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)
114 lines
2.8 KiB
C++
114 lines
2.8 KiB
C++
/*
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* scenario.h
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* BoE
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*
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* Created by Celtic Minstrel on 20/04/09.
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*
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*/
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#ifndef BOE_DATA_SCENARIO_H
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#define BOE_DATA_SCENARIO_H
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#include <iosfwd>
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#include <boost/filesystem/path.hpp>
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#include "terrain.h"
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#include "monster.h"
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#include "vehicle.h"
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#include "item.h"
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#include "special.h"
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#include "outdoors.h"
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#include "town.h"
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namespace fs = boost::filesystem; // TODO: Centralize this namespace alias?
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namespace legacy{
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struct scenario_data_type;
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struct item_storage_shortcut_type;
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struct scen_item_data_type;
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};
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struct scenario_header_flags {
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unsigned char flag1, flag2, flag3, flag4;
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unsigned char ver[3],min_run_ver,prog_make_ver[3],num_towns;
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};
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class cScenario {
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public:
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class cItemStorage {
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public:
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short ter_type;
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short item_num[10];
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short item_odds[10];
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short property;
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cItemStorage();
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cItemStorage& operator = (legacy::item_storage_shortcut_type& old);
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};
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public:
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//unsigned char flag1, flag2, flag3, flag4;
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unsigned char num_towns;
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unsigned char out_width,out_height,difficulty,intro_pic,default_ground;
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unsigned char town_size[200];
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unsigned char town_hidden[200];
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short flag_a; // TODO: Remove these flags
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short intro_mess_pic,intro_mess_len;
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location where_start,out_sec_start,out_start;
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short which_town_start;
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short flag_b;
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short town_data_size[200][5];
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short town_to_add_to[10];
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short flag_to_add_to_town[10][2];
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short flag_c;
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short out_data_size[100][2];
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rectangle store_item_rects[3];
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short store_item_towns[3];
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short flag_e;
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cSpecItem special_items[50];
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short rating,uses_custom_graphics;
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short flag_f;
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cMonster scen_monsters[256];
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cVehicle boats[30];
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cVehicle horses[30];
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short flag_g;
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cTerrain ter_types[256];
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short scenario_timer_times[20];
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short scenario_timer_specs[20];
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short flag_h;
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cSpecial scen_specials[256];
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cItemStorage storage_shortcuts[10];
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short flag_d;
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unsigned char scen_str_len[300];
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short flag_i;
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location last_out_edited;
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short last_town_edited;
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scenario_header_flags format;
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std::string campaign_id; // A hopefully unique identifier to specify the campaign this scenario is a part of.
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// scen_item_data_type scen_item_list {
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cItemRec scen_items[400];
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//char monst_names[256][20];
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//char ter_names[256][30];
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// };
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//char scen_strs[270][256];
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char scen_name[256];
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char who_wrote[2][256];
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char contact_info[256];
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char intro_strs[6][256];
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char journal_strs[50][256];
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char spec_strs[100][256];
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char monst_strs[100][256];
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bool adjust_diff : 1;
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char : 7;
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bool is_legacy;
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fs::path scen_file; // transient
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cOutdoors* outdoors;
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cTown* towns;
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__declspec(deprecated) char(& scen_strs(short i))[256];
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cScenario& operator = (legacy::scenario_data_type& old);
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void append(legacy::scen_item_data_type& old);
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void writeTo(std::ostream& file);
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};
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// OBoE Current Version
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const unsigned long long OBOE_CURRENT_VERSION = 0x010000; // MMmmff; M - major, m - minor, f - bugfix
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#endif |