Commit Graph

70 Commits

Author SHA1 Message Date
088166a534 Don't set application icon on OSX since it overrides the Dock icon 2015-09-25 00:47:14 -04:00
e81b63d36f Windows: Set a titlebar icon 2015-09-25 00:41:17 -04:00
054f32dec2 Split out icon from pcedit title graphic 2015-09-25 00:35:36 -04:00
db34095d82 Show version in PC editor window 2015-09-24 19:29:02 -04:00
6b71200110 Lowercase windows.h includes for MinGW cross-compiling compatibility 2015-09-13 14:31:06 -04:00
780b413d0c Mass replace NULL --> nullptr
(Except one instance was instead replaced with nil)
2015-09-13 10:50:21 -04:00
853c270146 scons: Get working on Windows with MSVC 2015-09-13 00:15:28 -04:00
832b8b5f91 Set up scons build system
- In its current state, it produces a valid, launchable Mac application package, though one that's not redistributable (relies on system-installed libraries)
- Partial support is already in-place for a Windows build
2015-09-11 23:10:37 -04:00
0c7c64dfc9 Rearrange resource structure
- All resources are now under data/
- Editors and Blades of Exile Base are no longer in Scenario Editor subfolder
- User scenarios are now stored in %APPDATA% / "Application Support"
2015-09-03 19:26:19 -04:00
22ca77fa77 Some cleanup 2015-09-01 14:41:53 -04:00
5762c2bb90 Tweak to error dialogs and add separate warning dialogs
(Also some error messages tweaked)
2015-08-14 23:30:18 -04:00
60d2085744 Fix PC editor build 2015-07-11 10:55:50 -04:00
aa72575270 Fix Show PC Spells dialog and the Alchemy button in PC Info 2015-07-05 08:31:30 -04:00
70f22e039e Allow added items in character editor to exceed max weight,
and give error if not enough room
2015-07-04 00:39:32 -04:00
a64db5f15f Fix a lot of text placement and similar issues
- In the game, text placement is better-aligned on the main-menu buttons, in the PC stat area (both PC info and food/gold/day), in the PC items area, and in the text info bar.
- Fix leaving artifacts of previous titles in the PC stats area
- Title of PC items area is now in yellow, to match the PC stats area
- Bold text now actually looks bold (affects all programs)
- In the scenario editor, the location of the info strings above and below the toolbar are fixed
- Text in the PC editor has received numerous tweaks too numerous to list. In particular, text on the right buttons is better centred, and gold and food aren't stuck together.
- PC editor now shows race even if it's a monster race
- PC editor now recognizes the presence of the forcecage status
- PC editor now shows all traits and status effects, even if the PC has every trait or every status effect in the game.
2015-07-04 00:39:08 -04:00
cea602ce6d Don't share the same temporary scenario directory between all programs
(Also fixes loading of unpacked scenarios)
2015-06-30 12:46:00 -04:00
225195c46f Launch a local copy of the help, if one exists 2015-06-27 02:29:30 -04:00
dafe6c2790 Some character editor changes:
- Move Own Boats/Horses to Scenario menu
- Disable Scenario menu if not in a scenario
- Don't bother converting notes from legacy saves if not in a scenario (affects game too)
2015-06-27 02:08:15 -04:00
f0f3994b98 Full support for custom PC graphics as well as monster graphics on PCs 2015-06-23 14:12:51 -04:00
6b28dbad7c Fix loading wrong nibs for menus 2015-06-15 00:21:34 -04:00
233a50a1e2 More fixes/tweaks to the installer
- Add Windows icon for scenario files (using the old Mac icon)
- Fix OpenAL not being deleted, causing the program directory to remain
- Fix association for old scenarios (.exs) not being removed
Also:
- Fix build broken in previous commit (due to header renames)
2015-06-09 10:26:08 -04:00
1a3543ebf6 Move resources out of the src directory 2015-06-09 08:37:53 -04:00
459c68a668 Support for opening saves/scenarios in Windows by dropping them on the app icon 2015-06-08 22:14:55 -04:00
2d9c3ba2d9 Remove the arbitrary limits on the following quantities:
- Number of terrain types - as long as the last terrain in the list is unused, you can delete it
- Number of monster types - as long as the last monster in the list is unused, you can delete it
- Number of item types - as long as the last item in the list is unused, you can delete it
- Number of special items
- Number of strings (scenario, journal, outdoors, town)
- Number of signs (outdoors, town)
- Number of description rectangles (outdoors, town)
- Number of town entrances (outdoors)
- Number of dialog nodes (town); number of personalities per town is still limited, but since you can use personalities from any town and the number of towns is unlimited, you still have effectively unlimited personalities

Other related stuff:
- Fix ability to select nonexistent terrains/items/monsters from the palette
- Fix inability to find unused special strings in some cases
- Fix sometimes incorrectly selecting the current node as the next node in the chain, instead of a new node
- When cancelling from the special node dialog, it's a bit more intelligent about whether or not to drop nodes from the end of the list
- Edit string dialog now has a cancel button
- Save otherwise unused talk nodes if they contain strings, to avoid loss of data that might be important
- Fix scenario and journal strings loading incorrectly if some strings were blank
- Fix some issues with list modes activated by menu not appearing until the mouse moves over the window
- Fix incorrect instructions in list modes (it's alt-click, not command-click as the instructions indicated)
- Implement "erase town entrance" button and create a visual difference between town entrances with an assigned town and those without
- Fix inability to erase monsters after the first 60 in town
- Fix escape key accepting changes in the shop dialog, instead of cancelling
- Fix quest/shop list resetting to top after editing one
2015-06-08 22:14:47 -04:00
01d317b007 .h -> .hpp 2015-06-08 22:14:43 -04:00
aabfe40b00 Scenarios can now be opened in the editor by double-clicking them.
- Character editor also supports dropping saved games on the app icon
2015-06-05 19:42:45 -04:00
Sylae Corell
be24641f9f Update documentation URLs 2015-03-15 16:54:56 -06:00
fc1ec8c858 Get file icons working on Mac 2015-02-21 22:12:42 -05:00
a1ec70c9ff Merge branch 'master' from Windows 2015-02-20 12:21:04 -05:00
3fc1b8cd7e Fix most of the warnings in the Visual Studio build
- Fix energy-draining weapons
- Specials called when a spell is targeted on a space now work a little differently if the spell is multi-target. For each target, the special is triggered if it exists; otherwise the normal spell behaviour occurs.
2015-02-20 12:18:38 -05:00
08236555f9 Fixes to traits dialog
- Now updates properly (thanks to Erdos for helping to track down the cause of this)
- No longer crashes if the PC has a monster race
2015-02-16 16:10:08 -05:00
d977a0f457 Make menu accelerator keys work on Windows 2015-02-14 15:21:26 -05:00
0aaa299642 Implement the close and revert menu choices, as well as PC editor help
- Fix storing directions in save file as control characters
2015-02-14 13:20:41 -05:00
4fbc6cfa77 Various code cleanup stuff 2015-02-14 12:24:25 -05:00
f5a43bc011 More reduction of reliance on hard-coded limits 2015-02-07 09:46:51 -05:00
c50e24b8e4 Turn sparse arrays into sets. 2015-02-06 15:37:55 -05:00
5bfae50315 Traits and races
- Vahnatai race implemented
- Pacifist trait implemented
- New trait: Anama - classified as a disadvantage but also has some perks
- PCs with bug race now immune to web fields
- PCs with undead/demon races now do that type of damage on unarmed attacks

The new races and traits probably still need some work/balancing.
2015-02-05 17:33:12 -05:00
aa938178ce Fix training dialog not functioning in the PC editor 2015-02-05 13:06:46 -05:00
e71ebdc895 Restore training dialog in-game help 2015-02-05 13:06:20 -05:00
e5792f1e09 Eliminate global variables from the training dialog 2015-02-05 02:07:08 -05:00
ae7c8e12db More removal of reliance on hard-coded limits 2015-02-02 11:38:39 -05:00
2933f1e2e7 Finish support of generalized status effects (probably)
- Negative dumbfounding increases effective magic skills; works on monsters too (though it already did)
- Martyr's Shield no longer permanent on monsters
- Invisible status effect works on monsters (same as permanent invisibility)
- Poisoned weapon status effect works on monsters (adds poison to their first melee attack)
- Restore Mind spell no longer removes negative dumbfounding
- Invulnerability status effect works on monsters (same as permanent invulnerability, and stacks with it)
- Magic resistance status effect works on monsters (halves fire/cold damage)
- Negative magic resistance doubles magic/cold damage (both on PCs and monsters)
2015-01-27 14:55:51 -05:00
4fa0efa7d8 Introduce two dialogs for debugging - a Set SDF dialog and a Debug Help dialog
- sd_legit() moved into cParty class
2015-01-26 14:36:15 -05:00
d396e459a3 Pass around iLiving references instead of target indices in most combat contexts (and some non-combat)
- Fixes PC melee attacks using webs from the wrong PC
- Support for PC-on-PC attacks is in place, though these code paths are currently not entered; could be used for charmed PCs, for example
- In many cases, status effects that don't affect monsters are now supported for them (but still don't affect them... yet)
- The "special" damage from assassination is now handled differently; support for it is no longer hard-coded into damage_monst(), and the message display for it is handled externally from damage_monst(). Also, it's no longer used for any kind of magic weapons.
- Select target special node has changed its way of selecting a specific monster/PC as the target
- Fix monster-on-monster attacks applying poison on all three attacks instead of just the first
2015-01-25 18:24:47 -05:00
99bb11dd3b Split up files so that the scenario editor will build
- cCreature split into seperate file-pair from cMonster/cTownperson
- fileio.cpp split into general, party, and scenario sections
- classes.h file deleted
2015-01-24 21:29:34 -05:00
144945587b Initial stage of major refactor - putting all PC/monster-affecting functions inside the respective classes 2015-01-24 20:02:20 -05:00
d77baefcb5 Add new shop type and enhance existing ones a little
- Shops can now sell skill upgrades without skill point costs (currently available only through special node, not through dialogue)
- Spell shops now show level and spell point cost
- Alchemy shops now show ingredients
- Make use of the constants defined for indexing the shop rects
- Support for arbitrary quantities of items in shops, rather than simply infinite for normal shops and one for magic shops (there's no hook for this yet, though, so it can't be used)
2015-01-23 22:04:48 -05:00
41db6dcfdf Fix indentation 2015-01-23 04:06:06 -05:00
e5f44de4fe Move a lot of item-related functions into the player and party classes
- Rearrange alchemy code a little to fix a possible situation with two-ingredient potions where you only have one of the first ingredient - instead of removing the second ingredient, it would have removed the next item in your inventory
- Equippable item abilities that have an ability strength now stack if you have multiple items with the same ability equipped
2015-01-16 16:40:54 -05:00
39723d1a94 Fix character editor build
(Was broken with the party splitting changes)
2015-01-16 03:40:20 -05:00