Commit Graph

104 Commits

Author SHA1 Message Date
c1fa65a01d Much better error-checking when loading scenarios
- First of all, the program no longer crashes after an error.
- A lot more constraints are now checked for, such as required elements; even some constraints not expressed in the schema
- Special node parsing now has actually useful error messages
- Map data parsing now has error messages for the few invalid cases
- Fix the XML utility exception classes originally used only by the dialog engine; they're now correctly caught and properly report the error
- Fix loading of special shop entries
- Fix accepting any character as the separator in dice constants
- Verify that the monster ability type is on the right ability tag, that the extra element is present only if needed for general abilities, and that the missile and range elements are present for non-touch general abilities
- Use "infinite" for quantity in special shop items, instead of 0
- Tweak ticpp to fill out file/line/col information for _all_ exceptions, not just parse errors
- Raise error (ie, set stream failbit) when failing to convert an enumerator, instead of silently returning a default value (they do still return a default value though, if you don't bother to check stream state)
- Fix status effect enumerator not being correctly saved/loaded
2015-06-29 19:55:59 -04:00
2951e0228c Tweak New Scenario dialog and add Save As option
- You now specify your name instead of the scenario filename in the first dialog
- A file dialog pops up after the second dialog, to let you choose the filename and location
- Fixed using Warrior's Grove even if you chose not to
- Fixed not recognizing .EXS as a valid legacy-scenario extension and appending .boes, resulting in .EXS.boes
- Adjust Difficulty scenario flag set on by default
2015-06-24 14:43:41 -04:00
580f70f49a Add a dialog in scenario editor to import/export custom sounds in WAV format 2015-06-17 01:03:17 -04:00
f0e6e7ef24 Get the makefile basically working in producing an executable of the game
- tinyprint.hpp was renamed to tinyprint.h to conform to the pattern of the makefile rules
2015-06-14 23:32:51 -04:00
a990921e90 Several tweaks/fixes
- Nuke some uses of strcpy, sprintf, etc; current info strings in the scenario editor are now stored as std::string instead of C-strings.
- A smarter method of calculating the "erase" terrain for a given terrain type. In case of impassable spaces, trims, and walkways, instead of using the ground terrain, the trim terrain (if any) is used as the erase terrain; if there's no trim, ground 0 (cave, by default) is used. The method of determining if two terrains are essentially the same (ie, whether to paint or erase) has also been improved a little.
- Also, to reduce confusion, the erase terrain is now shown beneath the paint terrain.

Terrain changes:
- Add "archetype" flag as a better way of determining which amongst a set of terrains sharing the same ground type should be considered as the most basic terrain of that ground type. It's automatically applied to any terrains using original graphics when importing an old scenario; generally, any with no terrain special will be marked as an archetype, but if the lava graphic was used, it's instead any with a terrain special. It's a crude method that may easily break, but probably not possible to do better.
- When importing old scenarios, set the two walkways to be separate ground types while the crops should have grass as their ground, and the conveyors have cave.
- Fix fly, boat, block horse LEDs not being cleared if a terrain lacks that flag when using the arrow buttons. This could lead to terrains accidentally picking up the flags of nearby terrains in the list.
- Fix the block horse flag was not correctly saved when closing the dialog.
- Fix the block horse flag not being correctly loaded from the scenario file
2015-06-11 22:32:28 -04:00
a5a784c4f1 Several tweaks/fixes
- Enlightenment status now wears off over time
- Improve ghost mode - now you can pass through force barriers and forcecages too (but not escape forcecages); also locked doors or specials that block your progress... pretty much nothing can block your way now in ghost mode.
--> Part of this change was made in the previous commit as well.
- New debug command - Give Item. Since this is meant for debug use only, you have to enter the item's ID; players should instead use the character editor.
- Fixed custom spells (with Start Targeting node) not correctly honouring the range in combat mode (instead they had a range of 0)
- Fixed custom spells (with Start Targeting node) always calling a local node to determine the effect of the spell. Now they call the same type of node that initiated the targeting (so, if it was initiated in a scenario node, they call a scenario node, etc).
- Fix some unintentional switch fallthroughs
   - Flash Step erroneously printed a "not implemented" error message
- Fix get num response dialog incorrectly formatting the prompt
- Fix some crashes while talking due to the game still assuming there were 60 nodes
- Fix SDFs with y >= 10 not being zero-initialized when you enter a new scenario
- Allow special nodes to aware more than 200 XP in one batch (though in most cases, you probably don't want to)
- Fix Display Small Message node trying to use the wrong string, due to applying the legacy string modifiers. This also affected Debug Print Nums, which just copy-pasted the same code.
- The Dumbfound/Enlightened and Sleep/Hyperactivity status effects no longer "wrap" into each other. Thus, if you're dumbfounded, a "Cure Dumbfounding" item never enlightens you, but if you're not dumbfounded, it will.
- Fix an issue with invalid strings when porting outdoor shops
- Fix Reset Help option in the preferences causing a crash
2015-06-10 14:54:49 -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
6c5e2b5118 Several tweaks and fixes
Bugs:
- Arrow keys activated the arrow buttons in the list-mode edit string dialog
- Graphics classification was not saved correctly in some cases
- Contact info was not correctly saved/loaded
- Place Monster node didn't have a choose button for the monster type
- Alt-Backspace and Alt-Delete did not work correctly in dialog text fields
- When clicking Edit Terrain Types, sometimes the list of items or monsters would appear instead
- Fix monster 0 being selectable in the choose monster dialog
- Fix the hotspots of all the cursors to be more intuitive

New:
- When interrupting a special node sequence with Cmd-. / Ctrl-C, the dialog that appears is more relevant.
- In the choose sound dialog, the sound now plays when you select a choice, so you can hear what it will sound like
- Added a tiny icon so you can distinguish fire and force barriers in the editor
2015-06-04 15:50:05 -04:00
49ec6278d3 Fix a few scenario load/save issues
- More uninitialized data issues
- Some values incorrectly loaded (monster radiate chance, terrain horse blockage, town lighting type)
- Some values incorrectly saved (item magic-use flag)
2015-06-04 01:14:57 -04:00
1b754619dc Several more tweaks/fixes
- Missing special node opcodes
- Pass the party's (or in combat, the active character's) current location to special nodes triggered by timers
- Fix the set pointer node
- Fix terrain palette not correctly registering clicks while scrolled down
- Fix sheets not correctly being copied from the temporary files folder
- Fix monster abilities not being loaded from new scenarios
- Fix custom sheets not being reloaded if they have changed
- Documentation tweaks
2015-06-02 22:01:22 -04:00
7dddcdb86e Several little tweaks and fixes
- Fix some uninitialized fields getting populated with random data
- Fix identity of last edited town and outdoor section not being saved
- Fix editor sometimes saving to application directory instead of overwriting the loaded scenario
- Fix town specials being saved to outdoors list and vice versa
- Fix right-most column of map not being loaded properly
- Fix town entry node for start town being called after the first turn of the scenario
- Add option to call a special node at startup (right after the intro dialog)
2015-06-01 22:43:41 -04:00
72add651a5 Fix some bugs in loading and saving new-format scenarios 2015-06-01 17:23:15 -04:00
7ba874f1d2 Correctly handle saving a scenario that was loaded in unpacked form 2015-02-14 13:35:26 -05:00
d45ba59cce Fix Windows build
This commit also disables warnings for comparison of differently signed integers
2015-02-12 18:21:58 -05:00
bb98455e4f Fix some issues with loading/saving new-format scenarios
- Terrain was saved rotated and was not loaded
- Graphics were not loaded (also for old-format scenarios)
- Crashed when attempting to convert a scenario without custom graphics
2015-02-11 17:01:32 -05:00
1894b31e20 Implement loading of scenarios
- This also tweaks the scenario schemas for consistency between schemas and code, adds some unique key restraints, and makes some attributes required.
2015-02-11 14:03:03 -05:00
f5a43bc011 More reduction of reliance on hard-coded limits 2015-02-07 09:46:51 -05:00
2cf301eece Reduce reliance on hard-coded limits 2015-02-06 23:00:29 -05:00
a14d3b5ff8 Combine town-shifting data into a single structure 2015-02-06 16:56:17 -05:00
f609711e27 Combine timer data into a single structure 2015-02-06 16:54:44 -05:00
7307fee425 Change town locations variable name to better reflect its use 2015-02-06 14:55:37 -05:00
7f6992da56 Store sign locations and text in the same structure 2015-02-06 14:43:26 -05:00
089fa1a32b Bundle custom graphics into the scenario archive
- Also, allowance for custom sounds and overriding default graphics
2015-02-05 22:19:11 -05:00
1778cd9a61 Tweak scenario output and schema so that they match; write script to XML-validate a whole scenario 2015-02-05 22:18:19 -05:00
8d4cea7d0b Complete implementation of saving new-format scenarios and write version-check and loading stub for new-format scenarios 2015-02-04 19:48:31 -05:00
2728b06f1a Finish implementation of creating a new scenario 2015-02-03 15:35:32 -05:00
ae7c8e12db More removal of reliance on hard-coded limits 2015-02-02 11:38:39 -05:00
c37ede5a04 Make a lot of code stop relying on hard-coded sizes 2015-02-02 11:38:37 -05:00
15a802f63d Officially move version info up to 2.0 2015-02-02 11:38:37 -05:00
4efcb08932 Implement a quest system and job board
- The job board is loosely based on Exile III's job board; the dialog is converted from the one contained as a relic of E3 in BoE
- Quest system is loosely based on a mix of Exile III jobs and Blades of Avernum quests
- Talking to a monster (even a hostile one) can now trigger an arbitrary special node

Dialog engine:
- LED's now support wrapped labels
2015-02-01 01:30:15 -05:00
a23682306c Finish edit terrain type dialog in the editor and tweak some terrain properties
- Introduce enum for step sounds
- Remove union for treating terrain flags as either signed or unsigned
Editor:
- Add Choose button to select the "transform to" terrain.
- Implement Choose buttons as appropriate for the terrain flags, including editing the special that a terrain calls.
- Range-check the terrain flags.
- Add Custom button to choose a town as the combat arena.
- Fix/tweak/improve several of the terrain flag prompts.
- Fix placing shortcut key in field as its ASCII code instead of the letter
- Fix some of the range checks that were already in place but were incorrect or improperly static
Game:
- The wilderness terrain types now allow specifying how many d6's of food you get when hunting there.
- Crumbling terrain uses flag 2 instead of 3 to determine method (flag 2 was supposed to be strength but was never used)
- Merge two functions that did almost exactly the same thing (namely altering a terrain space and potentially updating conveyor/lights info)
- Merge switch_level into handle_lever since it was the only place it was called
- Remove global store_special_loc; the location is stored in the stuff_done array now
- Change when use/step on terrains will now update lighting if they changed to a terrain with a different light level
- Terrains that call a special no longer support mixed global/local modes - they either always call a local special or always call a global special
- Use previously unused swap_ter function (which did the exact same thing as the swap terrain special node)
Dialog Engine:
- Don't "erase" invisible icons or buttons; it's not necessary, since the entire window is filled with background before the draw() method is called, and it causes problems in case of overlapping elements.
2015-01-28 15:43:58 -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
9b067b62e4 Implement writing of town/outdoors map data to file 2015-01-23 18:21:20 -05:00
dbb661d0e5 Nuke some globals 2015-01-23 13:56:53 -05:00
41db6dcfdf Fix indentation 2015-01-23 04:06:06 -05:00
d9b9130d00 Make monster/item lists in scenario town record dynamic; move monsters to town superclass 2015-01-23 01:23:43 -05:00
df6222abda Restore the use of a separate class for town preset creatures 2015-01-22 23:39:59 -05:00
ac4441f33e Implement writing town to XML 2015-01-22 21:36:54 -05:00
aa705fac13 Implement writing outdoor sector to XML 2015-01-22 21:36:46 -05:00
952d81ae5a Store rect descriptions together with their rectangle and remove now-unused string-length members 2015-01-22 15:19:26 -05:00
3e0e3d3b8a Implement saving monster definitions to XML 2015-01-22 14:33:28 -05:00
670e35f9d5 Implement writing item definitions to XML 2015-01-22 12:22:40 -05:00
ee27e5341d Implement writing terrain definitions to XML 2015-01-22 11:23:44 -05:00
df4dc3bf21 Extract saving of main scenario data into a subroutine 2015-01-22 10:28:38 -05:00
967438ecec Add dialog to the scenario editor to let it know what type of graphics are in the custom sheets
- If you do this, it adds the graphics to all relevant select graphic dialogs, at the end, allowing you to choose custom graphics without having to remember the number schemes
2015-01-20 17:18:37 -05:00
f282c06bfa Write the code to save the general scenario data to a file
- See monster strings are now fetched from the same list as the special encounter strings instead of a list of their own
- There is now a possibility for the scenario intro dialog to have a different icon than the scenario icon
- Remove unused intro_mess_len field
- Add method to the XML printer class to push a simple element with no attributes or child elements
- Automatically close any elements before writing the document to the stream
- Fix scenario editor File menu having an invisible "Close All" option that appeared when the option key was pressed
2015-01-13 20:54:51 -05:00
3a285f47da Eliminate data size members from the scenario record
- Also move town_hidden array to the town record flags
2015-01-12 14:05:46 -05:00
908652d168 Housekeeping
- Rename cItemRec -> cItem and cItemRec::type -> cItem::weap_type
- Clear out a lot of commented code
- Remove the flag_x members in the scenario that used to store the scenario's password hash (or something like that)
2015-01-12 01:01:24 -05:00
bd0dc55995 Fix scenario editor build 2015-01-10 20:12:49 -05:00