Commit Graph

99 Commits

Author SHA1 Message Date
54e1a5d981 Make use space cancellable by keyboard and reimplement the bash/lockpick keyboard shortcuts (allowing you to bypass the usual dialog) 2014-12-15 08:46:45 -05:00
d9698cc0e9 Make end scenario debug key actually work 2014-12-15 08:46:45 -05:00
fbe186f8b7 Stuff about force cages, stone blocks, move mountains
- Add all objects, fields, and sfx to place_spell_pattern
- Add move mountains effect to place_spell_pattern
- Most of the implementation for force cages and stone blocks is now done (still untested)
- Properly implement MOVE_MOUNTAINS_MASS spell
2014-12-15 08:46:44 -05:00
8cf5b3d04e Fix spellcasting in town not being cancellable by keyboard, as well as throwing/firing in combat 2014-12-15 08:46:43 -05:00
6926410ce3 Fix an issue with transcript not updating after cancelling a spell in town 2014-12-15 08:46:43 -05:00
0344cf2525 Introduce a spell enum, and use it everywhere for PC spellcasting
- Monster spellcasting is untouched
- Also updated the spells documentation, which had some old information from Exile III and omitted a lot of ranges.
2014-12-15 08:46:43 -05:00
1fbf8939b2 Move per-PC combat data into cPlayer class 2014-12-14 02:51:16 -05:00
a198c232bb Strictify skill enum 2014-12-14 02:51:01 -05:00
1200ff47d4 Strictify item ability enum 2014-12-12 15:18:43 -05:00
db2a7aa99b Strictify trait enum 2014-12-12 13:30:56 -05:00
6151a24916 FIx linker error in editors 2014-12-12 13:25:39 -05:00
24781b335d Allow timed specials and similar stuff to trigger while resting 2014-12-12 10:30:32 -05:00
2c2f824f4c Minor rewrite of the action handling routine, to break it into much smaller, bite-sized chunks. 2014-12-12 02:54:39 -05:00
5c3f0a02db Add option for PCs without a personality to customize their "No response" string.
(Only for non-summoned monsters.)
2014-12-11 01:46:39 -05:00
593816894f I'm not quite sure if this is necessary, hopefully it doesn't break anything 2014-12-11 01:46:33 -05:00
3e31a91214 Check for horse-blocking terrains outdoors 2014-12-11 01:46:02 -05:00
652e5ebf98 Tweak when the "world's edge" message triggers 2014-12-11 01:43:56 -05:00
632b2a2061 Print error when attempting to switch with self 2014-12-11 01:43:26 -05:00
bb88460467 When saving, make sure to remember previous save path and name 2014-12-11 01:43:09 -05:00
26e1d8fca2 Change name of currently unused cave lore function to better reflect its purpose 2014-12-11 01:42:19 -05:00
f0066dd76e Misc debug mode tweaks
- Disable debug/ghost mode when scenario ends and when loading a saved game
- Show location works in combat mode
- Edit/view SDF and enter town now use numeric response dialog
- Refreshing stores/towns no longer works outside of debug mode
- Ghost mode works in combat
2014-12-11 01:41:15 -05:00
e8c2654bad Misc mostly effectless changes to action handling 2014-12-11 01:36:33 -05:00
62c881b92e Implement right-click looking (adapted from Windows code) 2014-12-11 01:36:32 -05:00
252d6818ee Clear out some unneeded casts 2014-12-11 00:47:03 -05:00
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
34be9a0233 Bring up Get Items dialog when retrieving stored items from the next scenario, so that you can pick and choose which items to keep.
Also some bugfixes and stuff:
- Fix specials sometimes being run twice in a row
- Holding Control while clicking Create also makes a debug party (as an alternative to holding Command)
- Fix "How Many" popup being non-dismissible
- Reduce loading time spent on checking for missing opcodes
2014-12-08 02:37:15 -05:00
5249c6eef7 Add a lot of stuff scraped from *i's version of the code, plus a couple of additional bits.
Adapted from *i:
- Show a confirm dialog when interrupting a special node sequence
- New monster special ability: call global special node (as an action, not on death)
- New item special ability: call global special node
- Check there's a monster death special before calling it (wasn't necessary before, might be now with the special queue changes)
- Queue specials that are triggered while another special is in progress, instead of ignoring them; they will be run after the current special in progress finishes.
- *i's version of petrification touch is currently active only for monster-on-monster combat; need to merge with my version for monster-on-pc combat.
- Pass party location to special in use special item context
- Fix set town visibility node (was checking wrong field and thus could not hide towns)
Special nodes:
- Town Hostile: change to Set Town Attitude
- Select PC node: option to select random PC
- Affect special nodes can now affect monsters
- Fix affect death node reviving non-existent PCs
- Affect Spells: Can remove spells, and can affect level 1-3 spells
- If Objects: Merged from If Barrels and If Crates
- If Species: Replaces If Cave Lore
- If Trait: Replaces If Woodsman
- If Statistic: Replaces If Enough Mage Lore
- Change Lighting: Can affect town's global lighting setting, player's light level, or both at once.
- Pointers! Actually, I'd already implemented the callbacks for setting and getting them, but they're now actually used, and the implementation has been tweaked a little.
- Campaign flags! Again, I'd already implemented them sorta, but I tweaked things and they ended up sort of halfway between the two implementations. Plus there's now a special node to set them.

Additional bits:
- Special queue now uses an std::queue instead of a basic array.
- Enum for town lighting levels
- Disease touch ability is now honoured for monster-on-monster combat
- See monster special context now passes the monster's location as the trigger location; also, removed the double-trigger from one circumstance.
- Along with the set town attitude change, there's now the possibility for making the town hostile to trigger a special node, which can cause the party to be slain.
- Select PC special node: option to select specific PC
- Spell IDs for use in shops and Affect Spell nodes have changed so that 0 is now the first level 1 spell, and so forth.
- add_string_to_buf can now auto-split the string over multiple lines, and the special node that uses it takes advantage of this
- Special node parser warns if a node type is missing a corresponding opcode
- Reserved "pointers" to access the special node's trigger location (this was *i's idea, but he never implemented it)
2014-12-08 01:08:30 -05:00
5ec983ef32 Strictify special node context enum 2014-12-06 23:22:56 -05:00
e3af2cce16 Fix inability to walk on swamps 2014-12-06 21:01:31 -05:00
0629a70419 Strictiy terrain special enum 2014-12-06 20:59:50 -05:00
94d8717a0b Nuke as many warnings as possible, and several globals as well
- Warnings completely suppressed for the included TinyXML and gzstream libraries
- Parentheses warnings are now errors, since there were several that looked like bugs
- Ditto for dangling else warnings

Some of these warnings were actually bugs:
- Town wandering monsters would have never spawned, because the code to do so was accidentally nested within a check for overall_mode == MODE_OUTDOORS
---> boe.monster.cpp, lines 105-137
- Monster's behaviour with respect to elemental fields did not correctly depend on their immunities (this is the same precedence issue Sylae messed up fixing in the Windows code)
---> boe.monsters.cpp, lines 345-359
- Display of damage blocked by armour appeared to be incorrect (needs verification)
---> boe.newgraph.cpp, line 1079
- Three-choice dialogs probably weren't dealing with unusual button types correctly, though that's a minor point since they aren't expected to use such buttons
2014-12-04 12:44:17 -05:00
47fc23928c Strictify status types enum 2014-12-03 23:18:12 -05:00
13116980fb Strictify race enum
- This incidentally fixes a lot of things that were broken in the previous commit due to the magic values changing
2014-12-03 20:21:24 -05:00
a95f1c5b93 Fix the line-of-sight stuff that was broken thanks to 0 being implicitly convertible to std::function 2014-12-02 15:54:50 -05:00
e6057387eb Strictify PC main status enum 2014-12-01 21:38:20 -05:00
d900c7edef Enumify terrain blockage and generalize the line of sight function
This should probably be two separate commits, but they're tangled together and I don't want to spend the effort to disentangle them.
2014-12-01 19:50:19 -05:00
3a1de0c890 Strictify item variety enum 2014-12-01 14:46:17 -05:00
6c0fc58bf1 Rewrite the conversation rendering and interaction engine
- The only functional change is that clickable words are now red
2014-11-30 20:38:21 -05:00
a4430cdf5a Fix spellcasting and dynamic menus
- Spell targeting line and array draws nicely, though not the same as the original
- Fix targeting falsely complaining about being off the edge of town
- Monster info dialog works properly; attacks now display correctly
- Fix dialogs always showing the wrong terrain or monster graphic
- Spell menus, monster menus, and PC editor item menus all work
- Spellcasting dialog now chooses the correct spell
- Fix out-of-place LED in spellcasting dialog
2014-04-22 02:06:31 -04:00
84192cd52f Finally bring cursors into the resource manager framework
- Hotspots are still hardcoded, unfortunately
- Obscuring the cursor when using the keyboard now works properly
2014-04-21 04:05:55 -04:00
4cf1c5a8f6 Fix a plethora of bugs and crashes when loading new savegames; loading now works, though with a few glitches still 2014-04-20 17:43:16 -04:00
081b04b8de Remove a useless check for being unregistered in a scenario 2014-04-19 08:47:57 -04:00
2b79f66136 Fix map not disappearing when you press Escape 2014-04-19 01:36:35 -04:00
ba8201d07c Fix the issue where tons of special points appear outdoors 2014-04-18 21:41:15 -04:00
d0136a6711 Don't bother to run through keystroke handling when the key pressed is a modifier 2014-04-18 17:08:31 -04:00
14fe8fcd7b Allow movement (even diagonal) using the arrow keys 2014-04-17 17:07:33 -04:00
caa461f8e7 Tear out most of the legacy code in the PC editor - see below for details
(Scenario Editor is unaffected by this commit.)

- Menubar converted to a .xib file
- Don't include the Info.plist in "Copy Files" stage
- Several more dialogs converted; as before, the source resources have had their resource name changed to the new filename
- One more converted STR# has been included

There were several functions in the PC Editor code that also existed in the BoE game code. I've moved these into the pc.editors.cpp file, so that there's only one copy of each.
- display_alchemy() functions changed signatures
- moved keyToChar() function into a common file (winutil)
- Several constants and globals moved to pc.editors.cpp

Supporting changes to dialog framework:
- New formatting option to set the frame style; this because the PC editor uses a different frame style in some contexts
- Added global default dialog background setting
--> This was necessary to correctly set the default text colour
--> Will also be needed for the scenario editor, which uses a different default background

Other changes:
- Add option to load_scenario to skip loading the strings
- Fix for crash in soundtool in the event of initialization before playing the first sound
2014-04-16 17:07:08 -04:00
62d6576187 Re-indent all files in the boe namespace 2014-04-15 15:09:35 -04:00
ac3ac31f04 Squash a lot of missing prototype warnings 2014-04-15 03:39:21 -04:00
14a089aaee Overhaul the game's "rendering pipeline", simplifying it a fair bit
- Also significantly improves performance
2014-04-15 01:31:06 -04:00