Add a lot of stuff scraped from *i's version of the code, plus a couple of additional bits.

Adapted from *i:
- Show a confirm dialog when interrupting a special node sequence
- New monster special ability: call global special node (as an action, not on death)
- New item special ability: call global special node
- Check there's a monster death special before calling it (wasn't necessary before, might be now with the special queue changes)
- Queue specials that are triggered while another special is in progress, instead of ignoring them; they will be run after the current special in progress finishes.
- *i's version of petrification touch is currently active only for monster-on-monster combat; need to merge with my version for monster-on-pc combat.
- Pass party location to special in use special item context
- Fix set town visibility node (was checking wrong field and thus could not hide towns)
Special nodes:
- Town Hostile: change to Set Town Attitude
- Select PC node: option to select random PC
- Affect special nodes can now affect monsters
- Fix affect death node reviving non-existent PCs
- Affect Spells: Can remove spells, and can affect level 1-3 spells
- If Objects: Merged from If Barrels and If Crates
- If Species: Replaces If Cave Lore
- If Trait: Replaces If Woodsman
- If Statistic: Replaces If Enough Mage Lore
- Change Lighting: Can affect town's global lighting setting, player's light level, or both at once.
- Pointers! Actually, I'd already implemented the callbacks for setting and getting them, but they're now actually used, and the implementation has been tweaked a little.
- Campaign flags! Again, I'd already implemented them sorta, but I tweaked things and they ended up sort of halfway between the two implementations. Plus there's now a special node to set them.

Additional bits:
- Special queue now uses an std::queue instead of a basic array.
- Enum for town lighting levels
- Disease touch ability is now honoured for monster-on-monster combat
- See monster special context now passes the monster's location as the trigger location; also, removed the double-trigger from one circumstance.
- Along with the set town attitude change, there's now the possibility for making the town hostile to trigger a special node, which can cause the party to be slain.
- Select PC special node: option to select specific PC
- Spell IDs for use in shops and Affect Spell nodes have changed so that 0 is now the first level 1 spell, and so forth.
- add_string_to_buf can now auto-split the string over multiple lines, and the special node that uses it takes advantage of this
- Special node parser warns if a node type is missing a corresponding opcode
- Reserved "pointers" to access the special node's trigger location (this was *i's idea, but he never implemented it)
This commit is contained in:
2014-12-08 00:58:39 -05:00
parent 0d7ad2c718
commit 5249c6eef7
29 changed files with 796 additions and 193 deletions

View File

@@ -1,5 +1,6 @@
#include <cmath>
#include <queue>
//#include "item.h"
@@ -151,7 +152,7 @@ short monst_place_count = 0; // 1 - standard place 2 - place last
// 0 - whole area, 1 - active area 2 - graphic 3 - item name
// 4 - item cost 5 - item extra str 6 - item help button
RECT shopping_rects[8][7];
pending_special_type special_queue[20];
std::queue<pending_special_type> special_queue;
bool end_scenario = false;
void init_screen_locs() ////
@@ -325,8 +326,10 @@ bool handle_action(sf::Event event)
the_point = location(event.mouseButton.x, event.mouseButton.y);
the_point.x -= ul.x;
the_point.y -= ul.y;
for (i = 0; i < 20; i++) // TODO: Does this cause problems by leaving some specials uncalled?
special_queue[i].spec = -1;
if(!special_queue.empty())
printf("Note: %ld queued specials have been flushed without running!", special_queue.size());
while(!special_queue.empty()) // TODO: Does this cause problems by leaving some specials uncalled?
special_queue.pop();
end_scenario = false;
// Now split off the extra stuff, like talking and shopping.
@@ -1291,17 +1294,11 @@ bool handle_action(sf::Event event)
}
// MARK: At this point, see if any specials have been queued up, and deal with them
// TODO: Use an std::queue for this.
for (i = 0; i < 20; i++)
if (special_queue[i].spec >= 0) {
long long store_time = univ.party.age;
univ.party.age = special_queue[i].trigger_time;
// Note: We just check once here instead of looping because run_special also pulls from the queue.
if(!special_queue.empty()) {
s3 = 0;
run_special(special_queue[i].mode,special_queue[i].type,special_queue[i].spec,
special_queue[i].where,&s1,&s2,&s3);
special_queue[i].spec = -1;
long long change_time = univ.party.age - special_queue[i].trigger_time;
univ.party.age = store_time + change_time;
run_special(special_queue.front(), &s1, &s2, &s3);
special_queue.pop();
if (s3 > 0)
draw_terrain();
}
@@ -2220,9 +2217,9 @@ void increase_age()////
move_to_zero(PSD[SDF_PARTY_FLIGHT]);
if ((overall_mode > MODE_OUTDOORS) && (univ.town->lighting_type == 2)) {
univ.party.light_level = max (0,univ.party.light_level - 9);
if (univ.town->lighting_type == 3) {
if(overall_mode > MODE_OUTDOORS && univ.town->lighting_type >= LIGHT_DRAINS) {
increase_light(-9);
if(univ.town->lighting_type == LIGHT_NONE) {
if (univ.party.light_level > 0)
ASB("Your light is drained.");
univ.party.light_level = 0;
@@ -2658,7 +2655,7 @@ static void run_waterfalls(short mode){ // mode 0 - town, 1 - outdoors
}
draw_terrain();
print_buf();
if ((cave_lore_present() > 0) && (get_ran(1,0,1) == 0))
if ((wilderness_lore_present() > 0) && (get_ran(1,0,1) == 0))
add_string_to_buf(" (No supplies lost.)");
else if (univ.party.food > 1800){
add_string_to_buf(" (Many supplies lost.)");
@@ -3088,11 +3085,17 @@ bool is_sign(ter_num_t ter)
bool check_for_interrupt(){
using kb = sf::Keyboard;
bool interrupt = false;
#ifdef __APPLE__
if((kb::isKeyPressed(kb::LSystem) || kb::isKeyPressed(kb::RSystem)) && kb::isKeyPressed(kb::Period))
return true;
interrupt = true;
#endif
if((kb::isKeyPressed(kb::LControl) || kb::isKeyPressed(kb::RControl)) && kb::isKeyPressed(kb::C))
return true;
interrupt = true;
if(interrupt) {
// TODO: A customized dialog with a more appropriate message
cChoiceDlog confirm("quit-confirm-nosave.xml", {"quit","cancel"});
if(confirm.show() == "quit") return true;
}
return false;
}