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

@@ -1182,6 +1182,51 @@ void monst_spell_note(m_num_t number,short which_mess)
case 33:
msg = " " + msg + " summons aid. ";
break;
case 34:
msg = " " + msg + " is cured.";
break;
case 35:
msg = " " + msg + " is hasted.";
break;
case 36:
msg = " " + msg + " is blessed.";
break;
case 37:
msg = " " + msg + " cleans webs.";
break;
case 38:
msg = " " + msg + " feels better.";
break;
case 39:
msg = " " + msg + " mind cleared.";
break;
case 40:
msg = " " + msg + " feels alert.";
break;
case 41:
msg = " " + msg + " is healed.";
break;
case 42:
msg = " " + msg + " drained of health.";
break;
case 43:
msg = " " + msg + " magic recharged.";
break;
case 44:
msg = " " + msg + " drained of magic.";
break;
case 45:
msg = " " + msg + " returns to life!";
break;
case 46:
msg = " " + msg + " dies.";
break;
case 47:
msg = " " + msg + " rallies its courage.";
break;
case 48:
msg = " " + msg + " cleans off acid.";
break;
}
if (which_mess > 0)
@@ -1255,13 +1300,28 @@ short print_terrain(location space)
}
void add_string_to_buf(std::string str)
void add_string_to_buf(std::string str, unsigned short indent)
{
if(overall_mode == MODE_STARTUP)
return;
if(str == "") return;
if(indent && str.find_last_not_of(' ') > 48) {
if(indent > 20) indent = 20;
size_t split = str.find_last_of(' ', 49);
add_string_to_buf(str.substr(0,split));
str = str.substr(split);
while(str.find_last_not_of(' ') > 48 - indent) {
std::string wrap(indent, ' ');
split = str.find_last_of(' ', 49 - indent);
wrap += str.substr(0,split);
str = str.substr(split);
add_string_to_buf(wrap);
}
return;
}
text_sbar->setPosition(58); // TODO: This seems oddly specific
if (buf_pointer == mark_where_printing_long) {
printing_long = true;