- Introduce enum for step sounds
- Remove union for treating terrain flags as either signed or unsigned
Editor:
- Add Choose button to select the "transform to" terrain.
- Implement Choose buttons as appropriate for the terrain flags, including editing the special that a terrain calls.
- Range-check the terrain flags.
- Add Custom button to choose a town as the combat arena.
- Fix/tweak/improve several of the terrain flag prompts.
- Fix placing shortcut key in field as its ASCII code instead of the letter
- Fix some of the range checks that were already in place but were incorrect or improperly static
Game:
- The wilderness terrain types now allow specifying how many d6's of food you get when hunting there.
- Crumbling terrain uses flag 2 instead of 3 to determine method (flag 2 was supposed to be strength but was never used)
- Merge two functions that did almost exactly the same thing (namely altering a terrain space and potentially updating conveyor/lights info)
- Merge switch_level into handle_lever since it was the only place it was called
- Remove global store_special_loc; the location is stored in the stuff_done array now
- Change when use/step on terrains will now update lighting if they changed to a terrain with a different light level
- Terrains that call a special no longer support mixed global/local modes - they either always call a local special or always call a global special
- Use previously unused swap_ter function (which did the exact same thing as the swap terrain special node)
Dialog Engine:
- Don't "erase" invisible icons or buttons; it's not necessary, since the entire window is filled with background before the draw() method is called, and it causes problems in case of overlapping elements.
- Increase strength of slayer weapons that weren't in the original BoE by making sure that each race applies some multiplier to the ability strength
- Messages for every occasional status effect, both negative and positive. If charm/forcecage, ignore.
- Fix weapon poison not being applied
- Forcecage supported for damaging terrain (in town only, of course) and "affect status" items
- Weapon poison supported for "affect status" items; it differs from "poison weapon" items in that it honours the magic use type and doesn't risk messing up (like the Envenom spell)
- Show error messages when encountering an unimplemented spell or special node
- Fix missing handling of NPCs appearing after town dies when loading a saved town
- cCreature split into seperate file-pair from cMonster/cTownperson
- fileio.cpp split into general, party, and scenario sections
- classes.h file deleted
- Rename cItemRec -> cItem and cItemRec::type -> cItem::weap_type
- Clear out a lot of commented code
- Remove the flag_x members in the scenario that used to store the scenario's password hash (or something like that)
Also:
- Print "Target Spell" before the explanatory prompts, instead of after (when fancy targeting)
- Fix sell costs being drawn on top of the button
- String-insensitive comparing for dialogue keys