Commit Graph

293 Commits

Author SHA1 Message Date
dcca4d30be Fix issues with the Edit Sheets dialog 2015-06-23 19:48:53 -04:00
dd90a18569 Fix legacy graphics not working on Windows 2015-06-23 19:48:15 -04:00
b7faf52f5e Remove pointless s_pow and s_sqrt functions and use hypot instead of sqrt for distance calculations 2015-06-21 18:04:31 -04:00
c2970295d6 Implement missing platform-specific functions for Windows 2015-06-20 12:42:11 -04:00
9d74f78df3 Implement all the missing parts of the Edit Sheets and Edit Sounds dialogs
- On load, the game now detects graphic sheets and sounds whose IDs are "discontinuous", as well as graphics intended to directly replace preset graphic sheets.
- Edit sheets dialog can now handle "discontinuous" graphics. (The edit sounds dialog already could.)
- Edit sheets dialog prompts user to create a new sheet if there are none already, and also if there are some but not ID 0 (in the latter case they can cancel and still edit the sheets).
- Edit sheets dialog prompts user to convert sheets if the scenario is legacy, rather than doing it silently
- Edit sheets dialog now has "new" and "delete" buttons
- Edit sounds dialog now has functioning "delete" button
2015-06-17 04:29:10 -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
e055b97c9f Add dialog allowing you to alter the scenario's graphics sheets from within the scenario editor
- You can copy/paste images into the sheet, or import/export to/from png files

Also:
- Picture controls in the dialog engine have a new "scaled" flag; if set, the picture will be scaled into the provided bounds rather than overflowing. Currently, only full sheets honour the setting.
2015-06-15 16:20:03 -04:00
Ben Scott
a532ad3422 Beginnings of a build script for use with GNU make
Original commit messages:

Makefiles wow such wow
compiling wow
includes, libraries, frameworks
2015-06-14 23:32:14 -04:00
0798f98523 Symbolic I/O for more enums
- Nearly every enum that gets written to a file now uses a symbolic form rather than a numeric form. Input supports both forms.
- The special node type enum, however, no longer has a symbolic form output operator, as the only place it's output is in the special nodes file which uses the opcode.
- Collected some enums scattered around the files into one place in simpletypes.hpp
2015-06-13 15:43:29 -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
dd5faacd4f Mac: Make preset sounds and graphics show as file packages
- Remove legacy sound/graphic file definitions
- Fix a couple of compiler warnings
2015-06-09 11:31:59 -04:00
1eac640d89 Fix loading of new-format scenarios on Windows 2015-06-08 22:14:56 -04:00
459c68a668 Support for opening saves/scenarios in Windows by dropping them on the app icon 2015-06-08 22:14:55 -04:00
b807a1842f Fix shops loading incorrectly 2015-06-08 22:14:51 -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
722f670e3d Fix crates and barrels "stealing" the items from other containers when they are pushed over them
Fix stone blocks disappearing when pushed
2015-06-06 23:23:45 -04:00
fdbb61411b Nuke several annoying and no longer necessary debug output statements 2015-06-05 18:44:57 -04:00
d398bfaa80 Implement undo/redo history for dialog text fields
- Also fixed a minor issue with pasting (the character before the insertion point was removed before pasting)
2015-06-05 15:07:28 -04:00
80f95ba9ae Several bugfixes
- Fix light mask not rendering correctly
- Fix terrain-sourced lighting not being calculated on scenario load
- Fix light-removing items incorrectly applying their ability strength
- Fix smash patterns not affecting opaque tiles (such as mouldy walls)
- Fix monsters outside the light range not being rendered when fog is lifted
- Fix town timers not being cancelled when you leave town
- Fix non-existent outdoor wandering encounters sometimes triggering due to uninitialized data
- Hard-wrap some doc lines
2015-06-04 21:50:08 -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
27829f1e10 Merge branch 'master' from Windows 2015-02-20 19:41:40 -05:00
8adc28fc6f Fix indentation 2015-02-20 19:36:27 -05:00
7c1aa91ad6 Finally fix the shaders issue on Windows, as well as a crash that only occurred in Release builds 2015-02-20 19:35:21 -05:00
a1ec70c9ff Merge branch 'master' from Windows 2015-02-20 12:21:04 -05:00
3fc1b8cd7e Fix most of the warnings in the Visual Studio build
- Fix energy-draining weapons
- Specials called when a spell is targeted on a space now work a little differently if the spell is multi-target. For each target, the special is triggered if it exists; otherwise the normal spell behaviour occurs.
2015-02-20 12:18:38 -05:00
9ddeb526bf Some fixes to the routine that parses quoted strings
- Now (probably) properly deals with escaped characters (either backslash or the quote delimiter)
2015-02-16 17:23:33 -05:00
d977a0f457 Make menu accelerator keys work on Windows 2015-02-14 15:21:26 -05:00
7ba874f1d2 Correctly handle saving a scenario that was loaded in unpacked form 2015-02-14 13:35:26 -05:00
4fbc6cfa77 Various code cleanup stuff 2015-02-14 12:24:25 -05:00
a7da59c858 Fix scenario difficulty increasing by 1 between saving and loading 2015-02-13 20:35:26 -05:00
a029836720 Fix some issues with loading legacy scenarios and custom graphics
- Unfortunately, the PICT loader is still very fragile.
2015-02-13 20:34:41 -05:00
Ben Scott
1477fef7ce Fixed warnings and IMPLEMENTED A THING in the menu item switch. 2015-02-12 01:47:48 -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
8d40d3d26a Several minor fixes (thanks to Erdos for locating the issues) 2015-02-10 16:02:05 -05:00
7f6992da56 Store sign locations and text in the same structure 2015-02-06 14:43:26 -05:00
7d67c0c85b Fix issue with calculating town lighting, and do it on load instead of save since the new format doesn't store it 2015-02-05 22:19:47 -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
233a19175d Misc minor fixes
- Fix escape not ending shop mode
- Fix outdoor special spots not being drawn
- Fix special spots sometimes appearing off the edge of the sector in the scenario editor
2015-02-04 14:20:59 -05:00
36491c818c Implement a dialog to edit shops in the scenario editor 2015-02-04 13:55:22 -05:00
fcd29fb2ac Fix scenario editor build and update data/docs regarding shop nodes 2015-02-03 13:53:03 -05:00
008248a947 Rewrite shops system to be more general
- Shops can now contain more than one type of item (for example, both mage and priest spells)
- Shops can now specify any talking portrait
- Healing options in a shop now have an info button giving a brief explanation (partly because it was easier than maintaining the exception)
- Additional healing option (not present in default healing shops): cure acid
- Acid is also no longer removed when you leave town or end combat (unless it's about to wear off)
- Always start shop mode with the scrollbar scrolled to the top
- Fix crash when entering an outdoor shop (and outdoor dialogue for that matter)
- Treasure generation system can now return junk items (treasure type 0), but only if explicitly requested; this is possible in shops but not with monsters since 0 means no loot

Dialog Engine:
- When setting a scrollbar's maximum, it now ensures the current position doesn't end up greater than the maximum
2015-02-03 11:15:26 -05:00
559663dd35 New special nodes to store/unstore PCs outside the party structure
- Stored PCs are lost when you leave the scenario
2015-02-02 14:18:30 -05:00
15a802f63d Officially move version info up to 2.0 2015-02-02 11:38:37 -05:00