Files
oboe/osx/classes/town.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

132 lines
3.2 KiB
C++

/*
* town.h
* BoE
*
* Created by Celtic Minsrel on 22/04/09.
*
*/
#ifndef BOE_DATA_TOWN_H
#define BOE_DATA_TOWN_H
#include <vector>
#include <iosfwd>
#include "simpletypes.h"
#include "location.h"
#include "special.h"
#include "monster.h"
#include "talking.h"
namespace legacy {
struct town_record_type;
struct big_tr_type;
struct ave_tr_type;
struct tiny_tr_type;
struct creature_start_type;
struct wandering_type;
struct preset_item_type;
struct preset_field_type;
};
enum eLighting {
LIGHT_NORMAL = 0,
LIGHT_DARK = 1,
LIGHT_DRAINS = 2,
LIGHT_NONE = 3,
};
class cTown { // formerly town_record_type
public:
// class cCreature { // formerly creature_start_type
// public:
// unsigned short number;
// unsigned char start_attitude;
// location start_loc;
// unsigned char mobile;
// unsigned char time_flag;
// unsigned char extra1,extra2;
// short spec1, spec2;
// char spec_enc_code,time_code;
// short monster_time,personality;
// short special_on_kill,facial_pic;
//
// cCreature& operator = (legacy::creature_start_type old);
// };
class cWandering { // formerly wandering_type
public:
m_num_t monst[4];
bool isNull();
cWandering& operator = (legacy::wandering_type old);
};
class cItem { // formerly preset_item_type
public:
location loc;
short code,ability;
unsigned char charges,always_there,property,contained;
cItem& operator = (legacy::preset_item_type old);
};
class cField { // formerly preset_field_type
public:
location loc;
short type;
cField& operator = (legacy::preset_field_type old);
};
short town_chop_time,town_chop_key;
cWandering wandering[4];
location wandering_locs[4];
location special_locs[50];
unsigned short spec_id[50];
location sign_locs[15];
eLighting lighting_type;
location start_locs[4];
location exit_locs[4];
short exit_specs[4];
rectangle in_town_rect;
cItem preset_items[64];
short max_num_monst;
std::vector<cField> preset_fields;
short spec_on_entry,spec_on_entry_if_dead;
short spec_on_hostile;
short timer_spec_times[8];
short timer_specs[8];
unsigned char strlens[180];
cSpecial specials[100];
//unsigned char specials1,specials2,res1,res2;
bool strong_barriers : 1;
bool defy_mapping : 1;
bool defy_scrying : 1;
char reserved_bits : 5;
short hostile_fry_party; // number of a special to be called when the town goes hostile TODO: Not sure about this yet though
short difficulty;
//char town_strs[180][256];
char town_name[256];
char rect_names[16][256];
char comment[3][256];
char spec_strs[100][256];
char sign_strs[20][256];
__declspec(deprecated) char(& town_strs(short i))[256];
cSpeech talking;
virtual ~cTown(){}
virtual void append(legacy::big_tr_type& old);
virtual void append(legacy::ave_tr_type& old);
virtual void append(legacy::tiny_tr_type& old);
virtual ter_num_t& terrain(size_t x, size_t y) = 0;
virtual rectangle& room_rect(size_t i) = 0;
virtual cCreature& creatures(size_t i) = 0;
virtual unsigned char& lighting(size_t i, size_t r) = 0;
virtual short max_dim() = 0;
virtual short max_monst() = 0;
virtual short max_items() = 0;
cTown();
cTown(short size);
cTown& operator = (legacy::town_record_type& old);
virtual void writeTerrainTo(std::ostream& file) = 0;
virtual void readTerrainFrom(std::istream& file) = 0;
};
#endif