Commit Graph

1487 Commits

Author SHA1 Message Date
aab6d36fae Convert some images from indexed to RGBA
This is because, for reasons unknown, SFML on Windows was inappropriately complaining that they were not 8-bit.
The problem appears to be that it can't even handle colour maps of less than 8 bits.
2015-10-15 15:40:10 -04:00
63df1e4401 Fix Windows build 2015-10-15 15:16:05 -04:00
d8dc88e506 Update readme (add IRC channel) 2015-10-13 14:56:52 -04:00
e2a88873e7 Minor improvement to "save legacy scenario" dialog. 2015-10-12 14:11:54 -04:00
ba984279b0 Some item ability stuff
- Two new item abilities that increase damage as sp/hp is lost
- Two new item abilities that reduce damage as sp/hp is lost
- Support for using sp/hp as a weapon's key skill to determine hit chance
2015-10-12 14:11:27 -04:00
b61200f627 A few item graphic updates
- New weird meat graphic by ADoS
- Fix up artifacts in mist orb graphic
- Fix some erroneously transparent pixels
2015-10-11 23:11:47 -04:00
a62b4f15fd Tweaks/fixes to crystal wallset 2015-10-11 14:41:57 -04:00
72e871b8d4 New igloo wall (by ADoS) and desert crater (by me) 2015-10-10 23:54:51 -04:00
ce2d00abc1 More graphics updates
- Add shadow to grass hut (based on cave hut's shadow)
- Two new town graphics by ADoS
- New hut on hills.
- Desaturate snow/water shores to reduce weird purplish streaks
- Fix water tone in ice/water shores
- Add 3-way ice/water/snow shores
- Remove duplicate snow/ice shore
2015-10-10 23:51:26 -04:00
e744320518 Fix spelling 2015-10-06 22:17:30 -04:00
5cab4fdb9f Fix instant help received not being remembered 2015-10-06 22:17:29 -04:00
168e4c5e52 Fix missing default button in some custom choice dialogs 2015-10-06 22:17:28 -04:00
76168b2071 Nuke several globals; some were unused, others moved to universe 2015-10-06 22:17:28 -04:00
bd3aa33807 Schemas: Fix indentation 2015-10-06 22:17:27 -04:00
5667849835 Dialog schema: Convert indentation to tabs 2015-10-06 22:17:27 -04:00
f0af9ff67f Schemas: Enforce root element by eliminating global element declarations 2015-10-06 22:17:27 -04:00
68eec0fe16 Some schema updates
- Store timers as a type instead of an element in the common schema
- Fix errors in terrain and monster schemas
2015-10-06 22:17:26 -04:00
d19880a463 Stop storing preferences and legacy flags in the saved game
- Nuke global preference variables (they're now fetched with get_xxx_pref whenever needed)
- Nuke magic SDFs that store preferences and other info
- The only preferences now stored in the saved game are those related to difficulty
- play_sound no longer takes an option repeat parameter, but instead takes a delay which will be used if sounds are disabled
- SDF array increased to 350x50
- When saving a legacy scenario, a dialog is shown to remind you to update and to allow you to clear the legacy flag
2015-10-06 22:17:25 -04:00
906016b98d Fix some cases of wrong cut-off point for tiny item graphics 2015-10-06 00:00:46 -04:00
7f00d0c775 Change image resource type from sf::Image to sf::Texture
This includes an added optimization to the resource manager - it now uses unordered (hash) maps instead of ordered (tree) maps to keep track of loaded resources and paths, for the average constant lookup time.
2015-10-05 23:57:42 -04:00
17095e1760 Three new wallsets and one new floorset by ADoS 2015-10-05 18:27:40 -04:00
0d5a57258a Fix markup error in docs 2015-10-04 22:55:11 -04:00
fc8a6fa5c5 Fix MSVC build 2015-10-04 22:52:13 -04:00
1b95f06207 Split dlogutil.hpp into separate headers for each dialog 2015-10-04 22:45:01 -04:00
177a38d171 Make list of basic buttons a source file instead of a header. 2015-10-04 21:15:28 -04:00
cae5fc3140 Rearrange the basic_buttons array to avoid the extra indirection step
- All buttons from the array that were strictly related to UI have been removed.
- Some new buttons have been added. The duplicate Leave button has been removed.
2015-10-04 21:11:16 -04:00
f8deb48edb Add keyboard shortcuts to the death dialog and the quit confirm dialogs 2015-10-04 18:47:17 -04:00
96229d1f40 Lot more tests!
- Tests for converting legacy terrain types
- Tests for initialization to sane values

Fixes:
- cCreature no longer initializes spec1 and spec2 to 0. This probably didn't cause bugs, but who knows...
- In fact, cCreature no longer explicitly initializes anything in its cTownperson superclass. That's what the superclass constructor is for after all.
- Relatedly, cTownperson now defaults to a facial graphic of -1. Also a docile attitude.
- iLiving defaults to ap 0, direction here.
- Fix Change When Step terrains to properly support not having a sound while still allowing an arbitrary number of custom sounds.
- Add support for a lack of sound to Change When Used terrains, including at conversion time (original game supported it but OBoE was forcing the sound to a door sound).
- Fix conversion of crumbling terrain types (old conversion was allowing quickfire to destroy them)

Other:
- New addAttack method in cMonster.
- Change snd_num_t to signed, because it's been getting annoying that I can't easily use -1 to mean "no sound".
2015-10-04 18:44:58 -04:00
d178dcea63 Allow customizing how much food a waterfall takes 2015-10-04 18:26:16 -04:00
0dbf747602 Update legacy resource file
- Add a missing resource name
2015-10-04 00:39:53 -04:00
28a513a4a0 Fix the red push button when used in dialogs 2015-10-04 00:36:16 -04:00
bb26fb35ec Raise starting skill points from 60 to 65 for blank characters.
This means that a party of all blank characters has the same effective total skill points as the prefab party.
2015-10-04 00:24:54 -04:00
5e8530969d Update Erdos's name in the credits, at his request 2015-10-03 23:56:11 -04:00
d908cdff9c Tweak Vahnatai PC traits and add Magery item ability
- Vahnatai no longer have a bonus to mage spells (that's now the Magery item ability)
- Vahnatai XP gain bonus changed
- Fix sliths being noted as resistant to poison (they aren't and never have been)
2015-10-03 23:55:52 -04:00
8afd3825b0 Refactor the dialog engine's event handling to make it easier to add new events in the future
- Focus event split into focus and defocus
- Scroll event added but not yet properly implemented

Also:
- Remove the useless (and ignored) clickable attributes from the schema
- Pave the way for controls other than fields to be able to recieve keyboard focus
2015-10-03 19:49:33 -04:00
547e78dc86 Minor fix to about dialog 2015-10-03 12:30:47 -04:00
8b90fa614b Make stack control a real container instead of a controller
- Also add framed/outlined attributes to it and to LED groups
2015-10-03 12:30:26 -04:00
06ad776236 Remove frame_region since it was unused and misleading, and nontrivial to fix 2015-10-03 12:24:43 -04:00
b176918dda DialogXML: Make the frame style format parameter a first-class citizen
- It's now exposed in the schema with a new attribute, outline, on all elements that accept framed
- It now has four possible values: solid, outset, inset, double. Dashed or dotted may be added later; they're a lot harder.
- Second make scenario dialog uses a custom frame style
2015-10-03 11:13:33 -04:00
967f24a83b Fix dialog frames not using the inset style
The framestyle format parameter now does nothing. This is temporary.
2015-10-03 10:28:42 -04:00
8b5396c980 Remove all def-key='enter' in favour of defbtn attribute
In addition, the default button is finally properly outlined when specified with the defbtn attribute.
(It would also be outlined if specified with def-key='enter'.)
The following preset buttons (available to special nodes) now respond to the enter key:
- "Leave", "Done", "OK"
2015-10-03 03:40:48 -04:00
da58f09fca All dialogs now use default skin and foreground colour
(The attributes are still available in the schema though, and will not be removed.)
2015-10-03 03:00:22 -04:00
893fa1e4ff Dialog formatting
- Newlines at end of file
- Remove debug attribute
- Indentation in the XSL
2015-10-03 02:50:44 -04:00
84dc913241 Improve dialog preview XSL sheet
- Now uses apply-templates, meaning output is in the same order as input
- Fully accounts for stack and pane, including adjusting coordinates
2015-10-03 02:33:40 -04:00
03bc3d05e6 Remove key-mod attribute from dialog schema
- Modifiers are now given in the def-key attribute, as originally intended
- Dialogs that have a help button now assign F1 to that button (replacing shift+/ in some cases)
- F1 also brings up help in the main game (in addition to shift+/)
2015-10-03 00:53:32 -04:00
edaf3baa2d Formatting 2015-10-03 00:35:33 -04:00
d970b6ee06 Fix target inclusion of scrollpane.cpp, and add to MSVC project 2015-10-03 00:09:25 -04:00
0f273eba7e Fix resize outdoors dialog using the dark skin 2015-10-03 00:07:08 -04:00
2645818aeb Fix two minor graphical glitches in alternate scrollbar style 2015-10-03 00:02:26 -04:00
1b75bb4755 Add constraint for defbtn attribute to refer to a valid name in the dialog schema 2015-10-02 23:31:02 -04:00