Files
oboe/osx/boe.graphutil.h
Celtic Minstrel 5249c6eef7 Add a lot of stuff scraped from *i's version of the code, plus a couple of additional bits.
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)
2014-12-08 01:08:30 -05:00

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C

#ifndef BOE_GAME_GRAPHUTIL_H
#define BOE_GAME_GRAPHUTIL_H
#include "pict.h"
#include "location.h"
#include "simpletypes.h"
void draw_one_terrain_spot (short i,short j,short terrain_to_draw);
void draw_monsters();
void play_see_monster_str(unsigned short m, location monst_loc);
void draw_pcs(location center,short mode);
void draw_outd_boats(location center);
void draw_town_boat(location center) ;
void draw_party_symbol(location center);
RECT get_monster_rect (pic_num_t type_wanted,short mode) ;
RECT get_monster_template_rect (pic_num_t type_wanted,short mode,short which_part) ;
RECT get_item_template_rect (short type_wanted);
bool is_fluid(ter_num_t ter_type);
bool is_shore(ter_num_t ter_type);
bool is_wall(ter_num_t ter_type);
bool is_ground(ter_num_t ter_type);
char get_fluid_trim(location where,ter_num_t ter_type);
void check_if_monst_seen(unsigned short m_num, location monst_loc);
void play_ambient_sound();
void draw_items(location where);
void draw_fields(location where);
#endif