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)
34 lines
1.3 KiB
C
34 lines
1.3 KiB
C
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#include <SFML/Graphics.hpp>
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void force_town_enter(short which_town,location where_start);
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void start_town_mode(short which_town, short entry_dir);
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void terrain_under_rentar();
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location end_town_mode(short switching_level,location destination); // returns new party location
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void handle_leave_town_specials(short town_number, short which_spec,location start_loc) ;
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void handle_town_specials(short town_number, bool town_dead,location start_loc) ;
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bool abil_exists(short abil) ;
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void start_town_combat(short direction);
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short end_town_combat();
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void place_party(short direction);
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void create_town_combat_terrain();
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void create_out_combat_terrain(short type,short num_walls,short spec_code);
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void elim_monst(ter_num_t which,short spec_a,short spec_b);
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void do_shop(short which,short min,short max,char *store_name);
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void buy_food(short cost,short per,const char* food_name);
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void healing_shop();
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void do_sell(short which);
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void dump_gold(short print_mes);
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void pick_lock(location where,short pc_num);
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void bash_door(location where,short pc_num);
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void erase_specials();
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void erase_out_specials();
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short get_town_spec_id(location where);
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void clear_map();
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void draw_map(bool need_refresh);
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bool is_door(location destination);
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void display_map();
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void check_done();
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bool quadrant_legal(short i, short j) ;
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