Commit Graph

12 Commits

Author SHA1 Message Date
4efcb08932 Implement a quest system and job board
- The job board is loosely based on Exile III's job board; the dialog is converted from the one contained as a relic of E3 in BoE
- Quest system is loosely based on a mix of Exile III jobs and Blades of Avernum quests
- Talking to a monster (even a hostile one) can now trigger an arbitrary special node

Dialog engine:
- LED's now support wrapped labels
2015-02-01 01:30:15 -05:00
a23682306c Finish edit terrain type dialog in the editor and tweak some terrain properties
- Introduce enum for step sounds
- Remove union for treating terrain flags as either signed or unsigned
Editor:
- Add Choose button to select the "transform to" terrain.
- Implement Choose buttons as appropriate for the terrain flags, including editing the special that a terrain calls.
- Range-check the terrain flags.
- Add Custom button to choose a town as the combat arena.
- Fix/tweak/improve several of the terrain flag prompts.
- Fix placing shortcut key in field as its ASCII code instead of the letter
- Fix some of the range checks that were already in place but were incorrect or improperly static
Game:
- The wilderness terrain types now allow specifying how many d6's of food you get when hunting there.
- Crumbling terrain uses flag 2 instead of 3 to determine method (flag 2 was supposed to be strength but was never used)
- Merge two functions that did almost exactly the same thing (namely altering a terrain space and potentially updating conveyor/lights info)
- Merge switch_level into handle_lever since it was the only place it was called
- Remove global store_special_loc; the location is stored in the stuff_done array now
- Change when use/step on terrains will now update lighting if they changed to a terrain with a different light level
- Terrains that call a special no longer support mixed global/local modes - they either always call a local special or always call a global special
- Use previously unused swap_ter function (which did the exact same thing as the swap terrain special node)
Dialog Engine:
- Don't "erase" invisible icons or buttons; it's not necessary, since the entire window is filled with background before the draw() method is called, and it causes problems in case of overlapping elements.
2015-01-28 15:43:58 -05:00
92a20b1c67 Fill in a lot of missed cases (mostly just messages)
- Increase strength of slayer weapons that weren't in the original BoE by making sure that each race applies some multiplier to the ability strength
- Messages for every occasional status effect, both negative and positive. If charm/forcecage, ignore.
- Fix weapon poison not being applied
- Forcecage supported for damaging terrain (in town only, of course) and "affect status" items
- Weapon poison supported for "affect status" items; it differs from "poison weapon" items in that it honours the magic use type and doesn't risk messing up (like the Envenom spell)
- Show error messages when encountering an unimplemented spell or special node
- Fix missing handling of NPCs appearing after town dies when loading a saved town
2015-01-27 23:52:47 -05:00
baf3ec2a9b Restore the done/help buttons in shop mode 2015-01-27 00:42:22 -05:00
91c52fca77 Implement customizable background patterns to be displayed behind the game interface based on which town/sector the player is in and whether they are in combat mode, with cascading defaults.
- All the hard-coded background changes are no longer present and not even preserved.
2015-01-26 18:42:54 -05:00
41db6dcfdf Fix indentation 2015-01-23 04:06:06 -05:00
5315655bc6 Fix up some minor issues with the special node editing dialog
- Also: merge "nuke monsters" and "destroy monster" nodes, since the action of the "destroy monster" node isn't what it sounds like; now it simply destroys a single monster on a specific space
2015-01-21 22:36:00 -05:00
41fbd73ef9 Get the scenario, town, and outdoor details dialogs updated for new stuff
- Advanced town details now offers edit buttons to edit the specials immediately

Changes to dialog engine:
- Fix tiny buttons stretching to fill label area
- Fix LEDs stretching if label area is higher than LED button
- Fix LEDs ignoring font setting
2015-01-21 15:59:09 -05:00
311a3c0702 Get the item abilities dialog working and updated for new stuff
- Add additional treasure type for "unique" items
- Main item dialog now shows the item ability's display name, and also has more space for the item's full name
- (Game) No-ammo missiles (eg slings) are now counted as weapons by shops
- (Dialog Engine) Fix LED groups being drawn when invisible
2015-01-21 14:04:40 -05:00
7084991e55 Get the edit monster abilities dialog all working and updated (except for editing individual abilities)
Game changes:
- Remove support for playing a sound and displaying strings when a monster is first seen, since these behaviours can easily be obtained by using the special node called in the same context.
Dialog engine changes:
- Support for changing the font size of LEDs
- When setting the page, a stack now applies a default value if the map is missing the required data
- Add utility "addPage" method to stacks
- If reducing the page count means the current page is deleted, a stack now switches to the last page
2015-01-20 17:18:39 -05:00
9f57f35428 Change .h -> .hpp in tools/ directory 2015-01-09 22:32:47 -05:00
af0ee110c6 Rename osx directory to src since it's now the official source base 2014-12-28 12:12:38 -05:00