Commit Graph

1293 Commits

Author SHA1 Message Date
0cc2e38535 Fix Create PC node not setting the new PC's status to Alive 2015-06-24 01:54:37 -04:00
0b9827cb6a Remove force-equip option from Force Give node 2015-06-24 01:54:35 -04:00
8c02b019a9 Fix Affect Name and Create PC always using a scenario string 2015-06-24 01:54:33 -04:00
dfa04c0601 Add option to Affect XP node to set experience based on level 2015-06-24 01:54:31 -04:00
bd1d72da98 Refactor item equipping into the player class 2015-06-24 01:54:31 -04:00
cb14a9c5d7 Add a Swap Buffer node, giving you an infinite number of string variables
- Also fix the string buffer so that it actually works.
- Also add a node to change the text of a sign
2015-06-23 20:17:28 -04:00
8b2f2bee45 Formatting! :O 2015-06-23 19:55:22 -04:00
c542227de3 Fix potential infinite loop if a timed starts another timer 2015-06-23 19:51:57 -04:00
5dcc480b32 Don't force movement if special node #50 was called 2015-06-23 19:51:19 -04:00
83dc55f5dd Fix forgotten conversion of monster graphic 2015-06-23 19:49:33 -04:00
dcca4d30be Fix issues with the Edit Sheets dialog 2015-06-23 19:48:53 -04:00
dd90a18569 Fix legacy graphics not working on Windows 2015-06-23 19:48:15 -04:00
4c96fe3756 Allow special nodes to force a conversation to end
(using Prevent Action node)
2015-06-23 14:14:11 -04:00
f0f3994b98 Full support for custom PC graphics as well as monster graphics on PCs 2015-06-23 14:12:51 -04:00
ef36e901de Fix crash when editing scenario event timers 2015-06-23 10:53:55 -04:00
06cb9ea250 Fix town timers with a one-turn delay being triggered twice in a row 2015-06-23 10:52:57 -04:00
28014de5d4 Add legacy compatibility flag for Affect PC nodes in combat mode 2015-06-21 22:55:00 -04:00
c5c3e0c681 Fix showing the outdoors if you die in town combat 2015-06-21 22:54:40 -04:00
525371fb81 Streamline XCode build by using static libraries for common sources
- Also clear out several obsolete build settings
- Disable optimization in debug build
2015-06-21 22:16:57 -04:00
41fb8bd056 XCode build is now completely warning free 2015-06-21 18:22:20 -04:00
b7faf52f5e Remove pointless s_pow and s_sqrt functions and use hypot instead of sqrt for distance calculations 2015-06-21 18:04:31 -04:00
b85d177164 Fix dialog pics being underconverted from legacy scenarios 2015-06-20 21:32:19 -04:00
2ddf38138a Fix town entry sounds playing at scenario start and when using a stairway 2015-06-20 21:18:20 -04:00
f8193a32e7 Add missing Boost.Thread dependency to XCode project,
plus workaround for my old libc++.
2015-06-20 21:17:59 -04:00
d3e6af6cc9 Bugfixes
- Fix uninitialized data in scenario details (especially rating)
- Fix case-sensitive comparison for scenario file extensions
2015-06-20 13:07:12 -04:00
d0bfd64550 Sort scenarios in custom scenario list by name 2015-06-20 13:06:42 -04:00
50570998a1 Merge branch 'master' from mac 2015-06-20 13:03:58 -04:00
8d793a16c4 Use boost::thread instead of std::thread 2015-06-20 12:54:27 -04:00
3239d8e503 Bugfixes
- Fix attempt at accessing invalid placed town locations
- Fix attempt at accessing invalid terrain in editor when checking whether to apply transformations
2015-06-20 12:43:16 -04:00
c2970295d6 Implement missing platform-specific functions for Windows 2015-06-20 12:42:11 -04:00
54224b10a3 Fix dialog pics being overconverted from legacy scenarios 2015-06-19 19:00:20 -04:00
24c124c79f Add bundling stage to makefile 2015-06-17 16:54:15 -04:00
9d74f78df3 Implement all the missing parts of the Edit Sheets and Edit Sounds dialogs
- On load, the game now detects graphic sheets and sounds whose IDs are "discontinuous", as well as graphics intended to directly replace preset graphic sheets.
- Edit sheets dialog can now handle "discontinuous" graphics. (The edit sounds dialog already could.)
- Edit sheets dialog prompts user to create a new sheet if there are none already, and also if there are some but not ID 0 (in the latter case they can cancel and still edit the sheets).
- Edit sheets dialog prompts user to convert sheets if the scenario is legacy, rather than doing it silently
- Edit sheets dialog now has "new" and "delete" buttons
- Edit sounds dialog now has functioning "delete" button
2015-06-17 04:29:10 -04:00
580f70f49a Add a dialog in scenario editor to import/export custom sounds in WAV format 2015-06-17 01:03:17 -04:00
4d9ec53b8b Separate Blades of Exile Base from the scenarios target, as it's not needed for anything other than the scenario editor 2015-06-15 19:54:16 -04:00
76af8ecc19 Add platform flag to makefile and code for compiling xibs 2015-06-15 19:28:33 -04:00
d6c873d91d Add makefile outputs to gitignore 2015-06-15 16:22:28 -04:00
e055b97c9f Add dialog allowing you to alter the scenario's graphics sheets from within the scenario editor
- You can copy/paste images into the sheet, or import/export to/from png files

Also:
- Picture controls in the dialog engine have a new "scaled" flag; if set, the picture will be scaled into the provided bounds rather than overflowing. Currently, only full sheets honour the setting.
2015-06-15 16:20:03 -04:00
9d59b80a5c Bundle all of SFML's dependencies in the application package,
and make sure they're actually found there.
Also, disable state restoration in the schemes.
2015-06-15 12:57:23 -04:00
36b5b7dcdb Merge branch 'makefile'
In addition to what the commit messages state, this merge updates the code to use latest SFML (2.3).
2015-06-15 00:21:56 -04:00
6b28dbad7c Fix loading wrong nibs for menus 2015-06-15 00:21:34 -04:00
14f85cfc72 Makefile targets for editors and for resources (still needs refinement) 2015-06-15 00:20:54 -04:00
f0e6e7ef24 Get the makefile basically working in producing an executable of the game
- tinyprint.hpp was renamed to tinyprint.h to conform to the pattern of the makefile rules
2015-06-14 23:32:51 -04:00
Ben Scott
a532ad3422 Beginnings of a build script for use with GNU make
Original commit messages:

Makefiles wow such wow
compiling wow
includes, libraries, frameworks
2015-06-14 23:32:14 -04:00
b16c2a40cd Fix splash screen glitches when launching by double-clicking (or drag-dropping) a file 2015-06-13 23:14:18 -04:00
0798f98523 Symbolic I/O for more enums
- Nearly every enum that gets written to a file now uses a symbolic form rather than a numeric form. Input supports both forms.
- The special node type enum, however, no longer has a symbolic form output operator, as the only place it's output is in the special nodes file which uses the opcode.
- Collected some enums scattered around the files into one place in simpletypes.hpp
2015-06-13 15:43:29 -04:00
a990921e90 Several tweaks/fixes
- Nuke some uses of strcpy, sprintf, etc; current info strings in the scenario editor are now stored as std::string instead of C-strings.
- A smarter method of calculating the "erase" terrain for a given terrain type. In case of impassable spaces, trims, and walkways, instead of using the ground terrain, the trim terrain (if any) is used as the erase terrain; if there's no trim, ground 0 (cave, by default) is used. The method of determining if two terrains are essentially the same (ie, whether to paint or erase) has also been improved a little.
- Also, to reduce confusion, the erase terrain is now shown beneath the paint terrain.

Terrain changes:
- Add "archetype" flag as a better way of determining which amongst a set of terrains sharing the same ground type should be considered as the most basic terrain of that ground type. It's automatically applied to any terrains using original graphics when importing an old scenario; generally, any with no terrain special will be marked as an archetype, but if the lava graphic was used, it's instead any with a terrain special. It's a crude method that may easily break, but probably not possible to do better.
- When importing old scenarios, set the two walkways to be separate ground types while the crops should have grass as their ground, and the conveyors have cave.
- Fix fly, boat, block horse LEDs not being cleared if a terrain lacks that flag when using the arrow buttons. This could lead to terrains accidentally picking up the flags of nearby terrains in the list.
- Fix the block horse flag was not correctly saved when closing the dialog.
- Fix the block horse flag not being correctly loaded from the scenario file
2015-06-11 22:32:28 -04:00
21291e168c Some tweaks/fixes
- Show monster name in description of summoning item abilities (in-game and in the scenario editor)
- Don't call drop special nodes when storing an item in a container
- Don't use exceptions to determine whether a slot in the get window has an item in it
- Fix placed items defaulting to 0 charges instead of -1 (fortunately, this didn't actually cause a bug)
- Fix ability description in item dialog not updating after you edit the abilities
- Fix off-by-one issues in several cases of the pick monster dialog
- Show charges field in placed item dialog if the item is given the Shoot Flames enchantment
- Fix enchantment field not being filled with the current value when opening the edit placed item dialog
- Fix placed item dialog not updating after you set a new enchantment by editing the field (rather than using the Choose button)
- (Dialog engine) Fix initial focus handler call passing wrong control ID
2015-06-11 12:22:04 -04:00
c871980b8f Implement double-clicking to select words in dialog text fields 2015-06-11 10:52:40 -04:00
2f7291d479 Make installer not put up the Repair/Uninstall dialog when installing MSVCRT 2015-06-10 23:30:52 -04:00