Add optional space insertion to string buffer append nodes
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@@ -451,16 +451,25 @@ lost.</dd>
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<dt>Type 38: Append String to Buffer</dt><dd>Appends a literal string to the string buffer.
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<dl>
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<dt>Pict:</dt><dd>If set to 1, a space will be inserted between the current contents of
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the buffer and the new contents. This is necessary because trailing and leading spaces
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are stripped from strings.</dd>
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<dt>Extra 1a:</dt><dd>The number of the string to append.</dd></dd>
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<dt>Type 39: Append Number to Buffer</dt><dd>Appends a literal number to the string buffer.
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<dl>
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<dt>Pict:</dt><dd>If set to 1, a space will be inserted between the current contents of
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the buffer and the new contents. This is necessary because trailing and leading spaces
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are stripped from strings.</dd>
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<dt>Extra 1a:</dt><dd>The number to append. You might want to reference a pointer
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here.</dd></dd>
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<dt>Type 40: Append Monster/PC Name to Buffer</dt><dd>Appends the name of a monster or PC
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to the string buffer.
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<dl>
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<dt>Pict:</dt><dd>If set to 1, a space will be inserted between the current contents of
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the buffer and the new contents. This is necessary because trailing and leading spaces
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are stripped from strings.</dd>
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<dt>Extra 1a:</dt><dd>The number of the monster type whose name you want to append. If
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left at 0, the game will instead use the currently selected target from the Select Target
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node, which can be either a monster or a PC.</dd></dd>
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@@ -468,6 +477,9 @@ node, which can be either a monster or a PC.</dd></dd>
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<dt>Type 41: Append Item Name to Buffer</dt><dd>Appends the name of an item type to the
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string buffer.
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<dl>
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<dt>Pict:</dt><dd>If set to 1, a space will be inserted between the current contents of
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the buffer and the new contents. This is necessary because trailing and leading spaces
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are stripped from strings.</dd>
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<dt>Extra 1a:</dt><dd>The number of the item type whose name you want to append.</dd>
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<dt>Extra 1b:</dt><dd>If 0, append the unidentified name. If 1, append the full identified
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name. If 2, don't append the name; instead append the info string that would be shown for
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@@ -476,6 +488,9 @@ the item in a shop or get items dialog.</dd></dd>
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<dt>Type 42: Append Terrain Name to Buffer</dt><dd>Appends the name of a terrain type to
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the string buffer.
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<dl>
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<dt>Pict:</dt><dd>If set to 1, a space will be inserted between the current contents of
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the buffer and the new contents. This is necessary because trailing and leading spaces
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are stripped from strings.</dd>
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<dt>Extra 1a:</dt><dd>The number of the terrain type whose name you want to
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append.</dd></dd>
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@@ -612,7 +612,7 @@ Unused
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Unused
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Unused
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Unused
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Unused
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If 1, put a space before it
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Unused
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String to append
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Unused
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@@ -628,7 +628,7 @@ Unused
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Unused
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Unused
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Unused
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Unused
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If 1, put a space before it
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Unused
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Number to append
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Unused
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@@ -644,7 +644,7 @@ Unused
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Unused
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Unused
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Unused
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Unused
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If 1, put a space before it
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Unused
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Monster type, or 0 to used selected PC
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Unused
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@@ -660,7 +660,7 @@ Unused
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Unused
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Unused
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Unused
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Unused
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If 1, put a space before it
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Unused
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Item type
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0 - unidentified, 1 - full identified name
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@@ -676,7 +676,7 @@ Unused
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Unused
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Unused
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Unused
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Unused
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If 1, put a space before it
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Unused
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Terrain type
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Unused
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@@ -2384,12 +2384,15 @@ void general_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
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break;
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case eSpecType::APPEND_STRING:
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get_strs(str1,str1,cur_spec_type,spec.ex1a,-1);
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if(spec.pic) univ.get_buf() += ' ';
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univ.get_buf() += str1;
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break;
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case eSpecType::APPEND_NUM:
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if(spec.pic) univ.get_buf() += ' ';
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univ.get_buf() += std::to_string(spec.ex1a);
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break;
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case eSpecType::APPEND_MONST:
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if(spec.pic) univ.get_buf() += ' ';
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if(spec.ex1a == 0) {
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int pc = univ.get_target_i(*current_pc_picked_in_spec_enc);
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if(pc == 6)
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@@ -2401,6 +2404,7 @@ void general_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
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} else univ.get_buf() += univ.scenario.scen_monsters[spec.ex1a].m_name;
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break;
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case eSpecType::APPEND_ITEM:
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if(spec.pic) univ.get_buf() += ' ';
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if(spec.ex1b == 1)
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univ.get_buf() += univ.scenario.scen_items[spec.ex1a].full_name;
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else if(spec.ex1b == 2)
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@@ -2408,6 +2412,7 @@ void general_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
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else univ.get_buf() += univ.scenario.scen_items[spec.ex1a].name;
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break;
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case eSpecType::APPEND_TER:
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if(spec.pic) univ.get_buf() += ' ';
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univ.get_buf() += univ.scenario.ter_types[spec.ex1a].name;
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break;
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case eSpecType::SWAP_STR_BUF:
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