Files
oboe/osx/classes/party.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

166 lines
5.4 KiB
C++

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