Files
oboe/osx/boe.party.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

66 lines
2.7 KiB
C++

class cDialog;
__declspec(deprecated) void init_party(short mode);
__declspec(deprecated) void init_party_scen_data();
void make_boats();
bool create_pc(short spot,cDialog* parent_num);
bool take_sp(short pc_num,short amt);
void heal_pc(short pc_num,short amt);
void heal_party(short amt);
void cure_pc(short pc_num,short amt);
void cure_party(short amt);
void curse_pc(short which_pc,short how_much);
void dumbfound_pc(short which_pc,short how_much);
void disease_pc(short which_pc,short how_much);
void sleep_pc(short which_pc,short how_much,eStatus what_type,short adjust);
void slow_pc(short which_pc,short how_much);
void web_pc(short which_pc,short how_much);
void increase_light(short amt);
void restore_sp_pc(short pc_num,short amt);
void restore_sp_party(short amt);
void award_party_xp(short amt);
void award_xp(short pc_num,short amt);
void drain_pc(short which_pc,short how_much);
short check_party_stat(short which_stat, short mode);
bool poison_weapon( short pc_num, short how_much,short safe);
bool is_weapon(short pc_num,short item);
void cast_spell(short type);
bool repeat_cast_ok(short type);
void give_party_spell(short which);
void do_mage_spell(short pc_num,short spell_num);
void do_priest_spell(short pc_num,short spell_num);
void cast_town_spell(location where);
void sanctify_space(location where);
void crumble_wall(location where);
void do_mindduel(short pc_num,cCreature *monst);
void dispel_fields(short i,short j,short mode);
bool pc_can_cast_spell(short pc_num,short type,short spell_num);
short pick_spell(short pc_num,short type);
short stat_adj(short pc_num,short which);
void set_town_spell(short s_num,short who_c);
void do_alchemy();
short alch_choice(short pc_num);
bool pick_pc_graphic(short pc_num,short mode,cDialog* parent_num);
bool pick_pc_name(short pc_num,cDialog* parent) ;
m_num_t pick_trapped_monst() ;
bool flying() ;
void acid_pc(short which_pc,short how_much);
void poison_pc(short which_pc,short how_much);
void poison_party(short how_much);
void affect_pc(short which_pc,eStatus type,short how_much);
void affect_party(eStatus type,short how_much);
void void_sanctuary(short pc_num);
void hit_party(short how_much,eDamageType damage_type);
void slay_party(eMainStatus mode);
bool damage_pc(short which_pc,short how_much,eDamageType damage_type,eRace type_of_attacker, short sound_type);
void kill_pc(short which_pc,eMainStatus type);
void set_pc_moves();
void take_ap(short num);
short trait_present(short which_trait);
short wilderness_lore_present();
void print_spell_cast(short spell_num,short which);
void put_party_in_scen(std::string scen_name);
short party_size(bool only_living);
// This is defined in pc.editors.cpp since it is also used by the character editor
bool spend_xp(short pc_num, short mode, cDialog* parent);