This covers only the places where they were used to indicate
a preset selection in constructors.
The usage in qdpict where they're actually passed to the Resource Manager,
as well as the 4-character constants representing file types and creator
codes, are still present.
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)
Errors fixed:
- If Cave Lore / Woodsman not converted correctly
- If Have Item Class Equipped erroneously converted to its +take variant
(...probably)
- Text Response didn't correctly convert the alternate answer
Errors fixed:
- Picture forced to 19 for stairway nodes.
(The game actually did this, and also forced to 22 for portals,
but I decided that wasn't necessary to preserve.)
- Changed cPlayer::equip to a bitset
- Use a static constant instead of a loop to initialized player starting spells
- Only save spell points if the player has any (current if different from max)
- Symbolic forms for trait enum (and save symbolic forms also for skills)
- When loading a player, clear data which is not always present in the file
- Also add an init test for cPlayer
- Two new item abilities that increase damage as sp/hp is lost
- Two new item abilities that reduce damage as sp/hp is lost
- Support for using sp/hp as a weapon's key skill to determine hit chance
This includes an added optimization to the resource manager - it now uses unordered (hash) maps instead of ordered (tree) maps to keep track of loaded resources and paths, for the average constant lookup time.
- Tests for converting legacy terrain types
- Tests for initialization to sane values
Fixes:
- cCreature no longer initializes spec1 and spec2 to 0. This probably didn't cause bugs, but who knows...
- In fact, cCreature no longer explicitly initializes anything in its cTownperson superclass. That's what the superclass constructor is for after all.
- Relatedly, cTownperson now defaults to a facial graphic of -1. Also a docile attitude.
- iLiving defaults to ap 0, direction here.
- Fix Change When Step terrains to properly support not having a sound while still allowing an arbitrary number of custom sounds.
- Add support for a lack of sound to Change When Used terrains, including at conversion time (original game supported it but OBoE was forcing the sound to a door sound).
- Fix conversion of crumbling terrain types (old conversion was allowing quickfire to destroy them)
Other:
- New addAttack method in cMonster.
- Change snd_num_t to signed, because it's been getting annoying that I can't easily use -1 to mean "no sound".
Fixes:
- Throw Rocks always produced weakest version
- The following abilities had a strength of 0:
-- Paralysis Touch
-- Petrification Touch
-- Experience Draining Touch (including as a component of Icy and Draining Touch)
- Summon ability chances were off by a factor of 10
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
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