Commit Graph

18 Commits

Author SHA1 Message Date
c8889a9989 Prevent party from getting a victory dialog if they die during special node processing in a chain that contains an end scenario node 2014-12-15 08:46:43 -05:00
aabade3b85 Attempt to convert scenarios that used specials on boatable terrains, by inserting a "boat block" special in the front of each such chain
- This commit also introduces "boat block" and "horse block" specials as part of the IF_CONTEXT special node type.
2014-12-12 10:46:52 -05:00
5249c6eef7 Add a lot of stuff scraped from *i's version of the code, plus a couple of additional bits.
Adapted from *i:
- Show a confirm dialog when interrupting a special node sequence
- New monster special ability: call global special node (as an action, not on death)
- New item special ability: call global special node
- Check there's a monster death special before calling it (wasn't necessary before, might be now with the special queue changes)
- Queue specials that are triggered while another special is in progress, instead of ignoring them; they will be run after the current special in progress finishes.
- *i's version of petrification touch is currently active only for monster-on-monster combat; need to merge with my version for monster-on-pc combat.
- Pass party location to special in use special item context
- Fix set town visibility node (was checking wrong field and thus could not hide towns)
Special nodes:
- Town Hostile: change to Set Town Attitude
- Select PC node: option to select random PC
- Affect special nodes can now affect monsters
- Fix affect death node reviving non-existent PCs
- Affect Spells: Can remove spells, and can affect level 1-3 spells
- If Objects: Merged from If Barrels and If Crates
- If Species: Replaces If Cave Lore
- If Trait: Replaces If Woodsman
- If Statistic: Replaces If Enough Mage Lore
- Change Lighting: Can affect town's global lighting setting, player's light level, or both at once.
- Pointers! Actually, I'd already implemented the callbacks for setting and getting them, but they're now actually used, and the implementation has been tweaked a little.
- Campaign flags! Again, I'd already implemented them sorta, but I tweaked things and they ended up sort of halfway between the two implementations. Plus there's now a special node to set them.

Additional bits:
- Special queue now uses an std::queue instead of a basic array.
- Enum for town lighting levels
- Disease touch ability is now honoured for monster-on-monster combat
- See monster special context now passes the monster's location as the trigger location; also, removed the double-trigger from one circumstance.
- Along with the set town attitude change, there's now the possibility for making the town hostile to trigger a special node, which can cause the party to be slain.
- Select PC special node: option to select specific PC
- Spell IDs for use in shops and Affect Spell nodes have changed so that 0 is now the first level 1 spell, and so forth.
- add_string_to_buf can now auto-split the string over multiple lines, and the special node that uses it takes advantage of this
- Special node parser warns if a node type is missing a corresponding opcode
- Reserved "pointers" to access the special node's trigger location (this was *i's idea, but he never implemented it)
2014-12-08 01:08:30 -05:00
03c64ebd7b Eliminate use of __attribute__
Ideally this would be standard C++, but here I've settled for things that should be supported by both clang and VS/cl.exe:
- Deprecated attribute retained, but now uses __declspec syntax
- Packed attribute replaced with pragma pack, except one instance where it unnecessary
- Aligned attribute replaced with explicit padding bytes inserted in the structs where needed
- Unused attribute simply removed (though where possible, the unused entities were also removed)
2014-12-02 15:54:50 -05:00
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
b23bb30423 Clean up includes in the "classes" folder
- Canonicalized the header guards
- Removed all the sneaky dependencies between files
- Made sure includes were properly sorted
2014-04-20 01:23:15 -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
b02902770c Well, at present the Windows code for the actual game almost compiles. The current goal is to undo all the things that Ormus did to make this job difficult.
Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders.
(With the exception that files in the classes folder may depend on files in the tools folder.)

In this commit, several changes were made.
- Project file modified, may need further modification.
- Many files renamed to match the Mac version.
- #include statements for system headers changed to use <> instead of "" (some already did, but many didn't).
- xxx.h headers replaced with cxxx headers where appropriate.
- Most sound-related variables moved from globvars.cpp to soundvars.cpp.
- The files originally named graphutil and gutils have been merged.
- Changed TRUE/FALSE to true/false.
- Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped)
  and print_nums (which should probably be incorporated into the MessageBox string).
- Possibly other things that were forgotten.

For some reason this commit also includes changes recently committed into the branch for osx.

git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-08-03 19:00:23 +00:00
2c5faa51c3 Mostly bugfixes and small changes.
- Changed the number of times a creature can appear in an outdoor encounter to match the documentation.
- Moved count_monst to cCurTown::countMonsters.
- Code cleanup in create_wand_monst() - removing unnecessary comparisons with true or false.
- Moved is_null_out_wand_entry to cOutdoors::cWandering::isNull().
- Moved is_null_wand_entry to cTown::cWandering::isNull().
- In create_wand_monst for the town case, I changed it so that the fourth monster (and only the fourth monster) has a 50% chance of appearing twice.
- In monst_check_speciall_terrain, replaced the commented check for town number in the force barrier case with a check for a new bit field variable: univ.town->strong_barrier
- Removed specials1, specials2, res1, and res2 from the townrecord; the checks for specials2 & 1 have been replaced with checks for the new bit field variable defy_mapping.
- In adj_town_look(), the lines uncommented in the previous revision were reduced to a single add_string_to_buf() call.
- Removed the 50 node limit in favour of an interrupt key. Pressing command-period while a node sequence is underway will now interrupt it. Control-C is supposed to have the same effect, but it's not working yet.
- Affect PC nodes other than Kill/Raise Dead now only affect the active character when the party is split up.
- Added missing breaks in the split party node which would allow the party to be split in combat or when already split, despite a message saying they can't.
- Added a second operator[] to cCurOut which takes a location as a parameter rather than an x coordinate.
- Properly fixed an earlier error in cPitc::init() which had a temporary fix; it turned out to be a case of static objects not being initialized in the right order.

git-svn-id: http://openexile.googlecode.com/svn/trunk@98 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-06-18 16:51:14 +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
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
92bda1c100 - Cleaned out some of the compiler warnings in the scenario editor (removing unused variables mostly).
- Finally removed the grow box in the corner of the scenario editor window.
- Changed #include <iostream> in several headers to #include <iosfwd>, since they were only present for the use of
  the ostream and istream classes, and cout/cin were unneeded.
- Changed bool to Boolean in the old structs, since that's what it was originally.
- Small changes to graphtool, including an overload of get_custom_rect.
- Added gcd function to mathutil; was needed for something in the new dialog engine


git-svn-id: http://openexile.googlecode.com/svn/trunk@71 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-05-25 03:41:29 +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
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
4dc75d51c0 - Merged two classes (cPopulation::cCreature and cTown::cCreature)
- 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
2009-05-07 02:50:16 +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