- Replaced all occurrences of FillCRect with the new tileImage, to get away from 'ppat' resources.
- Fixed a minor error in the character editor where part of a text string was off the window.
- With the prefix header gone, libticpp.dylib has been removed; TinyXML++ is now compiled right into the program.
- The scenario editor splash screen is now loaded from a file.
- The pc editor title has its transparency problem fixed.
- Added an overload of tileImage that takes a RgnHandle instead of a Rect in order to replace the single occurrence of FillCRgn.
- Removed an unused function in boe.graphics.cpp
- Changed loading of patterns. Instead of loading each pattern individually from a resource, a single file containing all of them is loading. The arrays that formerly contained the actual patterns now contain the source rects of the patterns.
- Fixed the cursor hotspots (the coordinates were reversed)
- Removed the useless flip_pict that was written when I didn't know what I was doing.
- Fixed error in tileImage in which vrep and hrep were switched.
- Added code to tileImage to ensure that the pattern will line up with anything already onscreen, regardless of the rect to fill.
- Two images were altered: pcedtitle.png to fix the transparenct problem, and pixpats.png to add one pattern that had been missed (and also rearrange the smaller patterns a little)
git-svn-id: http://openexile.googlecode.com/svn/trunk@91 4ebdad44-0ea0-11de-aab3-ff745001d230
- Removed all referenes to cPopulation::dudes in favour of the overloaded operator[]
git-svn-id: http://openexile.googlecode.com/svn/trunk@84 4ebdad44-0ea0-11de-aab3-ff745001d230
- The player race enum has been expanded so that it can also be used as monster race; it's not yet used as such though.
- Additional races Vahnatai, Plant, and Bird added.
- Alter the terrain special flags so that they can be used as signed shorts in the few cases that require it, and changed dangerous terrain to combine the curse/bless and slow/haste cases.
- Fixed an unnoticed error which would have probably prevented monsters from being affected by conveyors.
- Refined the dangerous terrain special ability with more messages and also handling all cases except weapon poison.
git-svn-id: http://openexile.googlecode.com/svn/trunk@79 4ebdad44-0ea0-11de-aab3-ff745001d230
Removed unnecessary or potentially harmful compiler flags.
Added alignment attribute to all old struct members.
Removed some unused variables.
Made some switch statements handle all or more cases.
Removed using declarations in favor of fully qualified names.
Fixed a couple of assignments in conditionals that should have been comparisons.
Eliminated linker warnings by restoring default linking of standard libraries.
Fixed some comparisons between signed and unsigned integers.
Note: No testing has been done, in particular of old file I/O. This should be checked for regression caused by alteration of old struct definitions.
git-svn-id: http://openexile.googlecode.com/svn/trunk@63 4ebdad44-0ea0-11de-aab3-ff745001d230
- Re-implemented walkway drawing in the same way
- Tried to fix an STL error
- A few other thing, maybe?
git-svn-id: http://openexile.googlecode.com/svn/trunk@60 4ebdad44-0ea0-11de-aab3-ff745001d230
- Fixed a few bugs that caused crashes.
- Made the code look a little nicer by eliminating the "town.town" redundancies.
- Fiddled with ViewDlog a little.
- Minor changes to graphics file (won't affect anything yet).
git-svn-id: http://openexile.googlecode.com/svn/trunk@44 4ebdad44-0ea0-11de-aab3-ff745001d230
- Replaced all instances of Boolean with bool, TRUE with true, FALSE with false. (Except for a few cases where this resulted in a compile error.)
git-svn-id: http://openexile.googlecode.com/svn/trunk@38 4ebdad44-0ea0-11de-aab3-ff745001d230
- Changed something that may have been a bug in which an undead monster attacking another monster would do demonic damage (and vice versa).
git-svn-id: http://openexile.googlecode.com/svn/trunk@35 4ebdad44-0ea0-11de-aab3-ff745001d230
- Fixed bug in which a missile was lost even if you failed to fire do to line-of-sight or range problems.
- Fixed bug in which an exploding missile could be targeted anywhere on the screen (though I'm not 100% sure this actually is a bug).
- Fixed bug in which some of the room description rectangles would be ignored by the game.
- Fixed bug whereby percentage chance checks would generate a number from 0 to 100 instead of 1 to 100.
- Fixed bug where if a Damage node was triggered in combat without first selecting a PC, it would affect the whole party instead of just the active character.
git-svn-id: http://openexile.googlecode.com/svn/trunk@33 4ebdad44-0ea0-11de-aab3-ff745001d230
- Reworked preferences to use plist
- Cleaned out the shareware code
- More tweaks to the dialog engine
- Edited dialog #869 (the choose prefab scenario dialog) to use new invisible button (type 6) and to remove the "Must be registered" lines.
- Tweaked window size so that the startup screen fits within it.
- More major refactoring work.
- A few additions/alterations to boe.consts.h
Current status:
- Scenario editor: compiles and runs, but can't load a scenario
- Character editor: don't know
- Game: Doesn't even compile
I wouldn't normally submit code that doesn't compile, but I have already made a lot of major changes in this revision.
I will submit a version that compiles as soon as possible.
git-svn-id: http://openexile.googlecode.com/svn/trunk@28 4ebdad44-0ea0-11de-aab3-ff745001d230
- Dialogs in the scenario editor now show custom graphics.
- Scenario editor now works properly as a Universal binary.
- Started refactoring the structs into classes; so far this has only been applied to the game.
- Files now show proper icons (applications already did).
- Probably other things that I have forgotten.
Still not completely stable, but much closer.
git-svn-id: http://openexile.googlecode.com/svn/trunk@27 4ebdad44-0ea0-11de-aab3-ff745001d230