Commit Graph

431 Commits

Author SHA1 Message Date
b61200f627 A few item graphic updates
- New weird meat graphic by ADoS
- Fix up artifacts in mist orb graphic
- Fix some erroneously transparent pixels
2015-10-11 23:11:47 -04:00
a62b4f15fd Tweaks/fixes to crystal wallset 2015-10-11 14:41:57 -04:00
72e871b8d4 New igloo wall (by ADoS) and desert crater (by me) 2015-10-10 23:54:51 -04:00
ce2d00abc1 More graphics updates
- Add shadow to grass hut (based on cave hut's shadow)
- Two new town graphics by ADoS
- New hut on hills.
- Desaturate snow/water shores to reduce weird purplish streaks
- Fix water tone in ice/water shores
- Add 3-way ice/water/snow shores
- Remove duplicate snow/ice shore
2015-10-10 23:51:26 -04:00
bd3aa33807 Schemas: Fix indentation 2015-10-06 22:17:27 -04:00
5667849835 Dialog schema: Convert indentation to tabs 2015-10-06 22:17:27 -04:00
f0af9ff67f Schemas: Enforce root element by eliminating global element declarations 2015-10-06 22:17:27 -04:00
68eec0fe16 Some schema updates
- Store timers as a type instead of an element in the common schema
- Fix errors in terrain and monster schemas
2015-10-06 22:17:26 -04:00
d19880a463 Stop storing preferences and legacy flags in the saved game
- Nuke global preference variables (they're now fetched with get_xxx_pref whenever needed)
- Nuke magic SDFs that store preferences and other info
- The only preferences now stored in the saved game are those related to difficulty
- play_sound no longer takes an option repeat parameter, but instead takes a delay which will be used if sounds are disabled
- SDF array increased to 350x50
- When saving a legacy scenario, a dialog is shown to remind you to update and to allow you to clear the legacy flag
2015-10-06 22:17:25 -04:00
7f00d0c775 Change image resource type from sf::Image to sf::Texture
This includes an added optimization to the resource manager - it now uses unordered (hash) maps instead of ordered (tree) maps to keep track of loaded resources and paths, for the average constant lookup time.
2015-10-05 23:57:42 -04:00
17095e1760 Three new wallsets and one new floorset by ADoS 2015-10-05 18:27:40 -04:00
f8deb48edb Add keyboard shortcuts to the death dialog and the quit confirm dialogs 2015-10-04 18:47:17 -04:00
d178dcea63 Allow customizing how much food a waterfall takes 2015-10-04 18:26:16 -04:00
0dbf747602 Update legacy resource file
- Add a missing resource name
2015-10-04 00:39:53 -04:00
5e8530969d Update Erdos's name in the credits, at his request 2015-10-03 23:56:11 -04:00
d908cdff9c Tweak Vahnatai PC traits and add Magery item ability
- Vahnatai no longer have a bonus to mage spells (that's now the Magery item ability)
- Vahnatai XP gain bonus changed
- Fix sliths being noted as resistant to poison (they aren't and never have been)
2015-10-03 23:55:52 -04:00
8afd3825b0 Refactor the dialog engine's event handling to make it easier to add new events in the future
- Focus event split into focus and defocus
- Scroll event added but not yet properly implemented

Also:
- Remove the useless (and ignored) clickable attributes from the schema
- Pave the way for controls other than fields to be able to recieve keyboard focus
2015-10-03 19:49:33 -04:00
547e78dc86 Minor fix to about dialog 2015-10-03 12:30:47 -04:00
8b90fa614b Make stack control a real container instead of a controller
- Also add framed/outlined attributes to it and to LED groups
2015-10-03 12:30:26 -04:00
b176918dda DialogXML: Make the frame style format parameter a first-class citizen
- It's now exposed in the schema with a new attribute, outline, on all elements that accept framed
- It now has four possible values: solid, outset, inset, double. Dashed or dotted may be added later; they're a lot harder.
- Second make scenario dialog uses a custom frame style
2015-10-03 11:13:33 -04:00
8b5396c980 Remove all def-key='enter' in favour of defbtn attribute
In addition, the default button is finally properly outlined when specified with the defbtn attribute.
(It would also be outlined if specified with def-key='enter'.)
The following preset buttons (available to special nodes) now respond to the enter key:
- "Leave", "Done", "OK"
2015-10-03 03:40:48 -04:00
da58f09fca All dialogs now use default skin and foreground colour
(The attributes are still available in the schema though, and will not be removed.)
2015-10-03 03:00:22 -04:00
893fa1e4ff Dialog formatting
- Newlines at end of file
- Remove debug attribute
- Indentation in the XSL
2015-10-03 02:50:44 -04:00
84dc913241 Improve dialog preview XSL sheet
- Now uses apply-templates, meaning output is in the same order as input
- Fully accounts for stack and pane, including adjusting coordinates
2015-10-03 02:33:40 -04:00
03bc3d05e6 Remove key-mod attribute from dialog schema
- Modifiers are now given in the def-key attribute, as originally intended
- Dialogs that have a help button now assign F1 to that button (replacing shift+/ in some cases)
- F1 also brings up help in the main game (in addition to shift+/)
2015-10-03 00:53:32 -04:00
0f273eba7e Fix resize outdoors dialog using the dark skin 2015-10-03 00:07:08 -04:00
2645818aeb Fix two minor graphical glitches in alternate scrollbar style 2015-10-03 00:02:26 -04:00
1b75bb4755 Add constraint for defbtn attribute to refer to a valid name in the dialog schema 2015-10-02 23:31:02 -04:00
b39ac35298 New alternate scrollbar style, used by default in dialogs 2015-10-02 23:31:01 -04:00
4aea031914 Add linked element to scrollbars
The linked element will be updated dynamically as the scrollbar's value changes.
Also: Added long-missing hasControl() method to cDialog
2015-10-02 22:59:04 -04:00
f7daba4ead Scrollbars are finally a first-class citizen in the dialog engine.
- Add <slider> tag to put an unbound scrollbar in the dialog
- Add support for horizontal scrollbars
2015-10-02 21:44:17 -04:00
5f7654046d Update About Blades of Exile dialog
- Some text in this update contributed by ADoS

Also:
- Make scroll panes scroll 5 pixels per click instead of 1
- Make scroll pane page size depend on the height
2015-10-02 18:46:21 -04:00
a455941d92 New scroll pane control in the dialog engine
Also:
- Use a scroll pane for the credits in the about dialog, so that new credits can be added without altering other elements
- Use a scroll pane for the list of sections to be deleted in the resize outdoors dialog
- New cContainer superclass for controls that contain other controls
- Scrollbars consider their maximum as part of their state
2015-10-02 17:03:25 -04:00
f6183cad63 Separate "Splits When Hit" from "Immune to Assassinate" 2015-10-01 22:53:32 -04:00
b465e3e498 Display "One-Time" for all one-time node types, for clarity 2015-10-01 03:17:40 -04:00
56c533f419 Fix scons build and tests 2015-09-30 18:57:52 -04:00
43e82281af More read/write tests for town and outdoors, including maps/dialogue
Fixes:
- For towns, the "has tavern" flag was not saved or loaded
- Outdoor roads were not saved or loaded
- For outdoor encounters, the "can't flee" and "forced" flags were not loaded, and "forced" was not saved
--> These two flags have also been separated in the code
2015-09-30 17:00:05 -04:00
c68b01c3a2 Make roads an overlay instead of a terrain trim type
Game:
- Roads now show on the automap again!
- Possible fix for undetected issue in displaying outdoor special spots
- Road conversion code for legacy scenarios now applied in towns too

Editor:
- New tool for placing roads, works the same as special dots
- Roads appear at all zoom levels

Other:
- Removed all terrain graphics that used the small road dot, replacing them with blank (white) space
- Make obvious out-of-bounds array accesses an error in the project settings
2015-09-27 22:37:12 -04:00
1222cb57f5 Move Set Town Start to Town menu and make it work the same as Set Out Start
- Also fix problem with initial starting town in new scenarios (it was uninitialized)
2015-09-27 14:50:00 -04:00
eb3c463130 Tweak look/drop cursors 2015-09-27 12:05:54 -04:00
082e3fc9d9 Implement flood-fill tool 2015-09-27 03:15:05 -04:00
add0ea48cf More tweaks to the colour cursors 2015-09-27 01:49:07 -04:00
18bb16df9c More read/write test cases for monsters, especially monster abilities
Fixes:
- For radiate abilities, the pattern was not saved and defaulted to single instead of square on load
- For summon abilities, what to summon was not saved and chance was incorrectly saved
2015-09-27 01:20:33 -04:00
ab232bb31a Generalize the editor's terrain frills mechanism 2015-09-26 15:05:49 -04:00
196f9a71df Tweak some cursors 2015-09-26 00:24:49 -04:00
bd6506f353 New dress item graphic by ADoS
(replacing a fancy shield; other shield was tweaked too)
2015-09-25 22:43:01 -04:00
054f32dec2 Split out icon from pcedit title graphic 2015-09-25 00:35:36 -04:00
da9b65118e Add readable books as a special item ability 2015-09-24 18:25:02 -04:00
249e0e0027 Add UI for scenario init special and hail townsperson special 2015-09-24 10:13:36 -04:00
fd53d210c6 New colour cursors by ADoS 2015-09-21 00:03:06 -04:00