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

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