Commit Graph

3063 Commits

Author SHA1 Message Date
f6be98acfb Fix win-scons CI (#531)
* scons follow reference to c++ compiler
* don't worry about testing C compiler
* on failure, compile test program
* fix windows DEBUG definition flag
* add source file to win-scons SConscript

This fixes #514
2025-01-22 09:14:24 -05:00
4c53acc686 move the asPeaceful() note to where it will help 2025-01-21 19:36:19 -06:00
1fb1aa2ce3 add back the extra colours 2025-01-21 19:33:49 -06:00
3de6870628 parseColor use - instead of _ 2025-01-21 19:15:38 -06:00
26ea7382a3 Resolve TODO comment 2025-01-21 19:01:06 -06:00
145824ea84 Handle exiting town with multiple entrances 2025-01-21 16:26:56 -06:00
ce7c5ed525 clarify cStringChoice cancel behavior 2025-01-21 16:26:28 -06:00
e303363900 prompt to go to town's entrance in the outdoors 2025-01-21 16:02:37 -06:00
6b575a0463 when hopping sections, make cen_x and cen_y match last pos 2025-01-21 15:43:13 -06:00
74dbc07e23 editing outdoor terrain: prompt to jump to next sections 2025-01-21 15:36:22 -06:00
7b92779e13 make switching outdoor sections DRY 2025-01-21 14:35:31 -06:00
611d00ff63 refactor town entrance search into cScenario function 2025-01-21 13:56:47 -06:00
b14a238ee3 Don't allow Major Blessing in town mode. Fix #541
It seemed reasonable that we actually would want to LET
the player cast this in town mode, but it seems like other
blessing spells (i.e. Haste) do not
2025-01-21 12:40:19 -06:00
e314030879 clarify asPeaceful() function for spells
I found it very confusing how many of the spells were
(WHEN_COMBAT).asPeaceful(). I thought those were bugs at first.
2025-01-21 12:37:34 -06:00
8703c772d4 fix bug which made several spell leds broken on page 1 2025-01-21 12:23:48 -06:00
92b798c48a simplify if-else with identical branches 2025-01-21 12:11:26 -06:00
98f8cf9abe Make Shift+directional keys do opposite 2025-01-20 15:12:24 -06:00
fc30ea4619 advance_time after space to end fancy target. Fix #539 2025-01-20 14:57:06 -06:00
7742373142 Try recast opposite spell type: Toggle the hint 2025-01-20 14:42:40 -06:00
cbb964a073 recast hint take the place of party status icons 2025-01-20 14:01:13 -06:00
e2104a4390 exclude split party members from target list 2025-01-20 13:45:01 -06:00
8e4cb8fc65 relative positioning for PC stat icons 2025-01-20 13:44:57 -06:00
0051274d26 make spell columns relative-position 2025-01-20 13:44:52 -06:00
4c383d116c re-arrange and align HP/SP 2025-01-20 13:44:47 -06:00
4260d41bf6 colorize hp and sp in casting menu 2025-01-20 13:44:42 -06:00
daecca4abe dialogxml parseColor use a map built from Colours constants
parseColor() was doing a big if-else with string comparisons,
and returning values that differed from our Colours constants.
Since I couldn't find an instance of the colour attribute in our
existing xml, it should be safe to do away with those conflicting
values and refactor parseColor() to match the constants
and use cleaner code.
2025-01-20 13:44:31 -06:00
f58d95496d fix unit test for last_cast change 2025-01-20 13:42:26 -06:00
c7ce84def2 More intuitive coloration in spell menu 2025-01-20 13:42:20 -06:00
0ef3ad81d9 Recast hint for spellcasters 2025-01-20 13:42:03 -06:00
c38c79b12b no default repeat spells & buf message when none stored
Fix #535
2025-01-20 13:41:49 -06:00
ead987fff7 default to legacy directional key behavior 2025-01-20 12:50:49 -06:00
2681a2801f reverse and reword leds 2025-01-20 12:49:45 -06:00
1c1d00f4af implement the preference with an LED group for clarity 2025-01-20 09:13:36 -06:00
37640bf349 fix compiler warnings 2025-01-20 09:41:29 -05:00
f545ce5333 slight simplification 2025-01-20 09:33:13 -05:00
3a5a02202b print remaining enemies when can't end combat 2025-01-20 09:29:21 -05:00
94b63dee49 when checking if outdoor enemies are alive, count types 2025-01-20 09:29:21 -05:00
17a4c25d3c Merge pull request #534 from NQNStudios:fix-479
Fixing text buffer texture/font corruption (#479)

* #479 demonstrates that the contents of the text buffer are NOT irrelevant for reproducing bugs. So I set up recording/replay for the burma shave easter egg. This also makes an easy way to mess with the buffer state when debugging (just mash &/\*/&/\*/&/\* n times)
* When a replay throws an error, it puts up a showError() dialog. If the next action is a control_click, the system will try to click that control on the error dialog--which is totally divergent from the replay's intended behavior. So we should just stop replaying when an error happens.
* If you have a long replay and want to run it very fast, but then slow down when you get to the sequence that reproduces your bug, now you can add a `<change_fps>` to your replay to achieve that.
* Fixes for the 2 legacy replay errors that I opened recently

Fix #479 
Fix #532 
Fix #533
2025-01-20 09:10:17 -05:00
dbe92c00b5 Implement a preference for this feature 2025-01-18 19:09:20 -06:00
ed1d650450 directional key screen-shift 2025-01-18 18:57:45 -06:00
0ae90ea695 prevent out-of-bounds on empty name string 2025-01-18 15:00:01 -06:00
9d12177eef test don't expect newline in empty player name 2025-01-16 17:12:31 -06:00
4cbe474431 add check_for_interrupt to boe_test 2025-01-16 17:05:20 -06:00
62ddf3d0b3 The bug was caused by newline in empty PC name. fix #479 2025-01-16 16:53:37 -06:00
34785c3254 fix check_for_interrupt stubs in editors 2025-01-16 16:53:37 -06:00
df02f79ab8 fix explosions breaking old replays 2025-01-16 16:53:36 -06:00
afa79bcc5d prevent edge case in interrupting replays 2025-01-16 16:53:36 -06:00
78e3c46b05 don't check for interrupt in confirmation dlg 2025-01-16 16:53:35 -06:00
62313e5bd6 allow interrupting replay 2025-01-16 16:53:34 -06:00
2d824e869e Encode startup buttons as string in replays, fix #533 2025-01-16 16:53:27 -06:00