Attempt to convert scenarios that used specials on boatable terrains, by inserting a "boat block" special in the front of each such chain

- This commit also introduces "boat block" and "horse block" specials as part of the IF_CONTEXT special node type.
This commit is contained in:
2014-12-12 10:46:14 -05:00
parent 24781b335d
commit aabade3b85
8 changed files with 186 additions and 29 deletions

View File

@@ -434,13 +434,6 @@ bool check_special_terrain(location where_check,eSpecCtx mode,short which_pc,sho
}
}
//print_nums(1,which_pc,current_pc);
// if (mode == 2) {
// if (get_ran(1,1,100) <= ter_flag2){
// if (ter_special == 5)
// poison_pc(which_pc,ter_flag1);
// else disease_pc(which_pc,ter_flag1);
// }
// }
break;
case eTerSpec::CALL_SPECIAL:
{
@@ -458,13 +451,6 @@ bool check_special_terrain(location where_check,eSpecCtx mode,short which_pc,sho
can_enter = false;
break;
}
// case 13: // global special
// run_special(mode,0,ter_flag1,where_check,&s1,&s2,&s3);
// if (s1 > 0)
// can_enter = false;
// break;
// Locked doors
case eTerSpec::UNLOCKABLE:
if (is_combat()) { // No lockpicking in combat
@@ -3296,10 +3282,19 @@ void ifthen_spec(eSpecCtx which_mode,cSpecial cur_node,short cur_spec_type,
if(which_mode == eSpecCtx::SEE_MONST)
*next_spec = spec.ex1c;
break;
// Past here are special values that don't have an equivalent in eSpecCtx.
case 100: // Look (town or out)
if(which_mode == eSpecCtx::OUT_LOOK || which_mode == eSpecCtx::TOWN_LOOK)
*next_spec = spec.ex1c;
break;
case 101: // In boat
if(univ.party.in_boat >= 0)
*next_spec = spec.ex1c;
break;
case 102: // On horse
if(univ.party.in_horse >= 0)
*next_spec = spec.ex1c;
break;
}
if(j >= 0) *a = j;
break;

View File

@@ -11,6 +11,7 @@
#include <map>
#include <sstream>
#include "dlogutil.h"
#include "classes.h"
#include "oldstructs.h"
@@ -18,6 +19,18 @@ extern cScenario scenario;
cOutdoors& cOutdoors::operator = (legacy::outdoor_record_type& old){
int i,j;
// Collect a list of unused special nodes, to be used for fixing specials that could be triggered in a boat.
std::vector<int> unused_special_slots;
for(i = 0; i < 60; i++) {
if(specials[i].type == eSpecType::NONE && specials[i].jumpto == -1) {
// Also make sure no specials jump to it
bool is_free = true;
for(j = 0; j < 60; j++) {
if(specials[j].jumpto == i) is_free = false;
}
if(is_free) unused_special_slots.push_back(i);
}
}
for(i = 0; i < 48; i++)
for(j = 0; j < 48; j++){
terrain[i][j] = old.terrain[i][j];
@@ -51,6 +64,34 @@ cOutdoors& cOutdoors::operator = (legacy::outdoor_record_type& old){
terrain[i][j] = 38;
}
}
if(scenario.ter_types[terrain[i][j]].boat_over) {
// Try to fix specials that could be triggered while in a boat
// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
int found_spec = -1;
for(int k = 0; i < 18; k++) {
if(i == special_locs[k].x && j == special_locs[k].y) {
found_spec = k;
break;
}
}
if(found_spec >= 0) {
if(!unused_special_slots.empty()) {
int found_spec_id = special_id[found_spec], use_slot = unused_special_slots.back();
unused_special_slots.pop_back();
cSpecial& node = specials[use_slot];
node.type = eSpecType::IF_CONTEXT;
node.ex1a = 101; // if in boat
node.ex1c = -1; // do nothing
node.jumpto = found_spec_id; // else jump here
special_id[found_spec] = use_slot;
} else {
std::stringstream sout;
sout << "In outdoor section (" << x << ',' << y << ") at (" << i << ',' << j << "); special node ID ";
sout << special_id[found_spec];
giveError("Warning: A special node was found that could be triggered from in a boat, which is probably not what the designer intended. An attempt to fix this has failed because there were not enough unused special nodes.", sout.str());
}
}
}
}
for(i = 0; i < 18; i++){
special_locs[i].x = old.special_locs[i].x;

View File

@@ -47,6 +47,7 @@ public:
cCreature& operator = (legacy::outdoor_creature_type old);
};
short x,y; // Used while loading legacy scenarios.
ter_num_t terrain[48][48];
location special_locs[18];
unsigned short special_id[18];

View File

@@ -11,16 +11,29 @@
#include <map>
#include <sstream>
#include "dlogutil.h"
#include "classes.h"
#include "oldstructs.h"
#include "fileio.h"
extern cScenario scenario;
void cTinyTown::append(legacy::tiny_tr_type& old){
void cTinyTown::append(legacy::tiny_tr_type& old, int town_num){
int i,j;
cField the_field;
the_field.type = 2;
// Collect a list of unused special nodes, to be used for fixing specials that could be triggered in a boat.
std::vector<int> unused_special_slots;
for(i = 0; i < 100; i++) {
if(specials[i].type == eSpecType::NONE && specials[i].jumpto == -1) {
// Also make sure no specials jump to it
bool is_free = true;
for(j = 0; j < 100; j++) {
if(specials[j].jumpto == i) is_free = false;
}
if(is_free) unused_special_slots.push_back(i);
}
}
for (i = 0; i < 32; i++)
for (j = 0; j < 32; j++) {
_terrain[i][j] = old.terrain[i][j];
@@ -30,6 +43,33 @@ void cTinyTown::append(legacy::tiny_tr_type& old){
the_field.loc.y = j;
preset_fields.push_back(the_field);
}
if(scenario.ter_types[_terrain[i][j]].boat_over) {
// Try to fix specials that could be triggered while in a boat
// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
int found_spec = -1;
for(int k = 0; i < 50; k++) {
if(i == special_locs[k].x && j == special_locs[k].y) {
found_spec = k;
break;
}
}
if(found_spec >= 0) {
if(!unused_special_slots.empty()) {
int found_spec_id = spec_id[found_spec], use_slot = unused_special_slots.back();
unused_special_slots.pop_back();
cSpecial& node = specials[use_slot];
node.type = eSpecType::IF_CONTEXT;
node.ex1a = 101; // if in boat
node.ex1c = -1; // do nothing
node.jumpto = found_spec_id; // else jump here
spec_id[found_spec] = use_slot;
} else {
std::stringstream sout;
sout << "In town \"" << town_num << "\" at (" << i << ',' << j << "); special node ID " << spec_id[found_spec];
giveError("Warning: A special node was found that could be triggered from in a boat, which is probably not what the designer intended. An attempt to fix this has failed because there were not enough unused special nodes.", sout.str());
}
}
}
}
for (i = 0; i < 16; i++) {
_room_rect[i].top = old.room_rect[i].top;
@@ -58,10 +98,22 @@ void cTinyTown::append(legacy::tiny_tr_type& old){
}
}
void cMedTown::append(legacy::ave_tr_type& old){
void cMedTown::append(legacy::ave_tr_type& old, int town_num){
int i,j;
cField the_field;
the_field.type = 2;
// Collect a list of unused special nodes, to be used for fixing specials that could be triggered in a boat.
std::vector<int> unused_special_slots;
for(i = 0; i < 100; i++) {
if(specials[i].type == eSpecType::NONE && specials[i].jumpto == -1) {
// Also make sure no specials jump to it
bool is_free = true;
for(j = 0; j < 100; j++) {
if(specials[j].jumpto == i) is_free = false;
}
if(is_free) unused_special_slots.push_back(i);
}
}
for (i = 0; i < 48; i++)
for (j = 0; j < 48; j++) {
_terrain[i][j] = old.terrain[i][j];
@@ -71,6 +123,33 @@ void cMedTown::append(legacy::ave_tr_type& old){
the_field.loc.y = j;
preset_fields.push_back(the_field);
}
if(scenario.ter_types[_terrain[i][j]].boat_over) {
// Try to fix specials that could be triggered while in a boat
// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
int found_spec = -1;
for(int k = 0; i < 50; k++) {
if(i == special_locs[k].x && j == special_locs[k].y) {
found_spec = k;
break;
}
}
if(found_spec >= 0) {
if(!unused_special_slots.empty()) {
int found_spec_id = spec_id[found_spec], use_slot = unused_special_slots.back();
unused_special_slots.pop_back();
cSpecial& node = specials[use_slot];
node.type = eSpecType::IF_CONTEXT;
node.ex1a = 101; // if in boat
node.ex1c = -1; // do nothing
node.jumpto = found_spec_id; // else jump here
spec_id[found_spec] = use_slot;
} else {
std::stringstream sout;
sout << "In town " << town_num << " at (" << i << ',' << j << "); special node ID " << spec_id[found_spec];
giveError("Warning: A special node was found that could be triggered from in a boat, which is probably not what the designer intended. An attempt to fix this has failed because there were not enough unused special nodes.", sout.str());
}
}
}
}
for (i = 0; i < 16; i++) {
_room_rect[i].top = old.room_rect[i].top;
@@ -99,10 +178,22 @@ void cMedTown::append(legacy::ave_tr_type& old){
}
}
void cBigTown::append(legacy::big_tr_type& old){
void cBigTown::append(legacy::big_tr_type& old, int town_num){
int i,j;
cField the_field;
the_field.type = 2;
// Collect a list of unused special nodes, to be used for fixing specials that could be triggered in a boat.
std::vector<int> unused_special_slots;
for(i = 0; i < 100; i++) {
if(specials[i].type == eSpecType::NONE && specials[i].jumpto == -1) {
// Also make sure no specials jump to it
bool is_free = true;
for(j = 0; j < 100; j++) {
if(specials[j].jumpto == i) is_free = false;
}
if(is_free) unused_special_slots.push_back(i);
}
}
for (i = 0; i < 64; i++)
for (j = 0; j < 64; j++) {
_terrain[i][j] = old.terrain[i][j];
@@ -112,6 +203,33 @@ void cBigTown::append(legacy::big_tr_type& old){
the_field.loc.y = j;
preset_fields.push_back(the_field);
}
if(scenario.ter_types[_terrain[i][j]].boat_over) {
// Try to fix specials that could be triggered while in a boat
// (Boats never triggered specials in the old BoE, so we probably don't want them to trigger.)
int found_spec = -1;
for(int k = 0; i < 50; k++) {
if(i == special_locs[k].x && j == special_locs[k].y) {
found_spec = k;
break;
}
}
if(found_spec >= 0) {
if(!unused_special_slots.empty()) {
int found_spec_id = spec_id[found_spec], use_slot = unused_special_slots.back();
unused_special_slots.pop_back();
cSpecial& node = specials[use_slot];
node.type = eSpecType::IF_CONTEXT;
node.ex1a = 101; // if in boat
node.ex1c = -1; // do nothing
node.jumpto = found_spec_id; // else jump here
spec_id[found_spec] = use_slot;
} else {
std::stringstream sout;
sout << "In town " << town_num << " at (" << i << ',' << j << "); special node ID " << spec_id[found_spec];
giveError("Warning: A special node was found that could be triggered from in a boat, which is probably not what the designer intended. An attempt to fix this has failed because there were not enough unused special nodes.", sout.str());
}
}
}
}
for (i = 0; i < 16; i++) {
_room_rect[i].top = old.room_rect[i].top;

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@@ -29,7 +29,7 @@ protected:
cCreature _creatures[60];
unsigned char _lighting[8][64];
public:
void append(legacy::big_tr_type& old);
void append(legacy::big_tr_type& old, int town_num);
ter_num_t& terrain(size_t x, size_t y);
rectangle& room_rect(size_t i);
cCreature& creatures(size_t i);
@@ -50,7 +50,7 @@ protected:
cCreature _creatures[40];
unsigned char _lighting[6][48];
public:
void append(legacy::ave_tr_type& old);
void append(legacy::ave_tr_type& old, int town_num);
ter_num_t& terrain(size_t x, size_t y);
rectangle& room_rect(size_t i);
cCreature& creatures(size_t i);
@@ -71,7 +71,7 @@ protected:
cCreature _creatures[30];
unsigned char _lighting[4][32];
public:
void append(legacy::tiny_tr_type& old);
void append(legacy::tiny_tr_type& old, int town_num);
ter_num_t& terrain(size_t x, size_t y);
rectangle& room_rect(size_t i);
cCreature& creatures(size_t i);

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@@ -14,9 +14,9 @@
#include "classes.h"
#include "oldstructs.h"
void cTown::append(legacy::big_tr_type&){}
void cTown::append(legacy::ave_tr_type&){}
void cTown::append(legacy::tiny_tr_type&){}
void cTown::append(legacy::big_tr_type&, int town_num){}
void cTown::append(legacy::ave_tr_type&, int town_num){}
void cTown::append(legacy::tiny_tr_type&, int town_num){}
cTown& cTown::operator = (legacy::town_record_type& old){
int i;

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@@ -111,9 +111,9 @@ public:
cSpeech talking;
virtual ~cTown(){}
virtual void append(legacy::big_tr_type& old);
virtual void append(legacy::ave_tr_type& old);
virtual void append(legacy::tiny_tr_type& old);
virtual void append(legacy::big_tr_type& old, int town_num);
virtual void append(legacy::ave_tr_type& old, int town_num);
virtual void append(legacy::tiny_tr_type& old, int town_num);
virtual ter_num_t& terrain(size_t x, size_t y) = 0;
virtual rectangle& room_rect(size_t i) = 0;
virtual cCreature& creatures(size_t i) = 0;

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@@ -263,7 +263,7 @@ static bool load_town_v1(short which_town, cTown*& the_town) {
port_t_d(&t_d);
the_town = new cBigTown;
*the_town = store_town;
the_town->append(t_d);
the_town->append(t_d, which_town);
break;
case 1:
@@ -272,7 +272,7 @@ static bool load_town_v1(short which_town, cTown*& the_town) {
port_ave_t(&ave_t);
the_town = new cMedTown;
*the_town = store_town;
the_town->append(ave_t);
the_town->append(ave_t, which_town);
break;
case 2:
@@ -281,7 +281,7 @@ static bool load_town_v1(short which_town, cTown*& the_town) {
port_tiny_t(&tiny_t);
the_town = new cTinyTown;
*the_town = store_town;
the_town->append(tiny_t);
the_town->append(tiny_t, which_town);
break;
}
@@ -606,6 +606,8 @@ static bool load_outdoors_v1(location which_out,cOutdoors& the_out){
return false;
}
the_out.x = which_out.x;
the_out.y = which_out.y;
port_out(&store_out);
the_out = store_out;
for (i = 0; i < 108; i++) {