- 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
- Added code to the special queue handling which runs the queued specials as if they had happened at the time the special was queue, rather than when it's actually run.
- Fixed bug in which horses would enter lava while outdoors, but not in town.
- Fixed bug that sometimes occurred when a PC is killed by backlash while attempting to move away from a monster.
- Fixed checking for the wrong ability in handle_disease().
- Fixed bug in which asking about "name" would not show the Name response while talking. Instead, asking about "nama" would show that response.
- Added a response to "buy" and "bye".
- Removed the check in destroy_an_item() which gave rocks the top priorite to be destroyed. They still have high priority due to a value below 3, and besides this function will eventually be deprecated.
- Added a check to Absorb Spells monsters to avoid overflow of the monster's health.
- If you call add_string_to_buf with an empty string, it now does nothing.
- Changed cItemRec::type_flag to unsigned short, since it's supposed to be able to range up to 1000.
- Added flag to the scenario structure to disable the automatic doubling of hit points with high level parties.
- Fixed bug in which starting combat in dense forest results in a swap arena instead of a forest arena. (This was never noticed because dense forest is usually impassable.)
- Fixed bug with triggering combat on a walkway space (if in cave, a grass arena was created and vice versa)
- Extended the conversion code to account for arenas on animated terrain.
I also started to rework the way Split Party works, only to decide that I didn't want to do it that way. As a result, I haven't written code to convert
split party data from old saved game files, yet.
- The old SDF_ constants related to party splitting are now gone.
- Several member functions are added to cParty to fulfill the function of the constants
- Altered the way an Affect PC node will decide which PC to affect. If the party is split and only one PC is present, it affects that PC. Otherwise, it affects the chosen PC, even if the party is split.
git-svn-id: http://openexile.googlecode.com/svn/trunk@111 4ebdad44-0ea0-11de-aab3-ff745001d230
- 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
- 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
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
- 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
- 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
- Changes some C-strings to STL-strings
- Fixed the problem where the spiderweb logo would not fully appear if ShowStartupSplash is disabled
git-svn-id: http://openexile.googlecode.com/svn/trunk@54 4ebdad44-0ea0-11de-aab3-ff745001d230
- 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