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)
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@@ -30,6 +30,10 @@ namespace legacy {
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struct setup_save_type;
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};
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struct campaign_flag_type{
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unsigned char idx[25][25];
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};
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class cParty {
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public:
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class cConvers { // conversation; formerly talk_save_type
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@@ -68,6 +72,7 @@ public:
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short light_level;
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location outdoor_corner;
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location i_w_c;
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// TODO: Does this duplicate cCurTown::p_loc? If not, why not?
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location p_loc;
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location loc_in_sec;
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cVehicle boats[30];
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@@ -106,12 +111,17 @@ public:
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std::vector<cMonster> summons; // an array of monsters which can be summoned by the party's items yet don't originate from this scenario
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bool graphicUsed[250]; // whether each custom graphics slot on the party's sheet is actually used; needed to place new custom graphics on the sheet.
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unsigned short scen_won, scen_played; // numbers of scenarios won and played respectively by this party
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std::map<std::string,std::vector<signed short> > campaign_flags;
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std::map<short,std::pair<unsigned short,unsigned char> > pointers;
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private:
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std::map<std::string,campaign_flag_type> campaign_flags;
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std::map<unsigned short,std::pair<unsigned short,unsigned char>> pointers;
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public:
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void set_ptr(short p, unsigned short sdfx, unsigned short sdfy);
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void force_ptr(short p, unsigned short sdfx, unsigned short sdfy);
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unsigned char get_ptr(short p);
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void set_ptr(unsigned short p, unsigned short sdfx, unsigned short sdfy);
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void force_ptr(unsigned short p, unsigned short sdfx, unsigned short sdfy);
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void clear_ptr(unsigned short p);
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unsigned char get_ptr(unsigned short p);
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unsigned char& cpn_flag(unsigned int x, unsigned int y, std::string id = "");
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cParty& operator = (legacy::party_record_type& old);
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void append(legacy::big_tr_type& old);
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@@ -142,8 +152,8 @@ public:
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typedef std::vector<cJournal>::iterator journalIter;
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typedef std::vector<cConvers>::iterator talkIter;
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typedef std::vector<cTimer>::iterator timerIter;
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typedef std::map<std::string,std::vector<signed short> >::iterator campIter;
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typedef std::map<short,std::pair<unsigned short,unsigned char> >::iterator ptrIter;
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// TODO: Remove this in favour of cParty constructor
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friend void init_party(short);
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};
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bool operator==(const cParty::cConvers& one, const cParty::cConvers& two);
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