Commit Graph

1145 Commits

Author SHA1 Message Date
33b5116a77 Minor changes
- Implement terrains destroyable by quickfire
- Rename is_weapon() to better reflect its use
2015-01-27 01:09:20 -05:00
baf3ec2a9b Restore the done/help buttons in shop mode 2015-01-27 00:42:22 -05:00
38401d651b Extend the generic to have the same capabilities as the non-generic stair
- That means properly handling stairways during combat or talking
2015-01-26 23:50:11 -05:00
12d1760fd3 Split "if looking", "if in boat", "if on horse" into separate special node types rather than filing them under "if context" 2015-01-26 22:50:16 -05:00
672b416644 Fix looking not working properly in combat mode 2015-01-26 21:51:05 -05:00
0069ef7df0 Implement some new preset combat arenas (camp, crops) and generalized loading of a town as the arena 2015-01-26 21:50:36 -05:00
495a0dab54 PC creation tweaks
- Allow scenario designer to specify exactly which towns allow character creation in them
- Clicking the "Empty" name in the edit party dialog is now equivalent to clicking the create button
- Fix dialog not properly focusing after deleting a PC
2015-01-26 19:34:51 -05:00
d0ea2064c5 Use the extra boom type for magic damage and add special node support for super-huge booms
(Like the one when you destroy a slime pool in Exile III.)
2015-01-26 19:31:52 -05:00
7e341be73d Add key labels to get item dialog and make it more clear when items are not identified. 2015-01-26 18:55:40 -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
a3c998eaad Enable the hunting code path for an additional advantage of cave lore/woodsman traits
- However, this won't be enabled in legacy scenarios since it requires setting terrain special abilities
2015-01-26 15:16:26 -05:00
01174bdcf0 Translate pointers in all special node fields, not just the sdf/extra fields 2015-01-26 14:37:19 -05:00
4fa0efa7d8 Introduce two dialogs for debugging - a Set SDF dialog and a Debug Help dialog
- sd_legit() moved into cParty class
2015-01-26 14:36:15 -05:00
463af1c41e Dredge out useless code from check_fields function
- Stinking and sleep clouds are no longer processed twice in town mode
2015-01-26 13:28:34 -05:00
944457753d Make skill and giant strength item abilities base their strength on ability strength rather than on item level
- Original ability strength is "archived" in case it was the designer's intent, so that it can be easily put back if desired.
2015-01-26 12:16:31 -05:00
d107fd9750 Fix indentation 2015-01-26 12:13:03 -05:00
128a137b1c Clear out some useless, easily-resolvable, or no-longer-relevant TODO notes 2015-01-26 04:01:57 -05:00
644d1cbda8 Several small fixes/tweaks
- Fix drop/give/use buttons not appearing in inventory
- Fix wrong item variety being shown in the item info dialog
- Enable the code path where clicking an item while in "use space" mode uses the item
- Introduce constants for the special item pages
2015-01-26 02:49:38 -05:00
188e50b36c Fix all PCs getting an extra action point 2015-01-26 01:46:58 -05:00
29eb6ace25 Allow switching to an arbitrary PC in combat, provided it has action points
(This is no different than pressing 'w' until you get to that PC, but perhaps more convenient.)
2015-01-26 01:41:31 -05:00
7c67ad9909 Fix monsters having the wrong facial portraits 2015-01-26 00:05:05 -05:00
e25ab2e289 Fix barrels disappearing when you try to push them 2015-01-26 00:04:42 -05:00
b545f41218 Support the summon rat spell in town 2015-01-26 00:04:27 -05:00
8b4a2907f8 Add line to edit monster dialog listing the spells that summon the monster
- Accounts for both the monster's summon type and the special hard-coded summoning spells
2015-01-26 00:04:16 -05:00
c86ebebcdd Fix indentation 2015-01-25 23:06:21 -05:00
d877df5101 Lots of fixes large and small
- Fix crash while resting outdoors
- Fix screen not going dark while resting
- Fix crash when starting a new game from the death dialog
- Fix several typos that completely broke combat and special encounters
- Fix bless/curse being inverted when applied to PCs
- Fix booms not showing when stepping in damaging fields in combat
- Fix crash when attempting to save a game that has never before been saved (due to clicking cancel at the initial save dialog)
- Fix some of the flickering during animations
- Support "special" damage on PCs - pierces invulnerability much like it does for monsters
- Fix monster missiles sometimes being mistargeted in combat mode
- Fix iLiving->index conversion
- Add special damage to scenario editor list
2015-01-25 23:06:13 -05:00
79e03bc544 Fix indentation 2015-01-25 19:15:56 -05:00
d396e459a3 Pass around iLiving references instead of target indices in most combat contexts (and some non-combat)
- Fixes PC melee attacks using webs from the wrong PC
- Support for PC-on-PC attacks is in place, though these code paths are currently not entered; could be used for charmed PCs, for example
- In many cases, status effects that don't affect monsters are now supported for them (but still don't affect them... yet)
- The "special" damage from assassination is now handled differently; support for it is no longer hard-coded into damage_monst(), and the message display for it is handled externally from damage_monst(). Also, it's no longer used for any kind of magic weapons.
- Select target special node has changed its way of selecting a specific monster/PC as the target
- Fix monster-on-monster attacks applying poison on all three attacks instead of just the first
2015-01-25 18:24:47 -05:00
99bb11dd3b Split up files so that the scenario editor will build
- cCreature split into seperate file-pair from cMonster/cTownperson
- fileio.cpp split into general, party, and scenario sections
- classes.h file deleted
2015-01-24 21:29:34 -05:00
7f8f18a5fb Several minor fixes
- Bound-check occasional party statuses
- Martyr's shield no longer ignored in attacks between monsters
- Fix food/gold decreasing when a monster with a steal food/gold ability attacks a monster
2015-01-24 20:07:13 -05:00
144945587b Initial stage of major refactor - putting all PC/monster-affecting functions inside the respective classes 2015-01-24 20:02:20 -05:00
44a235673f Update XCode project's knowledge of the file encodings 2015-01-23 22:15:44 -05:00
d77baefcb5 Add new shop type and enhance existing ones a little
- Shops can now sell skill upgrades without skill point costs (currently available only through special node, not through dialogue)
- Spell shops now show level and spell point cost
- Alchemy shops now show ingredients
- Make use of the constants defined for indexing the shop rects
- Support for arbitrary quantities of items in shops, rather than simply infinite for normal shops and one for magic shops (there's no hook for this yet, though, so it can't be used)
2015-01-23 22:04:48 -05:00
fd41f2fb20 Fix some things that broke in recent commits 2015-01-23 21:48:36 -05:00
9b067b62e4 Implement writing of town/outdoors map data to file 2015-01-23 18:21:20 -05:00
f00675c4f4 Fix BoE build (was broken by enchantments change) and make more use of the direction enum 2015-01-23 18:20:59 -05:00
c4205dda07 A little work on template towns (still not sure how they should work though) 2015-01-23 16:39:51 -05:00
8d352423b3 Rename underscore-initial names in cTown subclasses 2015-01-23 16:16:36 -05:00
869c629b8b Update the edit placed item dialog
- Fix weapon enchantments
2015-01-23 15:56:18 -05:00
78cdadc13c Fix arrow buttons in edit special item dialog 2015-01-23 14:40:15 -05:00
c63544054f Mass rename of variables in the scenario editor dialog handlers 2015-01-23 14:33:10 -05:00
dbb661d0e5 Nuke some globals 2015-01-23 13:56:53 -05:00
cf85ea7f5a Fix/update the edit placed monster dialogs
- Also, edit monster dialog now shows default facial pic
2015-01-23 13:37:47 -05:00
72dfea868f Fix charges in preset items being ignored (except for food/fold) and introduce possibility of placing enchanted items in towns (lacks editor support though) 2015-01-23 04:27:44 -05:00
41db6dcfdf Fix indentation 2015-01-23 04:06:06 -05:00
bbbdccbd81 Fix PC editor build 2015-01-23 02:58:17 -05:00
f574281c3f Make monster/item lists in party town record dynamic 2015-01-23 02:53:36 -05:00
d9b9130d00 Make monster/item lists in scenario town record dynamic; move monsters to town superclass 2015-01-23 01:23:43 -05:00
df6222abda Restore the use of a separate class for town preset creatures 2015-01-22 23:39:59 -05:00
ac4441f33e Implement writing town to XML 2015-01-22 21:36:54 -05:00