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:
@@ -1787,6 +1787,7 @@ void do_monster_turn()
|
||||
{
|
||||
bool acted_yet, had_monst = false,printed_poison = false,printed_disease = false,printed_acid = false;
|
||||
bool redraw_not_yet_done = true;
|
||||
bool special_called = false;
|
||||
location targ_space,move_targ,l;
|
||||
short i,j,k,num_monst, target,r1,move_target;
|
||||
cCreature *cur_monst;
|
||||
@@ -2169,6 +2170,12 @@ void do_monster_turn()
|
||||
cur_monst->cur_loc,130,cur_monst->attitude) == true)
|
||||
{monst_spell_note(cur_monst->number,33); play_sound(61);}
|
||||
}
|
||||
if ((cur_monst->radiate_1 == 14) && !special_called && party_can_see_monst(i)) {
|
||||
short s1, s2, s3;
|
||||
special_called = true;
|
||||
take_m_ap(1,cur_monst);
|
||||
run_special(eSpecCtx::MONST_SPEC_ABIL,0,cur_monst->radiate_2,cur_monst->cur_loc,&s1,&s2,&s3);
|
||||
}
|
||||
}
|
||||
|
||||
combat_posing_monster = current_working_monster = -1;
|
||||
@@ -2369,7 +2376,7 @@ void monster_attack_pc(short who_att,short target)
|
||||
&& (get_ran(1,0,2) < 2)) {
|
||||
add_string_to_buf(" Causes disease! ");
|
||||
print_buf();
|
||||
disease_pc(target,(attacker->spec_skill == 25) ? 6 : 2);
|
||||
disease_pc(target,6);
|
||||
}
|
||||
|
||||
// Petrification touch
|
||||
@@ -2381,6 +2388,29 @@ void monster_attack_pc(short who_att,short target)
|
||||
print_buf();
|
||||
kill_pc(target,eMainStatus::STONE); // petrified, duh!
|
||||
}
|
||||
#if 0 // TODO: This is *i's version of the petrification touch ability.
|
||||
// It seems better in some ways, like printing a message when you resist,
|
||||
// but its calculation is very different, so I'm not sure what to with it.
|
||||
// Note, his version has also been incorporated into monster_attack_monster.
|
||||
|
||||
// Petrify target
|
||||
if (attacker->spec_skill == 30) {
|
||||
add_string_to_buf(" Petrification touch! ");
|
||||
r1 = max(0,(get_ran(1,0,100) - univ.party[target].level + 0.5*attacker->level));
|
||||
// Equip petrify protection?
|
||||
if (pc_has_abil_equip(target,49) < 24)
|
||||
r1 = 0;
|
||||
// Check if petrified.
|
||||
if (r1 > 60) {
|
||||
kill_pc(target,eMainStatus::STONE);
|
||||
add_string_to_buf(" Turned to stone! ");
|
||||
play_sound(43);
|
||||
}
|
||||
else {
|
||||
add_string_to_buf(" Resists! ");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Undead xp drain
|
||||
if (((attacker->spec_skill == 16) || (attacker->spec_skill == 17))
|
||||
@@ -2543,11 +2573,34 @@ void monster_attack_monster(short who_att,short attackee)
|
||||
add_string_to_buf(" Dumbfounds! ");
|
||||
dumbfound_monst(target,2);
|
||||
}
|
||||
// Disease target
|
||||
if (((attacker->spec_skill == 25))
|
||||
&& (get_ran(1,0,2) < 2)) {
|
||||
add_string_to_buf(" Causes disease! ");
|
||||
print_buf();
|
||||
disease_monst(target,6);
|
||||
}
|
||||
// Paralyze target
|
||||
if (attacker->spec_skill == 29) {
|
||||
add_string_to_buf(" Paralysis touch! ");
|
||||
charm_monst(target,-5,eStatus::PARALYZED,500);
|
||||
}
|
||||
// Petrify target
|
||||
if (attacker->spec_skill == 30) {
|
||||
add_string_to_buf(" Petrification touch! ");
|
||||
r1 = max(0,(get_ran(1,0,100) - target->level + 0.5*attacker->level));
|
||||
// Check if petrified.
|
||||
if ((r1 < 60) || (target->immunities & 2)) {
|
||||
add_string_to_buf(" Resists! ");
|
||||
}
|
||||
else {
|
||||
kill_monst(target,7);
|
||||
add_string_to_buf(" Turned to stone! ");
|
||||
play_sound(43);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Acid touch
|
||||
if (attacker->spec_skill == 31) {
|
||||
add_string_to_buf(" Acid touch! ");
|
||||
|
Reference in New Issue
Block a user