
plr[pnum].InvList[j]._iMaxDam++;
break;
}
}
InitDiabloMsg(EMSG_SHRINE_WEIRD);
break;
case SHRINE_MAGICAL:
case SHRINE_MAGICAL2:
if (deltaload)
return;
AddMissile(
plr[pnum]._px,
plr[pnum]._py,
plr[pnum]._px,
plr[pnum]._py,
plr[pnum]._pdir,
MIS_MANASHIELD,
-1,
pnum,
0,
2 * leveltype);
if (pnum != myplr)
return;
InitDiabloMsg(EMSG_SHRINE_MAGICAL);
break;
case SHRINE_STONE:
if (deltaload)
return;
if (pnum != myplr)
break;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[pnum].InvBody[j]._itype == ITYPE_STAFF)
plr[pnum].InvBody[j]._iCharges = plr[pnum].InvBody[j]._iMaxCharges;
}
for (j = 0; j < plr[pnum]._pNumInv; j++) {
if (plr[pnum].InvList[j]._itype == ITYPE_STAFF)
plr[pnum].InvList[j]._iCharges = plr[pnum].InvList[j]._iMaxCharges;
}
for (j = 0; j < MAXBELTITEMS; j++) {
if (plr[pnum].SpdList[j]._itype == ITYPE_STAFF)
plr[pnum].SpdList[j]._iCharges = plr[pnum].SpdList[j]._iMaxCharges; // belt items don't have charges?
}
InitDiabloMsg(EMSG_SHRINE_STONE);
break;
case SHRINE_RELIGIOUS:
if (deltaload)
return;
if (pnum != myplr)
break;
for (j = 0; j < NUM_INVLOC; j++)
plr[pnum].InvBody[j]._iDurability = plr[pnum].InvBody[j]._iMaxDur;
for (j = 0; j < plr[pnum]._pNumInv; j++)
plr[pnum].InvList[j]._iDurability = plr[pnum].InvList[j]._iMaxDur;
for (j = 0; j < MAXBELTITEMS; j++)
plr[pnum].SpdList[j]._iDurability = plr[pnum].SpdList[j]._iMaxDur; // belt items don't have durability?
InitDiabloMsg(EMSG_SHRINE_RELIGIOUS);
break;
case SHRINE_ENCHANTED: {
if (deltaload)
return;
if (pnum != myplr)
return;
cnt = 0;
Uint64 spell = 1;
int maxSpells = gbIsHellfire ? MAX_SPELLS : 37;
Uint64 spells = plr[pnum]._pMemSpells;
for (j = 0; j < maxSpells; j++) {
if (spell & spells)
cnt++;
spell <<= 1;
}
if (cnt > 1) {
spell = 1;
for (j = SPL_FIREBOLT; j < maxSpells; j++) { // BUGFIX: < MAX_SPELLS, there is no spell with MAX_SPELLS index (fixed)
if (plr[pnum]._pMemSpells & spell) {
if (plr[pnum]._pSplLvl[j] < MAX_SPELL_LEVEL)
plr[pnum]._pSplLvl[j]++;
}
spell <<= 1;
}
do {
r = random_(0, maxSpells);
} while (!(plr[pnum]._pMemSpells & GetSpellBitmask(r + 1)));
if (plr[pnum]._pSplLvl[r + 1] >= 2)
plr[pnum]._pSplLvl[r + 1] -= 2;
else
plr[pnum]._pSplLvl[r + 1] = 0;
}
InitDiabloMsg(EMSG_SHRINE_ENCHANTED);
break;
}
case SHRINE_THAUMATURGIC:
for (j = 0; j < nobjects; j++) {
v1 = objectactive[j];
assert((DWORD)v1 < MAXOBJECTS);
if ((object[v1]._otype == OBJ_CHEST1
|| object[v1]._otype == OBJ_CHEST2
|| object[v1]._otype == OBJ_CHEST3)
&& object[v1]._oSelFlag == 0) {
object[v1]._oRndSeed = AdvanceRndSeed();
object[v1]._oSelFlag = 1;
object[v1]._oAnimFrame -= 2;
}
}
if (deltaload)
return;
if (pnum == myplr)
InitDiabloMsg(EMSG_SHRINE_THAUMATURGIC);
break;
case SHRINE_FASCINATING:
if (deltaload)
return;
if (pnum != myplr)
return;
plr[pnum]._pMemSpells |= GetSpellBitmask(SPL_FIREBOLT);
if (plr[pnum]._pSplLvl[SPL_FIREBOLT] < MAX_SPELL_LEVEL)
plr[pnum]._pSplLvl[SPL_FIREBOLT]++;
if (plr[pnum]._pSplLvl[SPL_FIREBOLT] < MAX_SPELL_LEVEL)
plr[pnum]._pSplLvl[SPL_FIREBOLT]++;
t = plr[pnum]._pMaxManaBase / 10;
v1 = plr[pnum]._pMana - plr[pnum]._pManaBase;
v2 = plr[pnum]._pMaxMana - plr[pnum]._pMaxManaBase;
plr[pnum]._pManaBase -= t;
plr[pnum]._pMana -= t;
plr[pnum]._pMaxMana -= t;
plr[pnum]._pMaxManaBase -= t;
if (plr[pnum]._pMana >> 6 <= 0) {
plr[pnum]._pMana = v1;
plr[pnum]._pManaBase = 0;
}
if (plr[pnum]._pMaxMana >> 6 <= 0) {
plr[pnum]._pMaxMana = v2;
plr[pnum]._pMaxManaBase = 0;
}
InitDiabloMsg(EMSG_SHRINE_FASCINATING);
break;
case SHRINE_CRYPTIC:
if (deltaload)
return;
AddMissile(
plr[pnum]._px,
plr[pnum]._py,
plr[pnum]._px,
plr[pnum]._py,
plr[pnum]._pdir,
MIS_NOVA,
-1,
pnum,
0,
2 * leveltype);
if (pnum != myplr)
return;
plr[pnum]._pMana = plr[pnum]._pMaxMana;
plr[pnum]._pManaBase = plr[pnum]._pMaxManaBase;
InitDiabloMsg(EMSG_SHRINE_CRYPTIC);
break;
case SHRINE_ELDRITCH: /// BUGFIX: change `plr[pnum].HoldItem` to use a temporary buffer to prevent deleting item in hand
if (deltaload)
return;
if (pnum != myplr)
break;
for (j = 0; j < plr[pnum]._pNumInv; j++) {
if (plr[pnum].InvList[j]._itype == ITYPE_MISC) {
if (plr[pnum].InvList[j]._iMiscId == IMISC_HEAL
|| plr[pnum].InvList[j]._iMiscId == IMISC_MANA) {
SetPlrHandItem(&plr[pnum].HoldItem, ItemMiscIdIdx(IMISC_REJUV));
GetPlrHandSeed(&plr[pnum].HoldItem);
plr[pnum].HoldItem._iStatFlag = TRUE;
plr[pnum].InvList[j] = plr[pnum].HoldItem;
}
if (plr[pnum].InvList[j]._iMiscId == IMISC_FULLHEAL
|| plr[pnum].InvList[j]._iMiscId == IMISC_FULLMANA) {
SetPlrHandItem(&plr[pnum].HoldItem, ItemMiscIdIdx(IMISC_FULLREJUV));
GetPlrHandSeed(&plr[pnum].HoldItem);
plr[pnum].HoldItem._iStatFlag = TRUE;
plr[pnum].InvList[j] = plr[pnum].HoldItem;
}
}
}
for (j = 0; j < MAXBELTITEMS; j++) {
if (plr[pnum].SpdList[j]._itype == ITYPE_MISC) {
if (plr[pnum].SpdList[j]._iMiscId == IMISC_HEAL
|| plr[pnum].SpdList[j]._iMiscId == IMISC_MANA) {
SetPlrHandItem(&plr[pnum].HoldItem, ItemMiscIdIdx(IMISC_REJUV));
GetPlrHandSeed(&plr[pnum].HoldItem);
plr[pnum].HoldItem._iStatFlag = TRUE;
plr[pnum].SpdList[j] = plr[pnum].HoldItem;
}
if (plr[pnum].SpdList[j]._iMiscId == IMISC_FULLHEAL
|| plr[pnum].SpdList[j]._iMiscId == IMISC_FULLMANA) {
SetPlrHandItem(&plr[pnum].HoldItem, ItemMiscIdIdx(IMISC_FULLREJUV));
GetPlrHandSeed(&plr[pnum].HoldItem);
plr[pnum].HoldItem._iStatFlag = TRUE;
plr[pnum].SpdList[j] = plr[pnum].HoldItem;
}
}
}
InitDiabloMsg(EMSG_SHRINE_ELDRITCH);
break;
case SHRINE_EERIE:
if (deltaload)
return;
if (pnum != myplr)
return;
ModifyPlrMag(pnum, 2);
CheckStats(pnum);
InitDiabloMsg(EMSG_SHRINE_EERIE);
break;
case SHRINE_DIVINE:
if (deltaload)
return;
if (pnum != myplr)
return;
if (2 * currlevel < 7) {
CreateTypeItem(object[i]._ox, object[i]._oy, FALSE, ITYPE_MISC, IMISC_FULLMANA, FALSE, TRUE);
CreateTypeItem(object[i]._ox, object[i]._oy, FALSE, ITYPE_MISC, IMISC_FULLHEAL, FALSE, TRUE);
} else {
CreateTypeItem(object[i]._ox, object[i]._oy, FALSE, ITYPE_MISC, IMISC_FULLREJUV, FALSE, TRUE);
CreateTypeItem(object[i]._ox, object[i]._oy, FALSE, ITYPE_MISC, IMISC_FULLREJUV, FALSE, TRUE);
}
plr[pnum]._pMana = plr[pnum]._pMaxMana;
plr[pnum]._pManaBase = plr[pnum]._pMaxManaBase;
plr[pnum]._pHitPoints = plr[pnum]._pMaxHP;
plr[pnum]._pHPBase = plr[pnum]._pMaxHPBase;
InitDiabloMsg(EMSG_SHRINE_DIVINE);
break;
case SHRINE_HOLY:
if (deltaload)
return;
j = 0;
do {
xx = random_(159, MAXDUNX);
yy = random_(159, MAXDUNY);
lv = dPiece[xx][yy];
j++;
if (j > MAXDUNX * MAXDUNY)
break;
} while (nSolidTable[lv] || dObject[xx][yy] != 0 || dMonster[xx][yy] != 0);
AddMissile(plr[pnum]._px, plr[pnum]._py, xx, yy, plr[pnum]._pdir, MIS_RNDTELEPORT, -1, pnum, 0, 2 * leveltype);
if (pnum != myplr)
return;
InitDiabloMsg(EMSG_SHRINE_HOLY);
break;
case SHRINE_SACRED:
if (deltaload || pnum != myplr)
return;
plr[pnum]._pMemSpells |= GetSpellBitmask(SPL_CBOLT);
if (plr[pnum]._pSplLvl[SPL_CBOLT] < MAX_SPELL_LEVEL)
plr[pnum]._pSplLvl[SPL_CBOLT]++;
if (plr[pnum]._pSplLvl[SPL_CBOLT] < MAX_SPELL_LEVEL)
plr[pnum]._pSplLvl[SPL_CBOLT]++;
t = plr[pnum]._pMaxManaBase / 10;
v1 = plr[pnum]._pMana - plr[pnum]._pManaBase;
v2 = plr[pnum]._pMaxMana - plr[pnum]._pMaxManaBase;
plr[pnum]._pManaBase -= t;
plr[pnum]._pMana -= t;
plr[pnum]._pMaxMana -= t;
plr[pnum]._pMaxManaBase -= t;
if (plr[pnum]._pMana >> 6 <= 0) {
plr[pnum]._pMana = v1;
plr[pnum]._pManaBase = 0;
}
if (plr[pnum]._pMaxMana >> 6 <= 0) {
plr[pnum]._pMaxMana = v2;
plr[pnum]._pMaxManaBase = 0;
}
InitDiabloMsg(EMSG_SHRINE_SACRED);
break;
case SHRINE_SPIRITUAL:
if (deltaload)
return;
if (pnum != myplr)
return;
for (j = 0; j < NUM_INV_GRID_ELEM; j++) {
if (plr[pnum].InvGrid[j] == 0) {
r = 5 * leveltype + random_(160, 10 * leveltype);
t = plr[pnum]._pNumInv; // check
plr[pnum].InvList[t] = golditem;
plr[pnum].InvList[t]._iSeed = AdvanceRndSeed();
plr[pnum]._pNumInv++;
plr[pnum].InvGrid[j] = plr[pnum]._pNumInv;
plr[pnum].InvList[t]._ivalue = r;
plr[pnum]._pGold += r;
SetGoldCurs(pnum, t);
}
}
InitDiabloMsg(EMSG_SHRINE_SPIRITUAL);
break;
case SHRINE_SPOOKY:
if (deltaload)
return;
if (pnum == myplr) {
InitDiabloMsg(EMSG_SHRINE_SPOOKY1);
} else {
InitDiabloMsg(EMSG_SHRINE_SPOOKY2);
plr[myplr]._pHitPoints = plr[myplr]._pMaxHP;
plr[myplr]._pHPBase = plr[myplr]._pMaxHPBase;
plr[myplr]._pMana = plr[myplr]._pMaxMana;
plr[myplr]._pManaBase = plr[myplr]._pMaxManaBase;
}
break;
case SHRINE_ABANDONED:
if (deltaload)
return;
if (pnum != myplr)
return;
ModifyPlrDex(pnum, 2);
CheckStats(pnum);
if (pnum == myplr)
InitDiabloMsg(EMSG_SHRINE_ABANDONED);
break;
case SHRINE_CREEPY:
if (deltaload)
return;
if (pnum != myplr)
return;
ModifyPlrStr(pnum, 2);
CheckStats(pnum);
if (pnum == myplr)
InitDiabloMsg(EMSG_SHRINE_CREEPY);
break;
case SHRINE_QUIET:
if (deltaload)
return;
if (pnum != myplr)
return;
ModifyPlrVit(pnum, 2);
CheckStats(pnum);
if (pnum == myplr)
InitDiabloMsg(EMSG_SHRINE_QUIET);
break;
case SHRINE_SECLUDED:
if (deltaload)
return;
if (pnum != myplr)
break;
for (yy = 0; yy < DMAXY; yy++) {
for (xx = 0; xx < DMAXX; xx++) {
automapview[xx][yy] = TRUE;
}
}
InitDiabloMsg(EMSG_SHRINE_SECLUDED);
break;
case SHRINE_ORNATE:
if (deltaload)
return;
if (pnum != myplr)
return;
plr[pnum]._pMemSpells |= GetSpellBitmask(SPL_HBOLT);
if (plr[pnum]._pSplLvl[SPL_HBOLT] < MAX_SPELL_LEVEL)
plr[pnum]._pSplLvl[SPL_HBOLT]++;
if (plr[pnum]._pSplLvl[SPL_HBOLT] < MAX_SPELL_LEVEL)
plr[pnum]._pSplLvl[SPL_HBOLT]++;
t = plr[pnum]._pMaxManaBase / 10;
v1 = plr[pnum]._pMana - plr[pnum]._pManaBase;
v2 = plr[pnum]._pMaxMana - plr[pnum]._pMaxManaBase;
plr[pnum]._pManaBase -= t;
plr[pnum]._pMana -= t;
plr[pnum]._pMaxMana -= t;
plr[pnum]._pMaxManaBase -= t;
if (plr[pnum]._pMana >> 6 <= 0) {
plr[pnum]._pMana = v1;
plr[pnum]._pManaBase = 0;
}
if (plr[pnum]._pMaxMana >> 6 <= 0) {
plr[pnum]._pMaxMana = v2;
plr[pnum]._pMaxManaBase = 0;
}
InitDiabloMsg(EMSG_SHRINE_ORNATE);
break;
case SHRINE_GLIMMERING:
if (deltaload)
return;
if (pnum != myplr)
return;
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[pnum].InvBody[j]._iMagical && !plr[pnum].InvBody[j]._iIdentified)
plr[pnum].InvBody[j]._iIdentified = TRUE;
}
for (j = 0; j < plr[pnum]._pNumInv; j++) {
if (plr[pnum].InvList[j]._iMagical && !plr[pnum].InvList[j]._iIdentified)
plr[pnum].InvList[j]._iIdentified = TRUE;
}
for (j = 0; j < MAXBELTITEMS; j++) {
if (plr[pnum].SpdList[j]._iMagical && !plr[pnum].SpdList[j]._iIdentified)
plr[pnum].SpdList[j]._iIdentified = TRUE; // belt items can't be magical?
}
InitDiabloMsg(EMSG_SHRINE_GLIMMERING);
break;
case SHRINE_TAINTED:
if (deltaload)
return;
if (pnum == myplr) {
InitDiabloMsg(EMSG_SHRINE_TAINTED1);
} else {
InitDiabloMsg(EMSG_SHRINE_TAINTED2);
r = random_(155, 4);
if (r != 0)
v1 = -1;
else
v1 = 1;
if (r != 1)
v2 = -1;
else
v2 = 1;
if (r == 2)
v3 = 1;
else
v3 = -1;
if (r == 3)
v4 = 1;
else
v4 = -1;
ModifyPlrStr(myplr, v1);
ModifyPlrMag(myplr, v2);
ModifyPlrDex(myplr, v3);
ModifyPlrVit(myplr, v4);
CheckStats(myplr);
}
break;
case SHRINE_OILY:
if (deltaload)
return;
if (pnum != myplr)
return;
InitDiabloMsg(EMSG_SHRINE_OILY);
switch (plr[myplr]._pClass) {
case PC_WARRIOR:
ModifyPlrStr(myplr, 2);
break;
case PC_ROGUE:
ModifyPlrDex(myplr, 2);
break;
case PC_SORCERER:
ModifyPlrMag(myplr, 2);
break;
case PC_BARBARIAN:
ModifyPlrVit(myplr, 2);
break;
case PC_MONK:
ModifyPlrStr(myplr, 1);
ModifyPlrDex(myplr, 1);
break;
case PC_BARD:
ModifyPlrDex(myplr, 1);
ModifyPlrMag(myplr, 1);
break;
case NUM_CLASSES:
break;
}
CheckStats(pnum);
AddMissile(
object[i]._ox,
object[i]._oy,
plr[myplr]._px,
plr[myplr]._py,
plr[myplr]._pdir,
MIS_FIREWALL,
TARGET_PLAYERS,
-1,
2 * currlevel + 2,
0);
break;
case SHRINE_GLOWING: {
if (deltaload)
return;
if (pnum != myplr)
return;
InitDiabloMsg(EMSG_SHRINE_GLOWING);
int playerXP = plr[myplr]._pExperience;
Sint32 xpLoss, magicGain;
if (playerXP > 5000) {
magicGain = 5;
xpLoss = ((double)playerXP * 0.95);
} else {
magicGain = playerXP / 1000;
xpLoss = 0;
}
ModifyPlrMag(myplr, magicGain);
plr[myplr]._pExperience = xpLoss;
CheckStats(pnum);
} break;
case SHRINE_MENDICANT: {
if (deltaload)
return;
if (pnum != myplr)
return;
InitDiabloMsg(EMSG_SHRINE_MENDICANT);
int gold = plr[myplr]._pGold / 2;
AddPlrExperience(myplr, plr[myplr]._pLevel, gold);
TakePlrsMoney(gold);
CheckStats(pnum);
} break;
case SHRINE_SPARKLING:
if (deltaload)
return;
if (pnum != myplr)
return;
InitDiabloMsg(EMSG_SHRINE_SPARKLING);
AddPlrExperience(myplr, plr[myplr]._pLevel, 1000 * currlevel);
AddMissile(
object[i]._ox,
object[i]._oy,
plr[myplr]._px,
plr[myplr]._py,
plr[myplr]._pdir,
MIS_FLASH,
TARGET_PLAYERS,
-1,
3 * currlevel + 2,
0);
CheckStats(pnum);
break;
case SHRINE_TOWN:
if (deltaload)
return;
if (pnum != myplr)
return;
InitDiabloMsg(EMSG_SHRINE_TOWN);
AddMissile(
object[i]._ox,
object[i]._oy,
plr[myplr]._px,
plr[myplr]._py,
plr[myplr]._pdir,
MIS_TOWN,
TARGET_PLAYERS,
pnum,
0,
0);
break;
case SHRINE_SHIMMERING:
if (deltaload)
return;
if (pnum != myplr)
return;
InitDiabloMsg(EMSG_SHRINE_SHIMMERING);
plr[pnum]._pMana = plr[pnum]._pMaxMana;
plr[pnum]._pManaBase = plr[pnum]._pMaxManaBase;
break;
case SHRINE_SOLAR: {
if (deltaload)
return;
if (pnum != myplr)
return;
time_t tm = time(0);
int hour = localtime(&tm)->tm_hour;
if (hour > 20 || hour < 4) {
InitDiabloMsg(EMSG_SHRINE_SOLAR4);
ModifyPlrVit(myplr, 2);
} else if (hour > 18) {
InitDiabloMsg(EMSG_SHRINE_SOLAR3);
ModifyPlrMag(myplr, 2);
} else if (hour > 12) {
InitDiabloMsg(EMSG_SHRINE_SOLAR2);
ModifyPlrStr(myplr, 2);
} else if (hour > 4) {
InitDiabloMsg(EMSG_SHRINE_SOLAR1);
ModifyPlrDex(myplr, 2);
}
CheckStats(pnum);
} break;
case SHRINE_MURPHYS:
if (deltaload)
return;
if (pnum != myplr)
return;
InitDiabloMsg(EMSG_SHRINE_MURPHYS);
BOOL broke = FALSE;
for (int j = 0; j < NUM_INVLOC; j++) {
ItemStruct *item = &plr[myplr].InvBody[j];
if (!item->isEmpty() && random_(0, 3) == 0) {
if (item->_iDurability != DUR_INDESTRUCTIBLE) {
if (item->_iDurability) {
item->_iDurability /= 2;
broke = TRUE;
break;
}
}
}
}
if (!broke) {
TakePlrsMoney(plr[myplr]._pGold / 3);
}
break;
}
CalcPlrInv(pnum, TRUE);
force_redraw = 255;
if (pnum == myplr)
NetSendCmdParam2(FALSE, CMD_PLROPOBJ, pnum, i);
}
void OperateSkelBook(int pnum, int i, bool sendmsg)
{
if (object[i]._oSelFlag != 0) {
if (!deltaload)
PlaySfxLoc(IS_ISCROL, object[i]._ox, object[i]._oy);
object[i]._oSelFlag = 0;
object[i]._oAnimFrame += 2;
if (!deltaload) {
SetRndSeed(object[i]._oRndSeed);
if (random_(161, 5) != 0)
CreateTypeItem(object[i]._ox, object[i]._oy, FALSE, ITYPE_MISC, IMISC_SCROLL, sendmsg, FALSE);
else
CreateTypeItem(object[i]._ox, object[i]._oy, FALSE, ITYPE_MISC, IMISC_BOOK, sendmsg, FALSE);
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
}
}
void OperateBookCase(int pnum, int i, bool sendmsg)
{
if (object[i]._oSelFlag != 0) {
if (!deltaload)
PlaySfxLoc(IS_ISCROL, object[i]._ox, object[i]._oy);
object[i]._oSelFlag = 0;
object[i]._oAnimFrame -= 2;
if (!deltaload) {
SetRndSeed(object[i]._oRndSeed);
CreateTypeItem(object[i]._ox, object[i]._oy, FALSE, ITYPE_MISC, IMISC_BOOK, sendmsg, FALSE);
if (QuestStatus(Q_ZHAR)
&& monster[MAX_PLRS]._uniqtype - 1 == UMT_ZHAR
&& monster[MAX_PLRS]._msquelch == UCHAR_MAX
&& monster[MAX_PLRS]._mhitpoints) {
monster[MAX_PLRS].mtalkmsg = TEXT_ZHAR2;
M_StartStand(0, monster[MAX_PLRS]._mdir);
monster[MAX_PLRS]._mgoal = MGOAL_ATTACK2;
monster[MAX_PLRS]._mmode = MM_TALK;
}
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
}
}
void OperateDecap(int pnum, int i, bool sendmsg)
{
if (object[i]._oSelFlag != 0) {
object[i]._oSelFlag = 0;
if (!deltaload) {
SetRndSeed(object[i]._oRndSeed);
CreateRndItem(object[i]._ox, object[i]._oy, FALSE, sendmsg, FALSE);
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
}
}
void OperateArmorStand(int pnum, int i, bool sendmsg)
{
BOOL uniqueRnd;
if (object[i]._oSelFlag != 0) {
object[i]._oSelFlag = 0;
object[i]._oAnimFrame++;
if (!deltaload) {
SetRndSeed(object[i]._oRndSeed);
uniqueRnd = random_(0, 2);
if (currlevel <= 5) {
CreateTypeItem(object[i]._ox, object[i]._oy, TRUE, ITYPE_LARMOR, IMISC_NONE, sendmsg, FALSE);
} else if (currlevel >= 6 && currlevel <= 9) {
CreateTypeItem(object[i]._ox, object[i]._oy, uniqueRnd, ITYPE_MARMOR, IMISC_NONE, sendmsg, FALSE);
} else if (currlevel >= 10 && currlevel <= 12) {
CreateTypeItem(object[i]._ox, object[i]._oy, FALSE, ITYPE_HARMOR, IMISC_NONE, sendmsg, FALSE);
} else if (currlevel >= 13 && currlevel <= 16) {
CreateTypeItem(object[i]._ox, object[i]._oy, TRUE, ITYPE_HARMOR, IMISC_NONE, sendmsg, FALSE);
} else if (currlevel >= 17) {
CreateTypeItem(object[i]._ox, object[i]._oy, TRUE, ITYPE_HARMOR, IMISC_NONE, sendmsg, FALSE);
}
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
return;
}
}
}
int FindValidShrine(int i)
{
int rv;
bool done;
done = FALSE;
do {
rv = random_(0, gbIsHellfire ? NUM_SHRINETYPE : 26);
if (currlevel >= shrinemin[rv] && currlevel <= shrinemax[rv] && rv != SHRINE_THAUMATURGIC) {
done = TRUE;
}
if (done) {
if (gbIsMultiplayer) {
if (shrineavail[rv] == 1) {
done = FALSE;
continue;
}
}
if (!gbIsMultiplayer) {
if (shrineavail[rv] == 2) {
done = FALSE;
continue;
}
}
done = TRUE;
}
} while (!done);
return rv;
}
void OperateGoatShrine(int pnum, int i, int sType)
{
SetRndSeed(object[i]._oRndSeed);
object[i]._oVar1 = FindValidShrine(i);
OperateShrine(pnum, i, sType);
object[i]._oAnimDelay = 2;
force_redraw = 255;
}
void OperateCauldron(int pnum, int i, int sType)
{
SetRndSeed(object[i]._oRndSeed);
object[i]._oVar1 = FindValidShrine(i);
OperateShrine(pnum, i, sType);
object[i]._oAnimFrame = 3;
object[i]._oAnimFlag = 0;
force_redraw = 255;
}
bool OperateFountains(int pnum, int i)
{
int prev, add, rnd, cnt;
bool applied;
BOOL done;
applied = FALSE;
SetRndSeed(object[i]._oRndSeed);
switch (object[i]._otype) {
case OBJ_BLOODFTN:
if (deltaload)
return FALSE;
if (pnum != myplr)
return FALSE;
if (plr[pnum]._pHitPoints < plr[pnum]._pMaxHP) {
PlaySfxLoc(LS_FOUNTAIN, object[i]._ox, object[i]._oy);
plr[pnum]._pHitPoints += 64;
plr[pnum]._pHPBase += 64;
if (plr[pnum]._pHitPoints > plr[pnum]._pMaxHP) {
plr[pnum]._pHitPoints = plr[pnum]._pMaxHP;
plr[pnum]._pHPBase = plr[pnum]._pMaxHPBase;
}
applied = TRUE;
} else
PlaySfxLoc(LS_FOUNTAIN, object[i]._ox, object[i]._oy);
break;
case OBJ_PURIFYINGFTN:
if (deltaload)
return FALSE;
if (pnum != myplr)
return FALSE;
if (plr[pnum]._pMana < plr[pnum]._pMaxMana) {
PlaySfxLoc(LS_FOUNTAIN, object[i]._ox, object[i]._oy);
plr[pnum]._pMana += 64;
plr[pnum]._pManaBase += 64;
if (plr[pnum]._pMana > plr[pnum]._pMaxMana) {
plr[pnum]._pMana = plr[pnum]._pMaxMana;
plr[pnum]._pManaBase = plr[pnum]._pMaxManaBase;
}
applied = TRUE;
} else
PlaySfxLoc(LS_FOUNTAIN, object[i]._ox, object[i]._oy);
break;
case OBJ_MURKYFTN:
if (object[i]._oSelFlag == 0)
break;
if (!deltaload)
PlaySfxLoc(LS_FOUNTAIN, object[i]._ox, object[i]._oy);
object[i]._oSelFlag = 0;
if (deltaload)
return FALSE;
AddMissile(
plr[pnum]._px,
plr[pnum]._py,
plr[pnum]._px,
plr[pnum]._py,
plr[pnum]._pdir,
MIS_INFRA,
-1,
pnum,
0,
2 * leveltype);
applied = TRUE;
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
break;
case OBJ_TEARFTN:
if (object[i]._oSelFlag == 0)
break;
prev = -1;
add = -1;
done = FALSE;
cnt = 0;
if (!deltaload)
PlaySfxLoc(LS_FOUNTAIN, object[i]._ox, object[i]._oy);
object[i]._oSelFlag = 0;
if (deltaload)
return FALSE;
if (pnum != myplr)
return FALSE;
while (!done) {
rnd = random_(0, 4);
if (rnd != prev) {
switch (rnd) {
case 0:
ModifyPlrStr(pnum, add);
break;
case 1:
ModifyPlrMag(pnum, add);
break;
case 2:
ModifyPlrDex(pnum, add);
break;
case 3:
ModifyPlrVit(pnum, add);
break;
}
prev = rnd;
add = 1;
cnt++;
}
if (cnt <= 1)
continue;
done = TRUE;
}
CheckStats(pnum);
applied = TRUE;
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
break;
}
force_redraw = 255;
return applied;
}
void OperateWeaponRack(int pnum, int i, bool sendmsg)
{
int weaponType;
if (object[i]._oSelFlag == 0)
return;
SetRndSeed(object[i]._oRndSeed);
switch (random_(0, 4) + ITYPE_SWORD) {
case ITYPE_SWORD:
weaponType = ITYPE_SWORD;
break;
case ITYPE_AXE:
weaponType = ITYPE_AXE;
break;
case ITYPE_BOW:
weaponType = ITYPE_BOW;
break;
case ITYPE_MACE:
weaponType = ITYPE_MACE;
break;
}
object[i]._oSelFlag = 0;
object[i]._oAnimFrame++;
if (deltaload)
return;
CreateTypeItem(object[i]._ox, object[i]._oy, leveltype > 1, weaponType, IMISC_NONE, sendmsg, FALSE);
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
void OperateStoryBook(int pnum, int i)
{
if (object[i]._oSelFlag != 0 && !deltaload && !qtextflag && pnum == myplr) {
object[i]._oAnimFrame = object[i]._oVar4;
PlaySfxLoc(IS_ISCROL, object[i]._ox, object[i]._oy);
if (object[i]._oVar8 != 0 && currlevel == 24) {
if (IsUberLeverActivated != 1 && quests[Q_NAKRUL]._qactive != 3 && objects_lv_24_454B04(object[i]._oVar8)) {
NetSendCmd(FALSE, CMD_NAKRUL);
return;
}
} else if (currlevel >= 21) {
quests[Q_NAKRUL]._qactive = 2;
quests[Q_NAKRUL]._qlog = 1;
quests[Q_NAKRUL]._qmsg = object[i]._oVar2;
}
InitQTextMsg(object[i]._oVar2);
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
}
void OperateLazStand(int pnum, int i)
{
int xx, yy;
if (numitems >= MAXITEMS) {
return;
}
if (object[i]._oSelFlag != 0 && !deltaload && !qtextflag && pnum == myplr) {
object[i]._oAnimFrame++;
object[i]._oSelFlag = 0;
GetSuperItemLoc(object[i]._ox, object[i]._oy, &xx, &yy);
SpawnQuestItem(IDI_LAZSTAFF, xx, yy, 0, 0);
}
}
void OperateObject(int pnum, int i, BOOL TeleFlag)
{
BOOL sendmsg;
sendmsg = (pnum == myplr);
switch (object[i]._otype) {
case OBJ_L1LDOOR:
case OBJ_L1RDOOR:
if (TeleFlag) {
if (object[i]._otype == OBJ_L1LDOOR)
OperateL1LDoor(pnum, i, TRUE);
if (object[i]._otype == OBJ_L1RDOOR)
OperateL1RDoor(pnum, i, TRUE);
break;
}
if (pnum == myplr)
OperateL1Door(pnum, i, TRUE);
break;
case OBJ_L2LDOOR:
case OBJ_L2RDOOR:
if (TeleFlag) {
if (object[i]._otype == OBJ_L2LDOOR)
OperateL2LDoor(pnum, i, TRUE);
if (object[i]._otype == OBJ_L2RDOOR)
OperateL2RDoor(pnum, i, TRUE);
break;
}
if (pnum == myplr)
OperateL2Door(pnum, i, TRUE);
break;
case OBJ_L3LDOOR:
case OBJ_L3RDOOR:
if (TeleFlag) {
if (object[i]._otype == OBJ_L3LDOOR)
OperateL3LDoor(pnum, i, TRUE);
if (object[i]._otype == OBJ_L3RDOOR)
OperateL3RDoor(pnum, i, TRUE);
break;
}
if (pnum == myplr)
OperateL3Door(pnum, i, TRUE);
break;
case OBJ_LEVER:
case OBJ_SWITCHSKL:
OperateLever(pnum, i);
break;
case OBJ_BOOK2L:
OperateBook(pnum, i);
break;
case OBJ_BOOK2R:
OperateSChambBk(pnum, i);
break;
case OBJ_CHEST1:
case OBJ_CHEST2:
case OBJ_CHEST3:
case OBJ_TCHEST1:
case OBJ_TCHEST2:
case OBJ_TCHEST3:
OperateChest(pnum, i, sendmsg);
break;
case OBJ_SARC:
OperateSarc(pnum, i, sendmsg);
break;
case OBJ_FLAMELVR:
OperateTrapLvr(i);
break;
case OBJ_BLINDBOOK:
case OBJ_BLOODBOOK:
case OBJ_STEELTOME:
OperateBookLever(pnum, i);
break;
case OBJ_SHRINEL:
case OBJ_SHRINER:
OperateShrine(pnum, i, IS_MAGIC);
break;
case OBJ_SKELBOOK:
case OBJ_BOOKSTAND:
OperateSkelBook(pnum, i, sendmsg);
break;
case OBJ_BOOKCASEL:
case OBJ_BOOKCASER:
OperateBookCase(pnum, i, sendmsg);
break;
case OBJ_DECAP:
OperateDecap(pnum, i, sendmsg);
break;
case OBJ_ARMORSTAND:
case OBJ_WARARMOR:
OperateArmorStand(pnum, i, sendmsg);
break;
case OBJ_GOATSHRINE:
OperateGoatShrine(pnum, i, LS_GSHRINE);
break;
case OBJ_CAULDRON:
OperateCauldron(pnum, i, LS_CALDRON);
break;
case OBJ_BLOODFTN:
case OBJ_PURIFYINGFTN:
case OBJ_MURKYFTN:
case OBJ_TEARFTN:
OperateFountains(pnum, i);
break;
case OBJ_STORYBOOK:
OperateStoryBook(pnum, i);
break;
case OBJ_PEDISTAL:
OperatePedistal(pnum, i);
break;
case OBJ_WARWEAP:
case OBJ_WEAPONRACK:
OperateWeaponRack(pnum, i, sendmsg);
break;
case OBJ_MUSHPATCH:
OperateMushPatch(pnum, i);
break;
case OBJ_LAZSTAND:
OperateLazStand(pnum, i);
break;
case OBJ_SLAINHERO:
OperateSlainHero(pnum, i, sendmsg);
break;
case OBJ_SIGNCHEST:
OperateInnSignChest(pnum, i);
break;
}
}
void SyncOpL1Door(int pnum, int cmd, int i)
{
bool do_sync;
if (pnum == myplr)
return;
do_sync = FALSE;
if (cmd == CMD_OPENDOOR && object[i]._oVar4 == 0) {
do_sync = TRUE;
}
if (cmd == CMD_CLOSEDOOR && object[i]._oVar4 == 1)
do_sync = TRUE;
if (do_sync) {
if (object[i]._otype == OBJ_L1LDOOR)
OperateL1LDoor(-1, i, FALSE);
if (object[i]._otype == OBJ_L1RDOOR)
OperateL1RDoor(-1, i, FALSE);
}
}
void SyncOpL2Door(int pnum, int cmd, int i)
{
bool do_sync;
if (pnum == myplr)
return;
do_sync = FALSE;
if (cmd == CMD_OPENDOOR && object[i]._oVar4 == 0) {
do_sync = TRUE;
}
if (cmd == CMD_CLOSEDOOR && object[i]._oVar4 == 1)
do_sync = TRUE;
if (do_sync) {
if (object[i]._otype == OBJ_L2LDOOR)
OperateL2LDoor(-1, i, FALSE);
if (object[i]._otype == OBJ_L2RDOOR)
OperateL2RDoor(-1, i, FALSE);
}
}
void SyncOpL3Door(int pnum, int cmd, int i)
{
bool do_sync;
if (pnum == myplr)
return;
do_sync = FALSE;
if (cmd == CMD_OPENDOOR && object[i]._oVar4 == 0) {
do_sync = TRUE;
}
if (cmd == CMD_CLOSEDOOR && object[i]._oVar4 == 1)
do_sync = TRUE;
if (do_sync) {
if (object[i]._otype == OBJ_L3LDOOR)
OperateL3LDoor(-1, i, FALSE);
if (object[i]._otype == OBJ_L3RDOOR)
OperateL3RDoor(-1, i, FALSE);
}
}
void SyncOpObject(int pnum, int cmd, int i)
{
switch (object[i]._otype) {
case OBJ_L1LDOOR:
case OBJ_L1RDOOR:
SyncOpL1Door(pnum, cmd, i);
break;
case OBJ_L2LDOOR:
case OBJ_L2RDOOR:
SyncOpL2Door(pnum, cmd, i);
break;
case OBJ_L3LDOOR:
case OBJ_L3RDOOR:
SyncOpL3Door(pnum, cmd, i);
break;
case OBJ_LEVER:
case OBJ_SWITCHSKL:
OperateLever(pnum, i);
break;
case OBJ_CHEST1:
case OBJ_CHEST2:
case OBJ_CHEST3:
case OBJ_TCHEST1:
case OBJ_TCHEST2:
case OBJ_TCHEST3:
OperateChest(pnum, i, FALSE);
break;
case OBJ_SARC:
OperateSarc(pnum, i, FALSE);
break;
case OBJ_BLINDBOOK:
case OBJ_BLOODBOOK:
case OBJ_STEELTOME:
OperateBookLever(pnum, i);
break;
case OBJ_SHRINEL:
case OBJ_SHRINER:
OperateShrine(pnum, i, IS_MAGIC);
break;
case OBJ_SKELBOOK:
case OBJ_BOOKSTAND:
OperateSkelBook(pnum, i, FALSE);
break;
case OBJ_BOOKCASEL:
case OBJ_BOOKCASER:
OperateBookCase(pnum, i, FALSE);
break;
case OBJ_DECAP:
OperateDecap(pnum, i, FALSE);
break;
case OBJ_ARMORSTAND:
case OBJ_WARARMOR:
OperateArmorStand(pnum, i, FALSE);
break;
case OBJ_GOATSHRINE:
OperateGoatShrine(pnum, i, LS_GSHRINE);
break;
case OBJ_CAULDRON:
OperateCauldron(pnum, i, LS_CALDRON);
break;
case OBJ_MURKYFTN:
case OBJ_TEARFTN:
OperateFountains(pnum, i);
break;
case OBJ_STORYBOOK:
OperateStoryBook(pnum, i);
break;
case OBJ_PEDISTAL:
OperatePedistal(pnum, i);
break;
case OBJ_WARWEAP:
case OBJ_WEAPONRACK:
OperateWeaponRack(pnum, i, FALSE);
break;
case OBJ_MUSHPATCH:
OperateMushPatch(pnum, i);
break;
case OBJ_SLAINHERO:
OperateSlainHero(pnum, i, FALSE);
break;
case OBJ_SIGNCHEST:
OperateInnSignChest(pnum, i);
break;
}
}
void BreakCrux(int i)
{
int j, oi;
bool triggered;
object[i]._oAnimFlag = 1;
object[i]._oAnimFrame = 1;
object[i]._oAnimDelay = 1;
object[i]._oSolidFlag = TRUE;
object[i]._oMissFlag = TRUE;
object[i]._oBreak = -1;
object[i]._oSelFlag = 0;
triggered = TRUE;
for (j = 0; j < nobjects; j++) {
oi = objectactive[j];
if (object[oi]._otype != OBJ_CRUX1 && object[oi]._otype != OBJ_CRUX2 && object[oi]._otype != OBJ_CRUX3)
continue;
if (object[i]._oVar8 != object[oi]._oVar8 || object[oi]._oBreak == -1)
continue;
triggered = FALSE;
}
if (!triggered)
return;
if (!deltaload)
PlaySfxLoc(IS_LEVER, object[i]._ox, object[i]._oy);
ObjChangeMap(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
}
void BreakBarrel(int pnum, int i, int dam, BOOL forcebreak, BOOL sendmsg)
{
int oi;
int xp, yp;
if (object[i]._oSelFlag == 0)
return;
if (forcebreak) {
object[i]._oVar1 = 0;
} else {
object[i]._oVar1 -= dam;
if (pnum != myplr && object[i]._oVar1 <= 0)
object[i]._oVar1 = 1;
}
if (object[i]._oVar1 > 0) {
if (deltaload)
return;
PlaySfxLoc(IS_IBOW, object[i]._ox, object[i]._oy);
return;
}
object[i]._oVar1 = 0;
object[i]._oAnimFlag = 1;
object[i]._oAnimFrame = 1;
object[i]._oAnimDelay = 1;
object[i]._oSolidFlag = FALSE;
object[i]._oMissFlag = TRUE;
object[i]._oBreak = -1;
object[i]._oSelFlag = 0;
object[i]._oPreFlag = TRUE;
if (deltaload) {
object[i]._oAnimFrame = object[i]._oAnimLen;
object[i]._oAnimCnt = 0;
object[i]._oAnimDelay = 1000;
return;
}
if (object[i]._otype == OBJ_BARRELEX) {
if (currlevel >= 21 && currlevel <= 24)
PlaySfxLoc(IS_POPPOP3, object[i]._ox, object[i]._oy);
else if (currlevel >= 17 && currlevel <= 20)
PlaySfxLoc(IS_POPPOP8, object[i]._ox, object[i]._oy);
else
PlaySfxLoc(IS_BARLFIRE, object[i]._ox, object[i]._oy);
for (yp = object[i]._oy - 1; yp <= object[i]._oy + 1; yp++) {
for (xp = object[i]._ox - 1; xp <= object[i]._ox + 1; xp++) {
if (dMonster[xp][yp] > 0)
MonsterTrapHit(dMonster[xp][yp] - 1, 1, 4, 0, MIS_FIREBOLT, FALSE);
BOOLEAN unused;
if (dPlayer[xp][yp] > 0)
PlayerMHit(dPlayer[xp][yp] - 1, -1, 0, 8, 16, MIS_FIREBOLT, FALSE, 0, &unused);
if (dObject[xp][yp] > 0) {
oi = dObject[xp][yp] - 1;
if (object[oi]._otype == OBJ_BARRELEX && object[oi]._oBreak != -1)
BreakBarrel(pnum, oi, dam, TRUE, sendmsg);
}
}
}
} else {
if (currlevel >= 21 && currlevel <= 24)
PlaySfxLoc(IS_POPPOP2, object[i]._ox, object[i]._oy);
else if (currlevel >= 17 && currlevel <= 20)
PlaySfxLoc(IS_POPPOP5, object[i]._ox, object[i]._oy);
else
PlaySfxLoc(IS_BARREL, object[i]._ox, object[i]._oy);
SetRndSeed(object[i]._oRndSeed);
if (object[i]._oVar2 <= 1) {
if (object[i]._oVar3 == 0)
CreateRndUseful(pnum, object[i]._ox, object[i]._oy, sendmsg);
else
CreateRndItem(object[i]._ox, object[i]._oy, FALSE, sendmsg, FALSE);
}
if (object[i]._oVar2 >= 8)
SpawnSkeleton(object[i]._oVar4, object[i]._ox, object[i]._oy);
}
if (pnum == myplr)
NetSendCmdParam2(FALSE, CMD_BREAKOBJ, pnum, i);
}
void BreakObject(int pnum, int oi)
{
int objdam, mind, maxd;
if (pnum != -1) {
mind = plr[pnum]._pIMinDam;
maxd = plr[pnum]._pIMaxDam;
objdam = random_(163, maxd - mind + 1) + mind;
objdam += plr[pnum]._pDamageMod + plr[pnum]._pIBonusDamMod + objdam * plr[pnum]._pIBonusDam / 100;
} else {
objdam = 10;
}
switch (object[oi]._otype) {
case OBJ_CRUX1:
case OBJ_CRUX2:
case OBJ_CRUX3:
BreakCrux(oi);
break;
case OBJ_BARREL:
case OBJ_BARRELEX:
BreakBarrel(pnum, oi, objdam, FALSE, TRUE);
break;
}
}
void SyncBreakObj(int pnum, int oi)
{
if (object[oi]._otype >= OBJ_BARREL && object[oi]._otype <= OBJ_BARRELEX)
BreakBarrel(pnum, oi, 0, TRUE, FALSE);
}
void SyncL1Doors(int i)
{
int x, y;
if (object[i]._oVar4 == 0) {
object[i]._oMissFlag = FALSE;
return;
}
object[i]._oMissFlag = TRUE;
x = object[i]._ox;
y = object[i]._oy;
object[i]._oSelFlag = 2;
if (currlevel < 17) {
if (object[i]._otype == OBJ_L1LDOOR) {
if (object[i]._oVar1 == 214)
ObjSetMicro(x, y, 408);
else
ObjSetMicro(x, y, 393);
dSpecial[x][y] = 7;
objects_set_door_piece(x - 1, y);
y--;
} else {
ObjSetMicro(x, y, 395);
dSpecial[x][y] = 8;
objects_set_door_piece(x, y - 1);
x--;
}
} else {
if (object[i]._otype == OBJ_L1LDOOR) {
ObjSetMicro(x, y, 206);
dSpecial[x][y] = 1;
objects_set_door_piece(x - 1, y);
y--;
} else {
ObjSetMicro(x, y, 209);
dSpecial[x][y] = 2;
objects_set_door_piece(x, y - 1);
x--;
}
}
DoorSet(i, x, y);
}
void SyncCrux(int i)
{
bool found;
int j, oi, type;
found = TRUE;
for (j = 0; j < nobjects; j++) {
oi = objectactive[j];
type = object[oi]._otype;
if (type != OBJ_CRUX1 && type != OBJ_CRUX2 && type != OBJ_CRUX3)
continue;
if (object[i]._oVar8 != object[oi]._oVar8 || object[oi]._oBreak == -1)
continue;
found = FALSE;
}
if (found)
ObjChangeMap(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
}
void SyncLever(int i)
{
if (object[i]._oSelFlag == 0)
ObjChangeMap(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
}
void SyncQSTLever(int i)
{
int tren;
if (object[i]._oAnimFrame == object[i]._oVar6) {
ObjChangeMapResync(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
if (object[i]._otype == OBJ_BLINDBOOK) {
tren = TransVal;
TransVal = 9;
DRLG_MRectTrans(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
TransVal = tren;
}
}
}
void SyncPedistal(int i)
{
BYTE *setp;
if (object[i]._oVar6 == 1)
ObjChangeMapResync(setpc_x, setpc_y + 3, setpc_x + 2, setpc_y + 7);
if (object[i]._oVar6 == 2) {
ObjChangeMapResync(setpc_x, setpc_y + 3, setpc_x + 2, setpc_y + 7);
ObjChangeMapResync(setpc_x + 6, setpc_y + 3, setpc_x + setpc_w, setpc_y + 7);
}
if (object[i]._oVar6 == 3) {
ObjChangeMapResync(object[i]._oVar1, object[i]._oVar2, object[i]._oVar3, object[i]._oVar4);
setp = LoadFileInMem("Levels\\L2Data\\Blood2.DUN", NULL);
LoadMapObjs(setp, 2 * setpc_x, 2 * setpc_y);
mem_free_dbg(setp);
}
}
void SyncL2Doors(int i)
{
int x, y;
if (object[i]._oVar4 == 0)
object[i]._oMissFlag = FALSE;
else
object[i]._oMissFlag = TRUE;
x = object[i]._ox;
y = object[i]._oy;
object[i]._oSelFlag = 2;
if (object[i]._otype == OBJ_L2LDOOR && object[i]._oVar4 == 0) {
ObjSetMicro(x, y, 538);
} else if (object[i]._otype == OBJ_L2LDOOR && (object[i]._oVar4 == 1 || object[i]._oVar4 == 2)) {
ObjSetMicro(x, y, 13);
} else if (object[i]._otype == OBJ_L2RDOOR && object[i]._oVar4 == 0) {
ObjSetMicro(x, y, 540);
} else if (object[i]._otype == OBJ_L2RDOOR && (object[i]._oVar4 == 1 || object[i]._oVar4 == 2)) {
ObjSetMicro(x, y, 17);
}
}
void SyncL3Doors(int i)
{
int x, y;
object[i]._oMissFlag = TRUE;
x = object[i]._ox;
y = object[i]._oy;
object[i]._oSelFlag = 2;
if (object[i]._otype == OBJ_L3LDOOR && object[i]._oVar4 == 0) {
ObjSetMicro(x, y, 531);
} else if (object[i]._otype == OBJ_L3LDOOR && (object[i]._oVar4 == 1 || object[i]._oVar4 == 2)) {
ObjSetMicro(x, y, 538);
} else if (object[i]._otype == OBJ_L3RDOOR && object[i]._oVar4 == 0) {
ObjSetMicro(x, y, 534);
} else if (object[i]._otype == OBJ_L3RDOOR && (object[i]._oVar4 == 1 || object[i]._oVar4 == 2)) {
ObjSetMicro(x, y, 541);
}
}
void SyncObjectAnim(int o)
{
int i, index;
index = AllObjects[object[o]._otype].ofindex;
i = 0;
while (ObjFileList[i] != index) {
i++;
}
object[o]._oAnimData = pObjCels[i];
switch (object[o]._otype) {
case OBJ_L1LDOOR:
case OBJ_L1RDOOR:
SyncL1Doors(o);
break;
case OBJ_L2LDOOR:
case OBJ_L2RDOOR:
SyncL2Doors(o);
break;
case OBJ_L3LDOOR:
case OBJ_L3RDOOR:
SyncL3Doors(o);
break;
case OBJ_CRUX1:
case OBJ_CRUX2:
case OBJ_CRUX3:
SyncCrux(o);
break;
case OBJ_LEVER:
case OBJ_BOOK2L:
case OBJ_SWITCHSKL:
SyncLever(o);
break;
case OBJ_BOOK2R:
case OBJ_BLINDBOOK:
case OBJ_STEELTOME:
SyncQSTLever(o);
break;
case OBJ_PEDISTAL:
SyncPedistal(o);
break;
}
}
void GetObjectStr(int i)
{
switch (object[i]._otype) {
case OBJ_CRUX1:
case OBJ_CRUX2:
case OBJ_CRUX3:
strcpy(infostr, "Crucified Skeleton");
break;
case OBJ_LEVER:
case OBJ_FLAMELVR:
strcpy(infostr, "Lever");
break;
case OBJ_L1LDOOR:
case OBJ_L1RDOOR:
case OBJ_L2LDOOR:
case OBJ_L2RDOOR:
case OBJ_L3LDOOR:
case OBJ_L3RDOOR:
if (object[i]._oVar4 == 1)
strcpy(infostr, "Open Door");
if (object[i]._oVar4 == 0)
strcpy(infostr, "Closed Door");
if (object[i]._oVar4 == 2)
strcpy(infostr, "Blocked Door");
break;
case OBJ_BOOK2L:
if (setlevel) {
if (setlvlnum == SL_BONECHAMB) {
strcpy(infostr, "Ancient Tome");
} else if (setlvlnum == SL_VILEBETRAYER) {
strcpy(infostr, "Book of Vileness");
}
}
break;
case OBJ_SWITCHSKL:
strcpy(infostr, "Skull Lever");
break;
case OBJ_BOOK2R:
strcpy(infostr, "Mythical Book");
break;
case OBJ_CHEST1:
case OBJ_TCHEST1:
strcpy(infostr, "Small Chest");
break;
case OBJ_CHEST2:
case OBJ_TCHEST2:
strcpy(infostr, "Chest");
break;
case OBJ_CHEST3:
case OBJ_TCHEST3:
case OBJ_SIGNCHEST:
strcpy(infostr, "Large Chest");
break;
case OBJ_SARC:
strcpy(infostr, "Sarcophagus");
break;
case OBJ_BOOKSHELF:
strcpy(infostr, "Bookshelf");
break;
case OBJ_BOOKCASEL:
case OBJ_BOOKCASER:
strcpy(infostr, "Bookcase");
break;
case OBJ_BARREL:
case OBJ_BARRELEX:
if (currlevel >= 17 && currlevel <= 20) // for hive levels
strcpy(infostr, "Pod"); //Then a barrel is called a pod
else if (currlevel >= 21 && currlevel <= 24) // for crypt levels
strcpy(infostr, "Urn"); //Then a barrel is called an urn
else
strcpy(infostr, "Barrel");
break;
case OBJ_SHRINEL:
case OBJ_SHRINER:
sprintf(tempstr, "%s Shrine", shrinestrs[object[i]._oVar1]);
strcpy(infostr, tempstr);
break;
case OBJ_SKELBOOK:
strcpy(infostr, "Skeleton Tome");
break;
case OBJ_BOOKSTAND:
strcpy(infostr, "Library Book");
break;
case OBJ_BLOODFTN:
strcpy(infostr, "Blood Fountain");
break;
case OBJ_DECAP:
strcpy(infostr, "Decapitated Body");
break;
case OBJ_BLINDBOOK:
strcpy(infostr, "Book of the Blind");
break;
case OBJ_BLOODBOOK:
strcpy(infostr, "Book of Blood");
break;
case OBJ_PURIFYINGFTN:
strcpy(infostr, "Purifying Spring");
break;
case OBJ_ARMORSTAND:
case OBJ_WARARMOR:
strcpy(infostr, "Armor");
break;
case OBJ_WARWEAP:
strcpy(infostr, "Weapon Rack");
break;
case OBJ_GOATSHRINE:
strcpy(infostr, "Goat Shrine");
break;
case OBJ_CAULDRON:
strcpy(infostr, "Cauldron");
break;
case OBJ_MURKYFTN:
strcpy(infostr, "Murky Pool");
break;
case OBJ_TEARFTN:
strcpy(infostr, "Fountain of Tears");
break;
case OBJ_STEELTOME:
strcpy(infostr, "Steel Tome");
break;
case OBJ_PEDISTAL:
strcpy(infostr, "Pedestal of Blood");
break;
case OBJ_STORYBOOK:
strcpy(infostr, StoryBookName[object[i]._oVar3]);
break;
case OBJ_WEAPONRACK:
strcpy(infostr, "Weapon Rack");
break;
case OBJ_MUSHPATCH:
strcpy(infostr, "Mushroom Patch");
break;
case OBJ_LAZSTAND:
strcpy(infostr, "Vile Stand");
break;
case OBJ_SLAINHERO:
strcpy(infostr, "Slain Hero");
break;
}
if (plr[myplr]._pClass == PC_ROGUE) {
if (object[i]._oTrapFlag) {
sprintf(tempstr, "Trapped %s", infostr);
strcpy(infostr, tempstr);
infoclr = COL_RED;
}
}
}
void operate_lv24_lever()
{
if (currlevel == 24) {
PlaySfxLoc(IS_CROPEN, UberRow, UberCol);
//the part below is the same as objects_454BA8
dPiece[UberRow][UberCol] = 298;
dPiece[UberRow][UberCol - 1] = 301;
dPiece[UberRow][UberCol - 2] = 300;
dPiece[UberRow][UberCol + 1] = 299;
SetDungeonMicros();
}
}
void objects_454BA8()
{
dPiece[UberRow][UberCol] = 298;
dPiece[UberRow][UberCol - 1] = 301;
dPiece[UberRow][UberCol - 2] = 300;
dPiece[UberRow][UberCol + 1] = 299;
SetDungeonMicros();
}
void objects_rnd_454BEA()
{
int xp, yp;
while (1) {
xp = random_(141, 80) + 16;
yp = random_(141, 80) + 16;
if (RndLocOk(xp - 1, yp - 1)
&& RndLocOk(xp, yp - 1)
&& RndLocOk(xp + 1, yp - 1)
&& RndLocOk(xp - 1, yp)
&& RndLocOk(xp, yp)
&& RndLocOk(xp + 1, yp)
&& RndLocOk(xp - 1, yp + 1)
&& RndLocOk(xp, yp + 1)
&& RndLocOk(xp + 1, yp + 1)) {
break;
}
}
UberLeverRow = UberRow + 3;
UberLeverCol = UberCol - 1;
AddObject(OBJ_LEVER, UberRow + 3, UberCol - 1);
}
bool objects_lv_24_454B04(int s)
{
switch (s) {
case 6:
dword_6DE0E0 = 1;
break;
case 7:
if (dword_6DE0E0 == 1) {
dword_6DE0E0 = 2;
} else {
dword_6DE0E0 = 0;
}
break;
case 8:
if (dword_6DE0E0 == 2)
return TRUE;
dword_6DE0E0 = 0;
break;
}
return FALSE;
}
DEVILUTION_END_NAMESPACE