Commit Graph

1023 Commits

Author SHA1 Message Date
ccd71b4597 Fix Mac PC editor build 2015-01-04 22:18:45 -05:00
f44f713cac Fix cursors not showing up on Windows.
(At least mostly; there might still be a few glitches.)
2015-01-04 22:03:24 -05:00
c3e801ad7a That comment was wrong. 2015-01-04 20:08:50 -05:00
e000b070ef Fix open file dialogs not working on Windows 2015-01-04 19:37:52 -05:00
daee11da8a Fix graphics being squished slightly due to the Windows menubar being attached to the window 2015-01-04 19:16:21 -05:00
91b3143233 Remove pwdset tool, which is now redundant since scenarios no longer have passwords 2015-01-04 14:09:40 -05:00
b2fc354855 Update README.md 2015-01-04 13:58:35 -05:00
fe98dec9f6 Clean up unused stuff in the XCode project 2014-12-30 23:23:56 -05:00
39ed049faa Get the scenario and PC editors to build 2014-12-30 23:16:49 -05:00
16d31f4a3f Rearrange Mac PC editor menus to match the Windows PC editor menus 2014-12-30 18:21:58 -05:00
fc22cdcc7d Fix Windows resource files encoding 2014-12-30 17:47:28 -05:00
d842a6a6b3 Fix Windows build 2014-12-30 17:44:45 -05:00
099a6a61b0 Fix Mac build (again) 2014-12-30 17:41:50 -05:00
0b330432b4 Get the game to compile, at least
- Scenario and PC editors still don't link
- Copy files stage set up in the Common project
- Scenario and PC editors now placed in Scenario Editor subfolder in the output directory
- Disabled some totally useless warnings
- "About" menuitem now considered to belong to "Help" menu (even on Mac code) as far as the handlers are concerned
- Dialog string filter is now a function instead of a custom iterator
- Modal session now requires parent window as additional parameter
- Preferences and menus work! Cursors still need some work.
- Since Visual Studio has no way of showing program output that I can find, stdout and stderr are now redirected to a file.
2014-12-30 17:20:22 -05:00
c0642fe993 Fix Mac build 2014-12-29 15:13:52 -05:00
b11199d7d9 Set up a Visual Studio project and tweak things until it compiles
- It doesn't link yet, but that was expected
- Fixed some issues with global variables having different types in different files.
2014-12-29 14:52:54 -05:00
fdb98bf34a Merge the two main git ignore files 2014-12-28 12:22:24 -05:00
af0ee110c6 Rename osx directory to src since it's now the official source base 2014-12-28 12:12:38 -05:00
ca15b2781e Fix up item editing dialog 2014-12-28 11:43:52 -05:00
e9f6e63b25 Fix up the monster editing dialogs 2014-12-28 11:31:57 -05:00
37089b471a Reimplement importing towns 2014-12-28 11:01:19 -05:00
805ffaaac6 Update scenario editor resource file so that the converted DITL resourcers are named by the filename of the converted dialog. Also deleted some DITL resources that are relics of Exile III. 2014-12-28 10:48:23 -05:00
5bbda27a1c Convert the last of the scenario editor dialogs 2014-12-28 10:47:25 -05:00
022571afe8 Make Choose buttons smaller in the edit special node dialog, as they used to be 2014-12-28 00:13:18 -05:00
ab57e71d90 Convert the two dialogue editing dialogs. 2014-12-28 00:12:59 -05:00
a1b83fa9d2 Fix tab key clobbering field contents 2014-12-27 17:31:56 -05:00
e25f8ccc3f Fix Choose buttons in town wandering dialog 2014-12-27 17:31:36 -05:00
df25711e87 Implement the remaining Choose buttons for the special node edit dialog.
Also:
- Fix text response node using wrong string for response matching
- Fix inability to change PC race during party creation
- Info string area in select trait dialog widened considerably
2014-12-27 17:25:46 -05:00
ddbc143c84 The select town/sector dialogs now offer a Choose button 2014-12-27 16:18:05 -05:00
d00e44f650 Introduce a shop type enum and a shop class
- Shop scrollbar now only visible when needed
- Outdoor shop special node now supports junk shops
- Outdoor shop special node now uses correct title string
- Fix minor issue with framing rects
2014-12-27 16:17:03 -05:00
d5575ee8fa Dialog engine now appends the XML file extension automatically.
- This creates the possibility of changing the file extension later
2014-12-26 23:23:33 -05:00
57a0e728bb Reform the dialog special node types.
- Any picture type is now possible; the nodes split by picture type alone were merged
- Town portal now honours your chosen picture. Town stairway also allows you to choose.
- The two one-shot dialogs now use msg3 where they previously used msg2; this is to make way for later expansion
2014-12-26 23:04:09 -05:00
131093f1bc Remove fire barrier from list of field graphics in choose_graphic, because it's on a different sheet now.
(Selecting a field graphic was never actually used, though.)
2014-12-26 02:04:18 -05:00
b7d909aaf2 Some TODO notes regarding sounds, and fix incorrect door closing sound 2014-12-26 02:03:34 -05:00
bdcd2fc67c Complete rewrite of special node edit dialog
- Now has space for the additional fields that have been added.
- The dialog text has been updated so that labels, names, etc reflect all (or at least most) changes that have been made to specials so far.
- A lot more fields provide a Choose button than previously. A few of these are still unimplemented though.
- Rect specials have their own button now, instead of being filed under Town specials.
- New help button (not yet implemented)
- You can now cancel when deep into a node chain. You're given a choice of discarding the entire chain or just the current node; choosing the latter is similar to clicking "Go Back", but doesn't save your changes.
- Nodes are no longer saved prior to clicking OK (which saves all the nodes you were working on) or "Go Back" (which saves just the current node). So, choosing the first option when clicking Cancel could lead to a lot lost.
- Incidental change: The arithmetic special nodes now use the message 1 and 2 fields in the standard way.

Supporting dialog engine changes:
- Picture choice dialog now has a way to get the index of the selection, rather than just the picture selected.
- Picture choice dialog no longer sorts the list of pictures. If sorting is desired, the list should be sorted prior to passing it in.
- Picture and string choice dialogs now support attaching a "select handler" to be called when the selected item changes, because the normal way to do this would override the all-important focus handler that the dialog uses to track the currently selected item.
2014-12-26 02:02:56 -05:00
d6cc7bae53 Nuke special node dialog globals 2014-12-23 00:09:36 -05:00
d7e3e3bd71 Fix many of the buttons doing nothing in the special node dialog 2014-12-23 00:04:03 -05:00
f4c9d98808 Generalize the special node types dealing with fields.
- IF_FIELDS (formerly IF_OBJECTS) can now deal with any kind of field (apart from special spots, which aren't technically a field but share some implementation details).
- The twelve RECT_PLACE_XXX field nodes (well, one of them was RECT_CLEANSE) have been collapsed into one, allowing the placement of any kind of field (apart from special spots). In particular, antimagic fields can now be placed! (There wasn't a node for them before.) As a bonus, since it exists in the field type enum, RECT_PLACE_FIELDS can also smash fragile wall terrains (like the Move Mountains spell).
2014-12-22 23:34:28 -05:00
fb1f97e2f1 Preset town fields now use the field type enum 2014-12-22 22:46:30 -05:00
c768b2557c More operator= -> append for legacy data conversion 2014-12-22 22:17:23 -05:00
0aaf7636a4 Rearrange special node dialog XML into a more logical order 2014-12-22 22:13:36 -05:00
d193c0da7b Fix crash when loading party death dialog 2014-12-22 20:15:12 -05:00
18a78e9526 Attempt to fix monster combat poses not displaying 2014-12-22 20:14:55 -05:00
6499923ab5 Fix preset fields (and special spots) not appearing 2014-12-22 18:37:59 -05:00
9f7846c3bb Fix seeing monsters through walls in combat mode 2014-12-22 18:27:30 -05:00
37a8b27209 Fix missile and explosion animations 2014-12-22 18:20:16 -05:00
da975d6e3e Dragging in a text field now selects the dragged-over text
Note: Seems to need optimization, may not work when text overruns field boundaries
2014-12-22 16:37:36 -05:00
6f04844c89 Shift-clicking in a text field now sets the selection endpoint where you clicked 2014-12-22 16:31:48 -05:00
6bad9f57d5 Clicking in a text field now sets the insertion point where you clicked 2014-12-22 16:27:24 -05:00
99f8da734b Fix several dialogxml error messages naming the wrong element tag name 2014-12-22 13:22:25 -05:00