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RPGMap.cpp
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6968 lines (6063 loc) · 224 KB
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// ------------------------------------------------------------------
// RPGMap.cpp : Defines the entry point for the application.
// ------------------------------------------------------------------
// ------------------------------------------------------------------
// Generated by the CDX Application Wizard
// By: Michael Rich [istan@alltel.net]
//
// With valuable help from:
// Ioannis Karagiorgos, for the debugging help
// Bil Simser, for the good ideas and constructive criticism
// ------------------------------------------------------------------
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#define CDXINCLUDEALL // this define includes all headers, otherwise include one by one
#include <cdx.h>
#include <time.h>
#include <fstream>
#include <shellapi.h>
#include "bass.h"
#include "NPC.h"
#include "Player.h"
#include "Message.h"
#include "Menu.h"
#include "BattleEngine.h"
#include "WaitTimer.h"
#include "SnowFlake.h"
#include "RainDrop.h"
#include "Gnat.h"
#include "Bat.h"
#include "FallingLeaf.h"
#include "Cloud.h"
#include "FireDrop.h"
#include "BlackRainDrop.h"
#include "MistSpot.h"
#include "FadeTile.h"
#include "resource.h"
using namespace std;
//
// If DEMO_VERSION == 1, the game ends after beorne kills you.
//
#define VERSION "2.2 FULL"
#define DEMO_VERSION 0
// ------------------------------------------------------------------
// Global Variables
// ------------------------------------------------------------------
//char szAppName[] = "Cryn - The Dark Reflection";
LPCTSTR szAppName = TEXT("Cryn - The Dark Reflection");
LPCTSTR szClassName = TEXT("CrynClass");
HINSTANCE g_hInst; // instance handle
HWND g_hWnd; // window handle
BOOL g_IsAppActive; // is the app active
CNPC Beorne, Demon1, Demon2, Demon3;
CNPC King;
CNPC ForestMonster, TreeBoss;
CNPC Fountain;
CNPC Neacres;
CNPC Ayli;
CNPC BossDemon, HenchDemon, DragonSpawn;
CNPC TownFolk1, TownFolk2, TownFolk3, TownFolk4, TownFolk5, TownFolk7, DemonTownBoss;
CPlayer MyPlayer;
// This struct holds Items and Characters on the map for collisions with each other.
MyCharacterMapStruct MyNPCCharacterMapStruct;
MyCharacterMapStruct EmptyNPCCharacterMapStruct;
CBattleEngine MyBattleEngine;
void ShowMenu(CMenu *MyMenu);
void OperateMenu(CMenu *MyMenu);
void ShowDieMenu(CMenu *MyMenu);
void OperateDieMenu(CMenu *MyMenu);
void DisplayEndOfGame();
int Location = 0;
int Area = FOREST;
bool InCombat = false;
bool CombatOn = true;
char MapMusic[256];
// Frame rate counters
DWORD LastTime = 0;
DWORD CurTime = 0;
DWORD FpsTime = 0;
DWORD DeltaTime = 0;
DWORD FramesRendered = 0;
DWORD Fps = 0;
extern unsigned short RGB565(int r, int g, int b);
CWaitTimer MyTimer; // used to make proper game speed.
#define MAX_SNOWFLAKES 1
CSnowFlake Blizzard[MAX_SNOWFLAKES];
#define MAX_FIREDROPS 10
CFireDrop FireDrops[MAX_FIREDROPS];
#define MAX_RAINDROPS 50
CRainDrop Rain[MAX_RAINDROPS];
CBlackRainDrop BlackRain[MAX_RAINDROPS];
#define MAX_GNATS 3
CGnat Gnats[MAX_GNATS];
#define MAX_BATS 3
CBat Bats[MAX_BATS];
#define MAX_LEAVES 3
CFallingLeaf FallingLeaves[MAX_LEAVES];
#define MAX_MIST_SPOTS 10
CMistSpot MistSpots[MAX_MIST_SPOTS];
#define MAX_CLOUDS 10
CCloud *Clouds[MAX_CLOUDS];
#define MAX_DEMON_SOLDIERS 9
CNPC *DemonSoldiers[MAX_DEMON_SOLDIERS];
#define MAX_DEMON_STATUES 3
CNPC *DemonStatues[MAX_DEMON_STATUES];
#define MAX_BONE_BARRIERS 2
CNPC *BoneBarriers[MAX_BONE_BARRIERS];
#define MAX_BLOOD_CLOTS 4
CNPC *BloodClots[MAX_BLOOD_CLOTS];
CMistSpot *Possession = NULL;
CMistSpot *Eyes = NULL, *Brain = NULL, *Heart = NULL, *Spine = NULL;
#define MAX_FADETILES 5
CFadeTile MyTiles[MAX_FADETILES];
#define COMBAT_OFF 0
// ------------------------------------------------------------------
// CDX Objects
// ------------------------------------------------------------------
CDXScreen * Screen = 0; // The screen object, every program must have one
CDXTile * ForestTiles = 0; // The background tiles
CDXTile * ForestCampTiles = 0; // The background tiles
CDXMap * ForestMap = 0;
CDXMap * ForestMapTop = 0;
CDXMap * ForestCampMap = 0;
CDXMap * ForestCampMapTop = 0;
CDXTile * DemonPitTiles = 0; // The background tiles
CDXTile * BloodChamberTiles = 0; // The background tiles
CDXTile * NetherTiles = 0; // The background tiles
CDXTile * SwampCaveTiles = 0; // The background tiles
CDXTile * TreeTiles = 0; // The background tiles
CDXMap * SwampCaveMap = 0;
CDXMap * SwampCaveMapTop = 0;
CDXMap * TreeMap = 0;
CDXMap * TreeMapTop = 0;
CDXMap * TreeTrunkMap = 0;
CDXMap * TreeTrunkMapTop = 0;
CDXMap * DemonPitMap = 0;
CDXMap * DemonPitMapTop = 0;
CDXMap * BloodChamberMap = 0;
CDXMap * BloodChamberMapTop = 0;
CDXMap * DemonTownMap = 0;
CDXMap * DemonTownMapTop = 0;
CDXMap * NetherMap = 0;
CDXMap * NetherMapTop = 0;
CDXMap * DeepNetherMap = 0;
CDXMap * DeepNetherMapTop = 0;
CDXInput * Input = 0;
CDXSound * Sound = 0;
CDXSoundBuffer * NewScreenSound = 0;
CDXSoundBuffer * Boom1Sound = 0, * Boom2Sound = 0;
CDXSoundBuffer * Wind1Sound = 0, * Wind2Sound = 0, * Wind3Sound = 0;
CDXSoundBuffer * Rain1Sound = 0, * Gnat1Sound = 0, *Gnat2Sound = 0;
CDXSoundBuffer *MenuOpenSound = 0;
// Prototypes
void cdx_DoFrame(bool bFlip = true);
void InitLevel(int MapX, int MapY, int Map2X, int Map2Y);
void StartMusic(char *s3mfilename);
void StopMusic();
void ClearArray();
void DrawSnow();
void DrawRain();
void DrawGnats();
void DrawBats();
void DrawFallingLeaf();
void DrawClouds();
void DrawThunder();
void CheckBossWins();
void SaveGame();
void CleanupMemory();
void DoCombatFrames();
void DoEngageCombat();
void DrawFireDrops();
void DrawBlackRain();
void DrawFogOfWar();
// ------------------------------------------------------------------
// cdx_Init - handles initialization of the CDX objects
// ------------------------------------------------------------------
BOOL cdx_Init()
{
srand((unsigned)time(NULL));
// Create the CDXSreen object
Screen = new CDXScreen();
if (Screen == NULL)
CDXError(NULL, (char*)"Could not create CDXScreen object");
// start app fullscreen
/*if (Screen->CheckIfVideoModeExists(640, 480, 16) == TRUE)
{
//Screen->CreateFullScreen(g_hWnd, 640, 480, 16);
Screen->CreateWindowed(g_hWnd, 640, 480);
}
else
{
Screen->CreateFullScreen(g_hWnd, 640, 480, 32);
//Screen->CreateWindowed(g_hWnd, 640, 480);
}*/
Screen->CreateFullScreen(g_hWnd, 640, 480, 32);
/* Screen->GetBack()->ChangeFont("Verdana", 8, 15, 400);
Screen->GetBack()->SetFont();
Screen->GetFront()->ChangeFont("Verdana", 8, 15, 400);
Screen->GetFront()->SetFont();
*/
// Initialize digital sound - default device, 44100hz, stereo, 16 bits, no syncs used
// check the correct BASS was loaded
if (HIWORD(BASS_GetVersion()) != BASSVERSION)
{
MessageBox(0, (LPCTSTR)"An incorrect version of BASS.DLL was loaded", 0, MB_ICONERROR);
return 0;
}
if (!BASS_Init(-1, 44100, 0, g_hWnd, NULL))
{
MessageBox(0, (LPCTSTR)"Error init bass.dll", 0, MB_ICONERROR);
return 0;
}
// Initialize digital sound - default device, 44100hz, stereo, 16 bits, no syncs used
BASS_Start();
HMUSIC mod;
if (mod = BASS_MusicLoad(FALSE, "music/diesong.s3m", 0, 0, BASS_MUSIC_RAMP | BASS_MUSIC_POSRESET | BASS_SAMPLE_FLOAT | BASS_MUSIC_FT2MOD | BASS_MUSIC_AUTOFREE | BASS_MUSIC_LOOP, 0))
{
//BASS_MusicSetAmplify(mod, 68);
BASS_ChannelPlay(mod, false);
}
// Show intro screen.
Screen->GetBack()->Fill(0);
CDXLayer MyBitmap;
MyBitmap.Create(Screen, (char*)"graphics/intro_screen.bmp");
MyBitmap.Draw(0, 0, Screen->GetBack());
// Fade in.
Screen->FadeToSource(2000);
Screen->GetBack()->GetDC();
Screen->GetBack()->SetFont();
CDXMenu menu; menu.TextXY(Screen->GetBack(), 150, 250, RGB(175, 0, 0), "LOADING");
menu.TextXY(Screen->GetBack(), 575, 455, RGB(255, 0, 0), VERSION);
Screen->GetBack()->ReleaseDC();
Screen->Flip();
//
// Continue loading time consuming graphics and sounds.
//
Input = new CDXInput();
Input->Create(g_hInst, g_hWnd);
Input->SetActiveDevices(false, true, false);
// Load the tiles
ForestTiles = new CDXTile();
if (ForestTiles->Create(Screen, (char*)"tiles/jungletiles.bmp", 40, 40, 0) == FALSE)
CDXError(Screen, (char*)"could not load tiles from file tiles/jungle.bmp");
// set the top left pixel in tiles bitmap as transparent color
ForestTiles->SetColorKey(0);
SwampCaveTiles = new CDXTile();
if (SwampCaveTiles->Create(Screen, (char*)"tiles/cavetiles.bmp", 40, 40, 0) == FALSE)
CDXError(Screen, (char*)"could not load tiles from file tiles/cavetiles.bmp");
// set the top left pixel in tiles bitmap as transparent color
SwampCaveTiles->SetColorKey(0);
TreeTiles = new CDXTile();
if (TreeTiles->Create(Screen, (char*)"tiles/treetiles.bmp", 40, 40, 0) == FALSE)
CDXError(Screen, (char*)"could not load tiles from file tiles/treetiles.bmp");
// set the top left pixel in tiles bitmap as transparent color
TreeTiles->SetColorKey(0);
ForestCampTiles = new CDXTile();
if (ForestCampTiles->Create(Screen, (char*)"tiles/forestcamptiles.bmp", 40, 40, 0) == FALSE)
CDXError(Screen, (char*)"could not load tiles from file tiles/forestcamptiles.bmp");
// set the top left pixel in tiles bitmap as transparent color
ForestCampTiles->SetColorKey(0);
// Create and load the maps
ForestMap = new CDXMap(ForestTiles, Screen);
if (ForestMap->LoadAscii("maps/jungle.txt", 80, 42) == FALSE)
CDXError( Screen , (char*)"Could not load ascii map: jungle.txt" );
ForestMap->EnableScrollWrapping(FALSE);
ForestMapTop = new CDXMap(ForestTiles, Screen);
if( ForestMapTop->LoadAscii("maps/jungle_top.txt", 80, 42) == FALSE )
CDXError( Screen , (char*)"Could not load ascii map: jungle_top.txt" );
ForestMapTop->EnableScrollWrapping(FALSE);
SwampCaveMap = new CDXMap(SwampCaveTiles, Screen);
if( SwampCaveMap->LoadAscii("maps/swampcave.txt", 80, 40) == FALSE )
CDXError( Screen , (char*)"Could not load ascii map: swampcave.txt" );
SwampCaveMap->EnableScrollWrapping(FALSE);
SwampCaveMapTop = new CDXMap(SwampCaveTiles, Screen);
if( SwampCaveMapTop->LoadAscii("maps/swampcave_map2.txt", 80, 40) == FALSE )
CDXError( Screen , (char*)"Could not load ascii map: swampcave_map2.txt" );
SwampCaveMapTop->EnableScrollWrapping(FALSE);
TreeMap = new CDXMap(TreeTiles, Screen);
if( TreeMap->LoadAscii("maps/tree.txt", 80, 40) == FALSE )
CDXError( Screen , (char*)"Could not load ascii map: tree.txt" );
TreeMap->EnableScrollWrapping(FALSE);
TreeMapTop = new CDXMap(TreeTiles, Screen);
if( TreeMapTop->LoadAscii("maps/tree_map2.txt", 80, 40) == FALSE )
CDXError( Screen , (char*)"Could not load ascii map: tree_map2.txt" );
TreeMapTop->EnableScrollWrapping(FALSE);
TreeTrunkMap = new CDXMap(TreeTiles, Screen);
if( TreeTrunkMap->LoadAscii("maps/treetrunk.txt", 30, 15) == FALSE )
CDXError( Screen , (char*)"Could not load ascii map: treetrunk.txt" );
TreeTrunkMap->EnableScrollWrapping(FALSE);
TreeTrunkMapTop = new CDXMap(TreeTiles, Screen);
if( TreeTrunkMapTop->LoadAscii("maps/treetrunk_map2.txt", 30, 15) == FALSE )
CDXError( Screen , (char*)"Could not load ascii map: treetrunk_map2.txt" );
TreeTrunkMapTop->EnableScrollWrapping(FALSE);
ForestCampMap = new CDXMap(ForestCampTiles, Screen);
if( ForestCampMap->LoadAscii("maps/forestcamp.txt", 80, 42) == FALSE )
CDXError( Screen , (char*)"Could not load ascii map: forestcamp.txt" );
ForestCampMap->EnableScrollWrapping(FALSE);
ForestCampMapTop = new CDXMap(ForestCampTiles, Screen);
if( ForestCampMapTop->LoadAscii("maps/forestcamp_top.txt", 80, 42) == FALSE )
CDXError( Screen , (char*)"Could not load ascii map: forestcamp_top.txt" );
ForestCampMapTop->EnableScrollWrapping(FALSE);
// Load the sounds
Sound = new CDXSound;
Sound->Create(g_hWnd);
// Load the snow.
for (int i=0; i<MAX_SNOWFLAKES; i++)
{
Blizzard[i].Load(Screen);
}
// Load the fire.
for (int i=0; i<MAX_FIREDROPS; i++)
{
FireDrops[i].Load(Screen);
}
// Load the rain.
for (int i=0; i<MAX_RAINDROPS; i++)
{
Rain[i].Load(Screen);
}
// Load the gnats.
for (int i=0; i<MAX_GNATS; i++)
{
Gnats[i].Load(Screen);
}
// Load the bats.
for (int i=0; i<MAX_BATS; i++)
{
Bats[i].Load(Screen, Sound);
}
// Load the leaves.
for (int i=0; i<MAX_LEAVES; i++)
{
FallingLeaves[i].Load(Screen);
}
CDXTile *DeleteTile = new CDXTile();
CDXTile* Tile1 = new CDXTile();
if (Tile1->Create(Screen, (char*)"tiles/mistspot_leaves.bmp", 40, 40, 0) == FALSE)
CDXError( Screen , (char*)"could not load tiles from file mistspot_leaves1.bmp" );
for (int i = 0; i<MAX_MIST_SPOTS; i++)
{
MistSpots[i].LoadedTile = Tile1;
MistSpots[i].Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_NONE, (char*)"tiles/mistspot.bmp", 40, 40);
MistSpots[i].SetCharacterMap(&EmptyNPCCharacterMapStruct);
MistSpots[i].Init();
}
SAFEDELETE(DeleteTile);
for (int i = 0; i<MAX_CLOUDS; i++)
{
// These are instantiated after beorne kills you or FORESTCAMP area in InitLevel();
Clouds[i] = NULL;
}
for (int i=0; i<MAX_DEMON_SOLDIERS; i++)
{
DemonSoldiers[i] = NULL;
}
for (int i=0; i<MAX_DEMON_STATUES; i++)
{
DemonStatues[i] = NULL;
}
for (int i=0; i<MAX_BONE_BARRIERS; i++)
{
BoneBarriers[i] = NULL;
}
for (int i=0; i<MAX_BLOOD_CLOTS; i++)
{
BloodClots[i] = NULL;
}
NewScreenSound = new CDXSoundBuffer;
NewScreenSound->Load(Sound, (char*)"music/newscreen.wav", 4);
Boom1Sound = new CDXSoundBuffer;
Boom1Sound->Load(Sound, (char*)"music/boom1.wav", 4);
Boom2Sound = new CDXSoundBuffer;
Boom2Sound->Load(Sound, (char*)"music/boom2.wav", 4);
Wind1Sound = new CDXSoundBuffer;
Wind1Sound->Load(Sound, (char*)"music/wind1.wav", 4);
Wind2Sound = new CDXSoundBuffer;
Wind2Sound->Load(Sound, (char*)"music/wind2.wav", 4);
Wind3Sound = new CDXSoundBuffer;
Wind3Sound->Load(Sound, (char*)"music/wind3.wav", 4);
Rain1Sound = new CDXSoundBuffer;
Rain1Sound->Load(Sound, (char*)"music/rain1.wav", 4);
Gnat1Sound = new CDXSoundBuffer;
Gnat1Sound->Load(Sound, (char*)"music/gnat1.wav", 4);
Gnat2Sound = new CDXSoundBuffer;
Gnat2Sound->Load(Sound, (char*)"music/gnat2.wav", 4);
MenuOpenSound = new CDXSoundBuffer;
MenuOpenSound->Load(Sound, (char*)"music/menu_open.wav", 4);
// Clear out character map array.
ClearArray();
Fountain.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/fountain.bmp", 40, 40);
Fountain.SetCharacterMap(&MyNPCCharacterMapStruct);
Fountain.SetPosTile(9, 36);
Fountain.SetArea(9, 36, 9, 36);
Fountain.SetText((char*)"You use your mystical powers to restore your health.");
Demon1.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/demon.bmp", 40, 40);
Demon1.SetCharacterMap(&MyNPCCharacterMapStruct);
Demon1.SetPosTile(23, 5);
Demon1.SetArea(21, 3, 26, 7);
Demon1.Sprite->SetAlphaValue(200);
Demon1.SetText((char*)"Demoniz:\nThe anccccienttt is arriving .. bow to your newwww leader slavvvveee ..", 1);
Demon1.SetText((char*)"Cryn:\nNever!", 2);
Demon2.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/demon.bmp", 40, 40);
Demon2.SetCharacterMap(&MyNPCCharacterMapStruct);
Demon2.SetPosTile(25, 4);
Demon2.SetArea(21, 3, 26, 7);
Demon2.Sprite->SetAlphaValue(200);
Demon2.SetText((char*)"Demoniz:\nHe will beeeee hereeee sooooonnn slave ..", 1);
Demon3.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/demon.bmp", 40, 40);
Demon3.SetCharacterMap(&MyNPCCharacterMapStruct);
Demon3.SetPosTile(25, 6);
Demon3.SetArea(21, 3, 26, 7);
Demon3.Sprite->SetAlphaValue(200);
Demon3.SetText((char*)"Demoniz:\nWe shaaall all grovel before hissss greatnesssss ..", 1);
Demon1.Die();
Demon2.Die();
Demon3.Die();
Beorne.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/beorne.bmp", 40, 40);
Beorne.SetCharacterMap(&MyNPCCharacterMapStruct);
Beorne.SetPosTile(10, 6);
Beorne.Follow(&MyPlayer);
King.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_NONE, (char*)"graphics/king.bmp", 40, 40);
King.SetCharacterMap(&MyNPCCharacterMapStruct);
King.SetPosTile(5, 6);
TownFolk1.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/cityguard2.bmp", 40, 40);
TownFolk1.SetCharacterMap(&MyNPCCharacterMapStruct);
TownFolk1.SetPosTile(8, 6);
TownFolk1.SetArea(5, 1, 30, 20);
TownFolk1.SetText((char*)"City Guard:\nGood to see you again, Cryn.", 1);
TownFolk2.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/cityguard2.bmp", 40, 40);
TownFolk2.SetCharacterMap(&MyNPCCharacterMapStruct);
TownFolk2.SetPosTile(20, 1);
TownFolk2.SetArea(5, 1, 30, 20);
TownFolk2.SetText((char*)"City Guard:\nLooks like it's going to be another rainy day.", 1);
TownFolk3.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/cityguard.bmp", 40, 40);
TownFolk3.SetCharacterMap(&MyNPCCharacterMapStruct);
TownFolk3.SetPosTile(31, 16);
TownFolk3.SetArea(5, 1, 30, 20);
TownFolk3.SetText((char*)"City Guard:\nGood day Cryn, let me know when you want to explore the forest again.", 1);
TownFolk4.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/cityguard.bmp", 40, 40);
TownFolk4.SetCharacterMap(&MyNPCCharacterMapStruct);
TownFolk4.SetPosTile(31, 3);
TownFolk4.SetArea(5, 1, 30, 20);
TownFolk4.SetText((char*)"City Guard:\nBe well, Cryn.", 1);
TownFolk7.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/cityguard.bmp", 40, 40);
TownFolk7.SetCharacterMap(&MyNPCCharacterMapStruct);
TownFolk7.SetPosTile(41, 3);
TownFolk7.SetArea(30, 1, 45, 10);
TownFolk7.SetText((char*)"City Guard:\nOh hello, Cryn! Did you know this game was updated in 2024?", 1);
TownFolk7.SetText((char*)"Cryn:\nWow, has it been that long?", 2);
TownFolk7.SetText((char*)"Beorne:\nOh for goodness sake! Who really cares?", 3);
TownFolk7.SetText((char*)"City Guard:\nSimply amazing.", 4);
ForestMonster.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_RIGHT, (char*)"tiles/forestmonster.bmp", 40, 40);
ForestMonster.SetCharacterMap(&MyNPCCharacterMapStruct);
ForestMonster.SetPosTile(54, 26);
ForestMonster.SetArea(51, 27, 57, 29);
ForestMonster.SetText((char*)"Cryn:\nJust a story parents tell their kids huh?", 1);
ForestMonster.SetText((char*)"Beorne:\nUh .. well maybe he's not as bad as the story tells.", 2);
ForestMonster.SetText((char*)"Lineer:\naaarrrhhh.. dinner time my children!", 3);
ForestMonster.SetText((char*)"Beorne:\nI was afraid he was gonna say that.", 4);
TreeBoss.Load(Screen, Input, Sound, TreeTrunkMap, TreeTrunkMapTop, MOVE_RIGHT, (char*)"tiles/tree_boss.bmp", 40, 40);
TreeBoss.SetCharacterMap(&MyNPCCharacterMapStruct);
TreeBoss.SetPosTile(13, 0);
TreeBoss.SetArea(13, 0, 13, 0);
TreeBoss.SetText((char*)"King Tree Ent:\nI am the ancient guardian of the dark artifact. No one must be enslaved by its power again. Leave at once!", 1);
TreeBoss.SetText((char*)"Beorne:\nYou lie! I have come to claim the artifact, now out of my way!", 2);
TreeBoss.SetText((char*)"Cryn:\nUh, Beorne? What's going on here?", 3);
TreeBoss.SetText((char*)"King Tree Ent:\nYou fools. I have sworn to be the guardian and have not failed in a thousand years. If defeat is what you want, then you shall have it.", 4);
TreeBoss.SetText((char*)"Cryn:\nHey, wait a minute! I don't want ..", 5);
TreeBoss.Die();
MyPlayer.Load(Screen, Input, Sound, ForestMap, ForestMapTop, MOVE_NONE, (char*)"tiles/hero.bmp", 40, 40);
MyPlayer.SetCharacterMap(&MyNPCCharacterMapStruct);
MyPlayer.SetPosTile(37, 8);
ForestMap->MoveTo(30*40, 0);
ForestMapTop->MoveTo(30*40, 0);
MyPlayer.Init(Screen, Input, Sound);
MyPlayer.Area = FOREST;
int iShade = 100;
for (int i=0; i<MAX_FADETILES; i++)
{
MyTiles[i].SetScreen(Screen);
MyTiles[i].SetShade(iShade);
iShade -= 10;
}
//
// Flash "space to start" and wait for user to hit it.
//
int c = 255, cup = false;
while (Input->GetLastKeyChar() != 32)
{
if (cup)
{
if (c+2 < 255)
c+=2;
else
cup = false;
}
else
{
if (c-2 > 0)
c-=2;
else
cup = true;
}
MyBitmap.Draw(0, 0, Screen->GetBack());
Screen->GetBack()->GetDC();
Screen->GetBack()->SetFont();
CDXMenu menu;
menu.TextXY(Screen->GetBack(), 150, 250, RGB(c,0,0), "Space Bar to Start");
menu.TextXY(Screen->GetBack(), 575, 455, RGB(255, 0, 0), VERSION);
Screen->GetBack()->ReleaseDC();
Screen->Flip();
Input->Update();
Input->UpdateLastKey(true);
}
// Fade out.
Screen->GetBack()->Fill(0);
Screen->FadeToBlack(600);
CMenu MyMenu;
MyMenu.Load(Screen, Input, Sound, (char*)"Cryn - The Dark Reflection ");
MyMenu.AddItem((char*)"[ CONTINUE ]");
MyMenu.AddItem((char*)"[ START NEW ]");
MyMenu.AddItem((char*)"[ QUIT ]");
MyMenu.AddItem((char*)"Instructions:", false);
MyMenu.AddItem((char*)"Arrow Keys = Move, Space = Talk", false);
MyMenu.AddItem((char*)"F10 = Menu, Stats, Save, Quit", false);
int r = -1;
while (r != 0 && r != 1 && r != 2)
{
r = MyMenu.Popup();
if (r == 2)
PostMessage(g_hWnd, WM_CLOSE, 0, 0);
else if (r == 1)
_unlink("myplayer.dat");
}
StopMusic();
if (r != 2)
{
// Load any previously saved game.
if (MyPlayer.LoadGame())
{
Area = MyPlayer.Area;
Location = MyPlayer.StoryLocation;
// InitLevel(MyPlayer.MapX, MyPlayer.MapY, MyPlayer.Map2X, MyPlayer.Map2Y);
// MyNPCCharacterMapStruct.CharacterMap[MyPlayer.GetTileX()][MyPlayer.GetTileY()] = 1;
Beorne.SetPosTile(MyPlayer.BeorneTileX, MyPlayer.BeorneTileY);
InitLevel(MyPlayer.MapX, MyPlayer.MapY, MyPlayer.Map2X, MyPlayer.Map2Y);
}
else
{
King.SetPosTile(5, 6);
StartMusic((char*)"music/forestmu.s3m");
}
// Fade out.
Screen->GetBack()->Fill(0);
Screen->FadeToBlack(600);
// Begin drawing screen.
cdx_DoFrame(false);
Screen->FadeToSource(1500);
Screen->Flip();
}
return TRUE;
}
// ------------------------------------------------------------------
// cdx_DeInit - handles cleanup of CDX objects
// ------------------------------------------------------------------
void cdx_DeInit( void )
{
BASS_Stop(); /* Stop digital output */
BASS_Free(); /* Close digital sound system */
for (int i=0; i<MAX_CLOUDS; i++)
{
if (Clouds[i] != NULL)
{
//delete(Clouds[i]);
//Clouds[i] = NULL;
SAFEDELETE(Clouds[i]);
Clouds[i] = NULL;
}
}
for (int i=0; i<MAX_DEMON_SOLDIERS; i++)
{
SAFEDELETE(DemonSoldiers[i]);
}
for (int i=0; i<MAX_DEMON_STATUES; i++)
{
SAFEDELETE(DemonStatues[i]);
}
for (int i=0; i<MAX_BONE_BARRIERS; i++)
{
SAFEDELETE(BoneBarriers[i]);
}
for (int i=0; i<MAX_BLOOD_CLOTS; i++)
{
SAFEDELETE(BloodClots[i]);
}
if (Possession != NULL)
{
SAFEDELETE(Possession);
Possession = NULL;
}
SAFEDELETE( NewScreenSound );
SAFEDELETE( Wind1Sound );
SAFEDELETE( Wind2Sound );
SAFEDELETE( Wind3Sound );
SAFEDELETE( Boom1Sound );
SAFEDELETE( Boom2Sound );
SAFEDELETE( Rain1Sound );
SAFEDELETE( Gnat1Sound );
SAFEDELETE( Gnat2Sound );
SAFEDELETE( MenuOpenSound );
//SAFEDELETE( Sound );
SAFEDELETE( ForestMap );
SAFEDELETE( ForestMapTop );
SAFEDELETE( SwampCaveMap );
SAFEDELETE( SwampCaveMapTop );
SAFEDELETE( TreeMap );
SAFEDELETE( TreeMapTop );
SAFEDELETE( TreeTrunkMap );
SAFEDELETE( TreeTrunkMapTop );
SAFEDELETE( ForestCampMap );
SAFEDELETE( ForestCampMapTop );
SAFEDELETE( ForestTiles );
SAFEDELETE( ForestCampTiles );
SAFEDELETE( SwampCaveTiles );
SAFEDELETE( TreeTiles );
SAFEDELETE( DemonPitMap);
SAFEDELETE( DemonPitMapTop);
SAFEDELETE( DemonPitTiles);
SAFEDELETE( BloodChamberMap);
SAFEDELETE( BloodChamberMapTop);
SAFEDELETE( DemonTownMap);
SAFEDELETE( DemonTownMapTop);
SAFEDELETE( BloodChamberTiles);
SAFEDELETE( NetherMap);
SAFEDELETE( NetherMapTop);
SAFEDELETE( NetherTiles);
SAFEDELETE( DeepNetherMap);
SAFEDELETE( DeepNetherMapTop);
SAFEDELETE( Input );
//SAFEDELETE( Screen );
}
void Talk()
{
// Checks if player tries to talk.
if (InCombat)
return;
if (Input->GetLastKey() == 57)
{
// Try to talk.
if (Location < 5)
{
TownFolk1.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY());
TownFolk2.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY());
TownFolk3.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY());
TownFolk4.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY());
TownFolk7.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY());
}
if (Location < 5 && (abs(King.GetTileX() - MyPlayer.GetTileX()) == 1 &&
King.GetTileY() == MyPlayer.GetTileY()) ||
(abs(King.GetTileY() - MyPlayer.GetTileY()) == 1 &&
King.GetTileX() == MyPlayer.GetTileX()))
{
if (Location == 0)
{
// Must have brother first.
King.SetText((char*)"King:\nWhere is your brother Cryn?", 1);
King.SetText((char*)"", 2);
King.Speak();
}
else if (Location == 1)
{
King.SetText((char*)"King:\nMy sons I am not well at all, and it is clear one of you will be an heir to my throne. Cryn, so wise and of a kind heart. Beorne, so strong and\nknowing. You two must be strong during my final days.", 1);
King.SetText((char*)"Cryn:\nBut dad, what will we do when you're gone?", 2);
King.SetText((char*)"Beorne:\nOh spare me.", 3);
King.SetText((char*)"King:\nBoys, listen to me. My decision on the heir has already been made. You\nmust take care of each other while I gather my final moments ..", 4);
King.Speak();
Location = 2;
Beorne.SetText((char*)"Beorne:\nHey Cryn, I have an idea. Want to go hunting?", 1);
Beorne.SetText((char*)"Cryn:\nOur dad is dying, and you're thinking about killing things?", 2);
Beorne.SetText((char*)"Beorne:\nUhg Cryn, you're so naive. I know of this place .. in an ancient tree, which is supposed to house a special leaf capable of healing anything.", 3);
Beorne.SetText((char*)"Beorne:\nThe path is riddled with monsters, and evil .. hm, you know what, never mind Cryn. You're not strong enough for this kind of thing.", 4);
Beorne.SetText((char*)"Cryn:\nI AM strong! And if this will help father, then I'm in!", 5);
Beorne.SetText((char*)"Beorne:\nOk then. I believe the tree is just east of the forest. If we can make it there quick enough, we should be able to help father.", 6);
}
else
{
King.SetText((char*)"King:\nI'm very weak Cryn.. let me rest. The least I can do is heal you.", 1);
King.SetText((char*)"", 2);
King.SetText((char*)"", 3);
King.SetText((char*)"", 4);
King.SetText((char*)"", 5);
King.SetText((char*)"", 6);
King.Speak();
MyPlayer.HP = MyPlayer.MaxHP;
MyPlayer.MP = MyPlayer.MaxMP;
}
}
if (Location < 5 && ForestMonster.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY())/*(abs(ForestMonster.GetTileX() - MyPlayer.GetTileX()) == 1 &&
ForestMonster.GetTileY() == MyPlayer.GetTileY()) ||
(abs(ForestMonster.GetTileY() - MyPlayer.GetTileY()) == 1 &&
ForestMonster.GetTileX() == MyPlayer.GetTileX())*/)
{
//ForestMonster.Speak();
MyPlayer.Direction = MyPlayer.OppositeDirection(MyPlayer.Direction);
InCombat = true;
// Pick battle screen.
char BattleBmp[1000];
strcpy(BattleBmp, (char*)"graphics/forest.bmp");
MyBattleEngine.Initialize(Screen, Input, Sound, BattleBmp, (char*)"graphics/frame.bmp", MyPlayer.Level);
MyBattleEngine.AddPlayer((char*)"Cryn", (char*)"tiles/hero.bmp", MyPlayer.Level, MyPlayer.MaxHP, MyPlayer.HP, MyPlayer.MaxMP, MyPlayer.MP, 0, (char*)"Staff", DAGGER, (char*)"Plate Mail", ARMOR_20);
MyBattleEngine.bCrystalClearOn = MyPlayer.bCrystalClearOn;
MyBattleEngine.bBonusAttackOn = MyPlayer.bBonusAttackOn;
MyBattleEngine.AddMonster((char*)"Lineer", (char*)"graphics/forestmonster.bmp", 3, 55, 8, 0, (char*)"Razors", DAGGER, (char*)"Hide", ARMOR_45, 20, 100, 150, 65, 65);
MyBattleEngine.AddMonster((char*)"Lineer Mini", (char*)"graphics/forestmonstermini.bmp", 2, 18, 2, 0, (char*)"Razors", BITE, (char*)"Hide", ARMOR_10, 0);
MyBattleEngine.AddMonster((char*)"Lineer Mini", (char*)"graphics/forestmonstermini.bmp", 2, 18, 2, 0, (char*)"Razors", BITE, (char*)"Hide", ARMOR_10, 0);
MyBattleEngine.bBoss = true;
StopMusic();
StartMusic((char*)"music/BATTLEMU.S3M");
strcpy(MapMusic, (char*)"music/FORESTMU.S3M");
// MyBattleEngine.AddMonster((char*)"Lineer Mini", (char*)"graphics/forestmonstermini.bmp", 2, 25, 2, 0, (char*)"Razors", BITE, (char*)"Hide", ARMOR_10, 5);
}
if (Fountain.isAlive() && Fountain.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY())/*(abs(Fountain.GetTileX() - MyPlayer.GetTileX()) == 1 &&
Fountain.GetTileY() == MyPlayer.GetTileY()) ||
(abs(Fountain.GetTileY() - MyPlayer.GetTileY()) == 1 &&
Fountain.GetTileX() == MyPlayer.GetTileX())*/)
{
//Fountain.Speak();
MyPlayer.HP = MyPlayer.MaxHP;
MyPlayer.MP = MyPlayer.MaxMP;
}
if (Location < 30 && TreeBoss.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY())/*((abs(TreeBoss.GetTileX() - MyPlayer.GetTileX()) == 1 &&
TreeBoss.GetTileY() == MyPlayer.GetTileY()) ||
(abs(TreeBoss.GetTileY() - MyPlayer.GetTileY()) == 1 &&
TreeBoss.GetTileX() == MyPlayer.GetTileX()))*/)
{
//TreeBoss.Speak();
MyPlayer.Direction = MyPlayer.OppositeDirection(MyPlayer.Direction);
InCombat = true;
// Pick battle screen.
char BattleBmp[1000];
strcpy(BattleBmp, (char*)"graphics/bark.bmp");
MyBattleEngine.Initialize(Screen, Input, Sound, BattleBmp, (char*)"graphics/frame.bmp", MyPlayer.Level);
MyBattleEngine.AddPlayer((char*)"Cryn", (char*)"tiles/hero.bmp", MyPlayer.Level, MyPlayer.MaxHP, MyPlayer.HP, MyPlayer.MaxMP, MyPlayer.MP, 0, (char*)"Staff", DAGGER, (char*)"Plate Mail", ARMOR_20);
MyBattleEngine.bCrystalClearOn = MyPlayer.bCrystalClearOn;
MyBattleEngine.bBonusAttackOn = MyPlayer.bBonusAttackOn;
MyBattleEngine.AddMonster((char*)"King Tree Ent", (char*)"graphics/kingtreeent.bmp", 6, 155, 30, 0, (char*)"Razors", DAGGER, (char*)"Bark", ARMOR_45, 20, 650, 400, 60, 60);
MyBattleEngine.AddMonster((char*)"Guardian Ent", (char*)"graphics/guardiantreeent.bmp", 4, 75, 2, 0, (char*)"Razors", BITE, (char*)"Hide", ARMOR_10, 0);
MyBattleEngine.AddMonster((char*)"Guardian Ent", (char*)"graphics/guardiantreeent.bmp", 4, 75, 2, 0, (char*)"Razors", BITE, (char*)"Hide", ARMOR_10, 0);
MyBattleEngine.AddMonster((char*)"Guardian Ent", (char*)"graphics/guardiantreeent.bmp", 4, 75, 2, 0, (char*)"Razors", BITE, (char*)"Hide", ARMOR_10, 0);
MyBattleEngine.bBoss = true;
StopMusic();
StartMusic((char*)"music/BATTLEMU.S3M");
strcpy(MapMusic, (char*)"music/treetrun.S3M");
}
else if (Location == 32 && ((abs(Beorne.GetTileX() - MyPlayer.GetTileX()) == 1 &&
Beorne.GetTileY() == MyPlayer.GetTileY()) ||
(abs(Beorne.GetTileY() - MyPlayer.GetTileY()) == 1 &&
Beorne.GetTileX() == MyPlayer.GetTileX())))
{
Beorne.SetText((char*)"Cryn:\nBeorne .. whats going on here?", 1);
Beorne.SetText((char*)"Beorne:\n...", 2);
Beorne.SetText((char*)"Cryn:\nWhere is this magic leaf, to save father? You said it would be in here!", 3);
Beorne.SetText((char*)"Beorne:\nWhat's the rush Cryn? We both know who will be the next king when father dies .. you, of course. So, of anyone, you should be happy.", 4);
Beorne.SetText((char*)"Cryn:\nHappy? Happy of what?", 5);
Beorne.SetText((char*)"Beorne:\nThat you let him die! It's your fault Cryn, and everyone knows you did it to become king next!", 6);
Beorne.SetText((char*)"Cryn:\nThat's not true! This was your idea .. but ... why? Why would you do this Beorne?", 7);
Beorne.SetText((char*)"...:\nBeorne ... is not my name ... anymore ..", 8);
Beorne.Speak();
Location = 33;
Demon1.Revive();
Demon1.SetCharacterMap(&MyNPCCharacterMapStruct);
Demon1.Map = TreeTrunkMap;
Demon2.Revive();
Demon2.SetCharacterMap(&MyNPCCharacterMapStruct);
Demon2.Map = TreeTrunkMap;
Demon3.Revive();
Demon3.SetCharacterMap(&MyNPCCharacterMapStruct);
Demon3.Map = TreeTrunkMap;
NewScreenSound->Play();
}
else if (Location <= 36 && Demon1.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY())/*Demon1.isAlive() && ((abs(Demon1.GetTileX() - MyPlayer.GetTileX()) == 1 &&
Demon1.GetTileY() == MyPlayer.GetTileY()) ||
(abs(Demon1.GetTileY() - MyPlayer.GetTileY()) == 1 &&
Demon1.GetTileX() == MyPlayer.GetTileX()))*/)
{
//Demon1.Speak();
// Battle time!
MyPlayer.Direction = MyPlayer.OppositeDirection(MyPlayer.Direction);
InCombat = true;
// Pick battle screen.
char BattleBmp[1000];
strcpy(BattleBmp, (char*)"graphics/bark.bmp");
MyBattleEngine.Initialize(Screen, Input, Sound, BattleBmp, (char*)"graphics/frame.bmp", MyPlayer.Level);
MyBattleEngine.AddPlayer((char*)"Cryn", (char*)"tiles/hero.bmp", MyPlayer.Level, MyPlayer.MaxHP, MyPlayer.HP, MyPlayer.MaxMP, MyPlayer.MP, 0, (char*)"Staff", DAGGER, (char*)"Plate Mail", ARMOR_20);
MyBattleEngine.bCrystalClearOn = MyPlayer.bCrystalClearOn;
MyBattleEngine.bBonusAttackOn = MyPlayer.bBonusAttackOn;
MyBattleEngine.AddMonster((char*)"Demoniz 1", (char*)"graphics/demoniz.bmp", MyPlayer.Level + 2, 90, 10, 8, (char*)"Razors", DAGGER, (char*)"Flesh", ARMOR_45, 5, 350, 150, 40, 40);
StopMusic();
StartMusic((char*)"music/BATTLEMU.S3M");
strcpy(MapMusic, (char*)"music/treetrun.S3M");
//Demon1.Die();
}
else if (Location <= 36 && Demon2.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY())/*Demon2.isAlive() && ((abs(Demon2.GetTileX() - MyPlayer.GetTileX()) == 1 &&
Demon2.GetTileY() == MyPlayer.GetTileY()) ||
(abs(Demon2.GetTileY() - MyPlayer.GetTileY()) == 1 &&
Demon2.GetTileX() == MyPlayer.GetTileX()))*/)
{
//Demon2.Speak();
// Battle time!
MyPlayer.Direction = MyPlayer.OppositeDirection(MyPlayer.Direction);
InCombat = true;
// Pick battle screen.
char BattleBmp[1000];
strcpy(BattleBmp, (char*)"graphics/bark.bmp");
MyBattleEngine.Initialize(Screen, Input, Sound, BattleBmp, (char*)"graphics/frame.bmp", MyPlayer.Level);
MyBattleEngine.AddPlayer((char*)"Cryn", (char*)"tiles/hero.bmp", MyPlayer.Level, MyPlayer.MaxHP, MyPlayer.HP, MyPlayer.MaxMP, MyPlayer.MP, 0, (char*)"Staff", DAGGER, (char*)"Plate Mail", ARMOR_20);
MyBattleEngine.bCrystalClearOn = MyPlayer.bCrystalClearOn;
MyBattleEngine.bBonusAttackOn = MyPlayer.bBonusAttackOn;
MyBattleEngine.AddMonster((char*)"Demoniz 2", (char*)"graphics/demoniz.bmp", MyPlayer.Level + 2, 90, 10, 8, (char*)"Razors", DAGGER, (char*)"Flesh", ARMOR_45, 5, 350, 150, 40, 40);
StopMusic();
StartMusic((char*)"music/BATTLEMU.S3M");
strcpy(MapMusic, (char*)"music/treetrun.S3M");
//Demon2.Die();
}
else if (Location <= 36 /*&& Demon3.isAlive() && ((abs(Demon3.GetTileX() - MyPlayer.GetTileX()) == 1 &&
Demon3.GetTileY() == MyPlayer.GetTileY()) ||
(abs(Demon3.GetTileY() - MyPlayer.GetTileY()) == 1 &&
Demon3.GetTileX() == MyPlayer.GetTileX()))*/ && Demon3.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY()))
{
//Demon3.Speak();
// Battle time!
MyPlayer.Direction = MyPlayer.OppositeDirection(MyPlayer.Direction);
InCombat = true;
// Pick battle screen.
char BattleBmp[1000];
strcpy(BattleBmp, (char*)"graphics/bark.bmp");
MyBattleEngine.Initialize(Screen, Input, Sound, BattleBmp, (char*)"graphics/frame.bmp", MyPlayer.Level);
MyBattleEngine.AddPlayer((char*)"Cryn", (char*)"tiles/hero.bmp", MyPlayer.Level, MyPlayer.MaxHP, MyPlayer.HP, MyPlayer.MaxMP, MyPlayer.MP, 0, (char*)"Staff", DAGGER, (char*)"Plate Mail", ARMOR_20);
MyBattleEngine.bCrystalClearOn = MyPlayer.bCrystalClearOn;
MyBattleEngine.bBonusAttackOn = MyPlayer.bBonusAttackOn;
MyBattleEngine.AddMonster((char*)"Demoniz 3", (char*)"graphics/demoniz.bmp", MyPlayer.Level + 2, 90, 10, 8, (char*)"Razors", DAGGER, (char*)"Flesh", ARMOR_45, 5, 350, 150, 40, 40);
StopMusic();
StartMusic((char*)"music/BATTLEMU.S3M");
strcpy(MapMusic, (char*)"music/treetrun.S3M");
//Demon3.Die();
}
if (Area == FORESTCAMP)
{
for (int i=0; i<MAX_DEMON_SOLDIERS; i++)
{
if (DemonSoldiers[i]->Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY()))
{
// Battle time!
MyPlayer.Direction = MyPlayer.OppositeDirection(MyPlayer.Direction);
InCombat = true;
// Pick battle screen.
char BattleBmp[1000];
strcpy(BattleBmp, (char*)"graphics/forest.bmp");
MyBattleEngine.Initialize(Screen, Input, Sound, BattleBmp, (char*)"graphics/frame.bmp", MyPlayer.Level);
MyBattleEngine.AddPlayer((char*)"Cryn", (char*)"tiles/hero.bmp", MyPlayer.Level, MyPlayer.MaxHP, MyPlayer.HP, MyPlayer.MaxMP, MyPlayer.MP, 0, (char*)"Staff", DAGGER, (char*)"Plate Mail", ARMOR_20);
MyBattleEngine.bCrystalClearOn = MyPlayer.bCrystalClearOn;
MyBattleEngine.bBonusAttackOn = MyPlayer.bBonusAttackOn;
MyBattleEngine.AddMonster((char*)"Demon Soldier", (char*)"graphics/demonsoldier.bmp", MyPlayer.Level + 3, 90, 10, 8, (char*)"Razors", DAGGER, (char*)"Flesh", ARMOR_45, 5, 350, 150, 65, 65);
MyBattleEngine.iTemp = i;
MyBattleEngine.bBoss = true;
StopMusic();
StartMusic((char*)"music/BATTLEMU.S3M");
strcpy(MapMusic, (char*)"music/burnshrt.s3m");
i = MAX_DEMON_SOLDIERS; // end loop and fight
}
}
if (Neacres.Talk(MyPlayer.GetTileX(), MyPlayer.GetTileY()))
{
if (Location < 43)
{
Location = 43;
Neacres.SetText((char*)"Neacres:\nCryn! Quickly, to the front gates!", 1);