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ACTNMENU.CPP
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ACTNMENU.CPP
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/* =======================================================================
Copyright (c) 1990,1995 Synergistic Software
All Rights Reserved.
=======================================================================
Filename: ACTNMENU.CPP
Authors: Alan Clark, Lan Zhou, & Michael Branham
========================================================================
Contains the following internal functions:
Contains the following general functions:
======================================================================= */
/* ------------------------------------------------------------------------
Includes
------------------------------------------------------------------------ */
#ifdef _WINDOWS
#include <Windows.h>
#endif
#include <stdio.h>
#include <string.h>
#include <stdarg.h>
#include <math.h>
#include "SYSTEM.H"
#include "ACTNMENU.HXX"
#include "CHARSEL.HXX"
#include "SOUND.HXX"
#include "UNITS.HXX"
#include "REALM.HXX"
//#include "rlmspell.hxx"
#include "GAMEMAP.HXX"
#include "MAPAI.HXX"
#include "MENU.H"
#include "REQUEST.H"
#include "PLAYSTAT.HXX"
#include "REGENTS.HXX"
#include "GAME.H"
#include "ACTIONS.HXX"
#include "STRMGR.H"
#include "strenum.h"
#include "REPORT.HXX"
#include "MULTIMAP.HXX"
#include "THINGTYP.H"
#include "MULTIUI.HXX"
#include "MAIN.HXX"
#include "MENU.H"
#include "PANEL.H"
#include "PLACES.HXX"
#include "HANDLE.HXX"
#include "RLMSPELL.HXX"
#include "ITEMUTIL.HXX"
#ifdef _WINDOWS
#include "WINSYS\MULPLAY.HXX"
#endif
extern BOOL fLogComment;
/* ------------------------------------------------------------------------
Notes
------------------------------------------------------------------------ */
/* ------------------------------------------------------------------------
Defines and Compile Flags
------------------------------------------------------------------------ */
#define LOGCOMMENTSLEEP {;}
#define D20TOPERCENT(a) ((mundane_descriptions)?(105-((a)*5)):(a))
#define PERCENTCHAR ((mundane_descriptions)?'%':0)
#define RULE_LAW 0
#define RULE_GUILD 1
#define RULE_TEMPLE 2
#define RULE_SOURCE 3
#define RULE_PROV 4
#define DKBLUE 60
#define BLUE 64
#define DKRED 112
#define MDRED 120
#define MDGREEN 188
#define DKBROWN 128
#define MDBROWN 136
#define ORANGE 142
#define DKTAN 209
#define MDTAN 213
#define LTTAN 223
#define COPPER_GRAD 224
#define BEFORE_LTACTION 0
#define DURING_LTACTION 1
#define AFTER_LTACTION 2
#define LARGE 0
#define SMALL 1
#define REGENTNAME 160
#define NUMDIPSUBJ 11
/* ------------------------------------------------------------------------
Macros
------------------------------------------------------------------------ */
/* ------------------------------------------------------------------------
Prototypes
------------------------------------------------------------------------ */
void CleanupAfterActnMenu (void);
static void DeleteActnMenuRegions (void);
void DoneHoldAction(LONG, LONG);
void CancelHoldAction(LONG, LONG);
void DispSuccess (void);
void MapAIPlayerResponseWaitSync (void);
void UpdateHoldingFlag (void);
void SuspendTimeLimit (void);
void InitActionGlobals (void);
LONG cntUnits_ (void);
LONG UnitsHere (PROVINCE prov, REALM::REALM_TYPE realm);
extern void GainRealmExp(LONG RegentIndex, const LONG ExpAmount,
const BOOL CanGainLevelNow, const BOOL fSend);
extern "C" void DrawLittleButton (LONG x, LONG y, LONG w, LONG h, LONG pushFlag);
extern void ResumeTimeLimit (void);
extern void RandomLogComment ( char * szString );
extern "C" void RandomLogPrefix ( char * szString );
extern void SetRedrawMainMapLevel (void);
/* ------------------------------------------------------------------------
Global Variables
------------------------------------------------------------------------ */
SHORT usedFreeAction = 0; // extra actions you've used this turn
SHORT usedFreeForge = 0; // number of LL's you've forged as free actions
SHORT usedFreeMagic = 0; // number of Realm Spells cast as free actions
SHORT usedFreeAgitate = 0; // if priest
SHORT usedFreeSpy = 0; // if thief
static LONG startProvCount = 1;
static LONG startProvCount1 = 1;
static LONG startProvCount2 = 1;
static SHORT iCurAction = 0;
static BOOL musterSkl = 0;
static BOOL firstRollFlag = 0;
SHORT oldAction = 1;
static BOOL checkGoldReg = 0;
LONG fAllowCancelButton = TRUE;
LONG fAllowRollButton = FALSE;
LONG fAllowDoneButton = TRUE;
LONG fAllowRollButton_others = FALSE;
LONG fAllowDoneButton_others = TRUE;
BOOL fPlayerNeverDeclaredWar = TRUE;
static LONG GoldBar = -2;
static LONG GoldGained = 0;
static LONG RegencePoint = -2;
static LONG iSelectedRealm = REALM::NO_COUNTRY;
static UBYTE modGoldBars = 0;
UBYTE modRegency=0;
static BOOL NoFlag = FALSE;
LONG modOpponent = 0;
static LONG modLevel = 0;
static LONG reportFlag = 0;
static LONG iNewScreen = 0;
static LONG iCancel = 1;
static LONG additionalamt = 0;
static LONG startPlace = 0;
static PROVINCE iSelectedProvince = NO_PROVINCE;
static LONG iSelectedOneHolding = 99;
static LONG iSelectedUnit = 0;
LONG fOtherDipMP = FALSE; //---- Multiplayer diplomacy sync flag
//---- should be true when called from mapai.cpp
//---- Sync point #5 should be done
extern USHORT TargetPlace;
extern SHORT iProvMap;
extern BOOL fTutorialSelected;
extern BOOL fMenuClosed;
extern LONG fControlMode;
extern USHORT StartPlace;
extern LONG WaitingWhen;
extern LONG OldNPCRegency;
extern LONG OldNPCRealm;
DEFINE_STATIC_VECTOR_DATA_S(LONG,iSelection,NUMDIPSUBJ);
DEFINE_VECTOR_CLASS(LONG, iSelection);
DEFINE_STATIC_VECTOR_DATA_S(LONG,iSelectedMulUnits,20);
DEFINE_VECTOR_CLASS(LONG,iSelectedMulUnits);
DEFINE_STATIC_VECTOR_DATA_S(UBYTE,iSelectedMulProvince,16);
DEFINE_VECTOR_CLASS(UBYTE, iSelectedMulProvince);
DEFINE_MATRIX_DATA_S(UBYTE,iSelectedHolding,PROVINCE_COUNT,4);
DEFINE_MATRIX_CLASS_S(UBYTE, iSelectedHolding,PROVINCE_COUNT,4);
DEFINE_VECTOR_DATA_S(UBYTE,iLieutenants,9)={0, 0, 0, 0, 0, 0, 0, 0, 0};
DEFINE_VECTOR_CLASS(UBYTE, iLieutenants);
DEFINE_STATIC_VECTOR_DATA(LONG,HoldingType) = {RULE_LAW,RULE_GUILD,RULE_TEMPLE,RULE_SOURCE};
DEFINE_VECTOR_CLASS(LONG, HoldingType);
DEFINE_VECTOR_DATA(MAP_ICON,InfoReqType) = {LAW1_ICON,GUILD1_ICON,TEMPLE1_ICON,SOURCE1_ICON,CASTLE1_ICON,WIZTOWER_ICON, ANY_MAP_ICON};
DEFINE_VECTOR_CLASS(MAP_ICON,InfoReqType);
DEFINE_STATIC_VECTOR_DATA(GAME_STRING,gsHoldType) = {STR_ACTNMENU_CAPS_LAW,STR_ACTNMENU_CAPS_GUILD,STR_ACTNMENU_CAPS_TEMPLE,STR_ACTNMENU_CAPS_SOURCE,STR_ACTNMENU_CAPS_PROVINCE};
DEFINE_VECTOR_CLASS(GAME_STRING, gsHoldType);
DEFINE_VECTOR_DATA(GAME_STRING,gsAllHold) = {STR_ACTNMENU_LAW,STR_ACTNMENU_GUILD,STR_ACTNMENU_TEMPLE,STR_ACTNMENU_SOURCE,STR_ACTNMENU_CASTLE,STR_ACTNMENU_WIZTOWER,STR_NULL};
DEFINE_VECTOR_CLASS(GAME_STRING, gsAllHold);
DEFINE_STATIC_VECTOR_DATA(GAME_STRING,gsLoyaltyUC) = {STR_ACTNMENU_LOYALTY_REBEL,STR_ACTNMENU_LOYALTY_POOR,STR_ACTNMENU_LOYALTY_AVERAGE,STR_ACTNMENU_LOYALTY_HIGH};
DEFINE_VECTOR_CLASS(GAME_STRING, gsLoyaltyUC);
DEFINE_VECTOR_DATA(MAP_ICON,MonsterUnits)={G_INF_UNIT_ICON, G_CAV_UNIT_ICON, N_INF_UNIT_ICON, C_SKL_UNIT_ICON};
DEFINE_VECTOR_CLASS(MAP_ICON, MonsterUnits);
DEFINE_VECTOR_DATA(UBYTE,LevelUnitReqt) = {0, 1,3,2,1,2,1,0,4,3,0,0,0,0,0, 2,3,4, 4,4, 2,2,3, 0,0, 0,0,0,0,0};
DEFINE_VECTOR_CLASS(UBYTE, LevelUnitReqt);
DEFINE_VECTOR_DATA(UBYTE,UnitMusterCost) = {0, 2,4,2,1,2,0,2,6,4,4,4,3,4,6, 4,4,8, 4,4, 1,1,4, 2,3, 4,4,4,4,8};
DEFINE_VECTOR_CLASS(UBYTE, UnitMusterCost);
static LONG iThisRoll;
static LONG iWhichRoll = 99;
static LONG lAskedTargetWhichRoll = 99;
static LONG xRollLocation;
static LONG yRollLocation;
static UBYTE fRollResult[128];
static UBYTE success_roll;
DEFINE_STATIC_VECTOR_DATA(UBYTE,expertHolding)={1, 6, 4, 5, 1};
DEFINE_VECTOR_CLASS(UBYTE, expertHolding);
DEFINE_STATIC_VECTOR_DATA(UBYTE,expertise) = {
/*NO_ACTION*/ 0, // no one
/*ADVENTURE*/ 0,
/*AGITATE*/ 4, // priest
/*BUILD_ROAD*/ 0,
/*CONTEST*/ 8, // as holding type
/*CREATE_HOLDING*/ 8, // as holding type
/*DECLARE_WAR*/ 0,
/*DIPLOMACY*/ 9, // any
/*ESPIONAGE*/ 6, // thief
/*FORGE_LEY_LINE*/ 5, // wizard
/*FORTIFY*/ 1, // fighter
/*HOLD_ACTION*/ 0,
/*INVESTITURE*/ 0,
/*LIEUTANANT*/ 0,
/*LT_ACTION*/ 0,
/*MUSTER*/ 0,
/*REALM_SPELL*/ 10, // wizard & priest
/*RULE*/ 8, // as holding type
/*TRADE_ROUTE*/ 6, // thief
};
DEFINE_VECTOR_CLASS(UBYTE, expertise);
DEFINE_VECTOR_DATA(SHORT,UnitTypeID) = {
/* NO_MAP_ICON */ 0,
/* A_INF_UNIT_ICON */ INFANTRY,
/* A_EIN_UNIT_ICON */ ELITE_INFANTRY,
/* A_BOW_UNIT_ICON */ ARCHER,
/* A_IRR_UNIT_ICON */ IRREGULAR,
/* A_PIK_UNIT_ICON */ PIKEMAN,
/* A_LVY_UNIT_ICON */ LEVY,
/* A_SCT_UNIT_ICON */ SCOUT,
/* A_KNT_UNIT_ICON */ KNIGHT,
/* A_CAV_UNIT_ICON */ LIGHT_CAVALRY,
/* M_INF_UNIT_ICON */ MERC_INFANTRY,
/* M_BOW_UNIT_ICON */ MERC_ARCHER,
/* M_IRR_UNIT_ICON */ MERC_IRREGULAR,
/* M_PIK_UNIT_ICON */ MERC_PIKEMAN,
/* M_CAV_UNIT_ICON */ MERC_CAVALRY,
/* E_INF_UNIT_ICON */ ELF_INFANTRY,
/* E_BOW_UNIT_ICON */ ELF_ARCHER,
/* E_CAV_UNIT_ICON */ ELF_CAVALRY,
/* D_INF_UNIT_ICON */ DWARF_INFANTRY,
/* D_BOW_UNIT_ICON */ DWARF_ARCHER,
/* G_INF_UNIT_ICON */ GOBLIN_INFANTRY,
/* G_BOW_UNIT_ICON */ GOBLIN_ARCHER,
/* G_CAV_UNIT_ICON */ GOBLIN_CAVALRY,
/* N_INF_UNIT_ICON */ GNOLL_1,
/* N_IRR_UNIT_ICON */ GNOLL_IRREGULAR,
/* C_HPY_UNIT_ICON */ T_HARPY,
/* C_SKL_UNIT_ICON */ T_SKELETON,
/* C_SPD_UNIT_ICON */ T_GIANT_SPIDER,
/* C_HEL_UNIT_ICON */ T_HELL_HOUND,
/* C_WYV_UNIT_ICON */ T_WYVERN_1,
};
DEFINE_VECTOR_CLASS(SHORT, UnitTypeID);
extern SHORT iDRollFIc;
extern LONG TutorialActionNumber;
extern LONG TutorialScreenNumber;
extern BOOL mundane_descriptions;
static void DoDealMenu(LONG iRealm);
DIPLOMACY_DATA dData;
void SetCurAction(SHORT iAction)
{
iCurAction = iAction;
return;
}
// table of realm experience points
#define NUM_OF_EXP_CLASSES 4
static LONG RealmExpPoints[NUM_OF_EXP_TYPES][NUM_OF_EXP_CLASSES] = {
/* Action Fighter, Priest, Thief, Wizard */
/* RLM_EXP_AGITATE, */ { 500, 1000, 1000, 1000 },
/* RLM_EXP_BUILD_ROAD, */ { 50, 50, 50, 50 },
/* RLM_EXP_BUILD_TRADEROUTE, */ { 500, 500, 3000, 500 },
/* RLM_EXP_CONTEST_GUILD, */ { 500, 500, 2000, 500 },
/* RLM_EXP_CONTEST_LAW, */ { 2000, 500, 500, 500 },
/* RLM_EXP_CONTEST_SOURCE, */ { 500, 500, 500, 2000 },
/* RLM_EXP_CONTEST_TEMPLE, */ { 500, 2000, 500, 500 },
/* RLM_EXP_CREATE_GUILD, */ { 500, 500, 2000, 500 },
/* RLM_EXP_CREATE_LAW, */ { 2000, 500, 500, 500 },
/* RLM_EXP_CREATE_SOURCE, */ { 500, 500, 500, 2000 },
/* RLM_EXP_CREATE_TEMPLE, */ { 500, 2000, 500, 500 },
/* RLM_EXP_DECLARE_WAR, */ { 1000, 500, 500, 500 },
/* RLM_EXP_DIPLOMACY_PERMISSIVE, */ { 2000, 2000, 2000, 2000 },
/* RLM_EXP_DIPLOMACY_FULL, */ { 4000, 4000, 4000, 4000 },
/* RLM_EXP_DIPLOMACY_VASSALAGE, */ { 10000, 10000, 10000, 10000 },
/* RLM_EXP_ESPIONAGE_SPY, */ { 500, 500, 1000, 500 },
/* RLM_EXP_ESPIONAGE_ASSASSINATE, */ { 500, 500, 1000, 500 },
/* RLM_EXP_FORGE_LEYLINE, */ { 500, 500, 500, 2000 },
/* RLM_EXP_INVEST, */ { 5000, 5000, 5000, 5000 },
/* RLM_EXP_REALM_SPELL, */ { 100, 1000, 100, 1000 },
/* RLM_EXP_RULE_PROV, */ { 1000, 1000, 1000, 1000 },
/* RLM_EXP_RULE_GUILD, */ { 500, 500, 1000, 500 },
/* RLM_EXP_RULE_LAW, */ { 1000, 500, 500, 500 },
/* RLM_EXP_RULE_SOURCE, */ { 500, 500, 500, 1000 },
/* RLM_EXP_RULE_TEMPLE, */ { 500, 1000, 500, 500 },
/* RLM_EXP_RULE_PASS, */ { 0, 0, 0, 0 },
};
/* ========================================================================
Function -
Description - Vassal of another realm?
Returns -
======================================================================== */
BOOL CheckVassal ( REALM::REALM_TYPE rlm )
{
REALM::REALM_TYPE i;
for (i=REALM::FIRST_REALM; i < LAND_REALM_COUNT; i = (REALM::REALM_TYPE)(i + 1))
{
if ( ISVASSAL(rlm, i) )
{
return TRUE;
}
}
return FALSE;
}
/* ========================================================================
Function -
Description - reconstruct the map
Returns -
======================================================================== */
void ReconstructMap (void)
{
LONG j;
if (iLgMap != fERROR)
{
DisposBlock(iLgMap);
iLgMap = fERROR;
}
run_timers(); // cdb 11/27 // ABC don't put in inner loops
//---- Always small map in multiplayer otherwise we go out of sync
#ifdef _WINDOWS
if ( IsMultiPlayer() )
{
iLgMap = GetResourceStd("MAP\\SMMAP.PCX", FALSE);
fLgMap = SMALL;
}
else
#endif
{
iLgMap = GetResourceStd("MAP\\LGMAP.PCX", FALSE);
if (iLgMap == fERROR)
{
// Try for the smaller map.
iLgMap = GetResourceStd("MAP\\SMMAP.PCX", FALSE);
fLgMap = SMALL;
}
else
{
fLgMap = LARGE;
}
}
if (iProvMap == fERROR)
iProvMap = GetResourceStd("MAP\\PROVMAP.PCX", FALSE);
SetModifyResource(iLgMap);
for (j=FIRST_PROVINCE; j<PROVINCE_COUNT; ++j)
DrawRoads((PROVINCE)j);
DrawBorders(0, 0, 0, 0, ((BITMPTR)BLKPTR(iLgMap))->w, ((BITMPTR)BLKPTR(iLgMap))->h, FULL_SCALE);
}
/* ========================================================================
Function -
Description -
Returns -
======================================================================== */
void NextPrev (LONG val, LONG);
BOOL DoPageProvince(LONG *startCount, LONG provCount, LONG countToPrint, LONG counter, LONG x, LONG y)
{
BOOL rv = FALSE;
if(*startCount < 1)
*startCount = 1;
if(provCount > countToPrint &&
(((counter%countToPrint) == 0) || (counter == provCount)))
{
if(*startCount > 1)
{
DrawLittleButton(x+10, y+1, 50, 8, FALSE);
add_region(x+10, y+1, 50, 8, D_KEY_PREV, NextPrev,-countToPrint,(LONG)startCount,0, -1);
print_textf(x+10+25, y+6, DKBROWN, STRMGR_GetStr(STR_ACTNMENU_PREV_PAGE));
rv = TRUE;
}
if(*startCount <= (provCount - countToPrint))
{
DrawLittleButton(x+65, y+1, 50, 8, FALSE);
add_region(x+65, y+1, 50, 8, D_KEY_NEXT, NextPrev,countToPrint,(LONG)startCount,0, -1);
print_textf(x+65+25, y+6, DKBROWN, STRMGR_GetStr(STR_ACTNMENU_NEXT_PAGE));
rv = TRUE;
}
}
return rv;
}
/* ========================================================================
Function - Functions to determine success
Description -
Returns -
======================================================================== */
#define CHECK_ONLY 1
#define CHECK_AND_UPDATE 2
#define CHECK_QUITE 3
static BOOL ProcessGoldAndReg (LONG mode)
{
LONG j;
// DM controlled realms get unlimited resources
if (iCurAction != HOLD_ACTION && realm[HomeRealm].mfIsDMCtrl())
return TRUE;
checkGoldReg = 1;
if (((GoldBar-GoldGained)*10) > realm[HomeRealm].mfGetTreasury())
{
if(mode != CHECK_QUITE)
AddSndObj((BIRTHRT_SND)SND_UI_NOT_ENOUGH_GOLD,0,VOLUME_NINETY);
return FALSE;
}
if (RegencePoint > realm[HomeRealm].mfGetRegency())
{
if(mode != CHECK_QUITE)
AddSndObj((BIRTHRT_SND)SND_UI_NOT_ENOUGH_REGENCY,0,VOLUME_NINETY);
return FALSE;
}
if (mode == CHECK_AND_UPDATE )
{
realm[HomeRealm].mfAddRegency(-RegencePoint);
// if(((iCurAction == REALM_SPELL && iSelectedOneHolding == ITEM_SPELL_ALCHEMY) ||
// iCurAction == DIPLOMACY )
// && GoldGained > 0)
// Handle the Diplomacy case upon success.
if ((iCurAction == REALM_SPELL & iSelectedOneHolding == ITEM_SPELL_ALCHEMY)
&& GoldGained > 0)
{
realm[HomeRealm].mfAddTreasury(GoldGained * 10);
GoldGained = 0;
}
realm[HomeRealm].mfAddTreasury(-(GoldBar * 10));
// YOU HAVE TO SEND THIS IN MULTIPLAYER
LOGCOMMENTSLEEP
if ( fLogComment )
{
char temp[100];
sprintf ( temp, "ProcessGoldAndRegency - HomeRealm:%s regency:%04d",realm[HomeRealm].mfGetName(),realm[HomeRealm].mfGetRegency());
RandomLogComment ( temp );
}
SetGameData(MP_REALM, MPRLM_TREASURY, HomeRealm, realm[HomeRealm].mfGetTreasury(), TRUE);
SetGameData(MP_REALM, MPRLM_REGENCY, HomeRealm, realm[HomeRealm].mfGetRegency(), TRUE);
}
return TRUE;
}
/* ========================================================================
Function - Functions to determine success
Description -
Returns -
======================================================================== */
void CancelRoll (void)
{
fAllowCancelButton = FALSE;
fAllowRollButton = TRUE;
fAllowDoneButton = FALSE;
iWhichRoll = 99;
lAskedTargetWhichRoll = 99;
}
/* ========================================================================
Function - Functions to determine success
Description -
Returns -
======================================================================== */
static UBYTE RollSuccess (UBYTE Chance, LONG x, LONG y, LONG lPrint)
{
++iThisRoll;
if (iThisRoll >= 128)
fatal_error("ERROR - index of fRollResult exceeded 127 in ACTNMENU\n");
if (fLTAction == DURING_LTACTION && iSelectedRealm > 0 && iSelectedRealm < REALM::REALM_COUNT)
{
CLASS_ENUM const class1 = regents[iSelectedRealm].mfGetClass1();
CLASS_ENUM const class2 = regents[iSelectedRealm].mfGetClass2();
UBYTE const expert = expertise[iCurAction];
if ( expert!=class1
&& expert!=class2
&& expert!=9
&& expert!=8
&& (!(expert==10&&(class1==PRIEST||class1==WIZARD||class2==PRIEST||class2==WIZARD))))
{
Chance += 3;
}
if(expert == 8)
{
if(expertHolding[iSelectedOneHolding]!=class1
&& expertHolding[iSelectedOneHolding]!=class2)
Chance += 3;
}
}
if (fRollResult[iThisRoll] == 1)
{
if(iCurAction==REALM_SPELL && iSelectedOneHolding == ITEM_SPELL_SCRY)
return 3;
if(lPrint)
{
print_textf(x+1, y+6, DKBROWN,STRMGR_GetStr(STR_ACTNMENU_F02_WON));
print_textf(x, y+5, MDGREEN, STRMGR_GetStr(STR_ACTNMENU_WON));
}
fAllowRollButton = FALSE;
fAllowCancelButton = FALSE;
if(iCurAction == ESPIONAGE)
return 3;
return 0;
}
if (fRollResult[iThisRoll] == 2)
{
if(iCurAction==REALM_SPELL && iSelectedOneHolding == ITEM_SPELL_SCRY)
return 3;
if(lPrint)
{
print_textf(x+1, y+6, DKBROWN, STRMGR_GetStr(STR_ACTNMENU_F02_LOST));
print_textf(x, y+5, RED, STRMGR_GetStr(STR_ACTNMENU_LOST));
}
fAllowRollButton = FALSE;
fAllowCancelButton = FALSE;
return 0;
}
if (iThisRoll == iWhichRoll) // time to do the roll
{
xRollLocation = x;
yRollLocation = y;
DispSuccess();
success_roll = random(20)+1;
if (success_roll >= Chance || fTutorialSelected)
{
fRollResult[iThisRoll] = 1; // succeed
if(iCurAction != ESPIONAGE || iSelectedOneHolding != 1)
{
if (iThisRoll == 0)
AddSndObj((BIRTHRT_SND)SND_UI_DELAY_SUCCEEDED,0,VOLUME_NINETY);
else
AddSndObj((BIRTHRT_SND)SND_UI_SUCCEEDED,0,VOLUME_NINETY);
}
}
else
{
fRollResult[iThisRoll] = 2; // fail
if (iThisRoll == 0)
AddSndObj((BIRTHRT_SND)SND_UI_DELAY_DID_NOT_SUCCEED,0,VOLUME_NINETY);
else
AddSndObj((BIRTHRT_SND)SND_UI_DID_NOT_SUCCEED,0,VOLUME_NINETY);
}
//printf("ROLL SUCCESS - Chance:%d roll:%d result:%d\n",Chance,success_roll,fRollResult[iThisRoll]);
return fRollResult[iThisRoll];
}
return 0;
}
/* ======================================================================== */
static void DispSuccess (void)
{
static LONG waittime = 0;
// check for start conditions
if (iWhichRoll>iThisRoll || xRollLocation==0 || yRollLocation==0)
{
lAskedTargetWhichRoll = 99;
return;
}
// draw graphics each time
DrawBitmap((SHORT)(xRollLocation+15-90), (SHORT)(yRollLocation+5-24), iDRollFIc, 0, 0, 999, 999);
// do sound once
//if(iWhichRoll==0)
// AddSndObj((BIRTHRT_SND)SND_UI_DICE1,0,VOLUME_NINETY);
if(iWhichRoll==0 && firstRollFlag==0)
{
waittime = get_time()+27;
AddSndObj((BIRTHRT_SND)SND_UI_DICE1,0,VOLUME_NINETY);
firstRollFlag=1;
}
// wait to advance
if (waittime>get_time())
{
lAskedTargetWhichRoll = 99;
fAllowDoneButton = FALSE;
return;
}
waittime = get_time()+18;
++iWhichRoll; // advance
fAllowDoneButton = TRUE;
lAskedTargetWhichRoll = iWhichRoll;
}
/* ========================================================================
Function - Various utility functions
Description -
Returns -
======================================================================== */
void SelectRealm (LONG realm_, LONG)
{
if (mouse_button == 2)
{
if (iCurAction == LIEUTANANT)
ShowStatus(-realm_, 0);
else if (iCurAction == LIEUTENANT_ACTION)
ShowStatus(regents[realm_].mfGetid(), 0);
else if (iCurAction == DIPLOMACY && realm[realm_].mfGetRegent() > 0)
ShowStatus(-regents[realm[realm_].mfGetRegent()].mfGetid(), 0);
}
else
{
fAllowRollButton -= (iSelectedRealm!=0);
// set new or toggle off
iSelectedRealm = (iSelectedRealm == realm_) ? 0 : realm_;
fAllowRollButton += (iSelectedRealm!=0);
fAllowRollButton -= (iSelectedProvince!=0);
// clear a bunch of stuff
checkGoldReg = 0;
iSelectedProvince = NO_PROVINCE;
iSelectedOneHolding = 99;
iSelectedUnit = 0;
modRegency = modGoldBars = modLevel = 0;
for (LONG i=0; i<16; ++i)
iSelectedMulProvince[i] = 0;
for (LONG i=0; i<20; ++i)
iSelectedMulUnits[i] = 0;
for (LONG i=0; i<9; ++i)
iSelection[i] = 0;
if (iCurAction==DIPLOMACY)
{
for (LONG i=0; i<PROVINCE_COUNT; ++i)
iSelectedHolding[i][3] = 0;
startProvCount = 1;
}
iNewScreen = 0;
}
}
/* ======================================================================== */
void SelectProvince (LONG prov, LONG)
{
LONG i, j;
checkGoldReg = 0;
fAllowRollButton -= (iSelectedProvince!=0);
iSelectedProvince = (iSelectedProvince == prov) ? NO_PROVINCE : (PROVINCE)prov;
fAllowRollButton += (iSelectedProvince!=0);
modRegency = modGoldBars=modLevel = 0;
if (iCurAction!=REALM_SPELL && iCurAction!=TRADE_ROUTE && iCurAction != FORGE_LEY_LINE)
{
for(i=0; i<PROVINCE_COUNT; ++i)
for(j=0; j<4; ++j)
{
fAllowRollButton -= (iSelectedHolding[i][j]!=0);
iSelectedHolding[i][j] = 0;
}
}
iSelectedOneHolding = 99; // 99 means no holding
iSelectedUnit = 0;
for(i=0; i<16; ++i)
iSelectedMulProvince[i]=0;
for(i=0; i<20; ++i)
iSelectedMulUnits[i]=0;
}
/* ======================================================================== */
void Selection (LONG prov, LONG index)
{
LONG i, j;
checkGoldReg = 0;
fAllowRollButton -= (iSelection[index]!=0);
iSelection[index] = (iSelection[index] == prov) ? 0 : prov;
fAllowRollButton += (iSelection[index]!=0);
if(iSelection[index]!=0 && index != 5 && index != 8) // for Diplomacy choosing holding
iNewScreen = 0;
if(iSelection[index]==5 || iSelection[index]==8)
iSelection[index-2]=0;
if(iSelection[index]==3 || iSelection[index]==6)
startProvCount = 1;
}
/* ======================================================================== */
void SelectMulProvince (LONG prov, LONG level)
{
LONG count=0, i, rate;
LONG baseLevel;
switch ((ITEMTYPE)iSelectedOneHolding)
{
case ITEM_SPELL_DEATH_PLAGUE:
case ITEM_SPELL_WARDING:
baseLevel = 5;
rate = 2;
break;
case ITEM_SPELL_DEMAGOGUE:
case ITEM_SPELL_HONEST_DEALING:
baseLevel = 3;
rate = 2;
break;
case ITEM_SPELL_MASS_DESTRUCTION:
baseLevel = 1;
rate = 3;
break;
case ITEM_SPELL_BLESS_LAND:
case ITEM_SPELL_BLIGHT:
baseLevel = 1;
rate = 2;
break;
case ITEM_SPELL_BLESS_ARMY:
baseLevel = 1;
rate = 1;
default:
baseLevel = 0;
rate = 1;
break;
}
if(iSelectedMulProvince[prov] == 1)
{
checkGoldReg = 0;
fAllowRollButton --;
additionalamt--;
iSelectedMulProvince[prov] = 0;
}
else
{
for (i = 0; i<16; ++i)
{
if ((ITEMTYPE)iSelectedOneHolding == ITEM_SPELL_DEMAGOGUE && i == 8)
continue;
if(iSelectedMulProvince[i]==1)
++count;
}
additionalamt = count;
if (count < (level-baseLevel)/rate)
{
checkGoldReg = 0;
iSelectedMulProvince[prov]=1;
++fAllowRollButton ;
++additionalamt;
}
}
modRegency = modGoldBars = 0;
}
/* ======================================================================== */
/* ======================================================================== */
static void SelectHolding (LONG prov, LONG typ)
{
// general SelectHolding code, used by RULE
checkGoldReg = 0;
fAllowRollButton -= (iSelectedHolding[prov][typ]!=0);
iSelectedHolding[prov][typ] = !iSelectedHolding[prov][typ];
fAllowRollButton += (iSelectedHolding[prov][typ]!=0);
if (!iSelectedHolding[prov][typ])
iNewScreen = 0;
// specific code for DIPLOMACY only
if (iCurAction == DIPLOMACY)
{
if (prov < 9)
iSelection[prov] = 0;
if (prov == 5 || prov == 8)
iSelection[prov-2] = 0;
startProvCount = 1;
}
modRegency = modGoldBars = 0;
}
/* ======================================================================== */
void SelectOneHolding (LONG typ, LONG)
{
checkGoldReg = 0;
fAllowRollButton -= (iSelectedOneHolding!=99);
iSelectedOneHolding = (iSelectedOneHolding==typ)?99:typ;
fAllowRollButton += (iSelectedOneHolding!=99);
iSelectedUnit = 0;
for(LONG i=0; i<16; ++i)
iSelectedMulProvince[i]=0;
for(LONG i=0; i<20; ++i)
iSelectedMulUnits[i]=0;
modRegency = modGoldBars = modLevel =0;
}
/* ======================================================================== */
void SelectUnit (LONG typ, LONG)
{
checkGoldReg = 0;
fAllowRollButton -= (iSelectedUnit!=0);
iSelectedUnit = (iSelectedUnit==typ)?0:typ;
fAllowRollButton += (iSelectedUnit!=0);
for(LONG i=0; i<16; ++i)
iSelectedMulProvince[i]=0;
modRegency = modGoldBars = modLevel =0;
}
/* ======================================================================== */
void SelectMulUnits (LONG unitid, LONG index)
{
LONG count=0, i;
if(iSelectedMulUnits[index] != 0)
{
checkGoldReg = 0;
fAllowRollButton --;
iSelectedMulUnits[index] = 0;
}
else
{
for(i = 0; i<20; ++i)
{
if(iSelectedMulUnits[i]!= 0)
++count;
}
if(count < modLevel-1)
{
checkGoldReg = 0;
iSelectedMulUnits[index]=unitid;
++fAllowRollButton ;
}
}
count = 0;
for(i = 0; i<20; ++i)
{
if(iSelectedMulUnits[i]!= 0)
++count;
}
if(count == 0)
iSelectedUnit = 0;
modRegency = modGoldBars = 0;
}
/* ======================================================================== */
void IncNum (LONG lpNum, LONG)
{
checkGoldReg = 0;
UBYTE * pNum = (UBYTE*)lpNum;
*pNum = *pNum + 1;
}
/* ======================================================================== */
void DecNum (LONG lpNum, LONG)
{
checkGoldReg = 0;
UBYTE * pNum = (UBYTE*)lpNum;
*pNum = *pNum - 1;
}
/* ======================================================================== */
void IncNumWithSign (LONG, LONG)
{
checkGoldReg = 0;
modLevel += 1;
}
/* ======================================================================== */
void DecNumWithSign (LONG, LONG)
{
checkGoldReg = 0;
modLevel -= 1;
}
/* ======================================================================== */
void SetNum (LONG lpNum, LONG i)
{
UBYTE * pNum = (UBYTE*)lpNum;
checkGoldReg = 0;
fAllowRollButton -= (*pNum!=0);
*pNum = (*pNum == i) ? 0 : i;
fAllowRollButton += (*pNum!=0);
}
/* ======================================================================== */
void NextPrev (LONG val, LONG lpStart)
{
LONG *pStart = (LONG *)lpStart;
*pStart += val;
// make sure screen updates
SetRedrawMainMapLevel();
}
/* ======================================================================== */
void SetupMod (LONG x, LONG y, UBYTE * pNum, LONG NumMin, LONG Base, LONG dirFactor)
{
SHORT v;
SHORT NumMax = 99;
if (dirFactor == -1) // spend gold of reg to mod success
{
NumMax = Base - 1;
v = Base - (LONG)(*pNum);
}
if (dirFactor == 1) // set level of something
{
NumMax = Base;
v = (LONG)(*pNum);
}
if (dirFactor == 2) // set level of something
{
v = (LONG)(*pNum) + NumMin;
NumMax = Base - NumMin;
NumMin = 0;
}
if (dirFactor==-1)
{
print_textf(x+2, y+6, DKBROWN, "^F21^c%d", D20TOPERCENT(v));
x += 11;
}
else if (dirFactor) // if zero, don't print