Commit Graph

110 Commits

Author SHA1 Message Date
8b4a2907f8 Add line to edit monster dialog listing the spells that summon the monster
- Accounts for both the monster's summon type and the special hard-coded summoning spells
2015-01-26 00:04:16 -05:00
869c629b8b Update the edit placed item dialog
- Fix weapon enchantments
2015-01-23 15:56:18 -05:00
cf85ea7f5a Fix/update the edit placed monster dialogs
- Also, edit monster dialog now shows default facial pic
2015-01-23 13:37:47 -05:00
34ee2b2c29 Introduce enum for monster time flags
- Also, this probably fixes the issues with certain time flags (particularly the "sometimes ones) not working correctly
2015-01-22 21:36:53 -05:00
6a08476d22 Create dialog for editing large terrain object definitions
- Remove keybindings from terrain dialog arrow buttons
- Fix arrow buttons not bound-checking fields

Dialog engine:
- Fix fields crashing after text is set while it has focus
- Trigger focus handler on untoast() to balance that in toast()
2015-01-22 10:22:59 -05:00
e689ed93ef Update the in-game item info dialog and restore support for long item descriptions 2015-01-21 21:26:23 -05:00
41fbd73ef9 Get the scenario, town, and outdoor details dialogs updated for new stuff
- Advanced town details now offers edit buttons to edit the specials immediately

Changes to dialog engine:
- Fix tiny buttons stretching to fill label area
- Fix LEDs stretching if label area is higher than LED button
- Fix LEDs ignoring font setting
2015-01-21 15:59:09 -05:00
311a3c0702 Get the item abilities dialog working and updated for new stuff
- Add additional treasure type for "unique" items
- Main item dialog now shows the item ability's display name, and also has more space for the item's full name
- (Game) No-ammo missiles (eg slings) are now counted as weapons by shops
- (Dialog Engine) Fix LED groups being drawn when invisible
2015-01-21 14:04:40 -05:00
7837459177 New item variety: Special
- When picked up or purchased, the party gains a special item
2015-01-20 17:45:15 -05:00
bbe8e766ca Update the edit item dialog for new things (missiles, arbitrary key weapon skills)
- Also, missile weapons now use the key skill as well
- Fix guessing of missile types - using the item level didn't work out since the levels weren't what the original code expected, so now it just goes by the name
2015-01-20 17:18:42 -05:00
5450ae1caf Implement editing dialogs for individual monster abilities
Changes to game:
- Permanent martyr's shield is now customizable - extra1 is per-mille chance to activate each time damage is taken, and extra2 is percent of damage taken to apply to attacker
- Absort spells is now customizable - extra1 is per-mille chance to activate each time damage is taken or a magic effect is applied, and extra2 is how much hp to gain from non-damaging magic effects
- Splits ability is now customizable - extra1 is per-mille chance of splitting each time damage is taken
- Special node ability is now called before the monster tries its normal attack, and multiple monsters can use them per round (though each can only use theirs once)
- Fix issue with breath weapons and icy touch abilities conflicting (legacy import issue)
- Add two variations of the summoning ability - summon according to summoning level (like the spells), or summon a random creature of a particular species
- Fix touch abilities using the range as chance to use

Changes to dialog engine:
- Fix tab order handling to exclude fields that are currently hidden
- Add method to retrieve the parameter passed to toast(), as a quick way to distinguish between the user clicking OK or Cancel after run() has exited
- Fix hidden fields being drawn anyway
- Fix setting stack page sometimes crashing if the current page was invalid due to earlier reducing the page count to 0
2015-01-20 17:18:41 -05:00
7084991e55 Get the edit monster abilities dialog all working and updated (except for editing individual abilities)
Game changes:
- Remove support for playing a sound and displaying strings when a monster is first seen, since these behaviours can easily be obtained by using the special node called in the same context.
Dialog engine changes:
- Support for changing the font size of LEDs
- When setting the page, a stack now applies a default value if the map is missing the required data
- Add utility "addPage" method to stacks
- If reducing the page count means the current page is deleted, a stack now switches to the last page
2015-01-20 17:18:39 -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
3852ca37cd Make monster resistances a percentage and update monster info dialog
- Fix monster roster menu not working
2015-01-17 18:56:15 -05:00
cdeb02c214 Get the edit monster dialog completely working and updated for new stuff
(Just the main dialog, not the abilities dialog)
2015-01-17 16:56:37 -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
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
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
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
5de6d3d661 Convert two more dialogs 2014-12-17 13:13:23 -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
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
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
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
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
c855983de4 Convert item type editing dialogs 2014-11-29 02:13:49 -05:00
07ff864f4b Convert monster abilities dialog 2014-11-28 02:19:07 -05:00
41c3396aa3 Tear out most of the legacy code in the scenario editor - see below for details
- All Carbon code is gone
- Many dialogs converted; some are still left unimplemented since they still need to be converted
- Menus converted to a xib file
- The giant arrays specifying the configuration of the special node dialog for each special node type have been replaced with maps and sets.

Changes to dialogs:
- pict choice dialog can now show picts of differing types; this was required for picking a monster graphic, as monsters of all sizes need to be shown in the same dialog
- string choice dialog can set the title, and properly shows the currently selected string
- LEDs now accept font format
- Fixed LED group's calculation of its rect
- Fixed LED group crashing if it has no selection
- Tabbing between text fields now works
- Fix display of larger monster graphics in dialogs
- Fix the script element content showing in the browser preview
2014-07-12 22:13:27 -04:00
a4430cdf5a Fix spellcasting and dynamic menus
- Spell targeting line and array draws nicely, though not the same as the original
- Fix targeting falsely complaining about being off the edge of town
- Monster info dialog works properly; attacks now display correctly
- Fix dialogs always showing the wrong terrain or monster graphic
- Spell menus, monster menus, and PC editor item menus all work
- Spellcasting dialog now chooses the correct spell
- Fix out-of-place LED in spellcasting dialog
2014-04-22 02:06:31 -04:00
002ee640da Remove the global TextStyle; this should fix some of the textual glitches 2014-04-21 01:49:07 -04:00
f449b47f36 Fix a lot of bugs in the PC editor
- Alchemy dialog had black text on dark background
- Buttons didn't depress when clicked
- Edit XP button just said "Edit"
- Two menuitems in Special Edit menu had been left with default names
- Callbacks in Special Edit and Free Extras menu weren't correctly assigned
- Edit XP dialog put the XP to next level in the wrong place
- Fixed alchemy dialog LED naming

Supporting changes in the dialog engine:
- Getting or setting control text as a number now uses the long long type to allow maximal precision
- When adding a label to a button, the dialog's default text colour is used instead of the button's text colour if the dialog's background is dark
2014-04-17 02:24:35 -04:00
eb2e8f3536 Fix button label in one of the PC editor dialogs 2014-04-16 17:50:16 -04:00
199f84e0db Make dialog preview stylesheet default to dark background 2014-04-16 17:49:13 -04:00
caa461f8e7 Tear out most of the legacy code in the PC editor - see below for details
(Scenario Editor is unaffected by this commit.)

- Menubar converted to a .xib file
- Don't include the Info.plist in "Copy Files" stage
- Several more dialogs converted; as before, the source resources have had their resource name changed to the new filename
- One more converted STR# has been included

There were several functions in the PC Editor code that also existed in the BoE game code. I've moved these into the pc.editors.cpp file, so that there's only one copy of each.
- display_alchemy() functions changed signatures
- moved keyToChar() function into a common file (winutil)
- Several constants and globals moved to pc.editors.cpp

Supporting changes to dialog framework:
- New formatting option to set the frame style; this because the PC editor uses a different frame style in some contexts
- Added global default dialog background setting
--> This was necessary to correctly set the default text colour
--> Will also be needed for the scenario editor, which uses a different default background

Other changes:
- Add option to load_scenario to skip loading the strings
- Fix for crash in soundtool in the event of initialization before playing the first sound
2014-04-16 17:07:08 -04:00
48f3335160 Fix "missing" Done button in PC info dialog
- Also fix wrong resource name - the pc-spell-info DITL was mistakenly named pc-info
2014-04-14 15:51:30 -04:00
dd02dcc5d3 Realign PC spell list dialog 2014-04-14 15:51:30 -04:00
7b194c26ba Fix mage/priest spell buttons in PC info dialog being labelled with the level of the skill 2014-04-14 15:51:30 -04:00