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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@@ -47,7 +47,7 @@ cTown& cTown::operator = (legacy::town_record_type& old){
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sign_locs[i].x = old.sign_locs[i].x;
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sign_locs[i].y = old.sign_locs[i].y;
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}
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lighting_type = old.lighting;
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lighting_type = (eLighting) old.lighting;
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in_town_rect.top = old.in_town_rect.top;
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in_town_rect.left = old.in_town_rect.left;
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in_town_rect.bottom = old.in_town_rect.bottom;
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@@ -98,7 +98,7 @@ cTown::cTown(short){
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special_locs[i] = d_loc;
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spec_id[i] = 0;
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}
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lighting_type = 0;
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lighting_type = LIGHT_NORMAL;
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for (i = 0; i < 4; i++) {
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start_locs[i] = d_loc;
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exit_specs[i] = -1;
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