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

@@ -18,7 +18,9 @@ void fade_party();
void change_level(short town_num,short x,short y);
void push_things();
void special_increase_age();
void queue_special(eSpecCtx mode, short which_type, short spec, location spec_loc);
void run_special(eSpecCtx which_mode,short which_type,short start_spec,location spec_loc,short *a,short *b,short *redraw);
void run_special(pending_special_type spec, short* a, short* b, short* redraw);
cSpecial get_node(short cur_spec,short cur_spec_type);
void general_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
short *next_spec,short *next_spec_type,short *a,short *b,short *redraw);
@@ -37,3 +39,5 @@ void rect_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
short *next_spec,short *next_spec_type,short *a,short *b,short *redraw);
void outdoor_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
short *next_spec,short *next_spec_type,short *a,short *b,short *redraw);
void set_campaign_flag(short sdf_a, short sdf_b, short cpf_a, short cpf_b, short str, bool get_send);