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:
@@ -177,8 +177,10 @@ void put_pick_spell_graphics();
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//mode; // 0 - prefab 1 - regular 2 - debug
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// Note: mode 1 is never used
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void init_party(short mode)
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{
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// TODO: Remove in favour of cParty constructor.
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short i,j,k,l;
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cVehicle null_boat;// = {{0,0},{0,0},{0,0},200,false};
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@@ -252,6 +254,10 @@ void init_party(short mode)
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for (j = 0; j < 8; j++)
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univ.party.item_taken[i][j] = 0;
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// Zero out campaign flags and pointers
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univ.party.campaign_flags.clear();
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univ.party.pointers.clear();
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refresh_store_items();
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@@ -814,6 +820,8 @@ void increase_light(short amt)
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location where;
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univ.party.light_level += amt;
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if(univ.party.light_level < 0)
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univ.party.light_level = 0;
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if (is_combat()) {
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for (i = 0; i < 6; i++)
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if(univ.party[i].main_status == eMainStatus::ALIVE) {
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@@ -941,13 +949,23 @@ void drain_pc(short which_pc,short how_much)
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}
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}
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short mage_lore_total()
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{
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short total = 0,i;
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// mode: 0 = total, 1 = mean, 2 = min, 3 = max
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short check_party_stat(short which_stat, short mode) {
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short total = mode == 2 ? std::numeric_limits<short>::max() : 0, num_pcs = 0;
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for (i = 0; i < 6; i++)
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if(univ.party[i].main_status == eMainStatus::ALIVE)
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total += univ.party[i].skills[11];
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for(short i = 0; i < 6; i++)
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if(univ.party[i].main_status == eMainStatus::ALIVE) {
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num_pcs++;
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if(mode < 2)
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total += univ.party[i].skills[which_stat];
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else if(mode == 2)
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total = max(univ.party[i].skills[which_stat], total);
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else if(mode == 3)
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total = min(univ.party[i].skills[which_stat], total);
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}
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if(mode == 1 && num_pcs > 0)
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total /= num_pcs;
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return total;
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}
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@@ -3122,20 +3140,38 @@ void take_ap(short num)
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univ.party[current_pc].ap = max(0,univ.party[current_pc].ap - num);
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}
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short cave_lore_present()
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{
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// TODO: Enumify
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// TODO: Use this to check cave lore and woodsman for the purpose of gaining food
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// (It replaces cave_lore_present() and woodsman_present(), but the latter was never used,
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// and the former was only used to help you lose less food when going over a waterfall.
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short trait_present(short which_trait) {
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short i,ret = 0;
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for (i = 0; i < 6; i++)
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if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].traits[4] > 0)
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if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].traits[which_trait] > 0)
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ret += 1;
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return ret;
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}
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short woodsman_present()
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{
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short i,ret = 0;
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for (i = 0; i < 6; i++)
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if(univ.party[i].main_status == eMainStatus::ALIVE && univ.party[i].traits[5] > 0)
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ret += 1;
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return ret;
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short wilderness_lore_present() {
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// TODO: Add contional statement to choose between these
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// (Probably requires something added to terrain types to specify that it's cave/surface wilderness.)
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return trait_present(4); // Cave Lore
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return trait_present(5); // Woodsman
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}
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short party_size(bool only_living) {
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short num_pcs = 0;
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for (short i = 0; i < 6; i++) {
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if (!only_living) {
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if (univ.party[i].main_status != eMainStatus::ABSENT)
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num_pcs++;
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}
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else {
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if (univ.party[i].main_status == eMainStatus::ALIVE)
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num_pcs++;
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}
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}
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return num_pcs;
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}
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