Files
oboe/osx/classes/talking.cpp
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

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;
}