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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@@ -13,6 +13,7 @@
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#include <fstream>
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#include <sstream>
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#include <iterator>
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#include <set>
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#include <boost/phoenix/bind.hpp>
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#include "special.h"
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@@ -126,12 +127,12 @@ struct initer {
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("if-item-class", eSpecType::IF_HAVE_ITEM_CLASS_AND_TAKE)
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("if-item-class-equip", eSpecType::IF_EQUIP_ITEM_CLASS_AND_TAKE)
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("if-day", eSpecType::IF_DAY_REACHED)
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("if-field", eSpecType::IF_BARRELS)
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("if-object", eSpecType::IF_CRATES)
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// ("if-field", eSpecType::IF_BARRELS)
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("if-object", eSpecType::IF_OBJECTS)
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("if-event", eSpecType::IF_EVENT_OCCURRED)
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("if-cave-lore", eSpecType::IF_HAS_CAVE_LORE)
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("if-woodsman", eSpecType::IF_HAS_WOODSMAN)
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("if-mage-lore", eSpecType::IF_ENOUGH_MAGE_LORE)
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("if-trait", eSpecType::IF_TRAIT)
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("if-species", eSpecType::IF_SPECIES)
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("if-statistic", eSpecType::IF_STATISTIC)
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("if-response", eSpecType::IF_TEXT_RESPONSE)
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("if-sdf-eq", eSpecType::IF_SDF_EQ)
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("town-attitude", eSpecType::MAKE_TOWN_HOSTILE)
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@@ -174,6 +175,24 @@ struct initer {
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("make-out-monst", eSpecType::OUT_PLACE_ENCOUNTER)
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("start-shop", eSpecType::OUT_STORE)
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;
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// A check for missing types.
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using underlying = std::underlying_type<eSpecType>::type;
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struct node_less : std::binary_function<eSpecType, eSpecType, bool> {
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bool operator()(const eSpecType& x, const eSpecType& y) const {return underlying(x) < underlying(y);}
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};
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std::set<eSpecType, node_less> allNodes;
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for(underlying i = 0; i < std::numeric_limits<underlying>::max(); i++) {
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eSpecType check = (eSpecType) i;
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eSpecCat category = getNodeCategory(check);
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if(category == eSpecCat::INVALID) continue;
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allNodes.insert(check);
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}
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opcode.for_each([&allNodes](const std::string&, eSpecType node) {
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allNodes.erase(node);
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});
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std::for_each(allNodes.begin(), allNodes.end(), [](eSpecType node){
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printf("Warning: Missing opcode definition for special node type with ID %d\n", (int)node);
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});
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}
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};
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