Commit Graph

224 Commits

Author SHA1 Message Date
6fae493080 Little bits
- Fix monster pic field stealing focus forever
- Fix "ask to save" behaviour
2014-11-29 16:38:31 -05:00
b537fabd13 Allow shift-tab to cycle backwards through tab order 2014-11-29 16:37:26 -05:00
84f53a8a7d Dialog tab order implementation
- Defaults to order of definition in file
- tab-order attribtue can be set to a postive number to force towards the start, or a negative number to force towards the end
2014-11-29 16:03:54 -05:00
13d00cd27a Convert the edit special item dialog 2014-11-29 12:12:01 -05:00
7aa3ba3794 Refactor the various special item arrays into a single structure array 2014-11-29 12:02:28 -05:00
1cdc7ddb7c Misc bits 2014-11-29 03:21:28 -05:00
ed056368c1 Make all the controls non-copyable so that I don't get weird, insidious, hard-to-track errors from forgetting a reference mark like I did when converting the edit item type dialogs 2014-11-29 02:14:48 -05:00
c855983de4 Convert item type editing dialogs 2014-11-29 02:13:49 -05:00
3b95d6d7c8 Implement main scenario editor menus
- Edit, monster, item menus still missing
- Fix some formatting in the menus file
- Clean up some verbose stuff
2014-11-28 02:28:43 -05:00
4f5b59e53d Fix scenario editor save on quit dialog 2014-11-28 02:19:56 -05:00
02e4f0a5d6 Fix PC Editor "Hide" menu item 2014-11-28 02:19:36 -05:00
07ff864f4b Convert monster abilities dialog 2014-11-28 02:19:07 -05:00
41c3396aa3 Tear out most of the legacy code in the scenario editor - see below for details
- All Carbon code is gone
- Many dialogs converted; some are still left unimplemented since they still need to be converted
- Menus converted to a xib file
- The giant arrays specifying the configuration of the special node dialog for each special node type have been replaced with maps and sets.

Changes to dialogs:
- pict choice dialog can now show picts of differing types; this was required for picking a monster graphic, as monsters of all sizes need to be shown in the same dialog
- string choice dialog can set the title, and properly shows the currently selected string
- LEDs now accept font format
- Fixed LED group's calculation of its rect
- Fixed LED group crashing if it has no selection
- Tabbing between text fields now works
- Fix display of larger monster graphics in dialogs
- Fix the script element content showing in the browser preview
2014-07-12 22:13:27 -04:00
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
d90a006e43 Change install location of base scenario file 2014-04-22 01:58:12 -04:00
434d4c522f Fix several crucial bits of data not being loaded
- Creature save data
- Outdoor wandering encounters
- Fix crash when entering outdoor combat after loading
- Stop using char types in cItemRec
- Move all pending attributes from cMonster to cCreature
2014-04-21 21:35:26 -04:00
e8022df514 Don't rely on exceptions for normal behaviour 2014-04-21 14:06:38 -04:00
9013096624 Fix crash when changing display mode 2014-04-21 13:56:05 -04:00
446bb1550d Some more tweaks to cursor handling
- Fix cursor turning into a sword during universe shifts
- Hide cursor along with menubar during splash screen
- Add watch cursor, used during splash screen
- Properly restore cursor after a dialog
- Use sword cursor for dialogs
- Show ibeam cursor in dialog text fields
- Move everything cursor-related out of graphtool
2014-04-21 13:47:52 -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
321cd7c2e5 Finally implement the blue hilite tint for the toolbar buttons 2014-04-21 02:27:59 -04:00
e6f75206e5 Various tweaks to the PC editor
- Inspired by commented code!
- Prints "Characters" above the PC buttons
- Shows the current day at the bottom right
- Finally implement the tint for the active PC
- Show gold and food at the top left (currently only when in a scenario)
2014-04-21 02:23:54 -04:00
a8f0222b24 Fix wrong area being hilited when clicking a word in talk mode (mostly) 2014-04-21 01:55:58 -04:00
002ee640da Remove the global TextStyle; this should fix some of the textual glitches 2014-04-21 01:49:07 -04:00
f9a21dd068 Fix up the pick custom scenario dialog 2014-04-20 23:55:01 -04:00
ed4558f805 Replace the soundtool arrays with more compact sets/maps 2014-04-20 23:41:45 -04:00
c13c0cf589 Sorting includes (tools directory) 2014-04-20 23:22:57 -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
3a0f1ad7f5 Finish up the bulk of the loading implementation, with some tweaks to saving to make sure it all matches 2014-04-20 15:46:53 -04:00
0c0450f4fe Set up the main logic for loading saved games 2014-04-20 02:23:51 -04:00
a352ee7491 Configure the PC editor to build into the Scenario Editor folder 2014-04-20 01:37:30 -04:00
b23bb30423 Clean up includes in the "classes" folder
- Canonicalized the header guards
- Removed all the sneaky dependencies between files
- Made sure includes were properly sorted
2014-04-20 01:23:15 -04:00
4542133707 Delete another useless function 2014-04-20 00:50:47 -04:00
277dd6c208 Get progDir from argv[0] instead of using CoreFoundation 2014-04-20 00:47:43 -04:00
edf37f3291 Fix linker error in the PC editor 2014-04-20 00:26:25 -04:00
750f876ed1 Get most of the output for save files implemented, some existing stuff was tweaked 2014-04-20 00:20:36 -04:00
60d1ce3be9 Initial setup for saving game states
(code may or may not compile at this point)
2014-04-19 22:47:38 -04:00
3f54c63193 Import new dependency into repository: gzstream 2014-04-19 22:28:21 -04:00
e2b8eac644 Make dialogs behave a bit more modal 2014-04-19 09:01:31 -04:00
6f040e2c56 Turns out we never actually need to check which window is in front 2014-04-19 09:01:13 -04:00
19c2b37464 Remove redundant scissor disable and include conditional for OpenGL header
- Because Apple puts it in a different place than every other platform
2014-04-19 08:50:42 -04:00
081b04b8de Remove a useless check for being unregistered in a scenario 2014-04-19 08:47:57 -04:00
211cf06b5c Fix monsters in outdoor combat showing up as empties
- And cut out few more legacy bits from the monster class
2014-04-19 02:04:12 -04:00
f8b40ec2ea Ask to save when quitting from startup screen with a party loaded 2014-04-19 01:53:58 -04:00
d69a0b11d0 Fix transcript starting off scrolled up 2014-04-19 01:43:28 -04:00
2b79f66136 Fix map not disappearing when you press Escape 2014-04-19 01:36:35 -04:00
ef58cd0601 Fix issues with custom dialogs (that is, special node ones) 2014-04-18 22:35:30 -04:00
ba8201d07c Fix the issue where tons of special points appear outdoors 2014-04-18 21:41:15 -04:00
3b00392e99 Get road connections working, and convert grass/hill road crossings from old scenarios
In classic BoE, to make a road cross the boundary of grass and hills, you would place a "road on hill" terrain where the boundary should be, and the game would automatically convert it to the correct type of boundary before drawing the road on top. Now, the game expects you to place the proper boundary there instead, meaning there is some more complicated logic to determine when it needs to draw a road across a boundary, or, in some cases, two consecutive boundaries. It works for the surface world of Valley of the Dying Things; there may still be some edge cases that need fixing.
2014-04-18 18:58:53 -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