Commit Graph

17 Commits

Author SHA1 Message Date
004b6d1ace Various field/belt related stuff
- Remove all field booleans except quickfire and belt, which have been moved to cCurTown
- Alter and extend place_spell_pattern, to allow arbitrary damage types and to make it more clear in the code what's happening when it's called
- Delete fields.cpp file; a few things moved to locutils.cpp, but most are now part of cCurTown
- set_terrain function automatically updates belt present boolean if setting to a conveyor.
2014-12-11 00:46:28 -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
c413d292a9 Tear out most of the legacy code in the game - see below for details
(PC Editor and Scenario Editor are unaffected by this commit.)

Things removed:
- All references to Carbon and QuickDraw are gone.
- No more Resource Manager; the game no longer relies on old resource files at all
- The old dialog framework (from dlogtool.c, functions usually prefixed with cd_) is no longer used.
- Files that weren't being compiled
- Boost libraries that are now in the C++ library (function, shared_ptr)
- Obsolete build settings

Replacement dependencies:
- Boost Filesystem replaces references to things like FSSpec
- SFML replaces all the QuickDraw code and most window management
- Cocoa replaces AppleEvent management, menu management, and some window management
- I wrote a resource manager interface to mimick the important aspects of the behaviour of the Mac Resource Manager
- I had to rewrite some functions that QuickDraw provided natively, such as clipping regions; not all of these are tested

Things added:
- Every referenced dialog has been converted from a DITL resource into the new XML-based dialog format.
- All referenced STR# resources have been extracted into simple text files
- Now compiles against Mac OSX 10.7 SDK and libc++
- The first item in the Help menu opens the docs on Sylae's website
- It seems all the constants for soundtool vanished somewhere, so I added them back from the original Mac source

Other changes:
- Updated to XCode 4(?) project format
- Added the xcschemes created by XCode 4; I'm not sure how important these are, but they seem like they might be important
- Added document on converting dialogs to the XML format.
- Make string formatting mismatches into errors instead of warnings
- Disable error limit
- Graphics sheets that previously used masking now have alpha transparency
- Converted all graphics sheets to 8-bit PNG
- Trimmed white border from intro image
- Converted dialogs in the resource file have their resource name set to the name of the XML file of the converted version
- Referenced string resources in the resource file have their resource name set to the name of the text file of the extracted version
- Add the black-and-white patterns from the PAT resources to the pixpats.png; at least one of them is used somewhere in the game
- Recreated the menu.xib as a Cocoa xib file instead of a Carbon xib file
- Disable GNU C++ extensions; maybe this'll make it easier to compile with cl.exe later
- Add marks to the enormous handle_action function to make it easier to navigate\
- A build step to validate the XML dialogs using xmllint (doesn't quite work properly yet but does at least catch dialogs that are not well-formed)- Fix a lot of warnings about assigning string constants to non-const char pointers
- Fixed the file and application icons (which had somehow become corrupted at some point)
- Lots of additional functions in the custom location and rectangle classes, including implicit conversion to and from SFML rects and vectors; also they now store coordinates as int instead of char
- A new enum for encounter note types
- Much tweaking of the encounter note recording mechanisms
- To ease porting, I added a simple function that converts from classic Mac ticks (about 1/60 of a second) to the SFML time type
- Python script to convert STR# resources to txt files, replacing newlines with vertical bars
- Extracted the Mac font (Dungeon Bold) from the resource file and also added the Windows font (MaidenWord)

XML Dialog Framework changes:
- Remove the static initialization object in favour of manually calling cDialog::init()
- {set,get}Format() no longer used for colour; there's a dedicated {set,get}Colour() instead
- draw() methods unprotected in the control classes so that controls can be drawn in the main window
- There's no longer a friend relationship between the dialogs and the controls
- Fixed buttons duplicating the "depressed" boolean
- Buttons now properly offset the label for tiny and push buttons, and for LEDs
- Buttons no longer assume that either none or both of "width" and "height" are given in the XML
- Add {get,set}BtnType() to cButton
- cLedGroup now overrides handleClick(), which has also been made virtual; this was necessary for LEDs within a group to properly hilite while being clicked
- Add addChoice() to cLedGroup to insert additional LED choices
- Moved the key enums and cKey to a separate file
- Add a method to get a control's attached key
- Add methods to get and set a control's rect and position
- Controls can now directly take a window as a parent rather than a dialog
- Add addLabelFor() method to cDialog which adds a static text control as a label for another control
- Remove hack for storing a dialog result of arbitrary type in favour of boost::any
- Add method to get default text colour for a dialog
- Add method to get a dialog's rect
- Add method to add the same event handler to multiple controls in a dialog
- Add concept of default button to dialogs
- Add enum for text field type (currently either number or text)
- Implement the text field without use of native controls, including somewhat decent text input and a flashing insertion point
- cPict no longer stores references to every sheet; it fetches them as needed from the resource manager
- The many draw functions in cPict are no longer static, since they need to access the window containing the pict (before they could only be static due to QuickDraw's global state)
- Add setPict() without a type argument to change the graphic without changing the type, which is a common operation
- Add a scrollbar control; the specifics aren't implemented yet
- Change signature of the record callback for cStrDlog; it will no longer be passed the strings
- Publicize the no-button constructor of cChoiceDlog; it'll assume "okay" is the only button
- Add operator-> to cPictChoice for accessing the underlying dialog
- Add constructor to cPictChoice that takes a starting and ending pic num
- Remove err parameter from giveError
- Many more keys handled, plus support for catching copy, paste, cut, and select all keyboard shortcuts
- Text input fields take priority, overriding any other keyboard shortcuts in the dialog, but they never catch help (F1), escape, or enter
- Some changes to the format itself:
-> keys go in the "def-key" attribute, but modifiers go in "key-mod"
-> "clickable" is no longer a recognized attribute
-> "title" is now a recognized text size (18pt, even larger than "large" at 12pt)
-> "defbtn" attribute on the root element
2014-04-14 13:52:01 -04:00
6af129c277 - Nuked the storage_gworld and party_template_gworld. Monster, terrain, and PC graphics are now drawn directly from their sheets of origin. This is partly tested, and seems to work fine.
- Removed the terrain_pic and terrain_blockage arrays, which were redundant (though shorter).
- Cleaned out some of the commented code in boe.graphics.cpp and boe.graphutil.cpp
- Added a templated get function to cOutdoors::cWandering.
In the dialog engine:
- Important fields are now initialized to default values, as they should be.
- The absence of required attributes is now recognized as an error
- Added stack element to the DTD; no code support yet
- Added fore attribute to the dialog element to specify default text colour; DTD updated and code support added.
- Likewise with the def-key attribute on other clickable items besides buttons (which already had it)
- Updated stylesheet to fall back on the fore attribute when colour is unspecified
- When drawing default monster graphics, it uses m_start_pic instead of num as the index. This should be right, though it's untested.
Unfortunately, the dialog engine is still unstable.

git-svn-id: http://openexile.googlecode.com/svn/trunk@100 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-28 17:18:24 +00:00
269d6b0572 - Removed the SLEEP_TICKS and MOUSE_REGION macros (note: SLEEP_TICKS was at 2L, but I've changed it to 0; I think this should be fine, but I'm not sure)
- Stripped out the copying of external files (such as graphics, scenarios, bladbase) into a separate target which the other three are dependent on.
- Graphics.exd no longer included by reference; now the individual files are included directly.
- Added a recalcRect function to ledGroup, since it's a container.
- Added a special case to cLedGroup::setSelected to avoid a crash when no LED is initially selected.
- Added a few initializers to constructors.
- Changes to cDialog::parse<cPict> which were intended to prevent an access violation; unfortunately it doesn't work yet.
- Add cases to cDialog::parse<cPict> to handle PI_TER_MAP and PIC_STATUS.
- Fixed a stupid error in all specializations of cDialog::parse which resulted in an infinite loop.
- Fixed errors in some specializations of cDialog::parse in which an else statement belonged to a different if than it should have.
- Added code to cDialog::loadFromFile to turn the relative path in the argument into an absolute path.
- Fixed errors in cDialog::loadFromFile relating to incorrect use of the parser.
- Added exit statements to the catch clauses in cDialog::loadFromFile.
- Added definition of cDialog::init;
- Enclosed the WaitNextEvent call in cDialog::run in an if statement to ignore null events if they occur (I suspect they won't anyway though)
- Fixed errors in the Edit Terrain dialog definition which caused an exception to be thrown when parsing it: bold was changed to silom, key= was changed to def-key=
- Added status to the list of nullified GWorlPtrs in cPict::init.
- Changed the type of cPict::drawPict from map<ePicType,void(*)(short,GWorldPtr,Rect)> to void(*[])(short,GWorldPtr,Rect) - ie, it was changed from a map to an array because the map was causing an error for some reason.
- Fixed up the load_strings function, which didn't work at all due to a stupid logic error.

git-svn-id: http://openexile.googlecode.com/svn/trunk@96 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-16 22:43:51 +00:00
851859d61e Cleaned out many of the warnings (reducing warning count from 718 to 334). Almost all the remaining errors are about unused parameters.
git-svn-id: http://openexile.googlecode.com/svn/trunk@85 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-31 01:38:48 +00:00
c55948c03f - Removed the ADVEN macro in favour of using the overloaded operatr[] on univ.party
- Removed all referenes to cPopulation::dudes in favour of the overloaded operator[]

git-svn-id: http://openexile.googlecode.com/svn/trunk@84 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-30 23:11:47 +00:00
aa2f13c679 - Finally fixed the bug which prevented monsters from appearing in town.
- Attempted in vain to fix the crash when showing the Choose Custom Scenario dialog.
- Cleaned out the commented code in boe.global.h.
- Changed name of scen_header_type::default_ground to rating to reflect its actual use.

git-svn-id: http://openexile.googlecode.com/svn/trunk@83 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-30 22:47:09 +00:00
d2d88311db - Made add_string_to_buf accept a string rather than a char*, and began to take advantage of this.
- Added an operator[] to cParty; I intend to get rid of the ADVEN macro eventually in favour of accessing PCs with the operator
- Added using cMonster::operator= to cCreature, because this will be needed once I rearrange these two structures.
- Added an operator= to the cPopulation type, so that the "monst.dudes[...]" redundancy can be avoide.
- Added outdoors and towns members to the scenario class for future use (they will old all the outdoor sections and towns, respectively, from the current scenario)

git-svn-id: http://openexile.googlecode.com/svn/trunk@81 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-30 03:36:41 +00:00
92bda1c100 - Cleaned out some of the compiler warnings in the scenario editor (removing unused variables mostly).
- Finally removed the grow box in the corner of the scenario editor window.
- Changed #include <iostream> in several headers to #include <iosfwd>, since they were only present for the use of
  the ostream and istream classes, and cout/cin were unneeded.
- Changed bool to Boolean in the old structs, since that's what it was originally.
- Small changes to graphtool, including an overload of get_custom_rect.
- Added gcd function to mathutil; was needed for something in the new dialog engine


git-svn-id: http://openexile.googlecode.com/svn/trunk@71 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-25 03:41:29 +00:00
bf1487114a - Implemented new-style frill drawing using masking (untested)
- Re-implemented walkway drawing in the same way
- Tried to fix an STL error
- A few other thing, maybe?

git-svn-id: http://openexile.googlecode.com/svn/trunk@60 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-18 11:16:46 +00:00
82578b77f1 - Reverted change that allowed "Heal Target" missiles to heal PCs (defeats the purpose of such items as a curse)
- Fixed a few bugs that caused crashes.
- Made the code look a little nicer by eliminating the "town.town" redundancies.
- Fiddled with ViewDlog a little.
- Minor changes to graphics file (won't affect anything yet).

git-svn-id: http://openexile.googlecode.com/svn/trunk@44 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-04-29 04:57:53 +00:00
e0115dd668 - Added a setting to skip delay when showing damage to the whole party. It's a hidden preference at the moment, like skip startup splash.
- Replaced all instances of Boolean with bool, TRUE with true, FALSE with false. (Except for a few cases where this resulted in a compile error.)

git-svn-id: http://openexile.googlecode.com/svn/trunk@38 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-04-27 19:41:06 +00:00
3ba7021543 More refactoring. The code is ALMOST able to compile now – all three programs together give a mere 25 errors.
git-svn-id: http://openexile.googlecode.com/svn/trunk@31 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-04-25 05:12:14 +00:00
fad42597a6 - Fixed up file loading (but then broke it again)
- Reworked preferences to use plist
- Cleaned out the shareware code
- More tweaks to the dialog engine
- Edited dialog #869 (the choose prefab scenario dialog) to use new invisible button (type 6) and to remove the "Must be registered" lines.
- Tweaked window size so that the startup screen fits within it.
- More major refactoring work.
- A few additions/alterations to boe.consts.h

Current status:
- Scenario editor: compiles and runs, but can't load a scenario
- Character editor: don't know
- Game: Doesn't even compile
I wouldn't normally submit code that doesn't compile, but I have already made a lot of major changes in this revision.
I will submit a version that compiles as soon as possible.

git-svn-id: http://openexile.googlecode.com/svn/trunk@28 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-04-23 20:53:49 +00:00
a2c2a85a8e - Fixed some bugs in the dialog code.
- Dialogs in the scenario editor now show custom graphics.
- Scenario editor now works properly as a Universal binary.
- Started refactoring the structs into classes; so far this has only been applied to the game.
- Files now show proper icons (applications already did).
- Probably other things that I have forgotten.

Still not completely stable, but much closer.

git-svn-id: http://openexile.googlecode.com/svn/trunk@27 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-04-21 20:02:07 +00:00
0794231c20 - Renamed all source files for better consistency and for a cpp extension.
- Added Bandit Busywork and the GPL license.

git-svn-id: http://openexile.googlecode.com/svn/trunk@23 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-04-19 14:25:48 +00:00