Update special node and talking node strings/data for the new quest stuff
- Also, Update Quest node now uses the mess1/2 fields.
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@@ -198,6 +198,11 @@ short choose_text(eStrType list, unsigned short cur_choice, cDialog* parent, con
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strings.push_back(item.name);
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}
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break;
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case STRT_QUEST:
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for(cQuest& quest : scenario.quests) {
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strings.push_back(quest.name);
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}
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break;
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case STRT_TER:
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for(cTerrain& ter : scenario.ter_types) {
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strings.push_back(ter.name);
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@@ -319,6 +324,9 @@ short choose_text(eStrType list, unsigned short cur_choice, cDialog* parent, con
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case STRT_DIR:
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strings = {"North", "Northease", "East", "Southeast", "South", "Southwest", "West", "Northwest", "None"};
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break;
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case STRT_QUEST_STATUS:
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strings = {"Available", "Started", "Completed", "Failed"};
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break;
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}
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if(cur_choice < 0 || cur_choice >= strings.size())
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cur_choice = -1;
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@@ -800,6 +808,8 @@ static bool edit_spec_enc_value(cDialog& me, std::string item_hit, node_stack_t&
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case '*': strt = STRT_CONTEXT; title = "What context?"; break;
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case ':': strt = STRT_STAIR_MODE; title = "Select trigger limitations:"; break;
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case 'w': strt = STRT_STATUS; title = "Select status:"; str_adj = 1; break;
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case 'j': strt = STRT_QUEST; title = "Select a quest:"; break;
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case 'J': strt = STRT_QUEST_STATUS; title = "Select the quest's status:"; break;
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case '0': case '1': case '2': case '3': case '4':
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case '5': case '6': case '7': case '8': case '9':
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choose_string = false;
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@@ -11,7 +11,7 @@ enum eStrType {
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STRT_ATTITUDE, STRT_STAIR, STRT_LIGHT, STRT_CONTEXT,
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STRT_SHOP, STRT_COST_ADJ, STRT_STAIR_MODE, STRT_TALK_NODE,
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STRT_STATUS, STRT_SPELL_PAT, STRT_SUMMON, STRT_TALK,
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STRT_ENCHANT, STRT_DIR,
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STRT_ENCHANT, STRT_DIR, STRT_QUEST, STRT_QUEST_STATUS,
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};
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bool cre(short val,short min,short max,std::string text1,std::string text2,cDialog* parent) ;
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