Commit Graph

104 Commits

Author SHA1 Message Date
aaa3cde16b Lots of special node changes
- Moved change/swap/transform terrain to the General section
- Merge change outdoor terrain into general change terrain
- Merge if town/outdoor terrain nodes
- Merge the if+take nodes with the equivalent base nodes
- Merge secret passage node into the can't enter node
- Move outdoor shop to the General section since it's not restricted to outdoors
- New story dialog node displays a sequence of strings one at a time, like the Exile 2 intro dialog
- New town nodes for animations: run missile, animate monster attack, draw simple boom with optional damage number
- If fields node expanded - now checks if the count of the desired field type existing within a specified rectangle falls within a given range
- Place items and move items nodes can now set the items as contained, provided there's a container on the destination space
- All rectangle nodes can now be restricted to just the boundary, as per the documentation
2015-01-16 00:06:12 -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
f282c06bfa Write the code to save the general scenario data to a file
- See monster strings are now fetched from the same list as the special encounter strings instead of a list of their own
- There is now a possibility for the scenario intro dialog to have a different icon than the scenario icon
- Remove unused intro_mess_len field
- Add method to the XML printer class to push a simple element with no attributes or child elements
- Automatically close any elements before writing the document to the stream
- Fix scenario editor File menu having an invisible "Close All" option that appeared when the option key was pressed
2015-01-13 20:54:51 -05:00
2a41b68129 Split monster immunities bitfield into more comprehensible chunks.
- Monsters now properly decide whether they can enter damaging terrains
- The possibility of being unusually vulnerable to a damage type is introduce - such monsters would take double damage from that type
2015-01-13 12:33:04 -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
8a692b16d4 Create a script to build a Windows installer 2015-01-09 18:06:04 -05:00
f25a6e58f3 Reform game menu -> command mapping so that the non-platform-dependent code doesn't need to know where the menuitem is
- Also fix some issues with the notes dialogs
- Journal is now available; has a different icon now
2015-01-05 18:39:54 -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
e9f6e63b25 Fix up the monster editing dialogs 2014-12-28 11:31:57 -05:00
5bbda27a1c Convert the last of the scenario editor dialogs 2014-12-28 10:47:25 -05:00
ab57e71d90 Convert the two dialogue editing dialogs. 2014-12-28 00:12:59 -05:00
df25711e87 Implement the remaining Choose buttons for the special node edit dialog.
Also:
- Fix text response node using wrong string for response matching
- Fix inability to change PC race during party creation
- Info string area in select trait dialog widened considerably
2014-12-27 17:25:46 -05:00
ddbc143c84 The select town/sector dialogs now offer a Choose button 2014-12-27 16:18:05 -05:00
57a0e728bb Reform the dialog special node types.
- Any picture type is now possible; the nodes split by picture type alone were merged
- Town portal now honours your chosen picture. Town stairway also allows you to choose.
- The two one-shot dialogs now use msg3 where they previously used msg2; this is to make way for later expansion
2014-12-26 23:04:09 -05:00
bdcd2fc67c Complete rewrite of special node edit dialog
- Now has space for the additional fields that have been added.
- The dialog text has been updated so that labels, names, etc reflect all (or at least most) changes that have been made to specials so far.
- A lot more fields provide a Choose button than previously. A few of these are still unimplemented though.
- Rect specials have their own button now, instead of being filed under Town specials.
- New help button (not yet implemented)
- You can now cancel when deep into a node chain. You're given a choice of discarding the entire chain or just the current node; choosing the latter is similar to clicking "Go Back", but doesn't save your changes.
- Nodes are no longer saved prior to clicking OK (which saves all the nodes you were working on) or "Go Back" (which saves just the current node). So, choosing the first option when clicking Cancel could lead to a lot lost.
- Incidental change: The arithmetic special nodes now use the message 1 and 2 fields in the standard way.

Supporting dialog engine changes:
- Picture choice dialog now has a way to get the index of the selection, rather than just the picture selected.
- Picture choice dialog no longer sorts the list of pictures. If sorting is desired, the list should be sorted prior to passing it in.
- Picture and string choice dialogs now support attaching a "select handler" to be called when the selected item changes, because the normal way to do this would override the all-important focus handler that the dialog uses to track the currently selected item.
2014-12-26 02:02:56 -05:00
0aaf7636a4 Rearrange special node dialog XML into a more logical order 2014-12-22 22:13:36 -05:00
dcd28b363b Finally implemented the stack control, and used it for town comments in the town details dialog 2014-12-22 13:22:06 -05:00
e88eb9b949 Convert more dialogs related to town settings 2014-12-19 16:29:15 -05:00
7a2b6e2349 Add a field to outdoor details dialog for editing the sector's comment string (which has been uneditable since I reformed the string system). 2014-12-18 19:05:46 -05:00
72200a57f3 Convert several more dialogs, mostly related to outdoors stuff 2014-12-18 18:55:21 -05:00
c1d489c636 Convert area description dialogs 2014-12-18 12:51:28 -05:00
2f64789003 Rearrange the new graphics on the terrain sheets and add all of the graphics Mistb0rn made for the project
- Also add credits and fill in termap.png
2014-12-17 18:48:35 -05:00
5de6d3d661 Convert two more dialogs 2014-12-17 13:13:23 -05:00
e864d9f7eb Replace living statue and crystal soul graphics with versions that don't have a background
- Also included is details on how this was done, in case someone else can improve on it.
- Living statue attack graphic is derived from Exile III.
2014-12-17 11:39:07 -05:00
045e49543c Convert the last two core scenario dialogs
- Edit special encounter dialog now expects a parent and returns false if the user cancelled.
2014-12-16 21:47:07 -05:00
2ef6d01ec7 Update spell data
- Fireball mistakenly required you to select a PC target while Haste did not.
- Forgot the two special monster priest spells
- Changed display name of ICE_WALL_BALL
2014-12-16 18:40:54 -05:00
d88ace968f Use the spell enum for monster spells
- Enemy priests now cast Goo instead of Stumble; this was changed to match the effect of the spell.
- Enemy priests now cast Minor Heal instead of Light Heal; this is merely a name change to match the equivalent PC spell.
- PCs now cast Bless All instead of Bless Party; this is merely a name change to match the equivalent monster spell.
2014-12-16 14:45:32 -05:00
0f140d3d86 The names of spells and alchemy were duplicated in several places, all slightly different; this unifies them all in one place 2014-12-16 00:39:24 -05:00
a3edc5cba6 Spread out magic-names string list to make sure there's room for special spells 2014-12-15 23:35:31 -05:00
0344cf2525 Introduce a spell enum, and use it everywhere for PC spellcasting
- Monster spellcasting is untouched
- Also updated the spells documentation, which had some old information from Exile III and omitted a lot of ranges.
2014-12-15 08:46:43 -05:00
f331d3d6db Allow placing low-level spells in shops 2014-12-12 13:26:26 -05:00
43285d0809 Implement two-part drawing for force cages
- Also a missing check for them
2014-12-11 01:36:32 -05:00
ae09fc518f Add a few item graphics 2014-12-11 01:36:31 -05:00
c0110adb40 New special nodes:
- Town set attitude for affecting single creature, adapted from Windows code; technically redundant, but maybe handy
- If numeric response
- Print nums (for debugging)
- SDF arithmetic - add, subtract, multiply, divide, exponentiate
- Store random to SDF (adapted from Windows code)
- Display picture (inspired by Windows code, but the implementation is completely different and totally incompatible)
2014-12-11 01:36:22 -05:00
869ca7b2d7 Clean up, fix, and tweak the spellcasting dialog
- Includes new status effect images for the forcecage and for hypothetical inverses of dumbfound and magic resistance, as well as icons for the whole-party statuses.
2014-12-11 00:15:05 -05:00
4db81f1403 Implementation of parsing for the map format (untested)
- Some stubs inserted for loading new-format scenario data
2014-12-05 00:50:17 -05:00
4f6ce11dd9 Convert create scenario dialogs, reimplement part of the scenario creation process, and allow text edit fields to contain default values in the XML definition.
- Note: This does not mean that scenario creation is now possible, since it relies on scenario saving which is still not implemented.
2014-12-04 22:34:37 -05:00
ecd0867b65 Convert scenario details dialog and make numeric fields validate their contents 2014-12-04 16:54:21 -05:00
5b7649543f Merge race and monster type enums 2014-12-03 18:27:34 -05:00
7a2a0f93d3 Finally, a working parser!
--> At least, it parses the sample file correctly

- I reverted the choice of using a skip parser, because it was failing and I couldn't figure out why. This means there's a lot of *ws where whitespace can go.
- Grammar rearranged a little
2014-12-03 05:03:10 -05:00
d1a8db9b70 Sample nodes file, more semantic actions
- Note: This parser is still untested.
2014-12-02 17:07:39 -05:00
01f0a62160 Define a grammar for special node definition files 2014-12-02 15:59:38 -05:00
d61c0a5c1e Convert five more dialogs and fix the string choice dialog
(The latter was always returning 0)
2014-12-02 09:44:21 -05:00
d64770b1e0 Use folder references for strings and dialogs.
This means I won't have to remember to explicitly add each new file to the build.
It also means they'll be automatically kept sorted.
2014-12-01 22:51:18 -05:00
73c3430f05 Argh! How did I forget to commit this file? 2014-12-01 22:13:42 -05:00
c62ac56702 More enumeration in the schema instead of arbitrary integers 2014-12-01 20:11:45 -05:00
3a1de0c890 Strictify item variety enum 2014-12-01 14:46:17 -05:00
84f53a8a7d Dialog tab order implementation
- Defaults to order of definition in file
- tab-order attribtue can be set to a postive number to force towards the start, or a negative number to force towards the end
2014-11-29 16:03:54 -05:00
13d00cd27a Convert the edit special item dialog 2014-11-29 12:12:01 -05:00
c5b1416c33 Whoops, forgot that file 2014-11-29 03:21:40 -05:00