// magicdoorvahn.txt - Much like door.txt, and magicdoorvhan.txt, not to mention the original 
// magicdoor.txt from spiderweb softare, from which this was derived. But, before it can be opened, an Unlock
// spell needs to be cast on it.

// Memory Cells - 
//   0 - Lock level. If left at 0, door is unlocked. This is the strength that
//     the unlock spell needs to be at to remove the magical defenses. Once the
//     Unlock spell has been cast, the door's lock can be picked normally, with
//     a difficulty equal to this value.
//   1 - Key needed. If left at 0, no special item helps unlock the door. Otherwise,
//     if that party has this special item, the door automatically unlocks.
//   2,3 - Coordinates for a stuff done flag. If these are 0 and 0, ignored. Otherwise,
//     the stuff done flag is set to 1 when the door is unlocked. If the flag is non-zero,
//     than when the party enters this zone, the door will ebcome unlocked.

beginterrainscript; 

variables;
	short i_am_open = 0;
	short cur_terrain;
	short i_am_locked = 0;
	
	short door_opened;
	short choice;
	
	short magic_removed = 0;
	
body;

beginstate INIT_STATE;
	cur_terrain = terrain_in_this_spot();
	if (((cur_terrain >= 14) && (cur_terrain <= 17)) ||
	  ((cur_terrain >= 50) && (cur_terrain <= 53)))
	  	i_am_open = 1;
	  	else i_am_open = 0;

	if (get_memory_cell(0) > 0) {
		i_am_locked = 1;
		set_mechanism_difficulty(get_memory_cell(0));
		set_physical_strength(get_memory_cell(0));
		
		if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0)) {
			if (get_sdf(get_memory_cell(2),get_memory_cell(3)) > 0) {
				i_am_locked = 0;
				magic_removed = 1;
				}
			}
		}
		
	break;

beginstate START_STATE;
break;

beginstate SEARCH_STATE;
	if (i_am_open == 1) {
		print_str_color("You close the door.",2);
		flip_terrain(my_loc_x(),my_loc_y());
		i_am_open = 0;
		play_sound(-59);
		}
break;

beginstate BLOCK_MOVE_STATE;
	if (i_am_open == 0) {
		block_entry(1);
		
		door_opened = 1;

		if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0)) {
			if (get_sdf(get_memory_cell(2),get_memory_cell(3)) > 0)
				i_am_locked = 0;
			}
		
		if ((get_memory_cell(1) > 0) && (i_am_locked > 0)) {
			if (has_special_item(get_memory_cell(1))) {
				print_str_color("You have the key which unlocks this door.",2);
				if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
					set_flag(get_memory_cell(2),get_memory_cell(3),1);
				i_am_locked = 0;
				}
			} 
		if (i_am_locked) {
			if (magic_removed == 0) {
				message_dialog("The runes upon this door appear to have more than a ceremonial purpose. You're fairly certain that if you grasped the handle, you would be killed.","You decide not to test it.");
				end();
				}
				
			reset_dialog();
			if (get_memory_cell(1) > 0)
				add_dialog_str(0,"This door is locked, and you don't have the right key. You can have your strongest character try to bash it down (which requires high strength) or have your most skilled character try to pick the lock (which requires Tool Use skill and a lockpick).",0);
				else add_dialog_str(0,"This door is locked. You can have your strongest character try to bash it down (which requires high strength) or have your most skilled character try to pick the lock (which requires Tool Use skill and a lockpick).",0);
			add_dialog_choice(0,"Leave the door alone.");
			add_dialog_choice(1,"Try to bash it down.");
			add_dialog_choice(2,"Try to pick the lock.");
			choice = run_dialog(0);
			
			if (choice == 1)
				end();
			if (choice == 2) {
				if (run_bash_door(get_physical_strength()) == FALSE)
					door_opened = 0;
				}
			if (choice == 3) {
				if (run_pick_lock(get_mechanism_difficulty()) == FALSE) 
					door_opened = 0;
					else if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
						award_party_xp(BASE_TRAP_XP,1 + 2 * get_mechanism_difficulty());
					
				}
			}
			
		if (door_opened) {
			print_str("You open the door.");
			if ((get_memory_cell(2) > 0) || (get_memory_cell(3) > 0))
				set_flag(get_memory_cell(2),get_memory_cell(3),1);
			flip_terrain(my_loc_x(),my_loc_y());
			i_am_open = 1;
			i_am_locked = 0;
			play_sound(-58);
			}
		}
break;

beginstate UNLOCK_SPELL_STATE;
	if ((i_am_open > 0) || (i_am_locked == 0))
		print_str_color("Unlock Doors: The spell doesn't affect unlocked doors.",2);
		else if (magic_removed > 0) {
			print_str_color("Unlock Doors: The magical part of the lock has been removed.",2);
			}
			else {
				if (get_unlock_spell_strength() >= get_mechanism_difficulty()) {
					print_str_color("Unlock Doors: The Vahnatai enchantment gently fades away",2);
					print_str_color("  (It can now be picked normally.)",2);
					magic_removed = 1;
					play_sound(89);
					}
					else print_str_color("Unlock Doors: The Vahnatai Runes block your spell.",2);
				}
break;

beginstate DISPEL_BARRIER_STATE;
	if ((i_am_open == 0) && (i_am_locked)) {
		print_str_color("Dispel Barrier: The Vahnatai runes block your spell.",2);
		}
break;
