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)
185 lines
4.9 KiB
C++
185 lines
4.9 KiB
C++
/*
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* town.cpp
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* BoE
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*
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* Created by Celtic Minstrel on 22/04/09.
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*
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*/
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#include <string>
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#include <vector>
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#include <map>
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#include <sstream>
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#include "classes.h"
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#include "oldstructs.h"
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void cTown::append(legacy::big_tr_type&){}
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void cTown::append(legacy::ave_tr_type&){}
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void cTown::append(legacy::tiny_tr_type&){}
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cTown& cTown::operator = (legacy::town_record_type& old){
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int i;
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town_chop_time = old.town_chop_time;
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town_chop_key = old.town_chop_key;
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for(i = 0; i < 4; i++){
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start_locs[i].x = old.start_locs[i].x;
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start_locs[i].y = old.start_locs[i].y;
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exit_locs[i].x = old.exit_locs[i].x;
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exit_locs[i].y = old.exit_locs[i].y;
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exit_specs[i] = old.exit_specs[i];
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wandering[i] = old.wandering[i];
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}
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preset_fields.clear();
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preset_fields.reserve(50);
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for(i = 0; i < 50; i++){
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special_locs[i].x = old.special_locs[i].x;
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special_locs[i].y = old.special_locs[i].y;
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spec_id[i] = old.spec_id[i];
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// preset_fields[i].loc.x = old.preset_fields[i].field_loc.x;
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// preset_fields[i].loc.y = old.preset_fields[i].field_loc.y;
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// preset_fields[i].type = old.preset_fields[i].field_type;
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cField temp;
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temp = old.preset_fields[i];
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preset_fields.push_back(temp);
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}
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for(i = 0; i < 15; i++){
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sign_locs[i].x = old.sign_locs[i].x;
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sign_locs[i].y = old.sign_locs[i].y;
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}
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lighting_type = (eLighting) old.lighting;
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in_town_rect.top = old.in_town_rect.top;
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in_town_rect.left = old.in_town_rect.left;
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in_town_rect.bottom = old.in_town_rect.bottom;
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in_town_rect.right = old.in_town_rect.right;
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for(i = 0; i < 64; i++){
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// preset_items[i].loc.x = old.preset_items[i].item_loc.x;
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// preset_items[i].loc.y = old.preset_items[i].item_loc.y;
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// preset_items[i].code = old.preset_items[i].item_code;
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// preset_items[i].ability = old.preset_items[i].ability;
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// preset_items[i].charges = old.preset_items[i].charges;
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// preset_items[i].always_there = old.preset_items[i].always_there;
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// preset_items[i].property = old.preset_items[i].property;
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// preset_items[i].contained = old.preset_items[i].contained;
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preset_items[i] = old.preset_items[i];
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}
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max_num_monst = old.max_num_monst;
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spec_on_entry = old.spec_on_entry;
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spec_on_entry_if_dead = old.spec_on_entry_if_dead;
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for(i = 0; i < 8; i++){
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timer_spec_times[i] = old.timer_spec_times[i];
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timer_specs[i] = old.timer_specs[i];
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}
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for(i = 0; i < 180; i++)
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strlens[i] = old.strlens[i];
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for(i = 0; i < 100; i++)
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specials[i] = old.specials[i];
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difficulty = old.difficulty;
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strong_barriers = defy_scrying = defy_mapping = false;
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return *this;
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}
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cTown::cTown(){}
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short max_dim[3] = {64,48,32};
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cTown::cTown(short){
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short i,s;
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location d_loc(100,0);
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cTown::cWandering d_wan = {0,0,0,0};
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cTown::cItem null_item = {loc(),-1,0,0,0,0,0};
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town_chop_time = -1;
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town_chop_key = -1;
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for (i = 0; i < 4; i++) {
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wandering[i] = d_wan;
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wandering_locs[i] = d_loc;
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}
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for (i = 0; i < 50; i++) {
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special_locs[i] = d_loc;
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spec_id[i] = 0;
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}
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lighting_type = LIGHT_NORMAL;
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for (i = 0; i < 4; i++) {
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start_locs[i] = d_loc;
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exit_specs[i] = -1;
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exit_locs[i].x = -1;
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exit_locs[i].y = -1;
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}
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// s = town->max_dim();
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start_locs[0].x = s / 2;
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start_locs[0].y = 4;
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start_locs[2].x = s / 2;
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start_locs[2].y = s - 5;
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start_locs[1].x = s - 5;
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start_locs[1].y = s / 2;
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start_locs[3].x = 4;
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start_locs[3].y = s / 2;
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in_town_rect.top = 3;
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in_town_rect.bottom = s - 4;
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in_town_rect.left = 3;
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in_town_rect.right = s - 4;
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for (i = 0; i < 64; i++)
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preset_items[i] = null_item;
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max_num_monst = 30000;
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// for (i = 0; i < 50; i++)
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// preset_fields[i].type = 0;
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spec_on_entry = -1;
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spec_on_entry_if_dead = -1;
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for (i = 0; i < 15; i++) {
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sign_locs[i] = d_loc;
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sign_locs[i].x = 100;
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}
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for (i = 0; i < 8; i++) {
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timer_spec_times[i] = 0;
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timer_specs[i] = -1;
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}
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for (i = 0; i < 100; i++) {
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specials[i] = cSpecial();
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}
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difficulty = 0;
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strong_barriers = defy_scrying = defy_mapping = false;
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}
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char(& cTown::town_strs(short i))[256]{
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if(i == 0) return town_name;
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if(i >= 1 && i < 17 ) return rect_names[i - 1];
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if(i >= 17 && i < 20 ) return comment[i - 17];
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if(i >= 20 && i < 120) return spec_strs[i - 20];
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if(i >= 120 && i < 140) return sign_strs[i - 120];
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return comment[1]; // random unused string
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}
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cTown::cWandering& cTown::cWandering::operator = (legacy::wandering_type old){
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monst[0] = old.monst[0];
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monst[1] = old.monst[1];
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monst[2] = old.monst[2];
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monst[3] = old.monst[3];
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return *this;
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}
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cTown::cItem& cTown::cItem::operator = (legacy::preset_item_type old){
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loc.x = old.item_loc.x;
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loc.y = old.item_loc.y;
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code = old.item_code;
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ability = old.ability;
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charges = old.charges;
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always_there = old.always_there;
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property = old.property;
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contained = old.contained;
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return *this;
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}
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cTown::cField& cTown::cField::operator = (legacy::preset_field_type old){
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loc.x = old.field_loc.x;
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loc.y = old.field_loc.y;
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type = old.field_type;
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return *this;
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}
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bool cTown::cWandering::isNull(){
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for (short i = 0;i < 4;i++)
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if (monst[i] != 0)
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return false;
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return true;
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}
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