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:
@@ -1153,50 +1153,71 @@ void poison_monst(cCreature *which_m,short how_much)
|
||||
return;
|
||||
}
|
||||
which_m->status[eStatus::POISON] = min(8, which_m->status[eStatus::POISON] + how_much);
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 4);
|
||||
if (how_much >= 0)
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 4);
|
||||
else
|
||||
monst_spell_note(which_m->number,34);
|
||||
|
||||
}
|
||||
void acid_monst(cCreature *which_m,short how_much)
|
||||
{
|
||||
magic_adjust(which_m,&how_much);
|
||||
which_m->status[eStatus::ACID] = minmax(-8,8, which_m->status[eStatus::ACID] + how_much);
|
||||
monst_spell_note(which_m->number,31);
|
||||
|
||||
if(how_much >= 0)
|
||||
monst_spell_note(which_m->number,31);
|
||||
else
|
||||
monst_spell_note(which_m->number,48);
|
||||
}
|
||||
|
||||
void slow_monst(cCreature *which_m,short how_much)
|
||||
{
|
||||
magic_adjust(which_m,&how_much);
|
||||
which_m->status[eStatus::HASTE_SLOW] = minmax(-8,8, which_m->status[eStatus::HASTE_SLOW] - how_much);
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 2);
|
||||
if (how_much >= 0)
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 2);
|
||||
else
|
||||
monst_spell_note(which_m->number,35);
|
||||
|
||||
}
|
||||
void curse_monst(cCreature *which_m,short how_much)
|
||||
{
|
||||
magic_adjust(which_m,&how_much);
|
||||
which_m->status[eStatus::BLESS_CURSE] = minmax(-8,8, which_m->status[eStatus::BLESS_CURSE] - how_much);
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 5);
|
||||
if (how_much >= 0)
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 5);
|
||||
else
|
||||
monst_spell_note(which_m->number,36);
|
||||
|
||||
}
|
||||
void web_monst(cCreature *which_m,short how_much)
|
||||
{
|
||||
magic_adjust(which_m,&how_much);
|
||||
which_m->status[eStatus::WEBS] = minmax(-8,8, which_m->status[eStatus::WEBS] + how_much);
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 19);
|
||||
if (how_much >= 0)
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 19);
|
||||
else
|
||||
monst_spell_note(which_m->number,37);
|
||||
|
||||
}
|
||||
void scare_monst(cCreature *which_m,short how_much)
|
||||
{
|
||||
magic_adjust(which_m,&how_much);
|
||||
which_m->morale = which_m->morale - how_much;
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 1);
|
||||
// TODO: I don't think there's currently any way to increase monster morale at the moment - add one!
|
||||
if(how_much >= 0)
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 1);
|
||||
else
|
||||
monst_spell_note(which_m->number,47);
|
||||
|
||||
}
|
||||
void disease_monst(cCreature *which_m,short how_much)
|
||||
{
|
||||
magic_adjust(which_m,&how_much);
|
||||
which_m->status[eStatus::DISEASE] = minmax(-8,8, which_m->status[eStatus::DISEASE] + how_much);
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 25);
|
||||
if (how_much >= 0)
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 25);
|
||||
else
|
||||
monst_spell_note(which_m->number,38);
|
||||
|
||||
}
|
||||
|
||||
@@ -1204,7 +1225,10 @@ void dumbfound_monst(cCreature *which_m,short how_much)
|
||||
{
|
||||
magic_adjust(which_m,&how_much);
|
||||
which_m->status[eStatus::DUMB] = minmax(-8,8, which_m->status[eStatus::DUMB] + how_much);
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 22);
|
||||
if (how_much >= 0)
|
||||
monst_spell_note(which_m->number,(how_much == 0) ? 10 : 22);
|
||||
else
|
||||
monst_spell_note(which_m->number,39);
|
||||
|
||||
}
|
||||
|
||||
@@ -1242,10 +1266,12 @@ void charm_monst(cCreature *which_m,short penalty,eStatus which_status,short amo
|
||||
}
|
||||
else {
|
||||
which_m->status[which_status] = amount;
|
||||
if (which_status == eStatus::ASLEEP)
|
||||
if (which_status == eStatus::ASLEEP && (amount >= 0))
|
||||
monst_spell_note(which_m->number,28);
|
||||
if (which_status == eStatus::PARALYZED)
|
||||
if (which_status == eStatus::PARALYZED && (amount >= 0))
|
||||
monst_spell_note(which_m->number,30);
|
||||
if (amount < 0)
|
||||
monst_spell_note(which_m->number,40);
|
||||
}
|
||||
//one_sound(53);
|
||||
}
|
||||
|
Reference in New Issue
Block a user