Tear out most of the legacy code in the game - see below for details

(PC Editor and Scenario Editor are unaffected by this commit.)

Things removed:
- All references to Carbon and QuickDraw are gone.
- No more Resource Manager; the game no longer relies on old resource files at all
- The old dialog framework (from dlogtool.c, functions usually prefixed with cd_) is no longer used.
- Files that weren't being compiled
- Boost libraries that are now in the C++ library (function, shared_ptr)
- Obsolete build settings

Replacement dependencies:
- Boost Filesystem replaces references to things like FSSpec
- SFML replaces all the QuickDraw code and most window management
- Cocoa replaces AppleEvent management, menu management, and some window management
- I wrote a resource manager interface to mimick the important aspects of the behaviour of the Mac Resource Manager
- I had to rewrite some functions that QuickDraw provided natively, such as clipping regions; not all of these are tested

Things added:
- Every referenced dialog has been converted from a DITL resource into the new XML-based dialog format.
- All referenced STR# resources have been extracted into simple text files
- Now compiles against Mac OSX 10.7 SDK and libc++
- The first item in the Help menu opens the docs on Sylae's website
- It seems all the constants for soundtool vanished somewhere, so I added them back from the original Mac source

Other changes:
- Updated to XCode 4(?) project format
- Added the xcschemes created by XCode 4; I'm not sure how important these are, but they seem like they might be important
- Added document on converting dialogs to the XML format.
- Make string formatting mismatches into errors instead of warnings
- Disable error limit
- Graphics sheets that previously used masking now have alpha transparency
- Converted all graphics sheets to 8-bit PNG
- Trimmed white border from intro image
- Converted dialogs in the resource file have their resource name set to the name of the XML file of the converted version
- Referenced string resources in the resource file have their resource name set to the name of the text file of the extracted version
- Add the black-and-white patterns from the PAT resources to the pixpats.png; at least one of them is used somewhere in the game
- Recreated the menu.xib as a Cocoa xib file instead of a Carbon xib file
- Disable GNU C++ extensions; maybe this'll make it easier to compile with cl.exe later
- Add marks to the enormous handle_action function to make it easier to navigate\
- A build step to validate the XML dialogs using xmllint (doesn't quite work properly yet but does at least catch dialogs that are not well-formed)- Fix a lot of warnings about assigning string constants to non-const char pointers
- Fixed the file and application icons (which had somehow become corrupted at some point)
- Lots of additional functions in the custom location and rectangle classes, including implicit conversion to and from SFML rects and vectors; also they now store coordinates as int instead of char
- A new enum for encounter note types
- Much tweaking of the encounter note recording mechanisms
- To ease porting, I added a simple function that converts from classic Mac ticks (about 1/60 of a second) to the SFML time type
- Python script to convert STR# resources to txt files, replacing newlines with vertical bars
- Extracted the Mac font (Dungeon Bold) from the resource file and also added the Windows font (MaidenWord)

XML Dialog Framework changes:
- Remove the static initialization object in favour of manually calling cDialog::init()
- {set,get}Format() no longer used for colour; there's a dedicated {set,get}Colour() instead
- draw() methods unprotected in the control classes so that controls can be drawn in the main window
- There's no longer a friend relationship between the dialogs and the controls
- Fixed buttons duplicating the "depressed" boolean
- Buttons now properly offset the label for tiny and push buttons, and for LEDs
- Buttons no longer assume that either none or both of "width" and "height" are given in the XML
- Add {get,set}BtnType() to cButton
- cLedGroup now overrides handleClick(), which has also been made virtual; this was necessary for LEDs within a group to properly hilite while being clicked
- Add addChoice() to cLedGroup to insert additional LED choices
- Moved the key enums and cKey to a separate file
- Add a method to get a control's attached key
- Add methods to get and set a control's rect and position
- Controls can now directly take a window as a parent rather than a dialog
- Add addLabelFor() method to cDialog which adds a static text control as a label for another control
- Remove hack for storing a dialog result of arbitrary type in favour of boost::any
- Add method to get default text colour for a dialog
- Add method to get a dialog's rect
- Add method to add the same event handler to multiple controls in a dialog
- Add concept of default button to dialogs
- Add enum for text field type (currently either number or text)
- Implement the text field without use of native controls, including somewhat decent text input and a flashing insertion point
- cPict no longer stores references to every sheet; it fetches them as needed from the resource manager
- The many draw functions in cPict are no longer static, since they need to access the window containing the pict (before they could only be static due to QuickDraw's global state)
- Add setPict() without a type argument to change the graphic without changing the type, which is a common operation
- Add a scrollbar control; the specifics aren't implemented yet
- Change signature of the record callback for cStrDlog; it will no longer be passed the strings
- Publicize the no-button constructor of cChoiceDlog; it'll assume "okay" is the only button
- Add operator-> to cPictChoice for accessing the underlying dialog
- Add constructor to cPictChoice that takes a starting and ending pic num
- Remove err parameter from giveError
- Many more keys handled, plus support for catching copy, paste, cut, and select all keyboard shortcuts
- Text input fields take priority, overriding any other keyboard shortcuts in the dialog, but they never catch help (F1), escape, or enter
- Some changes to the format itself:
-> keys go in the "def-key" attribute, but modifiers go in "key-mod"
-> "clickable" is no longer a recognized attribute
-> "title" is now a recognized text size (18pt, even larger than "large" at 12pt)
-> "defbtn" attribute on the root element
This commit is contained in:
2014-04-09 23:39:55 -04:00
parent b9de23897e
commit c413d292a9
286 changed files with 13970 additions and 13970 deletions

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When below 4, the health the character gains at each level will be sharply reduced. Also, more strength enables you to carry more stuff.
Before a character does ANY fighting or fires any missiles, this skill should be at least 3.
If the character is going to cast spells, make this skill at least 4. If not, ignore it.
Edged weapons are the most common.
Bashing weapons are common and cheap.
Pole weapons are, in general, the most expensive, the most rare, and the most powerful.
Thrown missiles are common and many are magical. Also, this skill is cheap. However, thrown weapons cannot be poisoned.
Bows are expensive, and so is this skill. However, poisoned arrows are extremely powerful.
Buy a few levels for anyone in heavy armor.
Try to start with at least one character with level three in this.
Try to start with at least one character with level three in this.
Spread this around the party. Don't buy more than 25 points total (over the whole game).
Have only one character buy this, but get a lot. Alchemy is very useful.
Expensive, but very useful. Knowing what items are when trapped deep in a dungeon can save your life.
Traps are deadly in Exile. Have only one character buy this, but get a lot.
Not necessary, but very useful. Unlock Door spells are expensive, and bashing is slow, damaging, and very unreliable.
Wait on this. It's very effective when your level is high.
You really only need 3-4 levels of this. More helps, but not too much.
Although it costs no gold, hold off on buying this until your level is high. Luck can help A LOT, but at low levels other things help more.
Drinking many, many cups of espresso often greatly heightens one's Blades of Exile experience. The author recommends a nice iced latte. Double tall.
Be sure to look for Exile: Escape From the Pit, Exile II: Crystal Souls and Exile III: Ruined World: the hit award-winning trilogy that spawned Blades of Exile. http://www.spidweb.com.
Need a hint? Run the Blades of Exile Instructions program. It has a full hint book for the first scenario.
Low on gold? Read the Blades of Exile documentation. The Hints on Getting Started section has a plethora of hints for finding loot.
Having trouble reaching somewhere? Walk into the walls/barriers/trees/whatever is in your way. Some things have secret doors or entrances.
Casting repeated blesses multiplies the effect. Two bless spells on somebody are more than twice as powerful as one.
Want more adventures? Go to www.spidweb.com, and download a new Blades of Exile scenario!
It's all fun and games until someone loses an eye.
To play a customized scenario, copy it into your Blades of Exile Scenarios folder, run the game, and click Custom Scenario on the title screen. You can find new scenarios at www.spidweb.com.
Some scenarios have horses in them. Buy some, if possible. Traveling outdoors is slow, and you'll use up a lot less food when you don<6F>t travel on foot.
Items need to be identified before you can sell them. In the first scenario, Axel (in Sweetgrove) will identify items cheaply. Also, there are people in plenty of other towns who will perform this service.
Move Mountains and Dispel Barrier are very useful spells. Haste will save your party from many a nasty fight.
Can't cast a mage spell you've learned? Make sure your Mage Spells skill is up to at least the level of the spell. Then make sure you're not dumbfounded (Restore Mind cures this). Then make sure you have enough spell points.
The Blades of Exile Editor can help you out in a lot of nasty situations, even when it's unregistered. Take a look!
Someone important not there? The friendly people in the town suddenly mad at you and you're not sure why? You may have clipped them with Mass Charm or Shockwave. Visit a few other towns and return, and you'll have been forgiven.
Low on gold? Look around for side adventurers. For example, Valley of Dying Things has several other dungeons.
Trapped in a scenario? You can often leave it by returning to the town you started in. If you<6F>re trapped, run the Blades of Exile character editor. It can pull you out of a scenario (even when unregistered).
Be sure to talk to everyone in town. This is often your only route to important tips. For example, in Valley of Dying Things, Avizo, in the first town, knows something very important. You just have to find out what to ask him.
Have a tip, bug report, question, or comment? Send it to SpidWeb@spidweb.com.
Make sure everyone has a strength of at least 3. Make sure mages have plenty of intelligence. Make sure everyone who does a lot of melee combat has a high dexterity.
Some dungeon trips are long, and require lots of healing and endurance. It is at these times that Alchemy can be very useful.
If you get lost, be sure to use the automap. It can tell you where you have and haven<65>t been.
If you need a hint, look in the online documentation. There<72>s a full hint guide for Valley of Dying Things. When you register, you get a full hint book for Blades of Exile.
To cast spells quickly, click on his/her name on the upper right, and select the spell from the Mage Spells or Priest Spells menu.
To make a character active (and see its inventory) quickly, type '1'-'6'.
Sometimes you'll find a place where you know there's a dungeon, but you can't see or enter it. That's because someone somewhere else needs to tell you where it is. Go talk to people in towns.
One nice shortcut: typing capital 'M' has whoever cast your last mage spell cast it again. 'P' works the same way for priest spells.
Beware when using the Long Rest feature in dungeons. Monsters are taking advantage of those pauses to get reinforcements.
Game too slow? Look in the Preferences menu. There are several options to speed things up.
Have to go through a dungeon, but you keep getting killed? Stock up on potions. Buy scrolls. Learn alchemy. Go in, kill a bunch of monsters, and leave to rest (if you can).
One nice shortcut: typing capital 'M' has whoever cast your last mage spell cast it again. 'P' works the same way for priest spells.
Beware when using the Long Rest feature in dungeons. Monsters are taking advantage of those pauses to get reinforcements.
When launching Exile III, you can hold the space bar down to do a limited launch. This eliminates the opening fades and music, and sometimes makes the game go faster.