Fix scenario editor build and update data/docs regarding shop nodes
This commit is contained in:
@@ -124,7 +124,12 @@ the party is in town A, the response is Text 1. Otherwise, its Text 2.</p>
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<p>When one of these nodes is a response, conversation temporarily ends, and a different sort of screen appears.</p>
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<p><b>Node Type 7 - Shop</b> A shopping screen appears. WHen the party is done shopping (and the player hits the done button), talking resumes. Shop where the party can buy items. A is the cost adjustment (Range 0 ... 6, see below). B is the number of the first thing in the shop. C is the total number of things in the shop, taken in order starting with B (press the Choose button to select). D is the type of shop. Text 1 is the name of the shop.</p>
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<p><b>Node Type 7 - Shop</b> A shopping screen appears. When the party is done shopping
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(and the player hits the done button), talking resumes. A is the cost adjustment (Range 0
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... 6, see below). B is the number of the shop (shop 0 is usually the standard healing
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shop; but if the scenario was created with an older version of the BoE Scenario Editor,
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0-4 are the magic random item shops and 5 is the standard healing shop). C and D are
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ignored Text 1 is the name of the shop.</p>
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<p>The meaning of the cost adjustments are:</p>
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<ol start='0'>
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<li>Extremely Cheap</li>
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@@ -135,29 +140,10 @@ the party is in town A, the response is Text 1. Otherwise, its Text 2.</p>
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<li>Exorbitant</li>
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<li>Utterly Ridiculous</li>
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</ol>
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<p>The possible shop types are as follows:</p>
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<ol start='0'>
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<li>Ordinary items shop; B is the number of the first item from the scenario's item
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list.</li>
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<li>Mage spells shop; B is the number of the first mage spell (0 - 61, but generally not
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lower than 30).</li>
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<li>Priest spells shop; B is the number of the first priest spell (0 - 61, but generally
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not lower than 30).</li>
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<li>Alchemy shop; B is the number of the first recipe (0 - 19).</li>
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<li>Healing shop; B and C are ignored.</li>
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<li>Random Items Shop, type 0. This brings up a shop window where the party can buy up to
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10 randomly chosen items. These items are changed every 3000 moves, and are often magical.
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There are five separate random lists maintained by the game. B and C are ignored for these
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shops.</li>
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<li>Random Items Shop, type 1.</li>
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<li>Random Items Shop, type 2.</li>
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<li>Random Items Shop, type 3.</li>
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<li>Random Items Shop, type 4.</li>
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<li>Skills Shop; B is the number of the first skill (0 - 18).</li>
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</ol>
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<p>Example: If A is 1, B is 193, C is 15, and Text 1 is Fred's Fish, and this talking node
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is the response, the player gets to shop in a store called Fred's Fish. The prices are
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quite cheap, and the player can buy items 193-207.</p>
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<!-- TODO: Above example no longer works -->
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<p><b>Node Type 8 - Training</b> The training window immediately comes up. Text 1 & 2
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are ignored.</p>
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<p><b>Node Type 9 - Job Board</b> Brings up the job board, where the player can choose to
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@@ -74,18 +74,10 @@ type. When called, the special encounter ends immediately (the Jumpto field is i
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and the party is not allowed to enter the space they were moving into. The game immediately
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goes into shopping mode. Although normally used outdoors, this special node also works in
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town.</p>
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<p>In fields Extra 1a and Extra 1b, enter the number of the first item in the scenarios
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item list that the store sells, and the total number of items the store sells. If the
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numbers given are, for example, 50 and 10, the store sells items 50-59 from your scenarios
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item list. If the store type is a junk shop, these fields are ignored.</p>
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<dl>
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<dt>Mess1:</dt><dd>This message is the name of the store the party has found.</dd>
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<dt>Extra 1a:</dt><dd>The number of the item. This is the first item in the stores item
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list. Press the Choose button to pick an item.</dd>
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<dt>Extra 1b:</dt><dd>The type of store. (0 - items, 1 - mage spells, 2 - priest spells, 3
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- alchemy, 4 - healing, 5-9 - junk, 10 - skills)</dd>
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<dt>Extra 2a:</dt><dd>The number of items in the store. (Range 1 ... 40)</dd>
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<dt>Extra 2b:</dt><dd>The item cost adjuster, a number from 0 (very cheap) to 6 (very
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<dt>Extra 1a:</dt><dd>The number of the shop.</dd>
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<dt>Extra 1b:</dt><dd>The item cost adjuster, a number from 0 (very cheap) to 6 (very
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expensive). See chapter 11 (Dialogue) for the complete list of cost adjustments.</dd></dd>
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</dl>
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@@ -70,13 +70,13 @@ Unused
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Unused
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Unused
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Unused
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Number of first item in store
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Store type (see docs. for list)
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Unused
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Number of items in store (1 .. 40)
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Which Shop
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Cost adjust (0 .. 6, lower = cheaper)
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Unused
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Unused
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Unused
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Unused
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Unused
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--------------------
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Display Small Message
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Unused
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@@ -49,9 +49,9 @@ Response if in this town ...
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Otherwise respond ...
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Shop
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Cost adjustment (0 .. 6)
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Number of first item in shop
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Total number of items in shop
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Type of shop
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Which shop
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Unused
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Unused
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Name of shop
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Unused
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Receive Training
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@@ -62,12 +62,14 @@ cShop::cShop(long preset) {
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type = eShopType::RANDOM;
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prompt = eShopPrompt::SHOPPING;
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face = 0;
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name = "Magic Shop";
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for(int i = 0; i < 10; i++)
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addSpecial(eShopItemType::TREASURE, loot_index[i]);
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} else if(preset == 'heal') {
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type = eShopType::ALLOW_DEAD;
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prompt = eShopPrompt::HEALING;
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face = 41;
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name = "Healing";
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addSpecial(eShopItemType::HEAL_WOUNDS);
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addSpecial(eShopItemType::CURE_POISON);
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addSpecial(eShopItemType::CURE_DISEASE);
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@@ -363,7 +363,6 @@ std::istream& operator >> (std::istream& in, eSpecType& e) {
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// T - Choose button to select a town
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// i - Choose button to select an item
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// I - Choose button to select a special item
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// # - Choose button to select store item (uses ex1b for type)
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// t - Choose button to select a terrain type
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// c - Choose button to select a monster type
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// a - Choose button to select an alchemy recipe
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@@ -384,7 +383,7 @@ std::istream& operator >> (std::istream& in, eSpecType& e) {
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// / - Choose button to select generic stairway text
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// : - Choose stairway trigger conditions
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// L - Choose button to select a town lighting type
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// & - Choose button to select shop type
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// & - Choose button to select a shop
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// % - Choose button to select shop cost adjustment
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// { - Choose button to select a spell pattern
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// } - As above, but allows you to select which version of the rotateable field
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@@ -402,11 +401,11 @@ static const char*const button_dict[7][11] = {
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" ", // msg3
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" p 3 ", // pic
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" ? ", // pictype
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" # x T i M cit j", // ex1a
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" & S ss cJ", // ex1b
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" & x T i M cit j", // ex1a
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" % S ss cJ", // ex1b
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" ", // ex1c
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" tt ", // ex2a
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" % t ", // ex2b
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" t ", // ex2b
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" ", // ex2c
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}, { // one-shot nodes
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"mm md d mmm", // msg1
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@@ -17,8 +17,6 @@
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void cSpeech::append(legacy::talking_record_type& old, std::vector<shop_info_t>& shops){
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int i,j;
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for(i = 0; i < 200; i++)
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strlens[i] = old.strlens[i];
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for(i = 0; i < 60; i++){
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talk_nodes[i].personality = old.talk_nodes[i].personality;
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for(j = 0; j < 4; j++){
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@@ -51,7 +49,7 @@ void cSpeech::append(legacy::talking_record_type& old, std::vector<shop_info_t>&
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break;
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case 7: // Item shop
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talk_nodes[i].type = eTalkNode::SHOP;
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shops.push_back({eShopItemType::ITEM, talk_nodes[i].extras[1], talk_nodes[i].extras[2]});
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shops.push_back({eShopItemType::ITEM, talk_nodes[i].extras[1], talk_nodes[i].extras[2], talk_nodes[i].str1});
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talk_nodes[i].extras[1] = shops.size() + 5;
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talk_nodes[i].extras[2] = 0;
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break;
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@@ -64,14 +62,15 @@ void cSpeech::append(legacy::talking_record_type& old, std::vector<shop_info_t>&
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shops.push_back({
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old.talk_nodes[i].type == 9 ? eShopItemType::MAGE_SPELL : eShopItemType::PRIEST_SPELL,
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talk_nodes[i].extras[1] + 30,
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talk_nodes[i].extras[2]
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talk_nodes[i].extras[2],
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talk_nodes[i].str1
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});
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talk_nodes[i].extras[1] = shops.size() + 5;
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talk_nodes[i].extras[2] = 0;
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break;
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case 11: // Alchemy shop
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talk_nodes[i].type = eTalkNode::SHOP;
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shops.push_back({eShopItemType::ALCHEMY, talk_nodes[i].extras[1], talk_nodes[i].extras[2]});
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shops.push_back({eShopItemType::ALCHEMY, talk_nodes[i].extras[1], talk_nodes[i].extras[2], talk_nodes[i].str1});
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talk_nodes[i].extras[1] = shops.size() + 5;
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talk_nodes[i].extras[2] = 0;
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break;
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@@ -29,6 +29,7 @@ public:
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struct shop_info_t {
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eShopItemType type;
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int first, count;
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std::string name;
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};
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class cSpeech { // formerly talking_record_type
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@@ -42,7 +43,6 @@ public:
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std::string str1, str2;
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cNode() {std::fill(extras, extras + 4, -1);}
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};
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unsigned char strlens[200];
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cPersonality people[10];
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cNode talk_nodes[60];
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@@ -135,8 +135,6 @@ cTown::cTown(cScenario& scenario, bool init_strings) : scenario(scenario) {
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sign_strs[i-120] = temp_str;
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}
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for(i = 0; i < 200; i++)
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talking.strlens[i] = 0;
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for(i = 0; i < 10; i++) {
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talking.people[i].title = "Unused";
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talking.people[i].look = "";
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@@ -2518,6 +2518,7 @@ bool build_scenario() {
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// TODO: This will probably change drastically once the new scenario format is implemented
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make_new_scenario(filename,width,height,default_town,grass);
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scenario.shops.push_back(cShop('heal'));
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overall_mode = MODE_MAIN_SCREEN;
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@@ -292,11 +292,12 @@ short choose_text(eStrType list, unsigned short cur_choice, cDialog* parent, con
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}
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break;
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case STRT_CONTEXT:
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// TODO: This is a discontinous list, so there's probably a better way to deal with it...
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strings = *ResMgr::get<StringRsrc>("special-contexts");
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break;
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case STRT_SHOP:
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strings = {"Items", "Mage Spells", "Priest Spells", "Alchemy", "Healing", "Magic Shop: Junk", "Magic Shop: Lousy", "Magic Shop: So-so", "Magic Shop: Good", "Magic Shop: Great", "Skill Shop"};
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for(cShop& shop : scenario.shops) {
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strings.push_back(shop.getName());
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}
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break;
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case STRT_COST_ADJ:
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strings = {"Extremely Cheap", "Very Reasonable", "Pretty Average", "Somewhat Pricey", "Expensive", "Exorbitant", "Utterly Ridiculous"};
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@@ -711,18 +712,6 @@ static bool edit_spec_enc_value(cDialog& me, std::string item_hit, node_stack_t&
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if(type == eSpecType::CALL_GLOBAL) btn = 'S';
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else btn = 's';
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}
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if(btn == '#') {
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switch(eShopType(me["x1b"].getTextAsNum())) {
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case eShopType::ITEMS: btn = 'i'; break;
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case eShopType::MAGE: btn = 'A'; break;
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case eShopType::PRIEST: btn = 'P'; break;
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case eShopType::ALCHEMY: btn = 'a'; break;
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case eShopType::SKILLS: btn = 'k'; break;
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case eShopType::HEALING: case eShopType::MAGIC_GOOD: case eShopType::MAGIC_GREAT:
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case eShopType::MAGIC_JUNK: case eShopType::MAGIC_LOUSY: case eShopType::MAGIC_SO_SO:
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break;
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}
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}
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short val = me[field].getTextAsNum(), mode = (btn == 'S' || btn == '$') ? 0 : edit_stack.top().mode, store;
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short pictype = me["pictype"].getTextAsNum();
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bool choose_string = true;
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@@ -797,7 +786,7 @@ static bool edit_spec_enc_value(cDialog& me, std::string item_hit, node_stack_t&
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case '@': strt = STRT_ATTITUDE; title = "What attitude?"; break;
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case '/': strt = STRT_STAIR; title = "Which stairway text?"; break;
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case 'L': strt = STRT_LIGHT; title = "What lighting type?"; break;
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case '&': strt = STRT_SHOP; title = "What shop type?"; break;
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case '&': strt = STRT_SHOP; title = "Which shop?"; break;
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case '%': strt = STRT_COST_ADJ; title = "What cost adjust?"; break;
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case '*': strt = STRT_CONTEXT; title = "What context?"; break;
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case ':': strt = STRT_STAIR_MODE; title = "Select trigger limitations:"; break;
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@@ -810,11 +799,6 @@ static bool edit_spec_enc_value(cDialog& me, std::string item_hit, node_stack_t&
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store = choose_graphic(val, pics[btn - '0'], &me);
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if(store < 0) store = val;
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break;
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case '#':
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choose_string = false;
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store = val;
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giveError("Either you have not chosen a shop type yet, or the shop type you chose doesn't allow you to customize its items.",&me);
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break;
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default:
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choose_string = false;
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store = val;
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@@ -1014,7 +1014,6 @@ static bool save_talk_node(cDialog& me, std::string item_hit, std::stack<short>&
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for(int i = 0; i < 4; i++)
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talk_node.extras[i] = me["extra" + std::to_string(i + 1)].getTextAsNum();
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int n;
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switch(talk_node.type) {
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case eTalkNode::DEP_ON_SDF: case eTalkNode::SET_SDF:
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if(cre(talk_node.extras[0],0,299,"First part of Stuff Done flag must be from 0 to 299.","",&me)) return false;
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@@ -1035,20 +1034,7 @@ static bool save_talk_node(cDialog& me, std::string item_hit, std::stack<short>&
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break;
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case eTalkNode::SHOP:
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if(cre(talk_node.extras[0],0,6,"Cost adjustment must be from 0 (cheapest) to 6 (most expensive).","",&me)) return false;
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if(cre(talk_node.extras[3],0,11,"Shop type must be from 0 to 11.", "", &me)) return false;
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switch(talk_node.extras[3]) {
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case int(eShopType::ITEMS): n = scenario.scen_items.size(); break;
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case int(eShopType::MAGE): case int(eShopType::PRIEST): n = 62; break;
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case int(eShopType::ALCHEMY): n = 20; break;
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case int(eShopType::SKILLS): n = 18; break;
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default: n = 0; break;
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}
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if(n > 0) {
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if(cre(talk_node.extras[1],0,n,"First item in shop must be from 0 to " + std::to_string(n), "", &me)) return false;
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if(cre(talk_node.extras[1],1,30,"Shops cannot have more than 30 items.", "", &me)) return false;
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int last = talk_node.extras[1] + talk_node.extras[2] - 1;
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if(cre(last,0,n,"Number of items in shop cannot be such that the last item does not exist.", "", &me)) return false;
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}
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if(cre(talk_node.extras[3],0,scenario.shops.size() - 1,"Which shop must refer to an existing shop.", "", &me)) return false;
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break;
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case eTalkNode::RECEIVE_QUEST:
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if(cre(talk_node.extras[0], 0, scenario.quests.size() - 1, "Quest must be an existing quest.", "", &me)) return false;
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@@ -1160,27 +1146,8 @@ static bool select_talk_node_value(cDialog& me, std::string item_hit, const std:
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const auto& talk_node = town->talking.talk_nodes[talk_edit_stack.top()];
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if(item_hit == "chooseB") {
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int i = me["extra2"].getTextAsNum();
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switch(talk_node.extras[3]) {
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case int(eShopType::MAGE):
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i = choose_text(STRT_MAGE,i,&me,"What is the first mage spell in the shop?");
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break;
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case int(eShopType::PRIEST):
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i = choose_text(STRT_PRIEST,i,&me,"What is the first priest spell in the shop?");
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break;
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case int(eShopType::ALCHEMY):
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i = choose_text(STRT_ALCHEMY,i,&me,"What is the first recipe in the shop?");
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break;
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case int(eShopType::ITEMS):
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i = choose_text(STRT_ITEM,i,&me,"What is the first item in the shop?");
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break;
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case int(eShopType::SKILLS):
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i = choose_text(STRT_SKILL,i,&me,"What is the first skill in the shop?");
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break;
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default:
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giveError("The shop type you've chosen doesn't support item customization!", &me);
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break;
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}
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me["extra1"].setTextToNum(i);
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i = choose_text(STRT_SHOP,i,&me,"Which shop?");
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me["extra2"].setTextToNum(i);
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} else if(item_hit == "chooseA") {
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int spec = me["extra1"].getTextAsNum();
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int mode = talk_node.type == eTalkNode::CALL_TOWN_SPEC ? 2 : 0;
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@@ -45,10 +45,10 @@ bool load_scenario(fs::path file_to_load, cScenario& scenario) {
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return load_scenario_v1(file_to_load, scenario);
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}
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static void port_shop_spec_node(cSpecial& spec, std::vector<shop_info_t>& shops) {
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template<typename Container> static void port_shop_spec_node(cSpecial& spec, std::vector<shop_info_t>& shops, Container strs) {
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int which_shop;
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if(spec.ex1b < 4) {
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shops.push_back({eShopItemType(spec.ex1b + 1), spec.ex1a, spec.ex2a});
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shops.push_back({eShopItemType(spec.ex1b + 1), spec.ex1a, spec.ex2a, strs[spec.m1]});
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which_shop = shops.size() + 5;
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} else if(spec.ex1b == 4)
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which_shop = 5;
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@@ -174,19 +174,19 @@ bool load_scenario_v1(fs::path file_to_load, cScenario& scenario){
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// Check special nodes in case there were outdoor shops
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for(cSpecial& spec : scenario.scen_specials) {
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if(spec.type == eSpecType::ENTER_SHOP)
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port_shop_spec_node(spec, shops);
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port_shop_spec_node(spec, shops, scenario.spec_strs);
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}
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for(cOutdoors* out : scenario.outdoors) {
|
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for(cSpecial& spec : out->specials) {
|
||||
if(spec.type == eSpecType::ENTER_SHOP)
|
||||
port_shop_spec_node(spec, shops);
|
||||
port_shop_spec_node(spec, shops, out->spec_strs);
|
||||
}
|
||||
}
|
||||
// We'll check town nodes too, just in case.
|
||||
for(cTown* town : scenario.towns) {
|
||||
for(cSpecial& spec : town->specials) {
|
||||
if(spec.type == eSpecType::ENTER_SHOP)
|
||||
port_shop_spec_node(spec, shops);
|
||||
port_shop_spec_node(spec, shops, town->spec_strs);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -214,7 +214,7 @@ bool load_scenario_v1(fs::path file_to_load, cScenario& scenario){
|
||||
prompt = eShopPrompt::ALCHEMY;
|
||||
type = eShopType::ALLOW_DEAD;
|
||||
}
|
||||
cShop shop(type, prompt, face, 0, "");
|
||||
cShop shop(type, prompt, face, 0, info.name);
|
||||
if(info.type == eShopItemType::ITEM) {
|
||||
int end = info.first + info.count;
|
||||
end = min(end, scenario.scen_items.size());
|
||||
@@ -338,10 +338,9 @@ bool load_town_v1(fs::path scen_file, short which_town, cTown& the_town, legacy:
|
||||
return false;
|
||||
}
|
||||
port_talk_nodes(&store_talk);
|
||||
the_town.talking.append(store_talk, shops);
|
||||
|
||||
for(i = 0; i < 170; i++) {
|
||||
len = (long) (the_town.talking.strlens[i]);
|
||||
len = (long) (store_talk.strlens[i]);
|
||||
n = fread(temp_str, len, 1, file_id);
|
||||
temp_str[len] = 0;
|
||||
if(i >= 0 && i < 10)
|
||||
@@ -361,6 +360,9 @@ bool load_town_v1(fs::path scen_file, short which_town, cTown& the_town, legacy:
|
||||
}
|
||||
}
|
||||
|
||||
// Do this after strings are loaded because porting shops requires access to strings
|
||||
the_town.talking.append(store_talk, shops);
|
||||
|
||||
n = fclose(file_id);
|
||||
if(n != 0) {
|
||||
oopsError(18, 0, 0);
|
||||
|
Reference in New Issue
Block a user