Files
devilution/Source/objects.cpp
2021-01-31 13:37:42 +01:00

5458 lines
130 KiB
C++

/**
* @file objects.cpp
*
* Implementation of object functionality, interaction, spawning, loading, etc.
*/
#include "all.h"
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;
int numobjfiles;
#ifdef HELLFIRE
int dword_6DE0E0;
#endif
/** 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[NUM_SHRINETYPE] = {
"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",
#ifdef HELLFIRE
"Oily",
"Glowing",
"Mendicant's",
"Sparkling",
"Town",
"Shimmering",
"Solar",
"Murphy's",
#endif
};
/** Specifies the minimum dungeon level on which each shrine will appear. */
char shrinemin[NUM_SHRINETYPE] = {
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
#ifdef HELLFIRE
1, // Oily
1, // Glowing
1, // Mendicant's
1, // Sparkling
1, // Town
1, // Shimmering
1, // Solar,
1, // Murphy's
#endif
};
/** Specifies the maximum dungeon level on which each shrine will appear. */
char shrinemax[NUM_SHRINETYPE] = {
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
#ifdef HELLFIRE
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
#endif
};
/**
* 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[NUM_SHRINETYPE] = {
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
#ifdef HELLFIRE
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
#endif
};
/** 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",
#ifdef HELLFIRE
"Journal: The Ensorcellment",
"Journal: The Meeting",
"Journal: The Tirade",
"Journal: His Power Grows",
"Journal: NA-KRUL",
"Journal: The End",
"A Spellbook",
#endif
};
/** Specifies the speech IDs of each dungeon type narrator book, for each player class. */
int 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));
#ifdef HELLFIRE
int lvl = currlevel;
if (currlevel >= 21 && currlevel <= 24)
lvl -= 20;
else if (currlevel >= 17 && currlevel <= 20)
lvl -= 8;
#endif
for (i = 0; AllObjects[i].oload != -1; i++) {
if (AllObjects[i].oload == 1
#ifdef HELLFIRE
&& (int)lvl >= AllObjects[i].ominlvl
&& (int)lvl <= AllObjects[i].omaxlvl) {
#else
&& (int)currlevel >= AllObjects[i].ominlvl
&& (int)currlevel <= AllObjects[i].omaxlvl) {
#endif
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]);
#ifdef HELLFIRE
if (currlevel >= 17 && currlevel < 21)
sprintf(filestr, "Objects\\%s.CEL", ObjHiveLoadList[i]);
else if (currlevel >= 21)
sprintf(filestr, "Objects\\%s.CEL", ObjCryptLoadList[i]);
#endif
pObjCels[numobjfiles] = LoadFileInMem(filestr, NULL);
numobjfiles++;
}
}
}
void FreeObjectGFX()
{
int i;
for (i = 0; i < numobjfiles; i++) {
MemFreeDbg(pObjCels[i]);
}
numobjfiles = 0;
}
DIABOOL 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 DIABOOL 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)
{
DIABOOL 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;
#ifdef HELLFIRE
memset(object, 0, sizeof(object));
#else
for (i = 0; i < MAXOBJECTS; i++) {
object[i]._ox = 0;
object[i]._oy = 0;
object[i]._oAnimData = 0;
object[i]._oAnimDelay = 0;
object[i]._oAnimCnt = 0;
object[i]._oAnimLen = 0;
object[i]._oAnimFrame = 0;
object[i]._oDelFlag = FALSE;
object[i]._oVar1 = 0;
object[i]._oVar2 = 0;
object[i]._oVar3 = 0;
object[i]._oVar4 = 0;
}
#endif
nobjects = 0;
for (i = 0; i < MAXOBJECTS; i++) {
objectavail[i] = i;
#ifndef HELLFIRE
objectactive[i] = 0;
#endif
}
#ifdef HELLFIRE
memset(objectactive, 0, sizeof(objectactive));
#endif
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, int msg)
{
DIABOOL 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;
DIABOOL 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);
}
}
}
#ifdef HELLFIRE
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);
}
}
}
#endif
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);
}
}
}
DIABOOL 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 {
#ifdef HELLFIRE
object[oi]._oVar4 = random_(0, 6);
#else
object[oi]._oVar4 = random_(0, 3);
#endif
}
}
}
}
}
}
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;
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;
}
void LoadMapObjs(BYTE *pMap, int startx, int starty)
{
int rw, rh;
int i, j;
BYTE *lm;
long mapoff;
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;
}
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);
}
#ifdef HELLFIRE
void AddCryptStoryBook(int s)
{
DIABOOL 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;
}
}
AddCryptBook(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 AddNakrulGate()
{
AddNakrulLeaver();
switch (random_(0, 6)) {
case 0:
AddNakrulBook(6, UberRow + 3, UberCol);
AddNakrulBook(7, UberRow + 2, UberCol - 3);
AddNakrulBook(8, UberRow + 2, UberCol + 2);
break;
case 1:
AddNakrulBook(6, UberRow + 3, UberCol);
AddNakrulBook(8, UberRow + 2, UberCol - 3);
AddNakrulBook(7, UberRow + 2, UberCol + 2);
break;
case 2:
AddNakrulBook(7, UberRow + 3, UberCol);
AddNakrulBook(6, UberRow + 2, UberCol - 3);
AddNakrulBook(8, UberRow + 2, UberCol + 2);
break;
case 3:
AddNakrulBook(7, UberRow + 3, UberCol);
AddNakrulBook(8, UberRow + 2, UberCol - 3);
AddNakrulBook(6, UberRow + 2, UberCol + 2);
break;
case 4:
AddNakrulBook(8, UberRow + 3, UberCol);
AddNakrulBook(7, UberRow + 2, UberCol - 3);
AddNakrulBook(6, UberRow + 2, UberCol + 2);
break;
case 5:
AddNakrulBook(8, UberRow + 3, UberCol);
AddNakrulBook(6, UberRow + 2, UberCol - 3);
AddNakrulBook(7, UberRow + 2, UberCol + 2);
break;
}
}
void AddNakrulBook(int a1, int a2, int a3)
{
AddCryptBook(OBJ_STORYBOOK, a1, a2, a3);
}
#endif
void AddStoryBooks()
{
int xp, yp, xx, yy;
int cnt;
DIABOOL 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;
DIABOOL 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()
{
int sp_id;
BYTE *mem;
ClrAllObjects();
#ifdef HELLFIRE
dword_6DE0E0 = 0;
#endif
if (currlevel == 16) {
AddDiabObjs();
} else {
InitObjFlag = TRUE;
GetRndSeed();
if (currlevel == 9 && gbMaxPlayers == 1)
AddSlainHero();
if (currlevel == quests[Q_MUSHROOM]._qlevel && quests[Q_MUSHROOM]._qactive == QUEST_INIT)
AddMushPatch();
#ifdef HELLFIRE
if (currlevel == 4 || currlevel == 8 || currlevel == 12)
AddStoryBooks();
if (currlevel == 21) {
AddCryptStoryBook(1);
} else if (currlevel == 22) {
AddCryptStoryBook(2);
AddCryptStoryBook(3);
} else if (currlevel == 23) {
AddCryptStoryBook(4);
AddCryptStoryBook(5);
}
if (currlevel == 24) {
AddNakrulGate();
}
#else
if (currlevel == 4)
AddStoryBooks();
if (currlevel == 8)
AddStoryBooks();
if (currlevel == 12)
AddStoryBooks();
#endif
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);
#ifdef HELLFIRE
if (currlevel >= 21)
add_crypt_objs(0, 0, MAXDUNX, MAXDUNY);
else
#endif
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;
#ifdef HELLFIRE
} 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;
#endif
}
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;
#ifdef HELLFIRE
} 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;
#endif
}
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;
#ifdef HELLFIRE
} 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;
#endif
}
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) && gbMaxPlayers == 1)
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;
}
}
#ifndef SPAWN
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;
}
#endif
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, int 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 = GetRndSeed();
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 = GetRndSeed();
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;
#ifdef HELLFIRE
if (currlevel > 16) {
mt = (currlevel - 4) / 3 + 1;
}
if (currlevel > 20) {
mt = (currlevel - 8) / 3 + 1;
}
#endif
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 = GetRndSeed();
object[i]._oVar2 = random_(149, 10);
object[i]._oVar3 = random_(149, 3);
if (object[i]._oVar2 >= 8)
object[i]._oVar4 = PreSpawnSkeleton();
}
void AddShrine(int i)
{
int val;
DIABOOL slist[NUM_SHRINETYPE];
#ifdef HELLFIRE
unsigned int j;
#else
int j;
#endif
object[i]._oPreFlag = TRUE;
for (j = 0; j < NUM_SHRINETYPE; j++) {
if (currlevel < shrinemin[j] || currlevel > shrinemax[j]) {
slist[j] = 0;
} else {
slist[j] = 1;
}
if (gbMaxPlayers != 1 && shrineavail[j] == 1) {
slist[j] = 0;
}
if (gbMaxPlayers == 1 && shrineavail[j] == 2) {
slist[j] = 0;
}
}
do {
val = random_(150, NUM_SHRINETYPE);
} 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 = GetRndSeed();
object[i]._oPreFlag = TRUE;
}
void AddBookstand(int i)
{
object[i]._oRndSeed = GetRndSeed();
}
void AddBloodFtn(int i)
{
object[i]._oRndSeed = GetRndSeed();
}
void AddPurifyingFountain(int i)
{
int ox, oy;
ox = object[i]._ox;
oy = object[i]._oy;
dObject[ox][oy - 1] = -1 - i;
dObject[ox - 1][oy] = -1 - i;
dObject[ox - 1][oy - 1] = -1 - i;
object[i]._oRndSeed = GetRndSeed();
}
void AddArmorStand(int i)
{
if (!armorFlag) {
object[i]._oAnimFlag = 2;
object[i]._oSelFlag = 0;
}
object[i]._oRndSeed = GetRndSeed();
}
void AddGoatShrine(int i)
{
object[i]._oRndSeed = GetRndSeed();
}
void AddCauldron(int i)
{
object[i]._oRndSeed = GetRndSeed();
}
void AddMurkyFountain(int i)
{
int ox, oy;
ox = object[i]._ox;
oy = object[i]._oy;
dObject[ox][oy - 1] = -1 - i;
dObject[ox - 1][oy] = -1 - i;
dObject[ox - 1][oy - 1] = -1 - i;
object[i]._oRndSeed = GetRndSeed();
}
void AddTearFountain(int i)
{
object[i]._oRndSeed = GetRndSeed();
}
void AddDecap(int i)
{
object[i]._oRndSeed = GetRndSeed();
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 = GetRndSeed();
object[i]._oPreFlag = TRUE;
object[i]._oVar6 = 0;
object[i]._oVar5 = 1;
}
void AddBrnCross(int i)
{
object[i]._oRndSeed = GetRndSeed();
}
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;
}
void AddStoryBook(int i)
{
SetRndSeed(glSeedTbl[16]);
object[i]._oVar1 = random_(0, 3);
if (currlevel == 4)
object[i]._oVar2 = StoryText[object[i]._oVar1][0];
#ifdef HELLFIRE
if (currlevel == 8)
#else
else if (currlevel == 8)
#endif
object[i]._oVar2 = StoryText[object[i]._oVar1][1];
#ifdef HELLFIRE
if (currlevel == 12)
#else
else if (currlevel == 12)
#endif
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 = GetRndSeed();
}
void AddTorturedBody(int i)
{
object[i]._oRndSeed = GetRndSeed();
object[i]._oAnimFrame = random_(0, 4) + 1;
object[i]._oPreFlag = TRUE;
}
void GetRndObjLoc(int randarea, int &xx, int &yy)
{
DIABOOL 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] = -1 - i;
dObject[x + 2][y + 1] = -1 - i;
dObject[x + 1][y + 2] = -1 - i;
AddObject(OBJ_MUSHPATCH, x + 2, y + 2);
}
}
void AddSlainHero()
{
int x, y;
GetRndObjLoc(5, x, y);
AddObject(OBJ_SLAINHERO, x + 2, y + 2);
}
#ifdef HELLFIRE
void AddCryptBook(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);
AddCryptObject(oi, v2);
object[oi]._oAnimWidth2 = (object[oi]._oAnimWidth - 64) >> 1;
nobjects++;
}
void AddCryptObject(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 = 323;
} else if (plr[myplr]._pClass == PC_ROGUE) {
object[i]._oVar2 = 332;
} else if (plr[myplr]._pClass == PC_SORCERER) {
object[i]._oVar2 = 329;
} else if (plr[myplr]._pClass == PC_MONK) {
object[i]._oVar2 = 326;
} else if (plr[myplr]._pClass == PC_BARD) {
object[i]._oVar2 = 335;
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
object[i]._oVar2 = 323;
}
break;
case 7:
if (plr[myplr]._pClass == PC_WARRIOR) {
object[i]._oVar2 = 324;
} else if (plr[myplr]._pClass == PC_ROGUE) {
object[i]._oVar2 = 333;
} else if (plr[myplr]._pClass == PC_SORCERER) {
object[i]._oVar2 = 330;
} else if (plr[myplr]._pClass == PC_MONK) {
object[i]._oVar2 = 327;
} else if (plr[myplr]._pClass == PC_BARD) {
object[i]._oVar2 = 336;
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
object[i]._oVar2 = 324;
}
break;
case 8:
if (plr[myplr]._pClass == PC_WARRIOR) {
object[i]._oVar2 = 325;
} else if (plr[myplr]._pClass == PC_ROGUE) {
object[i]._oVar2 = 334;
} else if (plr[myplr]._pClass == PC_SORCERER) {
object[i]._oVar2 = 331;
} else if (plr[myplr]._pClass == PC_MONK) {
object[i]._oVar2 = 328;
} else if (plr[myplr]._pClass == PC_BARD) {
object[i]._oVar2 = 337;
} else if (plr[myplr]._pClass == PC_BARBARIAN) {
object[i]._oVar2 = 325;
}
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 + 316;
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;
}
}
#endif
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:
case OBJ_TCHEST1:
case OBJ_TCHEST2:
case OBJ_TCHEST3:
AddChest(oi, ot);
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;
DIABOOL turnon;
turnon = FALSE;
if (object[i]._oVar1 != -1) {
ox = object[i]._ox;
oy = object[i]._oy;
tr = lr + 10;
#ifndef HELLFIRE
turnon = FALSE;
#endif
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) // BUGFIX stepping on the circle again will break the quest state
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;
ReleaseCapture();
ClrPlrPath(myplr);
StartStand(myplr, 0);
}
} 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;
DIABOOL 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 HFAND(dItem[dx][dy] == 0);
dok = dok HFAND(dDead[dx][dy] == 0);
dok = dok HFAND(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 {
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);
#ifndef SPAWN
} 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);
#ifdef HELLFIRE
} 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);
#endif
#endif
}
}
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_1[IsometricCoord(dx, dy)];
if (leveltype != DTYPE_HELL) {
v = (WORD *)pLevelPieces + 10 * pn;
for (i = 0; i < 10; i++) {
defs->mt[i] = v[(i & 1) - (i & 0xE) + 8];
}
} else {
v = (WORD *)pLevelPieces + 16 * pn;
for (i = 0; i < 16; i++) {
defs->mt[i] = 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;
#ifdef USE_ASM
__asm {
mov esi, pLevelPieces
xor eax, eax
mov ax, word ptr pn
mov ebx, 20
mul ebx
add esi, eax
add esi, 16
xor eax, eax
lodsw
mov word ptr v1, ax
lodsw
mov word ptr v2, ax
}
#else
v1 = *((WORD *)pLevelPieces + 10 * pn + 8);
v2 = *((WORD *)pLevelPieces + 10 * pn + 9);
#endif
dpiece_defs_map_1[IsometricCoord(x, y)].mt[0] = v1;
dpiece_defs_map_1[IsometricCoord(x, y)].mt[1] = v2;
}
void ObjSetMini(int x, int y, int v)
{
int xx, yy;
long v1, v2, v3, v4;
#ifdef USE_ASM
__asm {
mov esi, pMegaTiles
xor eax, eax
mov ax, word ptr v
dec eax
shl eax, 3
add esi, eax
xor eax, eax
lodsw
inc eax
mov v1, eax
lodsw
inc eax
mov v2, eax
lodsw
inc eax
mov v3, eax
lodsw
inc eax
mov v4, eax
}
#else
v1 = *((WORD *)&pMegaTiles[((WORD)v - 1) * 8]) + 1;
v2 = *((WORD *)&pMegaTiles[((WORD)v - 1) * 8] + 1) + 1;
v3 = *((WORD *)&pMegaTiles[((WORD)v - 1) * 8] + 2) + 1;
v4 = *((WORD *)&pMegaTiles[((WORD)v - 1) * 8] + 3) + 1;
#endif
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] == 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;
if (dPiece[i][j] == 13)
dSpecial[i][j] = 5;
if (dPiece[i][j] == 17)
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];
#ifdef HELLFIRE
if (currlevel < 17) {
#endif
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);
#ifdef HELLFIRE
} 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);
}
#endif
}
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, DIABOOL 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);
#ifdef HELLFIRE
if (currlevel < 21) {
if (!deltaload)
PlaySfxLoc(IS_DOOROPEN, object[oi]._ox, object[oi]._oy);
} else {
if (!deltaload)
PlaySfxLoc(IS_CROPEN, object[oi]._ox, object[oi]._oy);
}
if (currlevel < 21) {
ObjSetMicro(xp, yp, 395);
} else {
ObjSetMicro(xp, yp, 209);
}
if (currlevel < 17) {
dSpecial[xp][yp] = 8;
} else {
dSpecial[xp][yp] = 2;
}
#else
if (!deltaload)
PlaySfxLoc(IS_DOOROPEN, object[oi]._ox, object[oi]._oy);
ObjSetMicro(xp, yp, 395);
dSpecial[xp][yp] = 8;
#endif
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;
}
#ifdef HELLFIRE
if (currlevel < 21) {
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, xp, object[oi]._oy);
} else {
if (!deltaload)
PlaySfxLoc(IS_CRCLOS, xp, object[oi]._oy);
}
BOOLEAN dok = dMonster[xp][yp] == 0;
dok = dok && dItem[xp][yp] == 0;
dok = dok && dDead[xp][yp] == 0;
if (dok) {
#else
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, xp, object[oi]._oy);
if (((dDead[xp][yp] != 0 ? 0 : 1) & (dMonster[xp][yp] != 0 ? 0 : 1) & (dItem[xp][yp] != 0 ? 0 : 1)) != 0) {
#endif
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_CLOSEDOOR, oi);
object[oi]._oVar4 = 0;
object[oi]._oSelFlag = 3;
ObjSetMicro(xp, yp, object[oi]._oVar1);
#ifdef HELLFIRE
if (currlevel < 17) {
#endif
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);
}
#ifdef HELLFIRE
} 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);
}
}
#endif
object[oi]._oAnimFrame -= 2;
object[oi]._oPreFlag = FALSE;
RedoPlayerVision();
} else {
object[oi]._oVar4 = 2;
}
}
void OperateL1LDoor(int pnum, int oi, DIABOOL 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);
#ifdef HELLFIRE
if (currlevel < 21) {
if (!deltaload)
PlaySfxLoc(IS_DOOROPEN, object[oi]._ox, object[oi]._oy);
} else {
if (!deltaload)
PlaySfxLoc(IS_CROPEN, object[oi]._ox, object[oi]._oy);
}
if (currlevel < 21) {
if (object[oi]._oVar1 == 214)
ObjSetMicro(xp, yp, 408);
else
ObjSetMicro(xp, yp, 393);
} else {
ObjSetMicro(xp, yp, 206);
}
if (currlevel < 17) {
dSpecial[xp][yp] = 7;
} else {
dSpecial[xp][yp] = 1;
}
#else
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);
dSpecial[xp][yp] = 7;
#endif
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;
}
#ifdef HELLFIRE
if (currlevel < 21) {
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, xp, object[oi]._oy);
} else {
if (!deltaload)
PlaySfxLoc(IS_CRCLOS, xp, object[oi]._oy);
}
BOOLEAN dok = dMonster[xp][yp] == 0;
dok = dok && dItem[xp][yp] == 0;
dok = dok && dDead[xp][yp] == 0;
if (dok) {
#else
if (!deltaload)
PlaySfxLoc(IS_DOORCLOS, xp, object[oi]._oy);
if (((dDead[xp][yp] != 0 ? 0 : 1) & (dMonster[xp][yp] != 0 ? 0 : 1) & (dItem[xp][yp] != 0 ? 0 : 1)) != 0) {
#endif
if (pnum == myplr && sendflag)
NetSendCmdParam1(TRUE, CMD_CLOSEDOOR, oi);
object[oi]._oVar4 = 0;
object[oi]._oSelFlag = 3;
ObjSetMicro(xp, yp, object[oi]._oVar1);
#ifdef HELLFIRE
if (currlevel < 17) {
#endif
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);
}
#ifdef HELLFIRE
} 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);
}
}
#endif
object[oi]._oAnimFrame -= 2;
object[oi]._oPreFlag = FALSE;
RedoPlayerVision();
} else {
object[oi]._oVar4 = 2;
}
}
void OperateL2RDoor(int pnum, int oi, DIABOOL sendflag)
{
int xp, yp;
DIABOOL 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);
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 HFAND(dItem[xp][yp] == 0);
dok = dok HFAND(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);
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;
DIABOOL 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);
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 HFAND(dItem[xp][yp] == 0);
dok = dok HFAND(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);
object[oi]._oAnimFrame -= 2;
object[oi]._oPreFlag = FALSE;
RedoPlayerVision();
} else {
object[oi]._oVar4 = 2;
}
}
void OperateL3RDoor(int pnum, int oi, DIABOOL sendflag)
{
int xp, yp;
DIABOOL 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 HFAND(dItem[xp][yp] == 0);
dok = dok HFAND(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, DIABOOL sendflag)
{
int xp, yp;
DIABOOL 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 HFAND(dItem[xp][yp] == 0);
dok = dok HFAND(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];
}
}
#ifdef HELLFIRE
if (leveltype == DTYPE_CATHEDRAL && currlevel < 17) {
#else
if (leveltype == DTYPE_CATHEDRAL) {
#endif
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];
}
}
#ifdef HELLFIRE
if (leveltype == DTYPE_CATHEDRAL && currlevel < 17) {
#else
if (leveltype == DTYPE_CATHEDRAL) {
#endif
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, DIABOOL 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;
DIABOOL 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;
}
}
}
#ifdef HELLFIRE
if (currlevel == 24) {
OperateNakrulLever();
IsUberLeverActivated = 1;
mapflag = FALSE;
quests[Q_NAKRUL]._qactive = QUEST_DONE;
}
#endif
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;
DIABOOL 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[myplr]._pMemSpells |= SPELLBIT(SPL_GUARDIAN);
if (plr[pnum]._pSplLvl[SPL_GUARDIAN] < MAX_SPELL_LEVEL)
plr[myplr]._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[myplr]._px,
plr[myplr]._py,
object[i]._ox - 2,
object[i]._oy - 4,
plr[myplr]._pdir,
MIS_GUARDIAN,
TARGET_MONSTERS,
myplr,
0,
0);
}
if (setlevel && 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 (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 + 19, 2 * setpc_y + 26, 0, 1);
SpawnQuestItem(IDI_BLDSTONE, 2 * setpc_x + 31, 2 * setpc_y + 26, 0, 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) {
CreateItem(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;
#ifdef HELLFIRE
} 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;
#endif
}
quests[Q_SCHAMB]._qmsg = textdef;
InitQTextMsg(textdef);
}
}
void OperateChest(int pnum, int i, DIABOOL 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;
#ifdef HELLFIRE
case 3:
mtype = MIS_FIRERING;
break;
case 4:
mtype = MIS_STEALPOTS;
break;
case 5:
mtype = MIS_MANATRAP;
break;
default:
mtype = MIS_ARROW;
#endif
}
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 (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);
#ifndef SPAWN
} else if (plr[myplr]._pClass == PC_ROGUE) {
PlaySFX(PS_ROGUE13);
} else if (plr[myplr]._pClass == PC_SORCERER) {
PlaySFX(PS_MAGE13);
#ifdef HELLFIRE
} 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);
#endif
#endif
}
}
} 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 (quests[Q_LTBANNER]._qvar1 != 2) {
if (!deltaload && pnum == myplr) {
if (plr[myplr]._pClass == PC_WARRIOR) {
PlaySFX(PS_WARR24);
#ifndef SPAWN
} else if (plr[myplr]._pClass == PC_ROGUE) {
PlaySFX(PS_ROGUE24);
} else if (plr[myplr]._pClass == PC_SORCERER) {
PlaySFX(PS_MAGE24);
#ifdef HELLFIRE
} 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);
#endif
#endif
}
}
} 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, DIABOOL 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);
#ifndef SPAWN
PlaySfxLoc(PS_WARR9, plr[myplr]._px, plr[myplr]._py);
#endif
} else if (plr[pnum]._pClass == PC_ROGUE) {
CreateMagicWeapon(object[i]._ox, object[i]._oy, ITYPE_BOW, ICURS_LONG_WAR_BOW, FALSE, TRUE);
#ifndef SPAWN
PlaySfxLoc(PS_ROGUE9, plr[myplr]._px, plr[myplr]._py);
#endif
} else if (plr[pnum]._pClass == PC_SORCERER) {
CreateSpellBook(object[i]._ox, object[i]._oy, SPL_LIGHTNING, FALSE, TRUE);
#ifndef SPAWN
PlaySfxLoc(PS_MAGE9, plr[myplr]._px, plr[myplr]._py);
#endif
#ifdef HELLFIRE
} 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);
#ifndef SPAWN
} 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);
#endif
} else if (plr[pnum]._pClass == PC_BARBARIAN) {
CreateMagicWeapon(object[i]._ox, object[i]._oy, ITYPE_AXE, ICURS_BATTLE_AXE, FALSE, TRUE);
#ifndef SPAWN
PlaySfxLoc(PS_WARR9, plr[myplr]._px, plr[myplr]._py);
#endif
#endif
}
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
}
}
void OperateTrapLvr(int i)
{
int frame, j, oi;
frame = object[i]._oAnimFrame;
j = 0;
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, DIABOOL 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, DIABOOL 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, DIABOOL 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 (object[i]._oVar6 != 3) {
if (PlrHasItem(pnum, IDI_BLDSTONE, iv)) {
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);
}
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);
}
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);
CreateItem(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;
DIABOOL 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;
}
}
#ifndef HELLFIRE
oti = object[i]._otype;
if (oti >= OBJ_TCHEST1 && oti <= OBJ_TCHEST3)
object[i]._oTrapFlag = FALSE;
#endif
}
}
}
int ItemMiscIdIdx(int imiscid)
{
int i;
i = 0;
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;
unsigned __int64 spell, spells;
if (dropGoldFlag) {
dropGoldFlag = FALSE;
dropGoldValue = 0;
}
/// ASSERT: 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]._itype != ITYPE_NONE)
cnt++;
}
if (cnt > 0) {
for (j = 0; j < NUM_INVLOC; j++) {
if (plr[pnum].InvBody[j]._itype != ITYPE_NONE
&& 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]._itype != ITYPE_NONE)
#ifndef HELLFIRE
if (plr[pnum].InvBody[j]._iMaxDur != DUR_INDESTRUCTIBLE
&& plr[pnum].InvBody[j]._iMaxDur != 0)
#endif
cnt++;
}
if (cnt == 0)
break;
r = random_(0, NUM_INVLOC);
if (plr[pnum].InvBody[r]._itype == ITYPE_NONE || 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]._itype != ITYPE_NONE)
plr[pnum].InvBody[INVLOC_HEAD]._iAC += 2;
if (plr[pnum].InvBody[INVLOC_CHEST]._itype != ITYPE_NONE)
plr[pnum].InvBody[INVLOC_CHEST]._iAC += 2;
if (plr[pnum].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_NONE) {
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]._itype != ITYPE_NONE) {
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;
}
}
InitDiabloMsg(EMSG_SHRINE_GLOOMY);
break;
case SHRINE_WEIRD:
if (deltaload)
return;
if (pnum != myplr)
break;
if (plr[pnum].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_NONE && plr[pnum].InvBody[INVLOC_HAND_LEFT]._itype != ITYPE_SHIELD)
plr[pnum].InvBody[INVLOC_HAND_LEFT]._iMaxDam++;
if (plr[pnum].InvBody[INVLOC_HAND_RIGHT]._itype != ITYPE_NONE && 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;
spell = 1;
spells = plr[pnum]._pMemSpells;
for (j = 0; j < MAX_SPELLS; j++) {
#ifdef HELLFIRE
if (spell & plr[pnum]._pMemSpells)
#else
if (spell & spells)
#endif
cnt++;
spell <<= 1;
}
if (cnt > 1) {
spell = 1;
for (j = SPL_FIREBOLT; j <= MAX_SPELLS; j++) { // BUGFIX: < MAX_SPELLS, there is no spell with MAX_SPELLS index
if (plr[pnum]._pMemSpells & spell) {
if (plr[pnum]._pSplLvl[j] < MAX_SPELL_LEVEL)
plr[pnum]._pSplLvl[j]++;
}
spell <<= 1;
}
do {
r = random_(0, MAX_SPELLS);
} while (!(plr[pnum]._pMemSpells & SPELLBIT(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: 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 = GetRndSeed();
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 |= SPELLBIT(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 |= SPELLBIT(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 = GetRndSeed();
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 |= SPELLBIT(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;
#ifdef HELLFIRE
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;
}
CheckStats(pnum);
AddMissile(
object[i]._ox,
object[i]._oy,
plr[myplr]._px,
plr[myplr]._py,
plr[myplr]._pdir,
MIS_FIREWALL,
TARGET_PLAYERS,
0,
2 * currlevel + 2,
0);
break;
case SHRINE_GLOWING: {
if (deltaload)
return;
if (pnum != myplr)
return;
InitDiabloMsg(EMSG_SHRINE_GLOWING);
int playerXP = plr[myplr]._pExperience;
int xpLoss, magicGain;
if (playerXP > 5000) {
magicGain = 5;
xpLoss = (signed __int64)((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,
0,
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,
0,
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->_itype != ITYPE_NONE && 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;
#endif
}
CalcPlrInv(pnum, TRUE);
force_redraw = 255;
if (pnum == myplr)
NetSendCmdParam2(FALSE, CMD_PLROPOBJ, pnum, i);
}
void OperateSkelBook(int pnum, int i, DIABOOL 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, DIABOOL 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].mName == UniqMonst[UMT_ZHAR].mName
&& 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, DIABOOL 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, DIABOOL 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);
#ifdef HELLFIRE
} else if (currlevel >= 17) {
CreateTypeItem(object[i]._ox, object[i]._oy, TRUE, ITYPE_HARMOR, IMISC_NONE, sendmsg, FALSE);
#endif
}
if (pnum == myplr)
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
return;
}
}
}
int FindValidShrine(int i)
{
int rv;
DIABOOL done;
done = FALSE;
do {
rv = random_(0, NUM_SHRINETYPE);
if (currlevel >= shrinemin[rv] && currlevel <= shrinemax[rv] && rv != SHRINE_THAUMATURGIC) {
done = TRUE;
}
if (done) {
if (gbMaxPlayers != 1) {
if (shrineavail[rv] == 1) {
done = FALSE;
continue;
}
}
if (gbMaxPlayers == 1) {
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;
}
DIABOOL OperateFountains(int pnum, int i)
{
int prev, add, rnd, cnt;
DIABOOL 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, DIABOOL 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;
if (leveltype > 1)
CreateTypeItem(object[i]._ox, object[i]._oy, TRUE, weaponType, IMISC_NONE, sendmsg, FALSE);
else
CreateTypeItem(object[i]._ox, object[i]._oy, FALSE, 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);
#ifdef HELLFIRE
if (object[i]._oVar8 != 0 && currlevel == 24) {
if (IsUberLeverActivated != 1 && quests[Q_NAKRUL]._qactive != QUEST_DONE && OperateNakrulBook(object[i]._oVar8)) {
NetSendCmd(FALSE, CMD_NAKRUL);
return;
}
} else if (currlevel >= 21) {
quests[Q_NAKRUL]._qactive = QUEST_ACTIVE;
quests[Q_NAKRUL]._qlog = TRUE;
quests[Q_NAKRUL]._qmsg = object[i]._oVar2;
}
#endif
InitQTextMsg(object[i]._oVar2);
NetSendCmdParam1(FALSE, CMD_OPERATEOBJ, i);
}
}
void OperateLazStand(int pnum, int i)
{
int xx, yy;
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)
{
DIABOOL 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)
{
DIABOOL 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)
{
DIABOOL 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;
DIABOOL 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) {
#ifdef HELLFIRE
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
#endif
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);
#ifdef HELLFIRE
BOOLEAN unused;
if (dPlayer[xp][yp] > 0)
PlayerMHit(dPlayer[xp][yp] - 1, -1, 0, 8, 16, MIS_FIREBOLT, FALSE, 0, &unused);
#else
if (dPlayer[xp][yp] > 0)
PlayerMHit(dPlayer[xp][yp] - 1, -1, 0, 8, 16, MIS_FIREBOLT, FALSE, 0);
#endif
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 {
#ifdef HELLFIRE
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
#endif
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;
}
#ifdef HELLFIRE
else
#endif
object[i]._oMissFlag = TRUE;
x = object[i]._ox;
y = object[i]._oy;
object[i]._oSelFlag = 2;
#ifdef HELLFIRE
if (currlevel < 17) {
#endif
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);
#ifdef HELLFIRE
if (currlevel < 17)
#endif
dSpecial[x][y] = 8;
objects_set_door_piece(x, y - 1);
x--;
}
#ifdef HELLFIRE
} 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--;
}
}
#endif
DoorSet(i, x, y);
}
void SyncCrux(int i)
{
DIABOOL 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:
#ifdef HELLFIRE
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
#endif
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;
}
}
}
#ifdef HELLFIRE
void OperateNakrulLever()
{
if (currlevel == 24) {
PlaySfxLoc(IS_CROPEN, UberRow, UberCol);
//the part below is the same as SyncNakrulRoom
dPiece[UberRow][UberCol] = 298;
dPiece[UberRow][UberCol - 1] = 301;
dPiece[UberRow][UberCol - 2] = 300;
dPiece[UberRow][UberCol + 1] = 299;
SetDungeonMicros();
}
}
void SyncNakrulRoom()
{
dPiece[UberRow][UberCol] = 298;
dPiece[UberRow][UberCol - 1] = 301;
dPiece[UberRow][UberCol - 2] = 300;
dPiece[UberRow][UberCol + 1] = 299;
SetDungeonMicros();
}
void AddNakrulLeaver()
{
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);
}
DIABOOL OperateNakrulBook(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;
}
#endif