Commit Graph

2821 Commits

Author SHA1 Message Date
87aa353f28 use boost::process instead of system() 2025-01-15 23:05:53 -05:00
17ea769bab start the party in the outdoor section of the forced town 2025-01-15 23:05:53 -05:00
e6a6707c36 skip intro dialog and special node when cli launches a scenario 2025-01-15 23:05:53 -05:00
a99b4be663 shift-O print outdoor section and local/global position 2025-01-15 23:05:52 -05:00
dffd1202f6 implement scenario editor launch function 2025-01-15 23:05:52 -05:00
b3d8a64e79 start implementing scenario editor launch function 2025-01-15 23:05:52 -05:00
73e85836a3 we've been using the wrong define for mac detection 2025-01-15 23:05:52 -05:00
747b08ee09 add scenario launch menu item (does nothing for now) 2025-01-15 23:05:52 -05:00
b1e7021b7a implement outdoor x,y command-line args 2025-01-15 23:05:52 -05:00
0addd214da debug_leave_town redraw terrain immediately 2025-01-15 23:05:52 -05:00
b268729cd1 handle --town option with --entrance or --x, --y 2025-01-15 23:05:52 -05:00
d5709e3601 organize and document cli args 2025-01-15 23:05:52 -05:00
42120f2d03 Clara path parameters must be std::string to parse >1 token 2025-01-15 23:05:52 -05:00
c1adc48799 add more scenario args and validation logic 2025-01-15 23:05:52 -05:00
0a815bc50c load a scenario from the command-line 2025-01-15 23:05:52 -05:00
5936b1c579 global vector for extra scenario directories 2025-01-15 23:05:52 -05:00
4b8a416509 change_fps action for debugging replays 2025-01-15 15:10:53 -06:00
a3cd5c9e73 When replay throws an error, stop replaying 2025-01-15 15:07:26 -06:00
4eb425cc91 record and replay the burma shave easter egg 2025-01-15 15:05:10 -06:00
346ce7eb94 add new brew directories to xcodeproj 2025-01-14 13:41:37 -05:00
7b62f6a9b9 specify required dep versions in README 2025-01-14 13:41:37 -05:00
b05f9ffd34 keg-only pinned libs have different install paths 2025-01-14 13:41:37 -05:00
f303e3e12e pin boost version in mac CI for C++11 support 2025-01-14 13:41:37 -05:00
129d9417ab mac-scons install SFML@2 2025-01-14 13:41:37 -05:00
e8bcd663c3 add text to leds for pc-alchemy-info.xml 2025-01-11 21:50:35 -05:00
80861d0237 add text to leds in edit-outdoor-encounter.xml 2025-01-11 21:50:35 -05:00
249bf6f76a add text to leds in edit-special-item.xml 2025-01-11 21:50:35 -05:00
1522c50d2b add text to led in make-scenario2.xml 2025-01-11 21:50:35 -05:00
bca254dc3a add label text to led in make-scenario1.xml 2025-01-11 21:50:35 -05:00
387cd6cd00 fix led labels in new-town.xml 2025-01-11 21:50:35 -05:00
bdfe0d3ddf add text to led in edit-item-shortcut.xml 2025-01-11 21:50:35 -05:00
621cd2287e Town details fix led labels 2025-01-11 21:50:35 -05:00
15d169b084 fix clickable bounds of leds in cStringChoice 2025-01-11 21:50:35 -05:00
6f0145c285 Revert "always combine_things() after identifying a held item"
This reverts commit 364712ef9e.
2025-01-08 23:06:44 -05:00
12a6850992 line break to show all of recharge message 2025-01-08 23:06:44 -05:00
3ad8b87417 move all_items_identified into cParty 2025-01-08 23:06:44 -05:00
79bf21cb7d end item target mode when all items are identified 2025-01-08 23:06:44 -05:00
b174dd3fb5 always combine_things() after identifying a held item 2025-01-08 23:06:44 -05:00
1a532a3c6e cancel identify spell if not needed 2025-01-08 23:06:44 -05:00
655796fb5e line break to show all of identify message 2025-01-08 23:06:44 -05:00
b1c7b9bf0b another TODO note for the identify spell 2025-01-08 23:06:44 -05:00
9967100e0a forgot Escape to cancel item target mode 2025-01-08 23:06:44 -05:00
b7da0f0c62 remove ITEMBTN_NORM and _ALL, and button_position arg 2025-01-08 19:07:22 -05:00
78779b7d98 remove unnecessary parens 2025-01-08 19:07:22 -05:00
0f5cd51126 Simplify scary logic around inventory item buttons.
Fix #233
2025-01-08 19:07:22 -05:00
c16807690c Note about a TODO 2025-01-07 21:35:59 -05:00
8253088ba4 remove the cancel button in case where it would be ignored 2025-01-07 21:35:59 -05:00
65dbf8dc88 Merge pull request #519 from NQNStudios:sounds
* Changed shop purchase sound effects where Yum! definitely didn't fit. For alchemy, mage spells, and priest spells, I made the sound the same as the sound when you perform those actions. I figure this actually makes sense because the teacher would show you how to do the thing.
* For skill training, I made the sound be the same as leveling up. I think this makes sense.
* When something is too heavy to pick up, the "Argh!" labeled as 'Action Failure' in the editor sound picker makes a lot of sense--you tried to pick it up and were frustrated.
* I changed beep() so every platform just plays sound effect 1, the one labeled "low beep" [here](http://openboe.com/docs/editor/appendix/Sounds.html) that's labeled "Cancel target lock" in the editor picker. I think this reasonable.
* Removed `ding()` which was an unused alias for `beep()`
2025-01-07 21:34:08 -05:00
fb8b9e5da5 Use macos-13 for ci 2025-01-07 21:33:18 -05:00
1384b4668d Replace pc editor event beeps with play_sound(1) 2024-12-27 11:18:17 -06:00