Lots of monster stuff, particularly documenting monster abilities
- Monster radiate abilities can now specify a spell pattern to use - Fix some abilities being incorrectly shown in the editor's ability details dialog (for example, radiate abilities were shown as "Summon aid") - Add the recently-added monster missile types to the options offered in the editor - Fix chance of activating not being editable for the martyr's shield ability - Show the monster summoned for summoning abilities (finally!) - Show the subcategory for unusual abilities (one of active, passive death) - Fix the displayed percentage chance for summon abilities (the permille was shown instead) - Fix incorrect action point display in the editor for the two recently-added monster missiles - Fix crash when editing a missile ability - Fix abilities page not showing the newly-added or recently-edited ability after exiting the detail/option dialog - Fix pick monster button for summoning abilities being off by one
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@@ -13,6 +13,7 @@
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#include <map>
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#include <sstream>
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#include <iostream>
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#include <iomanip>
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#include <boost/lexical_cast.hpp>
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#include "oldstructs.h"
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@@ -305,28 +306,28 @@ std::map<eMonstAbil,uAbility>::iterator cMonster::addAbil(eMonstAbilTemplate wha
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return abil.find(eMonstAbil::DEATH_TRIGGER);
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// Radiate abilities
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case eMonstAbilTemplate::RADIATE_FIRE:
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::WALL_FIRE, param};
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::WALL_FIRE, param, PAT_SQ};
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return abil.find(eMonstAbil::RADIATE);
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case eMonstAbilTemplate::RADIATE_ICE:
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::WALL_ICE, param};
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::WALL_ICE, param, PAT_SQ};
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return abil.find(eMonstAbil::RADIATE);
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case eMonstAbilTemplate::RADIATE_SHOCK:
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::WALL_FORCE, param};
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::WALL_FORCE, param, PAT_SQ};
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return abil.find(eMonstAbil::RADIATE);
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case eMonstAbilTemplate::RADIATE_ANTIMAGIC:
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::FIELD_ANTIMAGIC, param};
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::FIELD_ANTIMAGIC, param, PAT_SQ};
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return abil.find(eMonstAbil::RADIATE);
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case eMonstAbilTemplate::RADIATE_SLEEP:
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::CLOUD_SLEEP, param};
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::CLOUD_SLEEP, param, PAT_SQ};
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return abil.find(eMonstAbil::RADIATE);
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case eMonstAbilTemplate::RADIATE_STINK:
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::CLOUD_STINK, param};
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::CLOUD_STINK, param, PAT_SQ};
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return abil.find(eMonstAbil::RADIATE);
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case eMonstAbilTemplate::RADIATE_BLADE:
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::WALL_BLADES, param};
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::WALL_BLADES, param, PAT_SQ};
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return abil.find(eMonstAbil::RADIATE);
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case eMonstAbilTemplate::RADIATE_WEB:
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::FIELD_WEB, param};
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abil[eMonstAbil::RADIATE].radiate = {true, eFieldType::FIELD_WEB, param, PAT_SQ};
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return abil.find(eMonstAbil::RADIATE);
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// Advanced abilities
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case eMonstAbilTemplate::CUSTOM_MISSILE:
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@@ -772,7 +773,7 @@ std::string uAbility::to_string(eMonstAbil key) const {
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case eMonstAbil::DRAIN_XP: sout << "Draining"; break;
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case eMonstAbil::KILL: sout << "Death"; break;
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case eMonstAbil::STEAL_FOOD: sout << "Steals food"; break;
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case eMonstAbil::STEAL_GOLD: sout << "Steals gold!"; break;
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case eMonstAbil::STEAL_GOLD: sout << "Steals gold"; break;
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case eMonstAbil::FIELD:
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switch(gen.fld) {
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case eFieldType::SPECIAL_EXPLORED:
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@@ -878,7 +879,7 @@ std::string uAbility::to_string(eMonstAbil key) const {
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case eMonstAbilCat::SPECIAL:
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switch(key) {
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case eMonstAbil::SPLITS:
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sout << "Splits when hit (" << special.extra1 << "% chance)";
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sout << "Splits when hit (" << std::fixed << std::setprecision(1) << double(special.extra1) / 10 << "% chance)";
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break;
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case eMonstAbil::MARTYRS_SHIELD:
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sout << "Permanent martyr's shield";
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@@ -893,9 +894,13 @@ std::string uAbility::to_string(eMonstAbil key) const {
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sout << "Heat ray (" << special.extra3 << "d6)";
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break;
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case eMonstAbil::SPECIAL:
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sout << "Unusual ability (active)";
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break;
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case eMonstAbil::DEATH_TRIGGER:
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sout << "Unusual ability (death)";
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break;
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case eMonstAbil::HIT_TRIGGER:
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sout << "Unusual ability";
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sout << "Unusual ability (passive)";
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break;
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// Non-special abilities
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case eMonstAbil::STUN: case eMonstAbil::NO_ABIL: case eMonstAbil::RADIATE: case eMonstAbil::SUMMON:
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@@ -906,8 +911,49 @@ std::string uAbility::to_string(eMonstAbil key) const {
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}
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break;
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case eMonstAbilCat::SUMMON:
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// TODO: Somehow look up the name of the monster to be summoned
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sout << "Summons " << summon.min << '-' << summon.max << ' ' << "monst-name" << "s (" << summon.chance << "% chance)";
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sout << "Summons " << summon.min << '-' << summon.max << ' ';
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switch(summon.type) {
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case eMonstSummon::TYPE:
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sout << "%s";
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break;
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case eMonstSummon::SPECIES:
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switch(eRace(summon.what)) {
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case eRace::BEAST: sout << "beasts"; break;
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case eRace::BIRD: sout << "birds"; break;
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case eRace::BUG: sout << "bugs"; break;
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case eRace::DEMON: sout << "demons"; break;
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case eRace::DRAGON: sout << "dragons"; break;
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case eRace::GIANT: sout << "giants"; break;
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case eRace::GOBLIN: sout << "goblins"; break;
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case eRace::HUMAN: sout << "humans"; break;
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case eRace::HUMANOID: sout << "humanoids"; break;
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case eRace::IMPORTANT: sout << "VIPs"; break;
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case eRace::MAGE: sout << "mages"; break;
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case eRace::MAGICAL: sout << "magical beings"; break;
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case eRace::NEPHIL: sout << "nephilim"; break;
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case eRace::PLANT: sout << "plants"; break;
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case eRace::PRIEST: sout << "priests"; break;
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case eRace::REPTILE: sout << "reptiles"; break;
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case eRace::SKELETAL: sout << "skeletal undead"; break;
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case eRace::SLIME: sout << "slimes"; break;
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case eRace::SLITH: sout << "sliths"; break;
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case eRace::STONE: sout << "mineral beings"; break;
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case eRace::UNDEAD: sout << "undead"; break;
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case eRace::UNKNOWN: sout << "monsters"; break;
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case eRace::VAHNATAI: sout << "vahnatai"; break;
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}
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break;
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case eMonstSummon::LEVEL:
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switch(summon.what) {
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case 0: sout << "cannon fodder"; break;
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case 1: sout << "minor allies"; break;
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case 2: sout << "allies"; break;
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case 3: sout << "major allies"; break;
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case 4: sout << "protectors"; break;
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}
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break;
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}
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sout << " (" << summon.chance << "% chance)";
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break;
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case eMonstAbilCat::RADIATE:
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sout << "Radiates ";
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@@ -17,6 +17,7 @@
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#include "simpletypes.h"
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#include "graphtool.hpp"
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#include "living.hpp"
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#include "spell.hpp"
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namespace legacy {
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struct monster_record_type;
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@@ -90,6 +91,7 @@ union uAbility {
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bool active;
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eFieldType type;
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int chance;
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eSpellPat pat;
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} radiate;
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struct {
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bool active;
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