Commit Graph

118 Commits

Author SHA1 Message Date
20f26db42c XML changes 2025-05-11 10:51:35 -05:00
813edf0c64 Fix test compile errors 2025-05-11 10:51:09 -05:00
757532b7af save and reload new editor state 2025-05-11 10:51:09 -05:00
005d40806c Flesh out acid as a real damage type 2025-05-11 10:51:08 -05:00
e95d4dcaf8 Write editor state to a new, separate xml file (fix #728) 2025-05-11 10:51:02 -05:00
744a7eb591 don't write empty feature-flags tag 2025-05-11 10:51:02 -05:00
58107f1856 str("") is unsafe on its own for clearing stream 2025-05-11 10:49:27 -05:00
50637d3ddd Use an editable string picker for job boards when editing quests or dialogue nodes 2025-03-08 20:05:12 -05:00
a1bc923de8 Remove the Edit Saved Item Rectangles menu item in favour of a toolbar button.
The limit of 3 saved item rectangles has been removed - you can now add as many as you want.
However, the 1 per town limit is now strictly enforced.

The saved item rectangle is now shown with a cyan border when editing town.
2025-03-08 20:05:12 -05:00
90d5e1b778 use nested map for SDF names to save stack space.
Update semantics of the SDF array to (row, column) form to match
the picker space

Fix #674
2025-03-05 19:25:07 -05:00
3d48cb14e7 Add an SDF picker for selecting a stuff done flag and optionally giving it a name.
In effect, this is a combination of two of the previous pickers:
the location picker, and the editable string picker.

This required quite a significant rework of how the tilemap places its children.

Currently it's only used in special node editing.
I plan to add its use in many other places too though.
2025-03-02 19:13:01 -05:00
1ad973c59e Use the editable string picker for item type flags in the item editor. 2025-03-02 19:13:01 -05:00
0ccdd38cb1 Implement a picker for selecting an item class, using the editable string picker.
Used in special node editing and also item editing.
2025-03-02 19:13:01 -05:00
62267261f3 Implement a picker for major events, using the new editable string picker.
It's used not only in special node editing (for Event Happens and If Event Happened?)
but also in the Townperson Advanced, Talk Node, and Quest editors.
2025-03-02 19:13:01 -05:00
8ab663b620 Add a user-defined name to vehicle definitions.
This also adds partial support for a custom vehicle graphic.
2025-03-02 19:13:01 -05:00
0afed5db59 A feature flag denotes whether a scenario uses the new or old format for its metadata. With the old format (legacy scenarios and openBoE scenarios created prior to this PR) everything displays in the scenario picker as before, and scenario designers get 2 text fields to display however they want, and 2 text fields that are pretty much useless.
With the new format, Author and Contact info are formatted onto the first line in the scenario picker display. The scenario designer gets 1 line to write a teaser.

Fix #593

Also fix a bug where scenario ratings were appearing as integers ingame instead of the correct "G", "PG", etc.
2025-03-02 01:09:03 -05:00
f80f8a932a Implement a feature flags system.
* Scenarios contain a string map of feature flags. The flag names are the keys, and flag versions are the values, so a typical value might be "fixed" for bug fixes or for evolving features, "V1", "V2", etc.
* The game has a map of flags to lists of supported versions. The game can therefore signal that it supports a legacy behavior for a given feature flag. The last version in the list is considered to be this build version's default behavior.
* When launching a scenario, we check to make sure the game supports the scenario's required versions of its feature flags.
* When launching a replay, we make sure the game supports the feature flags that the version of the game that made the recording did.

Fix #555
Close #591
2025-02-19 22:32:12 -05:00
2145d88133 Remove the <os> element from scenarios
Fix #522
2025-02-16 21:41:47 -05:00
4fd6d39aa1 fix 'launch scenario' with new scenario/renamed file 2025-01-22 09:26:16 -05:00
a4231005f6 Add a new "rechargeable" flag to items
A way to set this flag is not yet exposed in the scenario editor.
The flag is intended only for non-stackable items, but this currently isn't enforced.
Items now have a maximum number of charges, which is equal to their default number set in the item record.
Enchanted items with charges are now rechargeable.
2024-09-10 22:18:59 -04:00
6965b822dc Gather all enchantment info into a single place
This also resolves several TODO notes about duplicate code and makes cPresetItem::ability an eEnchant
2024-09-10 22:18:59 -04:00
1bb0927ecb Update and fix Windows CI builds
- boost-spirit dependency needed to be installed
- Visual Studio wanted boost/filesystem.hpp included in more places
- a deprecated enum was removed from new versions of boost, so we use
  its replacement enum now
- vcpkg repository is now pinned to a commit where boost 1.84 libraries
  work smoothly, there should be no more surprises
- vcpkg dependencies now cache, so successive CI runs are dramatically
  faster
- for win-scons, we need to use 'call' in our batch script to source
  vcvarsall.bat
- I updated the includepath and libpath we pass to win-scons to match
  reality, but it still can't find any vcpkg libraries. This will need
  further sleuthing
2024-05-29 19:39:03 -04:00
b03c34396d Split quest flags into two separate boolean values 2023-01-22 18:56:50 -05:00
5bce71d59f Make implicit switch fallthrough an error in the Xcode project and fix all places that do it
Since we can't directly use C++11 attributes, I've chosen BOOST_FALLTHROUGH to annotate intentional fallthroughs.

Thanks to @fosnola for spotting a missing break, which triggered this.
2023-01-21 22:39:33 -05:00
cb73719af3 Make item abil_data a bit more readable
A two-element array is an ugly thing to behold
2023-01-06 02:13:46 -05:00
5b2561d034 Disable header maps in Xcode 12 2022-07-12 20:35:41 -04:00
14e2597108 Expose the shared pointer instead of the raw pointer in the resource manager and rewrite the custom sheets list to use a vector instead of manual memory management
In particular, this should fix a segmentation fault in the sound system caused by the resource manager pulling a resource that's in use.
2020-01-26 15:10:57 -05:00
4ad84e6cf8 Missed some when fixing #191 2018-04-07 09:38:13 -04:00
1f9615d185 Add an info structure for eItemType enum 2017-04-15 02:03:42 -04:00
c2ce2a2cd1 Split up the graphtool files 2017-04-14 15:43:07 -04:00
82abdab695 Major code reorganization
This commit only updates the XCode project for the changes.
A later commit each will update it for scons and MSVC.

A few actual changes are mixed in:
- Add a prefix header for a handful of common definitions
- Moved current_cursor into the Cursor class as a static member
- Removed the make_cursor_sword and make_cursor_watch functions
- Include tests in the All target
- Remove redundant -l flags for Common and Common-Party (since they're included in the Link phases anyway)
2017-04-14 00:24:29 -04:00
683ab805ec Initial framework for scenario editor undo/redo
In addition to the framework, this enables undo/redo of one action - adding a new town
2017-02-12 18:27:01 -05:00
59f2a7b94e Some code cleanup, mainly constants
- Strip out unused constants
- Use const instead of #define
- Remove some obsolete comments
2017-02-12 00:04:53 -05:00
f490464249 Make scenario editor not delete all trailing empty strings when saving 2017-02-02 11:32:53 -05:00
f6d4161fa1 Fix deleted preset fields being saved in scenarios 2017-01-22 23:03:03 -05:00
88d6afce27 Merge all the town classes and remove the unimplemented templated towns
This also adds a common superclass shared by towns and outdoor sectors, and
enables towns of arbitrary sizes.
2016-09-03 02:50:29 -04:00
9363ab2fcf Eliminate function-scope loop index variables
This makes all loop index variables local to their loop and
fixes some issue arising from the loop variables being present
through the whole function, such as using the wrong index variable.

In addition, there has been some reduction of code duplication in
the scenario editor.
2016-08-21 00:46:40 -04:00
785943b9be More usage of standard containers instead of bare arrays 2016-08-15 12:31:45 -04:00
4cd7368fbf Some fixes to scenario dirty flag 2016-05-07 12:42:47 -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
1b95f06207 Split dlogutil.hpp into separate headers for each dialog 2015-10-04 22:45:01 -04:00
f6183cad63 Separate "Splits When Hit" from "Immune to Assassinate" 2015-10-01 22:53:32 -04:00
0a97824033 Use spaces instead of 'x' for an inactive dialogue keyword 2015-10-01 21:49:40 -04:00
43e82281af More read/write tests for town and outdoors, including maps/dialogue
Fixes:
- For towns, the "has tavern" flag was not saved or loaded
- Outdoor roads were not saved or loaded
- For outdoor encounters, the "can't flee" and "forced" flags were not loaded, and "forced" was not saved
--> These two flags have also been separated in the code
2015-09-30 17:00:05 -04:00
18bb16df9c More read/write test cases for monsters, especially monster abilities
Fixes:
- For radiate abilities, the pattern was not saved and defaulted to single instead of square on load
- For summon abilities, what to summon was not saved and chance was incorrectly saved
2015-09-27 01:20:33 -04:00
ab232bb31a Generalize the editor's terrain frills mechanism 2015-09-26 15:05:49 -04:00
840587d765 Fix Windows build 2015-09-13 00:16:00 -04:00
0c7c64dfc9 Rearrange resource structure
- All resources are now under data/
- Editors and Blades of Exile Base are no longer in Scenario Editor subfolder
- User scenarios are now stored in %APPDATA% / "Application Support"
2015-09-03 19:26:19 -04:00
9fd65cd597 Vehicles fixes
- Fix boats being saved as horses
- Fix first boat/horse not saving property status in scenario map data
- Game finally supports boats that start outdoors... probably
2015-09-03 12:22:13 -04:00
8f4d5453cd Basic write tests for towns, dialogue, and outdoors sectors
Also:
- Additional read test for dialogue
- Don't save empty outdoor encounters
- Don't save town timers without an assigned node
2015-09-02 19:46:22 -04:00