Commit Graph

235 Commits

Author SHA1 Message Date
72200a57f3 Convert several more dialogs, mostly related to outdoors stuff 2014-12-18 18:55:21 -05:00
c1d489c636 Convert area description dialogs 2014-12-18 12:51:28 -05:00
2f64789003 Rearrange the new graphics on the terrain sheets and add all of the graphics Mistb0rn made for the project
- Also add credits and fill in termap.png
2014-12-17 18:48:35 -05:00
5de6d3d661 Convert two more dialogs 2014-12-17 13:13:23 -05:00
e864d9f7eb Replace living statue and crystal soul graphics with versions that don't have a background
- Also included is details on how this was done, in case someone else can improve on it.
- Living statue attack graphic is derived from Exile III.
2014-12-17 11:39:07 -05:00
045e49543c Convert the last two core scenario dialogs
- Edit special encounter dialog now expects a parent and returns false if the user cancelled.
2014-12-16 21:47:07 -05:00
2ef6d01ec7 Update spell data
- Fireball mistakenly required you to select a PC target while Haste did not.
- Forgot the two special monster priest spells
- Changed display name of ICE_WALL_BALL
2014-12-16 18:40:54 -05:00
d88ace968f Use the spell enum for monster spells
- Enemy priests now cast Goo instead of Stumble; this was changed to match the effect of the spell.
- Enemy priests now cast Minor Heal instead of Light Heal; this is merely a name change to match the equivalent PC spell.
- PCs now cast Bless All instead of Bless Party; this is merely a name change to match the equivalent monster spell.
2014-12-16 14:45:32 -05:00
0f140d3d86 The names of spells and alchemy were duplicated in several places, all slightly different; this unifies them all in one place 2014-12-16 00:39:24 -05:00
a3edc5cba6 Spread out magic-names string list to make sure there's room for special spells 2014-12-15 23:35:31 -05:00
0344cf2525 Introduce a spell enum, and use it everywhere for PC spellcasting
- Monster spellcasting is untouched
- Also updated the spells documentation, which had some old information from Exile III and omitted a lot of ranges.
2014-12-15 08:46:43 -05:00
f331d3d6db Allow placing low-level spells in shops 2014-12-12 13:26:26 -05:00
43285d0809 Implement two-part drawing for force cages
- Also a missing check for them
2014-12-11 01:36:32 -05:00
ae09fc518f Add a few item graphics 2014-12-11 01:36:31 -05:00
c0110adb40 New special nodes:
- Town set attitude for affecting single creature, adapted from Windows code; technically redundant, but maybe handy
- If numeric response
- Print nums (for debugging)
- SDF arithmetic - add, subtract, multiply, divide, exponentiate
- Store random to SDF (adapted from Windows code)
- Display picture (inspired by Windows code, but the implementation is completely different and totally incompatible)
2014-12-11 01:36:22 -05:00
869ca7b2d7 Clean up, fix, and tweak the spellcasting dialog
- Includes new status effect images for the forcecage and for hypothetical inverses of dumbfound and magic resistance, as well as icons for the whole-party statuses.
2014-12-11 00:15:05 -05:00
4db81f1403 Implementation of parsing for the map format (untested)
- Some stubs inserted for loading new-format scenario data
2014-12-05 00:50:17 -05:00
4f6ce11dd9 Convert create scenario dialogs, reimplement part of the scenario creation process, and allow text edit fields to contain default values in the XML definition.
- Note: This does not mean that scenario creation is now possible, since it relies on scenario saving which is still not implemented.
2014-12-04 22:34:37 -05:00
ecd0867b65 Convert scenario details dialog and make numeric fields validate their contents 2014-12-04 16:54:21 -05:00
5b7649543f Merge race and monster type enums 2014-12-03 18:27:34 -05:00
7a2a0f93d3 Finally, a working parser!
--> At least, it parses the sample file correctly

- I reverted the choice of using a skip parser, because it was failing and I couldn't figure out why. This means there's a lot of *ws where whitespace can go.
- Grammar rearranged a little
2014-12-03 05:03:10 -05:00
d1a8db9b70 Sample nodes file, more semantic actions
- Note: This parser is still untested.
2014-12-02 17:07:39 -05:00
01f0a62160 Define a grammar for special node definition files 2014-12-02 15:59:38 -05:00
d61c0a5c1e Convert five more dialogs and fix the string choice dialog
(The latter was always returning 0)
2014-12-02 09:44:21 -05:00
d64770b1e0 Use folder references for strings and dialogs.
This means I won't have to remember to explicitly add each new file to the build.
It also means they'll be automatically kept sorted.
2014-12-01 22:51:18 -05:00
73c3430f05 Argh! How did I forget to commit this file? 2014-12-01 22:13:42 -05:00
c62ac56702 More enumeration in the schema instead of arbitrary integers 2014-12-01 20:11:45 -05:00
3a1de0c890 Strictify item variety enum 2014-12-01 14:46:17 -05:00
84f53a8a7d Dialog tab order implementation
- Defaults to order of definition in file
- tab-order attribtue can be set to a postive number to force towards the start, or a negative number to force towards the end
2014-11-29 16:03:54 -05:00
13d00cd27a Convert the edit special item dialog 2014-11-29 12:12:01 -05:00
c5b1416c33 Whoops, forgot that file 2014-11-29 03:21:40 -05:00
6f73841764 Schemas for monster, item, and terrain definitions 2014-11-29 03:20:07 -05:00
c855983de4 Convert item type editing dialogs 2014-11-29 02:13:49 -05:00
bc7d1a3772 Simplification 2014-11-28 16:22:43 -05:00
5d1697c206 Schema for town dialogue 2014-11-28 16:22:33 -05:00
6e2e6d31a1 Schema for outdoors definitions 2014-11-28 15:10:35 -05:00
c1c4ce4b5c Forgot area description rects 2014-11-28 14:41:44 -05:00
d96ef5713b Move entry and wandering locs to the map data 2014-11-28 14:38:35 -05:00
d3c640b782 Formalize scenario ratings 2014-11-28 14:31:01 -05:00
b64cc7b8c6 Add xml extension 2014-11-28 14:19:26 -05:00
1a9f85da29 In the scenario file, rects require all four attributes 2014-11-28 14:11:03 -05:00
f21ef07111 Formalize schema for town definition file 2014-11-28 14:10:40 -05:00
de7489d47d Forgot storage shortcuts, also validate language codes 2014-11-28 12:07:42 -05:00
fbb0b70626 Formalize scenario schema
- Except ratings, those still need to be formalized
2014-11-28 11:58:58 -05:00
7d287769ab CRLF-->LF 2014-11-28 11:57:19 -05:00
07ff864f4b Convert monster abilities dialog 2014-11-28 02:19:07 -05:00
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
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
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