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)
166 lines
5.4 KiB
C++
166 lines
5.4 KiB
C++
/*
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* party.h
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* BoE
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*
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* Created by Celtic Minstrel on 24/04/09.
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*
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*/
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#ifndef BOE_DATA_PARTY_H
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#define BOE_DATA_PARTY_H
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#include <string>
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#include <vector>
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#include <map>
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#include <set>
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#include "vehicle.h"
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#include "creatlist.h"
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#include "item.h"
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#include "pc.h"
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#include "outdoors.h"
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#include "monster.h"
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namespace legacy {
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struct party_record_type;
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struct big_tr_type;
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struct stored_items_list_type;
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struct talk_save_type;
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struct creature_list_type;
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struct pc_record_type;
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struct setup_save_type;
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};
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struct campaign_flag_type{
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unsigned char idx[25][25];
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};
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class cParty {
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public:
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class cConvers { // conversation; formerly talk_save_type
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public:
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short personality;
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short town_num;
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short str_num1, str_num2;
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std::string who_said, in_town, the_str1, the_str2, in_scen; // the actual strings; not always saved, like maps
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cConvers& operator = (legacy::talk_save_type old);
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};
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class cJournal {
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public:
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unsigned short str_num;
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unsigned short day;
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std::string the_str, in_scen; // the actual strings; not always saved, like maps
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};
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class cEncNote {
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public:
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eEncNoteType type;
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unsigned short str_num, where;
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std::string the_str1, the_str2, in_scen; // the actual strings; not always saved, like maps
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};
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class cTimer {
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public:
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short time;
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short global_or_town;
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short node_to_call;
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};
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// formerly party_record_type
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unsigned long age;
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unsigned short gold;
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unsigned short food;
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unsigned char stuff_done[310][50];
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unsigned char item_taken[200][8];
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short light_level;
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location outdoor_corner;
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location i_w_c;
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// TODO: Does this duplicate cCurTown::p_loc? If not, why not?
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location p_loc;
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location loc_in_sec;
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cVehicle boats[30];
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cVehicle horses[30];
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cPopulation creature_save[4];
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short in_boat;
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short in_horse;
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cOutdoors::cCreature out_c[10];
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cItemRec magic_store_items[5][10];
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short imprisoned_monst[4]; // Soul Crystal?
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char m_noted[256]; // has the monster been scried?
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char m_seen[256]; // has the monster ever been seen? (this used to have the above meaning)
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std::vector<cJournal> journal;
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std::vector<cEncNote> special_notes;
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std::vector<cConvers> talk_save;
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short direction;
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short at_which_save_slot;
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char alchemy[20];
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bool can_find_town[200];
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short key_times[100];
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std::vector<cTimer> party_event_timers;
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//short global_or_town[30];
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//short node_to_call[30];
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char spec_items[50];
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char help_received[120];
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short m_killed[200]; // monsters killed per town, I think
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long long total_m_killed, total_dam_done, total_xp_gained, total_dam_taken;
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std::string scen_name;
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private:
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cPlayer adven[6];
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public:
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unsigned short setup[4][64][64]; // formerly setup_save_type
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cItemRec stored_items[3][115]; // formerly stored_items_list_type
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//string graphicsFile; // the name of the png file holding this party's custom item, pc, and summonable monster graphics
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std::vector<cMonster> summons; // an array of monsters which can be summoned by the party's items yet don't originate from this scenario
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bool graphicUsed[250]; // whether each custom graphics slot on the party's sheet is actually used; needed to place new custom graphics on the sheet.
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unsigned short scen_won, scen_played; // numbers of scenarios won and played respectively by this party
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private:
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std::map<std::string,campaign_flag_type> campaign_flags;
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std::map<unsigned short,std::pair<unsigned short,unsigned char>> pointers;
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public:
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void set_ptr(unsigned short p, unsigned short sdfx, unsigned short sdfy);
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void force_ptr(unsigned short p, unsigned short sdfx, unsigned short sdfy);
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void clear_ptr(unsigned short p);
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unsigned char get_ptr(unsigned short p);
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unsigned char& cpn_flag(unsigned int x, unsigned int y, std::string id = "");
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cParty& operator = (legacy::party_record_type& old);
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void append(legacy::big_tr_type& old);
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void append(legacy::stored_items_list_type& old,short which_list);
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void append(legacy::setup_save_type& old);
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void add_pc(legacy::pc_record_type old);
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void add_pc(cPlayer new_pc);
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void void_pcs();
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bool has_talk_save(short who, short where, short str1, short str2);
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bool save_talk(short who, unsigned char where, short str1, short str2);
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bool add_to_journal(short event, short day);
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bool record(eEncNoteType type, short what, short where);
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bool start_timer(short time, short node, short type);
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cPlayer& operator[](unsigned short n);
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void writeTo(std::ostream& file);
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void readFrom(std::istream& file);
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std::string start_split(short a, short b, snd_num_t noise, short who);
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std::string end_split(snd_num_t noise);
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bool is_split();
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bool pc_present(short n);
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short pc_present(); // If only one pc is present, returns the number of that pc. Otherwise returns 6.
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location left_at(); // The location that the left-behind character in a split were left at.
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size_t left_in(); // The town they were left in.
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typedef std::vector<cEncNote>::iterator encIter;
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typedef std::vector<cJournal>::iterator journalIter;
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typedef std::vector<cConvers>::iterator talkIter;
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typedef std::vector<cTimer>::iterator timerIter;
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// TODO: Remove this in favour of cParty constructor
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friend void init_party(short);
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};
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bool operator==(const cParty::cConvers& one, const cParty::cConvers& two);
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bool operator==(const cParty::cJournal& one, const cParty::cJournal& two);
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bool operator==(const cParty::cEncNote& one, const cParty::cEncNote& two);
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std::istream& operator>>(std::istream& in, eEncNoteType& type);
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std::ostream& operator<<(std::ostream& out, eEncNoteType type);
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#endif |