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:
@@ -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;
|
||||
|
Reference in New Issue
Block a user