58890f1b57
Templatize cStringChoice iterator constructor
2025-03-02 19:13:01 -05:00
719f7dcf47
Reformat cStringChoice constructors
2025-03-02 19:13:01 -05:00
36dc44ad1c
Implement a picker to select a boat or horse when editing a special node
2025-03-02 19:13:01 -05:00
8ab663b620
Add a user-defined name to vehicle definitions.
...
This also adds partial support for a custom vehicle graphic.
2025-03-02 19:13:01 -05:00
f4bdf95617
Convert the edit vehicle dialog to relative positioning
2025-03-02 19:13:01 -05:00
3a354752e6
Implement a picker to select a sector in Relocate Outdoors
2025-03-02 19:13:01 -05:00
2b93d739e8
Implement a mechanism for a special node picker to affect two fields
...
Use it for the MSG_PAIR picker and the PIC_NONE picker.
2025-03-02 19:13:01 -05:00
1d119e1f26
Implement a toggle picker for special node fields
2025-03-02 19:13:01 -05:00
8ac6caa8c5
Implement the new string types
2025-03-02 19:13:01 -05:00
7306c65d5a
Sketch out what pickers and string lists should probably exist, and annotate those into the button dictionary.
...
This commit doesn't implement any new pickers, only adds the data for later use.
2025-03-02 19:13:01 -05:00
be702fe365
Fix some missing annotations in the button dictionary.
...
These are mostly errors that were already wrong in the old dictionary.
It's possible that some are things missed in the refactor though.
2025-03-02 19:13:01 -05:00
4174ccd470
Rework the special node button dictionary ( #607 )
2025-03-02 19:13:01 -05:00
56bbdbc6f8
Implement the inline special node help button
...
Though this creates the framework, the actual help strings have not been filled in yet.
2025-03-02 19:13:01 -05:00
89dbe98b2b
Refactor special node properties struct to isolate the magic characters.
...
Basically what that means is that the magic characters are only parsed at startup – the scenario editor code doesn't need to understand them, instead using an enum.
This is part of the work for #607
2025-03-02 19:13:01 -05:00
0465923992
Fix some images that became ridiculously large due to unnecessary metadata
2025-03-02 01:33:01 -05:00
7cd48a44ee
remove -> void where unnecessary
2025-03-02 01:15:53 -05:00
03b9bf5abf
Confirm before debug-switching scenario
2025-03-02 01:15:53 -05:00
92f698cc57
Debug actions to quick-launch core scenarios
2025-03-02 01:15:53 -05:00
1d63e76c26
More buttons for debug help window
2025-03-02 01:15:53 -05:00
b4af09c548
Fix debug help menu crash
2025-03-02 01:15:53 -05:00
94b5bcae53
throw catchable error from unsupported charToKey
2025-03-02 01:15:53 -05:00
068e87ea39
Debug enter town: Move outdoor location. Fix #664
2025-03-02 01:15:53 -05:00
a7ba60a6d5
Allow limited debug mode in startup menu
2025-03-02 01:15:53 -05:00
f464526d0d
preview_dialog_xml don't try to load empty filename
2025-03-02 01:15:53 -05:00
aa36b6cefb
previewing dialogs, don't crash the game
2025-03-02 01:15:53 -05:00
ad43e8ab81
Draw item scrollbar in boom_space. Fix #650
2025-03-02 01:13:53 -05:00
8973618dff
Wait action: always print to buffer when can't
2025-03-02 01:13:30 -05:00
91f28d3c9d
Fix menubar alchemy clicking 'Ask About' in talk mode
2025-03-02 01:13:30 -05:00
9dfc9e7287
DRY a frequently used buffer string
2025-03-02 01:13:30 -05:00
0afed5db59
A feature flag denotes whether a scenario uses the new or old format for its metadata. With the old format (legacy scenarios and openBoE scenarios created prior to this PR) everything displays in the scenario picker as before, and scenario designers get 2 text fields to display however they want, and 2 text fields that are pretty much useless.
...
With the new format, Author and Contact info are formatted onto the first line in the scenario picker display. The scenario designer gets 1 line to write a teaser.
Fix #593
Also fix a bug where scenario ratings were appearing as integers ingame instead of the correct "G", "PG", etc.
2025-03-02 01:09:03 -05:00
0f4b1124f6
reorder make-scenario1
2025-03-02 01:03:21 -05:00
06abd20f8f
make 'i' show inventory
2025-02-27 08:55:56 -05:00
a862c362fb
Switch debug keys for clearing souls
2025-02-27 08:55:56 -05:00
b7b595590d
Fix loading trapped monsters
2025-02-27 08:55:56 -05:00
04183c7fbe
Fix summoning exported monsters
2025-02-27 08:55:56 -05:00
bbddbefa99
Debug action: clear trapped souls
2025-02-27 08:55:56 -05:00
f2869494bb
Buffer message when no souls for simulacrum
2025-02-27 08:55:56 -05:00
36a9c237d7
fix pick buttons in simulacrum menu
2025-02-27 08:55:56 -05:00
126245180a
Replay scrollbar changes in dialogs' scrollbars
2025-02-27 08:55:26 -05:00
756415aeb2
record scrollpane name
2025-02-27 08:55:26 -05:00
5d3dd844ba
scrollbar store reference to pane
2025-02-27 08:55:26 -05:00
a01c9d6e2a
All controls store their name/keyO
2025-02-27 08:55:26 -05:00
f5f157c2ea
Make cContainers handle relative elements within
2025-02-27 08:55:26 -05:00
c061ed4b0f
Retarget Windows SDK for Visual Studio projects
2025-02-27 00:29:58 -05:00
b200dc2e20
Fix special item Use button
2025-02-23 21:04:32 -05:00
ca8da469e1
Debug give item: try give to active PC. Fix #635
2025-02-23 19:19:42 -05:00
c7ec0e3a85
Debug action: fill active PC's inventory
2025-02-23 19:19:42 -05:00
23adcac665
Debug mode: infinite PC turns
2025-02-23 19:19:42 -05:00
756324ad05
Exclude more invalid indices from damage_target
2025-02-23 19:11:30 -05:00
b505dc5852
Don't double-adjust boom text pos. Fix #127
2025-02-23 19:11:30 -05:00