Commit Graph

3012 Commits

Author SHA1 Message Date
99f3cdc1c4 Fix party invisible outdoors 2025-02-20 20:03:13 -05:00
9bfe8e3f12 -1 is supposed to be no face pic (#645)
Fix #74
2025-02-20 20:02:56 -05:00
85096de3b7 when status is 0 bound low to 0. Fix #138 2025-02-20 20:02:27 -05:00
35a2157059 Write timer index. Fix #621 2025-02-20 20:01:59 -05:00
907c459419 Fix another crash on page 2 of spell picker 2025-02-20 20:01:38 -05:00
f80f8a932a Implement a feature flags system.
* Scenarios contain a string map of feature flags. The flag names are the keys, and flag versions are the values, so a typical value might be "fixed" for bug fixes or for evolving features, "V1", "V2", etc.
* The game has a map of flags to lists of supported versions. The game can therefore signal that it supports a legacy behavior for a given feature flag. The last version in the list is considered to be this build version's default behavior.
* When launching a scenario, we check to make sure the game supports the scenario's required versions of its feature flags.
* When launching a replay, we make sure the game supports the feature flags that the version of the game that made the recording did.

Fix #555
Close #591
2025-02-19 22:32:12 -05:00
f0662902cb Merge pull request #637 from NQNStudios:fix-default-key
I have certain UI expectations, like for the Yes/No dialogs to all respond to both the Y or N key. If there's a default button that responds to Enter, I want it to do that without clobbering its existing hotkey.

Fix #600
2025-02-19 21:27:49 -05:00
5a9c2cd17b explicit bool logic grouping 2025-02-19 19:39:32 -06:00
c94228c99c Default controls keep their hotkey AND the enter key 2025-02-19 19:29:02 -06:00
e61abae720 When party is off-center, draw_party_symbol offset them. Fix #628 2025-02-18 20:41:25 -05:00
dbf5822590 Add hotkey in top-left corner of shop item. Fix #624 (#630) 2025-02-18 20:40:36 -05:00
ec06ca4be3 Don't handle arrow keys specially in some modes. Fix #588 2025-02-18 09:37:56 -05:00
a669fe0223 handle showPipes in code only. Fix #609 2025-02-18 09:37:29 -05:00
090c2faa75 Merge pull request #626 from NQNStudios:fix-blue-text-again
Fix shop item highlighted text again

Fix #86 which was re-opened by the scale-aware text change.
2025-02-18 09:37:08 -05:00
32a532b7eb draw scale-aware text clipped to the adjusted clip_rect 2025-02-17 13:03:55 -06:00
d78793c979 store clip_rects of RenderTextures 2025-02-17 12:33:08 -06:00
2145d88133 Remove the <os> element from scenarios
Fix #522
2025-02-16 21:41:47 -05:00
c6f06ea862 DRY food/gold maximums. fix #79 2025-02-16 21:41:47 -05:00
cff8200f02 make give/take gold/food DRY 2025-02-16 21:41:47 -05:00
9dcfa511a5 Merge pull request #620 from NQNStudios:spec-strings
I really didn't like the get_strs() function in boe.special.cpp which always had to get 2 strings at a time even if you only needed 1 or were going to need 6 total. I made all that code DRY and less horrifying.

I also fixed some crash bugs in various string dialogs.
2025-02-16 21:41:26 -05:00
6916752a8a fix crash when no strings defined 2025-02-16 19:33:58 -06:00
8b873ffea5 fix crash bug when editing single text 2025-02-16 19:33:57 -06:00
c4e1ff7f0d Make getting scenario strings DRY 2025-02-16 19:33:52 -06:00
920fa0d27b fix syntax in scenario.xsd 2025-02-16 10:11:30 -05:00
8cff2428a9 DRY advanced town help. Fix #611 2025-02-16 00:02:22 -05:00
0f6aa4f139 Merge pull request #571 from NQNStudios:scale-text
Gorgeous text in scaled mode

Fix #316
2025-02-15 22:54:31 -05:00
d218cda8c4 Cut pre-baked buttons out of sprite sheets 2025-02-15 16:45:25 -06:00
83ae5eaa1b make Done & Race buttons use scaled text 2025-02-15 16:15:33 -06:00
f2248c766e Allow line-wrapped button labels 2025-02-15 16:14:31 -06:00
9c70859244 Fix C++11 compiler error 2025-02-15 15:16:39 -06:00
78d10987fe draw scale-aware text onto RenderTextures 2025-02-15 15:16:15 -06:00
6fa63307b1 Draw scale-aware text onto windows 2025-02-15 15:12:25 -06:00
8ab451f633 delete unused sf::Text 2025-02-15 15:12:17 -06:00
02ef9111cd fix help-debug formatting with proper line breaks 2025-02-15 16:04:32 -05:00
7383b39e69 Debug action: Preview every dialog layout 2025-02-15 16:04:32 -05:00
ea69bea57e clean up 'Number of Dice/sides' squashed texts 2025-02-15 16:04:32 -05:00
ec4094cf29 Fix line breaks being ignored. Fix #608 2025-02-15 16:04:32 -05:00
ff65ddbb69 Fix Visual Studio undefined behavior test errors 2025-02-15 16:04:14 -05:00
a18f754e11 Visual Studio launch tests with correct cwd 2025-02-15 16:04:14 -05:00
cfbb09a008 Merge pull request #587 from NQNStudios:fix-ranged-anim
Fix some ranged attack animation bugs

Fix #582
Fix #97
2025-02-15 16:03:51 -05:00
149666f522 resolve 2 TODOs in dialogxml 2025-02-15 12:13:34 -05:00
de818699bc note which dialogs need relative positioning redos. 2025-02-15 12:13:34 -05:00
950652db68 remove outdated info from help-inventory 2025-02-15 11:01:07 -06:00
b82acea0cb reorganize and update the help-hints dialog 2025-02-15 11:00:57 -06:00
1ac6aeda05 scenario editor warn about outdated help windows 2025-02-15 11:00:19 -06:00
5294b5434a Make Scenario: mention that outdoor sections can be added later 2025-02-15 11:35:35 -05:00
0a3951fadc Some minor layout adjustments to the edit terrain and monster dialogs.
I decided it wasn't worth converting them to relative positioning at this time.
2025-02-15 11:35:35 -05:00
66256b305c Delete the "make shop random" button in favour of a preset selection when first creating the shop - this also adds "healing" to the list of presets 2025-02-15 11:33:40 -05:00
65cf27bc81 Reorganize Advanced Town Details and add some instant help
It now uses relative positioning as well.

Fix #546
2025-02-15 11:33:40 -05:00
34b9db0aaa Reorder elements in some dialogs in logical order - no functional changes 2025-02-15 11:33:39 -05:00