new debug action: fight an outdoor encounter

This commit is contained in:
2025-01-25 21:39:19 -06:00
parent 2809cd8eef
commit e9997eb9ba
7 changed files with 80 additions and 28 deletions

View File

@@ -3,6 +3,6 @@
<dialog defbtn='okay'>
<field name="number" type='int' top='33' left='90' width='75' height='16'/>
<pict type='dlog' num='2' top='8' left='8'/>
<text name='prompt' size='large' top='8' left='49' width='163' height='16'>How many?</text>
<text name='prompt' size='large' top='8' left='49' width='193' height='16'>How many?</text>
<button name='okay' type='regular' top='63' left='141'>OK</button>
</dialog>

View File

@@ -52,6 +52,16 @@ cKey charToKey(char ch) {
return {false, w('.'), mod_shift};
case '!':
return {false, w('1'), mod_shift};
case '@':
return {false, w('2'), mod_shift};
case '#':
return {false, w('3'), mod_shift};
case '$':
return {false, w('4'), mod_shift};
case '%':
return {false, w('5'), mod_shift};
case '^':
return {false, w('6'), mod_shift};
case '?':
return {false, w('/'), mod_shift};
}

View File

@@ -1892,25 +1892,8 @@ void handle_menu_spell(eSpell spell_picked) {
advance_time(did_something, need_redraw, need_reprint);
}
void initiate_outdoor_combat(short i) {
static void set_up_combat() {
location to_place;
draw_terrain();
// Is combat too easy?
if((univ.party.get_level() > ((out_enc_lev_tot(i) * 5) / 3) ) && (out_enc_lev_tot(i) < 200)
&& !univ.party.out_c[i].what_monst.cant_flee) {
add_string_to_buf("Combat: Monsters fled!");
univ.party.out_c[i].exists = false;
return;
}
// Delay((long) 100,&dummy);
start_outdoor_combat(univ.party.out_c[i], univ.party.out_loc,count_walls(univ.party.out_loc));
univ.party.out_c[i].exists = false;
for(cPlayer& pc : univ.party)
if(pc.main_status == eMainStatus::ALIVE)
to_place = pc.combat_pos;
@@ -1925,6 +1908,25 @@ void initiate_outdoor_combat(short i) {
draw_terrain();
}
void initiate_outdoor_combat(short i) {
// Make sure the player can see the monster they stepped next to
draw_terrain();
// Is combat too easy?
if((univ.party.get_level() > ((out_enc_lev_tot(i) * 5) / 3) ) && (out_enc_lev_tot(i) < 200)
&& !univ.party.out_c[i].what_monst.cant_flee) {
add_string_to_buf("Combat: Monsters fled!");
univ.party.out_c[i].exists = false;
return;
}
start_outdoor_combat(univ.party.out_c[i], univ.party.out_loc,count_walls(univ.party.out_loc));
univ.party.out_c[i].exists = false;
set_up_combat();
}
void show_inventory() {
if(recording){
record_action("show_inventory", "");
@@ -1960,6 +1962,37 @@ void toggle_debug_mode() {
print_buf();
}
void debug_fight_encounter(bool wandering) {
if(recording){
record_action("debug_fight_encounter", bool_to_str(wandering));
}
if(!is_out()){
ASB("Debug outdoor encounter: You have to be");
ASB("outdoors!");
print_buf();
return;
}
std::string prompt = "Which ";
if(wandering){
prompt += "wandering encounter?";
}else{
prompt += "special encounter?";
}
int i = get_num_response(0, 3, prompt);
cOutdoors::cWandering encounter;
if(wandering){
encounter = univ.out->wandering[i];
}else{
encounter = univ.out->special_enc[i];
}
start_outdoor_combat(encounter, univ.party.out_loc, count_walls(univ.party.out_loc));
set_up_combat();
}
void debug_give_item() {
if(recording){
record_action("debug_give_item", "");
@@ -2331,7 +2364,7 @@ void show_debug_help() {
}
// Non-comprehensive list of unused keys:
// JUXYZ chijklnoqvy @#$%^-_+[]{},.'"`~/\|;:
// JUXYZ chijklnoqvy @#$-_+[]{},.'"`~/\|;:
void init_debug_actions() {
add_debug_action({'B'}, "Leave town", debug_leave_town);
add_debug_action({'C'}, "Get cleaned up (lose negative status effects)", debug_clean_up);
@@ -2362,6 +2395,9 @@ void init_debug_actions() {
add_debug_action({'<'}, "Make one day pass", debug_increase_age);
add_debug_action({'>'}, "Reset towns (excludes the one you're in, if any)", debug_towns_forget);
add_debug_action({'!'}, "Toggle Special Node Step-through Mode", debug_step_through);
// std::bind won't work here for reasons
add_debug_action({'%'}, "Fight wandering encounter from this section", []() -> void {debug_fight_encounter(true);});
add_debug_action({'^'}, "Fight special encounter from this section", []() -> void {debug_fight_encounter(false);});
add_debug_action({'/', '?'}, "Bring up this window", show_debug_help);
}

View File

@@ -84,6 +84,7 @@ void show_inventory();
void toggle_debug_mode();
void init_debug_actions();
void show_debug_help();
void debug_fight_encounter(bool wandering);
void debug_give_item();
void debug_print_location();
void debug_step_through();

View File

@@ -251,11 +251,7 @@ effect_pat_type field[8] = {
bool center_on_monst;
void start_outdoor_combat(cOutdoors::cCreature encounter,location where,short num_walls) {
void start_outdoor_combat(cOutdoors::cWandering encounter,location where,short num_walls) {
short how_many,num_tries = 0;
short low[10] = {15,7,4,3,2,1,1,7,2,1};
short high[10] = {30,10,6,5,3,2,1,10,4,1};
@@ -266,7 +262,7 @@ void start_outdoor_combat(cOutdoors::cCreature encounter,location where,short nu
nums[i] = get_ran(1,low[i],high[i]);
for(short i = 0; i < 3; i++)
nums[i + 7] = get_ran(1,low[i + 7],high[i + 7]);
notify_out_combat_began(encounter.what_monst,nums);
notify_out_combat_began(encounter,nums);
print_buf();
play_sound(23);
@@ -286,15 +282,15 @@ void start_outdoor_combat(cOutdoors::cCreature encounter,location where,short nu
for(short i = 0; i < 7; i++) {
how_many = nums[i];
if(encounter.what_monst.monst[i] != 0)
if(encounter.monst[i] != 0)
for(short j = 0; j < how_many; j++)
set_up_monst(eAttitude::HOSTILE_A,encounter.what_monst.monst[i]);
set_up_monst(eAttitude::HOSTILE_A,encounter.monst[i]);
}
for(short i = 0; i < 3; i++) {
how_many = nums[i + 7];
if(encounter.what_monst.friendly[i] != 0)
if(encounter.friendly[i] != 0)
for(short j = 0; j < how_many; j++)
set_up_monst(eAttitude::FRIENDLY,encounter.what_monst.friendly[i]);
set_up_monst(eAttitude::FRIENDLY,encounter.friendly[i]);
}
// place PCs
@@ -371,6 +367,10 @@ void start_outdoor_combat(cOutdoors::cCreature encounter,location where,short nu
}
void start_outdoor_combat(cOutdoors::cCreature encounter,location where,short num_walls) {
start_outdoor_combat(encounter.what_monst, where, num_walls);
}
bool pc_combat_move(location destination) {
std::string create_line;
short s1;

View File

@@ -9,6 +9,9 @@
#include "boe.global.hpp"
#include "spell.hpp"
// For debug purposes, allow directly starting an outdoor encounter without
// a wandering monster
void start_outdoor_combat(cOutdoors::cWandering encounter,location where,short num_walls);
void start_outdoor_combat(cOutdoors::cCreature encounter,location where,short num_walls);
bool pc_combat_move(location destination);
void char_parry();

View File

@@ -875,6 +875,8 @@ static void replay_action(Element& action) {
easter_egg(boost::lexical_cast<int>(action.GetText()));
}else if(t == "show_debug_panel"){
show_debug_help();
}else if(t == "debug_fight_encounter"){
debug_fight_encounter(str_to_bool(action.GetText()));
}else if(t == "advance_time"){
// This is bad regardless of strictness, because visual changes may have occurred which won't get redrawn/reprinted
throw std::string { "Replay system internal error! advance_time() was supposed to be called by the last action, but wasn't: " } + _last_action_type;