Commit Graph

28 Commits

Author SHA1 Message Date
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
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
277dd6c208 Get progDir from argv[0] instead of using CoreFoundation 2014-04-20 00:47:43 -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
dca3c3c18f Really fix the talking crash this time, I'm pretty sure 2014-04-18 01:19:13 -04:00
92bcdf20e0 Legacy game saves now load, probably correctly
- Also fixed the file pick dialogs, which now return a path instead of a file:// URL
2014-04-16 22:50:59 -04:00
caa461f8e7 Tear out most of the legacy code in the PC editor - see below for details
(Scenario Editor is unaffected by this commit.)

- Menubar converted to a .xib file
- Don't include the Info.plist in "Copy Files" stage
- Several more dialogs converted; as before, the source resources have had their resource name changed to the new filename
- One more converted STR# has been included

There were several functions in the PC Editor code that also existed in the BoE game code. I've moved these into the pc.editors.cpp file, so that there's only one copy of each.
- display_alchemy() functions changed signatures
- moved keyToChar() function into a common file (winutil)
- Several constants and globals moved to pc.editors.cpp

Supporting changes to dialog framework:
- New formatting option to set the frame style; this because the PC editor uses a different frame style in some contexts
- Added global default dialog background setting
--> This was necessary to correctly set the default text colour
--> Will also be needed for the scenario editor, which uses a different default background

Other changes:
- Add option to load_scenario to skip loading the strings
- Fix for crash in soundtool in the event of initialization before playing the first sound
2014-04-16 17:07:08 -04:00
05d51f8202 A little more re-indenting 2014-04-15 15:10:53 -04:00
ac3ac31f04 Squash a lot of missing prototype warnings 2014-04-15 03:39:21 -04:00
0087731ddb Fix crash when quitting the game 2014-04-14 13:55:49 -04:00
a6a030052c Implement loading of .meg files using the Resource manager
- I extract pixel data from the resource without using QuickDraw
- Both resource-fork and data-fork .meg files work

Related changes:
- The custom graphics textures are now wrapped in a custom class
- bmp images are loaded if a meg is not found

Incidental changes:
- Various TODO notes
- Fix cScenario::spec_strs skipping several strings and potentially fetching out-of-bound entries
- oopsError now uses string streams instead of sprintf
2014-04-14 13:52:05 -04:00
c413d292a9 Tear out most of the legacy code in the game - see below for details
(PC Editor and Scenario Editor are unaffected by this commit.)

Things removed:
- All references to Carbon and QuickDraw are gone.
- No more Resource Manager; the game no longer relies on old resource files at all
- The old dialog framework (from dlogtool.c, functions usually prefixed with cd_) is no longer used.
- Files that weren't being compiled
- Boost libraries that are now in the C++ library (function, shared_ptr)
- Obsolete build settings

Replacement dependencies:
- Boost Filesystem replaces references to things like FSSpec
- SFML replaces all the QuickDraw code and most window management
- Cocoa replaces AppleEvent management, menu management, and some window management
- I wrote a resource manager interface to mimick the important aspects of the behaviour of the Mac Resource Manager
- I had to rewrite some functions that QuickDraw provided natively, such as clipping regions; not all of these are tested

Things added:
- Every referenced dialog has been converted from a DITL resource into the new XML-based dialog format.
- All referenced STR# resources have been extracted into simple text files
- Now compiles against Mac OSX 10.7 SDK and libc++
- The first item in the Help menu opens the docs on Sylae's website
- It seems all the constants for soundtool vanished somewhere, so I added them back from the original Mac source

Other changes:
- Updated to XCode 4(?) project format
- Added the xcschemes created by XCode 4; I'm not sure how important these are, but they seem like they might be important
- Added document on converting dialogs to the XML format.
- Make string formatting mismatches into errors instead of warnings
- Disable error limit
- Graphics sheets that previously used masking now have alpha transparency
- Converted all graphics sheets to 8-bit PNG
- Trimmed white border from intro image
- Converted dialogs in the resource file have their resource name set to the name of the XML file of the converted version
- Referenced string resources in the resource file have their resource name set to the name of the text file of the extracted version
- Add the black-and-white patterns from the PAT resources to the pixpats.png; at least one of them is used somewhere in the game
- Recreated the menu.xib as a Cocoa xib file instead of a Carbon xib file
- Disable GNU C++ extensions; maybe this'll make it easier to compile with cl.exe later
- Add marks to the enormous handle_action function to make it easier to navigate\
- A build step to validate the XML dialogs using xmllint (doesn't quite work properly yet but does at least catch dialogs that are not well-formed)- Fix a lot of warnings about assigning string constants to non-const char pointers
- Fixed the file and application icons (which had somehow become corrupted at some point)
- Lots of additional functions in the custom location and rectangle classes, including implicit conversion to and from SFML rects and vectors; also they now store coordinates as int instead of char
- A new enum for encounter note types
- Much tweaking of the encounter note recording mechanisms
- To ease porting, I added a simple function that converts from classic Mac ticks (about 1/60 of a second) to the SFML time type
- Python script to convert STR# resources to txt files, replacing newlines with vertical bars
- Extracted the Mac font (Dungeon Bold) from the resource file and also added the Windows font (MaidenWord)

XML Dialog Framework changes:
- Remove the static initialization object in favour of manually calling cDialog::init()
- {set,get}Format() no longer used for colour; there's a dedicated {set,get}Colour() instead
- draw() methods unprotected in the control classes so that controls can be drawn in the main window
- There's no longer a friend relationship between the dialogs and the controls
- Fixed buttons duplicating the "depressed" boolean
- Buttons now properly offset the label for tiny and push buttons, and for LEDs
- Buttons no longer assume that either none or both of "width" and "height" are given in the XML
- Add {get,set}BtnType() to cButton
- cLedGroup now overrides handleClick(), which has also been made virtual; this was necessary for LEDs within a group to properly hilite while being clicked
- Add addChoice() to cLedGroup to insert additional LED choices
- Moved the key enums and cKey to a separate file
- Add a method to get a control's attached key
- Add methods to get and set a control's rect and position
- Controls can now directly take a window as a parent rather than a dialog
- Add addLabelFor() method to cDialog which adds a static text control as a label for another control
- Remove hack for storing a dialog result of arbitrary type in favour of boost::any
- Add method to get default text colour for a dialog
- Add method to get a dialog's rect
- Add method to add the same event handler to multiple controls in a dialog
- Add concept of default button to dialogs
- Add enum for text field type (currently either number or text)
- Implement the text field without use of native controls, including somewhat decent text input and a flashing insertion point
- cPict no longer stores references to every sheet; it fetches them as needed from the resource manager
- The many draw functions in cPict are no longer static, since they need to access the window containing the pict (before they could only be static due to QuickDraw's global state)
- Add setPict() without a type argument to change the graphic without changing the type, which is a common operation
- Add a scrollbar control; the specifics aren't implemented yet
- Change signature of the record callback for cStrDlog; it will no longer be passed the strings
- Publicize the no-button constructor of cChoiceDlog; it'll assume "okay" is the only button
- Add operator-> to cPictChoice for accessing the underlying dialog
- Add constructor to cPictChoice that takes a starting and ending pic num
- Remove err parameter from giveError
- Many more keys handled, plus support for catching copy, paste, cut, and select all keyboard shortcuts
- Text input fields take priority, overriding any other keyboard shortcuts in the dialog, but they never catch help (F1), escape, or enter
- Some changes to the format itself:
-> keys go in the "def-key" attribute, but modifiers go in "key-mod"
-> "clickable" is no longer a recognized attribute
-> "title" is now a recognized text size (18pt, even larger than "large" at 12pt)
-> "defbtn" attribute on the root element
2014-04-14 13:52:01 -04:00
e5ac5db275 - Got the new dialog engine into a semi-functional, mostly crash-free state!
- Created constants for the number of monster and terrain sheets, so that we can easily add more.
- Added init_sheets() function to initialize cPict's static variables.
- Moved the code for checking for an interrupt key out into a separate function so that it can be used elsewhere as well.
- Added error checking to make sure a sheet exists before drawing from it. (Note: Will need to catch the exception and draw a blank rather than simply terminating.)
- Fixed bug where status icons were drawn instead of terrain map icons.

git-svn-id: http://openexile.googlecode.com/svn/trunk@99 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-20 00:06:55 +00:00
269d6b0572 - Removed the SLEEP_TICKS and MOUSE_REGION macros (note: SLEEP_TICKS was at 2L, but I've changed it to 0; I think this should be fine, but I'm not sure)
- Stripped out the copying of external files (such as graphics, scenarios, bladbase) into a separate target which the other three are dependent on.
- Graphics.exd no longer included by reference; now the individual files are included directly.
- Added a recalcRect function to ledGroup, since it's a container.
- Added a special case to cLedGroup::setSelected to avoid a crash when no LED is initially selected.
- Added a few initializers to constructors.
- Changes to cDialog::parse<cPict> which were intended to prevent an access violation; unfortunately it doesn't work yet.
- Add cases to cDialog::parse<cPict> to handle PI_TER_MAP and PIC_STATUS.
- Fixed a stupid error in all specializations of cDialog::parse which resulted in an infinite loop.
- Fixed errors in some specializations of cDialog::parse in which an else statement belonged to a different if than it should have.
- Added code to cDialog::loadFromFile to turn the relative path in the argument into an absolute path.
- Fixed errors in cDialog::loadFromFile relating to incorrect use of the parser.
- Added exit statements to the catch clauses in cDialog::loadFromFile.
- Added definition of cDialog::init;
- Enclosed the WaitNextEvent call in cDialog::run in an if statement to ignore null events if they occur (I suspect they won't anyway though)
- Fixed errors in the Edit Terrain dialog definition which caused an exception to be thrown when parsing it: bold was changed to silom, key= was changed to def-key=
- Added status to the list of nullified GWorlPtrs in cPict::init.
- Changed the type of cPict::drawPict from map<ePicType,void(*)(short,GWorldPtr,Rect)> to void(*[])(short,GWorldPtr,Rect) - ie, it was changed from a map to an array because the map was causing an error for some reason.
- Fixed up the load_strings function, which didn't work at all due to a stupid logic error.

git-svn-id: http://openexile.googlecode.com/svn/trunk@96 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-16 22:43:51 +00:00
7cd4a618b4 - Got rid of the prefix header in favour of directly including it in every file that needs it (though some files still need the include yet apparently work fine; perhaps a clean build would catch that)
- 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
2009-06-10 04:01:15 +00:00
78cd213972 In no particular order:
- Added some of the most basic dialogs
- Changed C-style <xxx.h> headers to C++-style <cxxx> headers
- Switched graphics to load from the PNG files in graphics.exd rather than from Blades of Exile Graphics (NOTE: Some graphics still don't work, probably because of incorrect source rects)
- Switched cursors to load from GIF files in graphics.exd rather than from Blades of Exile Graphics
- Moved Niemand's tileImage functions from boe.graphics.cpp to graphtool.cpp, so they can be used by all three programs.
- Added some string lists in .txt files
- Made cursors into an enum
- Rewrote the code for displaying the Edit Terrain dialog to use the new engine (not tested yet)
- Fixed some __attribute__((deprecated)) stuff
- Most graphics are now loaded just after the custom graphics. This means they will be overridden by a file of the same name in the scenario's .exr folder.
- Altered modes a little so that when at the startup screen you are in MODE_STARTUP rather than MODE_OUTDOORS.
- Switched from function pointers to boost::function – the Boost libraries are now required.
- Finished off the new dialog engine and made gess necessary
- Added status icons as another type that can be drawn in dialogs
- C Wrappers for Cocoa cursors based on an Apple example. This is tested, and works perfectly.
- Added a switch in the program for using Windows graphics; however, there is no way as yet to set this flag, and in fact there aren't even any Windows graphics to use.
- Added include guards to graphtool.h
- Made separate mac and win directories within sounds.exa, since the Mac and Windows sounds are mostly subtly different (with two completely different!)

git-svn-id: http://openexile.googlecode.com/svn/trunk@90 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-07 18:18:24 +00:00
851859d61e Cleaned out many of the warnings (reducing warning count from 718 to 334). Almost all the remaining errors are about unused parameters.
git-svn-id: http://openexile.googlecode.com/svn/trunk@85 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-31 01:38:48 +00:00
c55948c03f - Removed the ADVEN macro in favour of using the overloaded operatr[] on univ.party
- 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
2009-05-30 23:11:47 +00:00
eeaa9ca599 Added some typedefs for clarity, and also added a cAttack class.
git-svn-id: http://openexile.googlecode.com/svn/trunk@77 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-28 23:48:10 +00:00
0578e51b6f - Fixed issues with loading scenarios caused by the struct alignments added in revision 63.
- Fixed a potential memory leak in load_scenario() in which new was essentially called twice in a row.
- Added a max_items() function to the town record classes, in preparation for an eventual removal of the limit on preset items.

git-svn-id: http://openexile.googlecode.com/svn/trunk@66 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-22 20:49:20 +00:00
Niemand
f198b4899d Added include guards to all class headers.
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
2009-05-22 03:01:05 +00:00
bf1487114a - Implemented new-style frill drawing using masking (untested)
- 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
2009-05-18 11:16:46 +00:00
a52a4c20c1 Fixed special spots; they now appear in-game, and disappear when they should.
git-svn-id: http://openexile.googlecode.com/svn/trunk@58 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-17 01:03:22 +00:00
28f4368651 Numerous changes to terrain and trim. The changes to the scneario editor work as expected.
- New way of drawing walkway (doesn't work yet)
- New way of drawing roads (doesn't yet work correctly)
- New way of drawing trim (not tested yet)
- New way of handling marked specials (works in editor but not in game)
- New way of handling two-space rubble in the editor (works as expected)
- Merged several terrain special properties
- Deprecated several terrain graphics
- Completed (probably) the import & convert code for old-format terrain
- Probably other things that I have forgotten that have something to do with terrain
- A few other little things, bugfixes, etc

git-svn-id: http://openexile.googlecode.com/svn/trunk@56 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-09 14:11:39 +00:00
68dcf3cdef - Moved some files around for better organization
- Fixed compile errors in the other targets.
- Added three test save files: one with a party not in a scenario, one with a party who has just entered Valley of Dying things,
  and one with the same party just after leaving town.
- Added the new menu file for the game that I'm working on (not yet used)

git-svn-id: http://openexile.googlecode.com/svn/trunk@53 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-06 20:23:54 +00:00