Commit Graph

84 Commits

Author SHA1 Message Date
5e21b8d4be Add three more map features to the map parser 2015-01-22 21:36:53 -05:00
952d81ae5a Store rect descriptions together with their rectangle and remove now-unused string-length members 2015-01-22 15:19:26 -05:00
967438ecec Add dialog to the scenario editor to let it know what type of graphics are in the custom sheets
- If you do this, it adds the graphics to all relevant select graphic dialogs, at the end, allowing you to choose custom graphics without having to remember the number schemes
2015-01-20 17:18:37 -05:00
e5f44de4fe Move a lot of item-related functions into the player and party classes
- Rearrange alchemy code a little to fix a possible situation with two-ingredient potions where you only have one of the first ingredient - instead of removing the second ingredient, it would have removed the next item in your inventory
- Equippable item abilities that have an ability strength now stack if you have multiple items with the same ability equipped
2015-01-16 16:40:54 -05:00
7b55262ed4 Several little fixes
- Fix custom missiles causing a crash if graphic not found
- Fix display in transcript of damage taken by monsters
- Fix missile start items not having their missile graphic set
- Fix immunity fields being signed (which would've prevented immunities from working properly)
- Don't bother generating a random number if min and max are the same
- Fix monster attack types not showing right
- Fix checking for item abilities returning 0 instead of 24 when not found
- Fix not updating screen when switching active PC
2015-01-15 15:03:32 -05:00
0dece71686 Fix some issues where some aspects of the prefab party leaked into loaded games 2015-01-12 21:19:51 -05:00
3a285f47da Eliminate data size members from the scenario record
- Also move town_hidden array to the town record flags
2015-01-12 14:05:46 -05:00
908652d168 Housekeeping
- Rename cItemRec -> cItem and cItemRec::type -> cItem::weap_type
- Clear out a lot of commented code
- Remove the flag_x members in the scenario that used to store the scenario's password hash (or something like that)
2015-01-12 01:01:24 -05:00
43e4bcc048 Fix several more warnings
- As a side-effect, weapons with key skills other than the conventional three (edged, bashing, pole) are now fully supported (though the scenario editor UI doesn't yet support them)
2015-01-11 16:47:32 -05:00
bd531f9ac4 Nuke a lot of MSVC compiler warnings 2015-01-10 21:30:16 -05:00
6cae5d8bbd Add rudimentary error messages to the special nodes parser
- It tells you the line number, but not the nature of the error
- Unfortunately it can't currently cope with files that don't end in a newline
2015-01-10 19:12:33 -05:00
2e0c994b9b Switch the special node parser over to the older, better-documented version of Boost.Spirit 2015-01-10 02:38:12 -05:00
9a19db553f Fix the specials code parser not compiling in Visual Studio 2015-01-10 00:36:29 -05:00
9f57f35428 Change .h -> .hpp in tools/ directory 2015-01-09 22:32:47 -05:00
057f271fe7 Redirect VS release build log to a file in %APPDATA% rather than in the program directory
- Will be important once there's an installer, since apps may not have permission to modify the program directory
2015-01-09 14:22:40 -05:00
c96dba2678 Redirect console output to Visual Studio debugger panel
- Or to logfile for the release build
2015-01-08 22:57:15 -05:00
3ef98712d5 Purge all uses of printf, fprintf, perror and most uses of sprintf
Also:
- Print "Target Spell" before the explanatory prompts, instead of after (when fancy targeting)
- Fix sell costs being drawn on top of the button
- String-insensitive comparing for dialogue keys
2015-01-08 22:26:41 -05:00
8350a22ecb Allow taking items from a scenario even if they summon monsters or have custom graphics. Breaks older saved games.
(Older saved games might still work if not in a scenario.)
- Remove items that call a special node when entering a new scenario
- Remove stone block if a monster is placed on it
- Monsters captured by Capture Soul now persist across scenarios
- Fix barrels/crates not being restored when re-entering the town
- Fix issue when saving monster status effects
- Fix version number stored in saved game file; also, it's now stored in hexadecimal
- Fix issue with saving which would have caused all but the first timer to be ignored when loading the saved game
- Fix timers being written to out-of-bounds memory when loading a saved game
- Fix use of std::skipws where std::ws was intended
- Fix issue with the fields array being shifted right by one tile on loading; also, fields array is now saved as hexadecimal
- Fields and terrain array use the town's dimension instead of dimension hard-coded (in the case of fields) or stored in the file
- Fix PC editor remove from scenario option not working properly
- Reconstruct the universe when loading a saved game to ensure there isn't leakage from the previous universe
- Fix excess padding in output tarballs when the filesize is a multiple of 512
- Add hasFile function to tarball class
2015-01-08 17:46:54 -05:00
095ab3be49 Fix preset creatures not showing up on Windows 2015-01-07 18:30:30 -05:00
38f398caa5 Several little fixes
- Save As not working when not in a scenario
- Recuperation trait not selectable
- (Mac) Reverse domain applied as file extension
- (Windows) File extension not auto-appended
- (Windows) Dialogs sometimes fell behind main window after exiting sub-dialog
2015-01-07 17:20:49 -05:00
3b1d083575 Move pictype enum to seperate file from pict control 2015-01-07 17:10:43 -05:00
04b9aec921 Reform PC editor menu -> command mapping so that the non-platform-dependent code doesn't need to know where the menuitem is
- Also disable edit menus when no party loaded and fix item menus not being populated if the party is in a scenario
2015-01-05 17:17:34 -05:00
ec617322d0 Merge branch 'master' from Windows 2015-01-05 13:33:52 -05:00
584baa3f19 Reform scenario editor menu -> command mapping so that the non-platform-dependent code doesn't need to know where the menuitem is 2015-01-05 13:33:38 -05:00
a58f643926 Fix crashes when writing saved game 2015-01-05 13:23:20 -05:00
f44f713cac Fix cursors not showing up on Windows.
(At least mostly; there might still be a few glitches.)
2015-01-04 22:03:24 -05:00
c3e801ad7a That comment was wrong. 2015-01-04 20:08:50 -05:00
e000b070ef Fix open file dialogs not working on Windows 2015-01-04 19:37:52 -05:00
d842a6a6b3 Fix Windows build 2014-12-30 17:44:45 -05:00
099a6a61b0 Fix Mac build (again) 2014-12-30 17:41:50 -05:00
0b330432b4 Get the game to compile, at least
- Scenario and PC editors still don't link
- Copy files stage set up in the Common project
- Scenario and PC editors now placed in Scenario Editor subfolder in the output directory
- Disabled some totally useless warnings
- "About" menuitem now considered to belong to "Help" menu (even on Mac code) as far as the handlers are concerned
- Dialog string filter is now a function instead of a custom iterator
- Modal session now requires parent window as additional parameter
- Preferences and menus work! Cursors still need some work.
- Since Visual Studio has no way of showing program output that I can find, stdout and stderr are now redirected to a file.
2014-12-30 17:20:22 -05:00
c0642fe993 Fix Mac build 2014-12-29 15:13:52 -05:00
b11199d7d9 Set up a Visual Studio project and tweak things until it compiles
- It doesn't link yet, but that was expected
- Fixed some issues with global variables having different types in different files.
2014-12-29 14:52:54 -05:00
af0ee110c6 Rename osx directory to src since it's now the official source base 2014-12-28 12:12:38 -05:00