- 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)
- 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.
--> 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
- 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
- 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
- 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
- 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
- Graphics for scrollbars
- DejaVu Sans Book, for "plain" text (to replace Geneva Regular)
- Capriola Regular, for "bold" text (to replace Silom which replaced Geneva Bold)
- Alchemy dialog had black text on dark background
- Buttons didn't depress when clicked
- Edit XP button just said "Edit"
- Two menuitems in Special Edit menu had been left with default names
- Callbacks in Special Edit and Free Extras menu weren't correctly assigned
- Edit XP dialog put the XP to next level in the wrong place
- Fixed alchemy dialog LED naming
Supporting changes in the dialog engine:
- Getting or setting control text as a number now uses the long long type to allow maximal precision
- When adding a label to a button, the dialog's default text colour is used instead of the button's text colour if the dialog's background is dark
(Scenario Editor is unaffected by this commit.)
- Menubar converted to a .xib file
- Don't include the Info.plist in "Copy Files" stage
- Several more dialogs converted; as before, the source resources have had their resource name changed to the new filename
- One more converted STR# has been included
There were several functions in the PC Editor code that also existed in the BoE game code. I've moved these into the pc.editors.cpp file, so that there's only one copy of each.
- display_alchemy() functions changed signatures
- moved keyToChar() function into a common file (winutil)
- Several constants and globals moved to pc.editors.cpp
Supporting changes to dialog framework:
- New formatting option to set the frame style; this because the PC editor uses a different frame style in some contexts
- Added global default dialog background setting
--> This was necessary to correctly set the default text colour
--> Will also be needed for the scenario editor, which uses a different default background
Other changes:
- Add option to load_scenario to skip loading the strings
- Fix for crash in soundtool in the event of initialization before playing the first sound