Files
oboe/osx/classes/town.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

185 lines
4.9 KiB
C++

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