game[junk bag]: some "basic" works on interface and help dialogs.
This commit is contained in:
@@ -54,10 +54,13 @@
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<text name='item8-detail' top='315' left='116' width='275' height='17'/>
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<!-- End of item entries -->
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<!-- Note: These two were originally framed, but I removed that because the code was unframing them before displaying the dialog. -->
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<text top='203' left='1' width='64' height='125'>
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<text top='103' left='1' width='64' height='125'>
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=Keyboard: To get item, hit 'a' - 'h'.
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To scroll, hit up and down arrows.
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</text>
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<text name='help-junk' top='195' left='1' width='64' height='125'>
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To select the junk bag, hit '7'.
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</text>
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<text name='prompt' top='347' left='1' width='66' height='79'/>
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<text name='item1-weight' top='37' left='319' width='78' height='18'/>
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<button name='item1-info' type='help' top='37' left='386'/>
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@@ -17,7 +17,7 @@
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Once there, to equip (i.e. use) or unequip (take off) an item, click on its name.
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Other buttons will appear enabling you do to other things:
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</text>
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<text top='274' left='63' width='429' height='50'>
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<text top='254' left='63' width='429' height='50'>
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Items from slain monsters normally appear unidentified.
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To identify them, take them to a sage (such as Habecker in Fort Emergence).
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Also, buying Item Lore skill sometimes makes monster's treasure appear already identified.
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@@ -34,9 +34,11 @@
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The Sell, ID, and Enchant buttons only appear when talking to a person who can do these things.
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Many shopkeepers will buy your items, and certain sages can identify and even enchant them.
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</text>
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<text top='325' left='63' width='427' height='50'>
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<text top='305' left='63' width='427' height='50'>
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Finally, hitting the Jobs button (or typing '8') takes you to the jobs page,
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where you can see what jobs you currently have.
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Hitting the 'Spec' button (or typing '9') brings up whatever special items you have.
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If "Show the junk bag" is enabled in the preferences, the 'Recycle Bin' button (or by typing '7')
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shows you its items.
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</text>
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</dialog>
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@@ -23,7 +23,7 @@ though in some cases rearranged a little:
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- errors.png ( "Under Construction Grunge Sign" by Free Grunge Textures - www.freestock.ca is licensed under CC BY 2.0 )
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- edsplash.png (by James Ernest)
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- fighthelp.png
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- invenbtns.png (the coin was cropped from an item graphic)
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- invenbtns.png (the coin was cropped from an item graphic, the "trash" icon is licensed under CC BY-SA 2.5)
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- invenhelp.png
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- inventory.png
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- missiles.png
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@@ -91,6 +91,8 @@ For item graphics, most are original BoE graphics, except for the following:
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- The last two rows of objects.png are by ADoS, as is graphic 17.
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- On tinyobj.png, graphics 17, 45-54, 69, and 134-138 are by ADoS.
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- On invenbtns.png, the "trash" picture is from the Tango! Desktop Project CC BY-SA 2.5.
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https://commons.wikimedia.org/wiki/File:User-trash-full-4.svg
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startanim.png has been heavily modified by ADoS with new text, but the actual pictures
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in it are still all original BoE graphics.
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107
rsrc/graphicsUndithered/CREDITS.md
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107
rsrc/graphicsUndithered/CREDITS.md
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@@ -0,0 +1,107 @@
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Graphics Credits
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================
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This is just a list of where all the graphics in this folder came from. In many cases,
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graphics will be referenced by their index as understood by the game; usually this is
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counted across first and then down, but in a few cases (like animated terrain or monsters)
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you count down and then across.
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The following files consist solely of original BoE graphics primarily by Andrew Hunter,
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though in some cases rearranged a little:
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- actionhelp.png
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- bigscenpics.png (except the fourth which is by The Almighty Doer of Stuff)
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- buttons.png
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- dlgbtnred.pm
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- dlogbtnhelp.png
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- dlogbtnled.png
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- dlogbtnlg.png
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- dlogbtnmed.ong
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- dlogbtnsm.png
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- dlogbtntall.png
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- dlogpics.png
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- errors.png ( "Under Construction Grunge Sign" by Free Grunge Textures - www.freestock.ca is licensed under CC BY 2.0 )
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- edsplash.png (by James Ernest)
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- fighthelp.png
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- invenbtns.png (the coin was cropped from an item graphic, the "trash" icon is licensed under CC BY-SA 2.5)
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- invenhelp.png
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- inventory.png
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- missiles.png
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- outhelp.png
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- pcedbuttons.png
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- pcedtitle.png
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- pcs.png (except the Vahnatai which is by Kelyar-Ihrno)
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- pixpats.png
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- scenpics.png
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- spidlogo.png
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- startbut.png
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- startsplash.png (by James Ernest)
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- startup.png
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- statarea.png
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- stathelp.png
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- talkportraits.png
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- terscreen.png
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- textbar.png
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- townhelp.png
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- transcript.png
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- trim.png
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- vehicle.png (except the last row which is by ADoS and is currently unused)
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they have been undithered with ImageMagick.
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In booms.png, the last two rows and the right-most graphic on the first row are by ADoS.
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The yellow explosion is a simple invert of the blue one. The rest are original BoE.
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In fields.png, the first four graphics were created by ADoS.
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The rest are original BoE graphics.
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Some sheets are entirely original:
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- dlogscroll.png created by Jewels (pressed versions made by Celtic Minstrel)
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For terrain graphics, most are original BoE graphics, except for the following (some of
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which are based on original BoE graphics):
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- On ter4.png, the grass hut is basically original BoE but had a shadow added by
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Celtic Minstrel.
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- On ter5.png, graphics 20-23 and 33 are by Mistb0rn. Graphics 2, 3, 18, 19, 25 are by ADoS.
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Graphics 24 and 46-49 were monster graphics in original BoE. Graphic 4 is by Celtic Minstrel
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based on original BoE graphics.
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- ter6.png is entirely by Mistb0rn.
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- ter7.png is by Mistb0rn, except the small trees (54 and 46) which are by Celtic
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Minstrel.
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- On ter8.png, graphics 0, 1, 5, 6, 10, 11, 15, 16 are by Celtic Minstrel; 18, 19, 44-49
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are by ADoS, and the rest are by Mistb0rn.
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- ter9.png is entirely by ADoS (some based on original BoE graphics).
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- On ter10.png, the base ice tiles (graphics 1 and 2) are by Mistb0rn and the rest is by
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ADoS (based on those tiles and original BoE graphics) with some tweaks by Celtic Minstrel.
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- ter11.png, ter12.png, ter13.png, and ter14.png are entirely by ADoS, except for the
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desert crater (graphic 7 on ter12.png) which is by Celtic Minstrel.
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- On teranim.png, graphic 15 is by Mistb0rn and graphic 16 is by ADoS.
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- termap.png currently just contains directly shrunken versions of the other sheets.
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For monster graphics, most are original BoE graphics, except for the following (some of
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which are based on original BoE graphics):
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- The last graphic in monst5.png (the statue) is adapted from Exile III (though BoE had a
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nearly-identical one).
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- The last graphic in monst7.png (the red slime) is by ADoS.
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- The crystal souls in monst8.png have been modified from the original to remove the
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background flooring.
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For item graphics, most are original BoE graphics, except for the following:
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- The last two rows of objects.png are by ADoS, as is graphic 17.
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- On tinyobj.png, graphics 17, 45-54, 69, and 134-138 are by ADoS.
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- On invenbtns.png, the "trash" picture is from the Tango! Desktop Project CC BY-SA 2.5.
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https://commons.wikimedia.org/wiki/File:User-trash-full-4.svg
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startanim.png has been heavily modified by ADoS with new text, but the actual pictures
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in it are still all original BoE graphics.
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In staticons.png, the last four rows are by ADoS, some with tweaks by Celtic Minstrel.
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The rest are original BoE graphics.
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Most of edbuttons.png is by ADoS. A few of the tiny icons are by Celtic Minstrel or
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unchanged from original BoE. Most of the palette buttons are based on original BoE or on
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buttons by Celtic Minstrel (some of which were themselves based on original BoE). The
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blue button is unchanged from original BoE; the + button is by Celtic Minstrel.
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rsrc/graphicsUnditheredByHand/invenbtns.png
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rsrc/graphicsUnditheredByHand/invenbtns.png
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@@ -39,11 +39,12 @@
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#include "render_shapes.hpp"
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#include "enum_map.hpp"
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rectangle item_screen_button_rects[9] = {
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{125,10,141,28},{125,40,141,58},{125,68,141,86},{125,98,141,116},{125,126,141,144},{125,156,141,174},
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{126,176,141,211},
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{126,213,141,248},
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{127,251,140,267}
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rectangle item_screen_button_rects[10] = {
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{125,9,141,27},{125,37,141,55},{125,64,141,82},{125,92,141,110},{125,119,141,137},{125,147,141,165}, // pc
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{126,190,141,222}, // special
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{126,221,141,254}, // quest
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{127,254,140,270}, // help
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{125,174,141,189} // junk bag
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};
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rectangle medium_buttons[4] = {
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{383,190,401,225}, {402, 190, 420, 225},
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@@ -61,7 +62,7 @@ rectangle startup_top;
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enum_map(eItemButton, bool) item_area_button_active[8];
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enum_map(ePlayerButton, bool) pc_area_button_active[6];
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short item_bottom_button_active[9] = {0,0,0,0,0, 0,1,1,1};
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bool item_bottom_button_active[10] = {false,false,false,false,false, false,true,true,true,false};
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rectangle pc_help_button;
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@@ -190,19 +191,6 @@ void init_screen_locs() {
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item_buttons[i][j].offset(0,13 * i);
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}
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/* for(short i = 0; i < 8; i++) {
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item_screen_button_rects[i] = bottom_base;
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OffsetRect(&item_screen_button_rects[i],10 + i * 29,126);
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}
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item_screen_button_rects[6].left = 176;
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item_screen_button_rects[6].right = 211;
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item_screen_button_rects[7].left = 213;
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item_screen_button_rects[7].right = 248;
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item_screen_button_rects[8].top = 127;
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item_screen_button_rects[8].bottom = 140;
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item_screen_button_rects[8].left = 251;
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item_screen_button_rects[8].right = 267; */
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// name, hp, sp, info, trade
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pc_buttons[0][PCBTN_NAME].top = 18;
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pc_buttons[0][PCBTN_NAME].bottom = pc_buttons[0][PCBTN_NAME].top + 12;
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@@ -1354,7 +1342,7 @@ bool handle_action(const sf::Event& event) {
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point_in_area.x -= item_win_ul.x;
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point_in_area.y -= item_win_ul.y;
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for(int i = 0; i < 9; i++)
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for(int i = 0; i < 10; i++)
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if(item_bottom_button_active[i] > 0 && point_in_area.in(item_screen_button_rects[i])) {
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rectangle button_rect = item_screen_button_rects[i];
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button_rect.offset(item_win_ul);
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@@ -1369,6 +1357,9 @@ bool handle_action(const sf::Event& event) {
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case 8: // help
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cChoiceDlog("help-inventory").show();
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break;
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case 9:
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set_stat_window(ITEM_WIN_JUNK);
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break;
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default:
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handle_switch_pc_items(i, need_redraw);
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break;
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@@ -629,10 +629,14 @@ bool show_get_items(std::string titleText, std::vector<cItem*>& itemRefs, short
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sout << "item" << i << "-info";
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itemDialog[sout.str()].attachClickHandler(handler);
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}
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if (univ.party.show_junk_bag)
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if (univ.party.show_junk_bag) {
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itemDialog["junk"].show();
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else
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itemDialog["help-junk"].show();
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}
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else {
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itemDialog["junk"].hide();
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itemDialog["help-junk"].hide();
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}
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put_item_graphics(itemDialog, first_item, pc_getting, itemRefs);
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void (*give_help)(short,short,cDialog&) = ::give_help;
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@@ -74,10 +74,10 @@ extern enum_map(eItemButton, rectangle) item_buttons[8];
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extern enum_map(ePlayerButton, rectangle) pc_buttons[6];
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extern enum_map(eItemButton, bool) item_area_button_active[8];
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extern enum_map(ePlayerButton, bool) pc_area_button_active[6];
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extern rectangle item_screen_button_rects[9];
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extern rectangle item_screen_button_rects[10];
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extern std::vector<int> spec_item_array;
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// combat globals
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extern short item_bottom_button_active[9];
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extern bool item_bottom_button_active[10];
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extern cUniverse univ;
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extern short shop_identify_cost;
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extern short store_selling_values[8];
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@@ -543,7 +543,7 @@ void place_item_button(short button_position,short which_slot,eItemButton button
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void place_item_bottom_buttons() {
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rectangle pc_from_rect = {0,0,36,28},but_from_rect = {30,60,46,78},to_rect;
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rectangle spec_from_rect = {0,60,15,95}, job_from_rect = {15,60,30,95}, help_from_rect = {46,60,59,76};
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rectangle spec_from_rect = {0,60,15,95}, job_from_rect = {15,60,30,95}, help_from_rect = {46,60,59,76}, bag_from_rect = {60,60,78,78};
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// TODO: What about when the buttons are pressed?
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TextStyle style;
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style.lineHeight = 10;
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@@ -576,6 +576,18 @@ void place_item_bottom_buttons() {
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rect_draw_some_item(invenbtn_gworld, job_from_rect, item_stats_gworld, to_rect, sf::BlendAlpha);
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to_rect = item_screen_button_rects[8];
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rect_draw_some_item(invenbtn_gworld, help_from_rect, item_stats_gworld, to_rect, sf::BlendAlpha);
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if (univ.party.show_junk_bag) {
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to_rect = item_screen_button_rects[9];
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item_bottom_button_active[9] = true;
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rect_draw_some_item(invenbtn_gworld, bag_from_rect, item_stats_gworld, to_rect, sf::BlendAlpha);
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to_rect.inset(2,2);
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std::string numeral = "7";
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short width = string_length(numeral, style);
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to_rect.offset(-width - 5, 0);
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win_draw_string(item_stats_gworld, to_rect, numeral, eTextMode::LEFT_TOP, style);
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}
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else
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item_bottom_button_active[9] = false;
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}
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void set_stat_window_for_pc(int pc) {
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