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)
59 lines
1.1 KiB
C++
59 lines
1.1 KiB
C++
/*
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* special.h
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* BoE
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*
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* Created by Celtic Minstrel on 20/04/09.
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*
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*/
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#ifndef BOE_DATA_SPECIAL_H
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#define BOE_DATA_SPECIAL_H
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#include <iosfwd>
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#include "simpletypes.h"
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#include "location.h"
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namespace legacy { struct special_node_type; };
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class cSpecial {
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public:
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eSpecType type;
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short sd1;
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short sd2;
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short pic;
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short pictype;
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short m1;
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short m2;
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short m3;
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short ex1a;
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short ex1b;
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short ex1c;
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short ex2a;
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short ex2b;
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short ex2c;
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short jumpto;
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cSpecial();
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cSpecial& operator = (legacy::special_node_type& old);
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void writeTo(std::ostream& file);
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};
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struct pending_special_type {
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spec_num_t spec;
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eSpecCtx mode;
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unsigned char type; // 0 - scen, 1 - out, 2 - town
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location where;
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};
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struct node_properties_t {
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bool ex1a_choose, ex1b_choose, ex1c_choose, ex2a_choose, ex2b_choose, ex2c_choose;
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short sdf_label, msg_label, pic_label, jmp_label;
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node_properties_t() {}
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node_properties_t(std::initializer_list<std::function<void(node_properties_t)>>);
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};
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std::ostream& operator << (std::ostream& out, eSpecType& e);
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std::istream& operator >> (std::istream& in, eSpecType& e);
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const node_properties_t& operator* (eSpecType t);
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#endif |