Commit Graph

12 Commits

Author SHA1 Message Date
74dbc07e23 editing outdoor terrain: prompt to jump to next sections 2025-01-21 15:36:22 -06:00
11767f553d more understandable prompt to save 2025-01-15 23:05:53 -05:00
5b2561d034 Disable header maps in Xcode 12 2022-07-12 20:35:41 -04:00
1d61d48ec3 Enable UI scaling in the scenario and implement Linux menus
Patch from @x-qq
Addresses #195

Note: UI scaling for the scenario editor still needs some work,
but it's basically functional.
2020-01-28 20:13:24 -05:00
4f91f6a679 Make undo system a little safer, and improve docs 2017-04-11 15:00:22 -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
469d5fb8a6 Remove residual function 2016-08-25 21:28:44 -04:00
96190c042c Remove a now-useless function 2015-09-27 03:16:50 -04:00
082e3fc9d9 Implement flood-fill tool 2015-09-27 03:15:05 -04:00
a990921e90 Several tweaks/fixes
- Nuke some uses of strcpy, sprintf, etc; current info strings in the scenario editor are now stored as std::string instead of C-strings.
- A smarter method of calculating the "erase" terrain for a given terrain type. In case of impassable spaces, trims, and walkways, instead of using the ground terrain, the trim terrain (if any) is used as the erase terrain; if there's no trim, ground 0 (cave, by default) is used. The method of determining if two terrains are essentially the same (ie, whether to paint or erase) has also been improved a little.
- Also, to reduce confusion, the erase terrain is now shown beneath the paint terrain.

Terrain changes:
- Add "archetype" flag as a better way of determining which amongst a set of terrains sharing the same ground type should be considered as the most basic terrain of that ground type. It's automatically applied to any terrains using original graphics when importing an old scenario; generally, any with no terrain special will be marked as an archetype, but if the lava graphic was used, it's instead any with a terrain special. It's a crude method that may easily break, but probably not possible to do better.
- When importing old scenarios, set the two walkways to be separate ground types while the crops should have grass as their ground, and the conveyors have cave.
- Fix fly, boat, block horse LEDs not being cleared if a terrain lacks that flag when using the arrow buttons. This could lead to terrains accidentally picking up the flags of nearby terrains in the list.
- Fix the block horse flag was not correctly saved when closing the dialog.
- Fix the block horse flag not being correctly loaded from the scenario file
2015-06-11 22:32:28 -04:00
2d9c3ba2d9 Remove the arbitrary limits on the following quantities:
- Number of terrain types - as long as the last terrain in the list is unused, you can delete it
- Number of monster types - as long as the last monster in the list is unused, you can delete it
- Number of item types - as long as the last item in the list is unused, you can delete it
- Number of special items
- Number of strings (scenario, journal, outdoors, town)
- Number of signs (outdoors, town)
- Number of description rectangles (outdoors, town)
- Number of town entrances (outdoors)
- Number of dialog nodes (town); number of personalities per town is still limited, but since you can use personalities from any town and the number of towns is unlimited, you still have effectively unlimited personalities

Other related stuff:
- Fix ability to select nonexistent terrains/items/monsters from the palette
- Fix inability to find unused special strings in some cases
- Fix sometimes incorrectly selecting the current node as the next node in the chain, instead of a new node
- When cancelling from the special node dialog, it's a bit more intelligent about whether or not to drop nodes from the end of the list
- Edit string dialog now has a cancel button
- Save otherwise unused talk nodes if they contain strings, to avoid loss of data that might be important
- Fix scenario and journal strings loading incorrectly if some strings were blank
- Fix some issues with list modes activated by menu not appearing until the mouse moves over the window
- Fix incorrect instructions in list modes (it's alt-click, not command-click as the instructions indicated)
- Implement "erase town entrance" button and create a visual difference between town entrances with an assigned town and those without
- Fix inability to erase monsters after the first 60 in town
- Fix escape key accepting changes in the shop dialog, instead of cancelling
- Fix quest/shop list resetting to top after editing one
2015-06-08 22:14:47 -04:00
01d317b007 .h -> .hpp 2015-06-08 22:14:43 -04:00