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)
38 lines
895 B
C++
38 lines
895 B
C++
/*
|
|
* talking.cpp
|
|
* BoE
|
|
*
|
|
* Created by Celtic Minstrel on 22/04/09.
|
|
*
|
|
*/
|
|
|
|
#include <string>
|
|
#include <vector>
|
|
#include <map>
|
|
#include <sstream>
|
|
|
|
#include "classes.h"
|
|
#include "oldstructs.h"
|
|
|
|
cSpeech& cSpeech::operator = (legacy::talking_record_type& old){
|
|
int i,j;
|
|
for(i = 0; i < 200; i++)
|
|
strlens[i] = old.strlens[i];
|
|
for(i = 0; i < 60; i++){
|
|
talk_nodes[i].personality = old.talk_nodes[i].personality;
|
|
talk_nodes[i].type = old.talk_nodes[i].type;
|
|
for(j = 0; j < 4; j++){
|
|
talk_nodes[i].link1[j] = old.talk_nodes[i].link1[j];
|
|
talk_nodes[i].link2[j] = old.talk_nodes[i].link2[j];
|
|
talk_nodes[i].extras[j] = old.talk_nodes[i].extras[j];
|
|
}
|
|
// Now, convert data if necessary
|
|
switch(old.talk_nodes[i].type) {
|
|
case 9: case 10: // Spell shops TODO: Merge these by adding 100 if it's priest spells
|
|
talk_nodes[i].extras[1] += 30;
|
|
break;
|
|
}
|
|
}
|
|
return *this;
|
|
}
|