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)
49 lines
2.1 KiB
C++
49 lines
2.1 KiB
C++
#include <string>
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short text_pc_has_abil_equip(short pc_num,short abil);
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void put_pc_screen();
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void place_buy_button(short position,short pc_num,short item_num);
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void put_item_screen(short screen_num,short suppress_buttons);
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void place_item_bottom_buttons();
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//RECT get_party_template_rect(short pc_num,short mode);
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void set_stat_window(short new_stat);
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void place_item_button(short which_button_to_put,short which_slot,short which_button_position,short extra_val);
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short first_active_pc();
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void refresh_stat_areas(short mode);
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short total_encumberance(short pc_num);
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//short get_tnl(pc_record_type *pc);
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void draw_pc_effects(short pc);
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void print_party_stats() ;
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short do_look(location space);
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short town_boat_there(location where);
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short out_boat_there(location where);
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short town_horse_there(location where);
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short out_horse_there(location where);
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void notify_out_combat_began(cOutdoors::cWandering encounter,short *nums) ;
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std::string get_m_name(m_num_t num);
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std::string get_ter_name(ter_num_t num);
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void print_monst_name(m_num_t m_type);
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void print_monst_attacks(m_num_t m_type,short target);
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void damaged_message(short damage,short type);
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std::string print_monster_going(m_num_t m_num,short ap);
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void monst_spell_note(m_num_t number,short which_mess);
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void monst_cast_spell_note(m_num_t number,short spell,short type);
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void monst_breathe_note(m_num_t number);
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void monst_damaged_mes(short which_m,short how_much,short how_much_spec);
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void monst_killed_mes(short which_m);
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void print_nums(short a,short b,short c);
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short print_terrain(location space);
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void add_string_to_buf(std::string str, unsigned short indent = 0); // Set second paramater to nonzero to auto-split the line if it's too long
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void init_buf();
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void print_buf () ;
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void restart_printing();
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void restore_mode();
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void through_sending();
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RECT coord_to_rect(short i,short j);
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void make_cursor_sword() ;
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short calc_day();
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bool day_reached(unsigned char which_day, unsigned char which_event);
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void Draw_Some_Item (sf::Texture& src_gworld, RECT src_rect, sf::RenderTarget& targ_gworld, location target, char masked, short main_win);
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//RECT get_custom_rect (short which_rect);
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