The limit of 3 saved item rectangles has been removed - you can now add as many as you want.
However, the 1 per town limit is now strictly enforced.
The saved item rectangle is now shown with a cyan border when editing town.
All controls now store a reference to their direct parent,
whether it be the dialog itself or a container control.
Every dialog control now has a guaranteed parent, which abstracts away
the three possible types of parents (dialog, container, and plain window).
The control name is now stored in the control from the moment it is parsed from the XML.
This means that it's set before the parseContent function, though after parseAttribute.
* debug_leave_town use same logic as normal town exit. fix#549
* Standardize all save party code paths
Fix#480Fix#204Fix#267
* remove file_in_mem now that it is redundant
* Print message when save file not chosen
Pretty much all of these fall into one of two categories:
* Variables that are obviously unneeded and in many cases completely unused – probably remnants of old code that was rewritten. These ones were deleted.
* Variables that look like they should be used but aren't. These ones have been suppressed, with a TODO message added as a reminder to investigate them in more detail later.
It seemed like it was intended as a mirror of cTown::difficulty, yet there didn't seem to
be anything that ever wrote to it.
So I just made everything use cTown::difficulty directly instead.
The fields array was fixed at 64x64, which is fine for all towns
supported in legacy BoE.
However, we intend to support even larger towns in the future,
and also it seems silly to hold so much extra space for a smaller town.
So now, the fields array is a 2D vector that matches the size of the terrain vector.
The setup array is similarly a list of 2D vectors.
This radically changes the format used to store the setup array in a saved game.
Older saves won't crash the game, but fields will be messed up or missing.
Resetting towns is recommended.
- Refactor dialog format parameter management to use a single protected control function
- Format parameters "frame" and "frame style" merged
- Colour is now a first-class format parameter (though it still has a separate setter)
- Fix some cases where modes were still referenced by number
- Replace most cases of mode range-comparison with is_out(), is_town(), and/or is_combat()
There could be some minor errors in the replacements.
- Context type (town/out/scen) is now an enum
- Don't expose internals in the header
- Use a state struct to pass things around through the system
- Fix special AFFECT_DEADNESS case for default party selection
- Maybe other bits and pieces?
This includes the following related or incidental changes:
* Remove the win_from_rects global variable. With one minor exception, they were all equal to the relevant render texture's size anyway.
* Split out time advancement from the handle_action function into a separate function
* Split out each individual button action into its own function
* Thanks to the above two, button actions triggered from the keyboard (and menu spells) no longer pass thru handle_action
* Side-effect: keyboard shortcuts and menu spells no longer trigger the button press animation
* Button presses now behave like proper buttons
* Button clicks are now grouped by effect in the handling code, rather than by index
* Removed a variable that mysteriously caused dialogue to become blank