Commit Graph

323 Commits

Author SHA1 Message Date
02e4f0a5d6 Fix PC Editor "Hide" menu item 2014-11-28 02:19:36 -05:00
07ff864f4b Convert monster abilities dialog 2014-11-28 02:19:07 -05:00
14150c8e3b Merge branch 'master' of github.com:calref/cboe 2014-07-12 22:14:28 -04:00
41c3396aa3 Tear out most of the legacy code in the scenario editor - see below for details
- All Carbon code is gone
- Many dialogs converted; some are still left unimplemented since they still need to be converted
- Menus converted to a xib file
- The giant arrays specifying the configuration of the special node dialog for each special node type have been replaced with maps and sets.

Changes to dialogs:
- pict choice dialog can now show picts of differing types; this was required for picking a monster graphic, as monsters of all sizes need to be shown in the same dialog
- string choice dialog can set the title, and properly shows the currently selected string
- LEDs now accept font format
- Fixed LED group's calculation of its rect
- Fixed LED group crashing if it has no selection
- Tabbing between text fields now works
- Fix display of larger monster graphics in dialogs
- Fix the script element content showing in the browser preview
2014-07-12 22:13:27 -04:00
Sylae Jiendra Corell
69ffd4cee3 Fixed 64-bit compiliation, edited configure script to allow
setting of 64-bit operations
2014-06-18 14:00:57 -06:00
Sylae Corell
039ef4d143 Game compiles again under 32-bit! 2014-06-18 13:24:51 -06:00
Sylae Corell
fb45c7677b Remove exe extensions from makefile 2014-06-17 16:14:35 -06:00
Sylae Jiendra Corell
a49529e1c3 Makefiles for CharEd, ScenEd 2014-06-17 16:03:20 -06:00
Sylae Corell
08928af0ac Remove verbose output flag from makefile 2014-06-17 15:24:18 -06:00
Sylae Jiendra Corell
a8872eb199 Rename windows directories to remove spaces. This backslash business is getting old. 2014-06-17 14:45:17 -06:00
Sylae Jiendra Corell
29906153cf Configure file, partial 64-bit support
Thanks to @redsaurus we've now got (partial) 64-bit support. The game and sounds dll now compile under x64.

I've also added a simple python configure script (based off of Arancaytar's cburschka/cadence script) to quickly allow changing compilers.
Gone are the days of three different Makefiles!
2014-06-17 14:36:17 -06:00
bbc9667c88 Fix unwanted transparency in some of the monster graphics 2014-04-25 22:41:40 -04:00
a4430cdf5a Fix spellcasting and dynamic menus
- Spell targeting line and array draws nicely, though not the same as the original
- Fix targeting falsely complaining about being off the edge of town
- Monster info dialog works properly; attacks now display correctly
- Fix dialogs always showing the wrong terrain or monster graphic
- Spell menus, monster menus, and PC editor item menus all work
- Spellcasting dialog now chooses the correct spell
- Fix out-of-place LED in spellcasting dialog
2014-04-22 02:06:31 -04:00
d90a006e43 Change install location of base scenario file 2014-04-22 01:58:12 -04:00
434d4c522f Fix several crucial bits of data not being loaded
- Creature save data
- Outdoor wandering encounters
- Fix crash when entering outdoor combat after loading
- Stop using char types in cItemRec
- Move all pending attributes from cMonster to cCreature
2014-04-21 21:35:26 -04:00
e8022df514 Don't rely on exceptions for normal behaviour 2014-04-21 14:06:38 -04:00
9013096624 Fix crash when changing display mode 2014-04-21 13:56:05 -04:00
446bb1550d Some more tweaks to cursor handling
- Fix cursor turning into a sword during universe shifts
- Hide cursor along with menubar during splash screen
- Add watch cursor, used during splash screen
- Properly restore cursor after a dialog
- Use sword cursor for dialogs
- Show ibeam cursor in dialog text fields
- Move everything cursor-related out of graphtool
2014-04-21 13:47:52 -04:00
84192cd52f Finally bring cursors into the resource manager framework
- Hotspots are still hardcoded, unfortunately
- Obscuring the cursor when using the keyboard now works properly
2014-04-21 04:05:55 -04:00
321cd7c2e5 Finally implement the blue hilite tint for the toolbar buttons 2014-04-21 02:27:59 -04:00
e6f75206e5 Various tweaks to the PC editor
- Inspired by commented code!
- Prints "Characters" above the PC buttons
- Shows the current day at the bottom right
- Finally implement the tint for the active PC
- Show gold and food at the top left (currently only when in a scenario)
2014-04-21 02:23:54 -04:00
a8f0222b24 Fix wrong area being hilited when clicking a word in talk mode (mostly) 2014-04-21 01:55:58 -04:00
002ee640da Remove the global TextStyle; this should fix some of the textual glitches 2014-04-21 01:49:07 -04:00
f9a21dd068 Fix up the pick custom scenario dialog 2014-04-20 23:55:01 -04:00
ed4558f805 Replace the soundtool arrays with more compact sets/maps 2014-04-20 23:41:45 -04:00
c13c0cf589 Sorting includes (tools directory) 2014-04-20 23:22:57 -04:00
4cf1c5a8f6 Fix a plethora of bugs and crashes when loading new savegames; loading now works, though with a few glitches still 2014-04-20 17:43:16 -04:00
3a0f1ad7f5 Finish up the bulk of the loading implementation, with some tweaks to saving to make sure it all matches 2014-04-20 15:46:53 -04:00
0c0450f4fe Set up the main logic for loading saved games 2014-04-20 02:23:51 -04:00
a352ee7491 Configure the PC editor to build into the Scenario Editor folder 2014-04-20 01:37:30 -04:00
b23bb30423 Clean up includes in the "classes" folder
- Canonicalized the header guards
- Removed all the sneaky dependencies between files
- Made sure includes were properly sorted
2014-04-20 01:23:15 -04:00
316a3c14ca Drafted up a coding style guide; open to suggestions 2014-04-20 00:54:47 -04:00
4542133707 Delete another useless function 2014-04-20 00:50:47 -04:00
277dd6c208 Get progDir from argv[0] instead of using CoreFoundation 2014-04-20 00:47:43 -04:00
edf37f3291 Fix linker error in the PC editor 2014-04-20 00:26:25 -04:00
750f876ed1 Get most of the output for save files implemented, some existing stuff was tweaked 2014-04-20 00:20:36 -04:00
60d1ce3be9 Initial setup for saving game states
(code may or may not compile at this point)
2014-04-19 22:47:38 -04:00
3f54c63193 Import new dependency into repository: gzstream 2014-04-19 22:28:21 -04:00
e2b8eac644 Make dialogs behave a bit more modal 2014-04-19 09:01:31 -04:00
6f040e2c56 Turns out we never actually need to check which window is in front 2014-04-19 09:01:13 -04:00
19c2b37464 Remove redundant scissor disable and include conditional for OpenGL header
- Because Apple puts it in a different place than every other platform
2014-04-19 08:50:42 -04:00
081b04b8de Remove a useless check for being unregistered in a scenario 2014-04-19 08:47:57 -04:00
211cf06b5c Fix monsters in outdoor combat showing up as empties
- And cut out few more legacy bits from the monster class
2014-04-19 02:04:12 -04:00
f8b40ec2ea Ask to save when quitting from startup screen with a party loaded 2014-04-19 01:53:58 -04:00
d69a0b11d0 Fix transcript starting off scrolled up 2014-04-19 01:43:28 -04:00
2b79f66136 Fix map not disappearing when you press Escape 2014-04-19 01:36:35 -04:00
ef58cd0601 Fix issues with custom dialogs (that is, special node ones) 2014-04-18 22:35:30 -04:00
ba8201d07c Fix the issue where tons of special points appear outdoors 2014-04-18 21:41:15 -04:00
3b00392e99 Get road connections working, and convert grass/hill road crossings from old scenarios
In classic BoE, to make a road cross the boundary of grass and hills, you would place a "road on hill" terrain where the boundary should be, and the game would automatically convert it to the correct type of boundary before drawing the road on top. Now, the game expects you to place the proper boundary there instead, meaning there is some more complicated logic to determine when it needs to draw a road across a boundary, or, in some cases, two consecutive boundaries. It works for the surface world of Valley of the Dying Things; there may still be some edge cases that need fixing.
2014-04-18 18:58:53 -04:00
d0136a6711 Don't bother to run through keystroke handling when the key pressed is a modifier 2014-04-18 17:08:31 -04:00