- Finally removed the grow box in the corner of the scenario editor window.
- Changed #include <iostream> in several headers to #include <iosfwd>, since they were only present for the use of
the ostream and istream classes, and cout/cin were unneeded.
- Changed bool to Boolean in the old structs, since that's what it was originally.
- Small changes to graphtool, including an overload of get_custom_rect.
- Added gcd function to mathutil; was needed for something in the new dialog engine
git-svn-id: http://openexile.googlecode.com/svn/trunk@71 4ebdad44-0ea0-11de-aab3-ff745001d230
- The trim and walkway are partially functional. That is, it correctly detects when to round off walls and walkways. It draws them incorrectly though.
git-svn-id: http://openexile.googlecode.com/svn/trunk@61 4ebdad44-0ea0-11de-aab3-ff745001d230
- Re-implemented walkway drawing in the same way
- Tried to fix an STL error
- A few other thing, maybe?
git-svn-id: http://openexile.googlecode.com/svn/trunk@60 4ebdad44-0ea0-11de-aab3-ff745001d230
- New way of drawing walkway (doesn't work yet)
- New way of drawing roads (doesn't yet work correctly)
- New way of drawing trim (not tested yet)
- New way of handling marked specials (works in editor but not in game)
- New way of handling two-space rubble in the editor (works as expected)
- Merged several terrain special properties
- Deprecated several terrain graphics
- Completed (probably) the import & convert code for old-format terrain
- Probably other things that I have forgotten that have something to do with terrain
- A few other little things, bugfixes, etc
git-svn-id: http://openexile.googlecode.com/svn/trunk@56 4ebdad44-0ea0-11de-aab3-ff745001d230
- Fixed a few bugs that caused crashes.
- Made the code look a little nicer by eliminating the "town.town" redundancies.
- Fiddled with ViewDlog a little.
- Minor changes to graphics file (won't affect anything yet).
git-svn-id: http://openexile.googlecode.com/svn/trunk@44 4ebdad44-0ea0-11de-aab3-ff745001d230
- Added fields to the terrain class in preparation for new scenario format.
- Same with the party class, plus refactored it to use vectors and strings.
- Fixed a potential divide-by-zero error in get_ran.
git-svn-id: http://openexile.googlecode.com/svn/trunk@41 4ebdad44-0ea0-11de-aab3-ff745001d230
- Rearranged the editor palette button code so that:
- the gaps between rows are absent
- the buttons that can't be used in town (set entrance) and outdoors (item buttons) are now hidden
- the buttons are drawn one at a time instead of all at once, to pave the way for adding more buttons to fill the gaps
- the buttons are shifted down enough to make room for the "Center:" line between the last terrain button and the buttons
- the "Center:" line is no longer next to the final terrain button, to pave the way for adding more terrain buttons
- the terrain picture for the current selection is shifted right to make room for a potential two more columns of buttons.
- there are two separate lists each for whether a button exists and what it is
- Also altered the editor buttons sheet to support these changes.
git-svn-id: http://openexile.googlecode.com/svn/trunk@37 4ebdad44-0ea0-11de-aab3-ff745001d230
- Started a utility to quickly preview a dialog
- Moved the ppats from the individual applications into the Graphics file; reduces redudancy
git-svn-id: http://openexile.googlecode.com/svn/trunk@26 4ebdad44-0ea0-11de-aab3-ff745001d230
Formerly there were three separate copies of the dialog code; now there's only one.
It's still quite rough around the edges, though – the edit terrain dialog causes the scenario editor to crash,
and for some reason the dialog controls are not drawn in the game or in the character editor. I am still working
to resolve this.
It can't be seen in the diff, since it involves a binary file, but the resources representing dialogs for the character editor were
altered. Basically, every text item with a label of "0_105" was changed to "0_150", and each one with a label of "0_106" was changed
to "0_151". The reason for this is a conflict between the meaning of those two labels in the character editor and in the scenario editor and
the game.
In addition to the consolidation of the dialog code, I have made alterations that should theoretically allow the scenario editor to draw
custom graphics in its dialogs. I am uncertain that this works, though, since the scenario editor is now failing to FIND the custom graphics.
git-svn-id: http://openexile.googlecode.com/svn/trunk@22 4ebdad44-0ea0-11de-aab3-ff745001d230
- Reverted graphc count constants to original values; this change breaks forward compatibility and is probably best left off until later, when we rewrite the scenario format.
- I'm pretty sure I didn't actually change "Blades of Exile Graphics" since last revision.
git-svn-id: http://openexile.googlecode.com/svn/trunk@18 4ebdad44-0ea0-11de-aab3-ff745001d230
- Added a dialog graphic and a few animated terrain graphics from Exiles 1-3.
- The four-parts of death dialog graphic may now be used in a scenario as a dialog graphic.
- Added more constants for clarity
- A few more bladbase fixes
git-svn-id: http://openexile.googlecode.com/svn/trunk@17 4ebdad44-0ea0-11de-aab3-ff745001d230
- Additional terrain icons from Exile 1-3
- Fairly sweeping changes in the code that draws graphics in dialogs, in order to support an arbitrary number of future graphics of a given type.
git-svn-id: http://openexile.googlecode.com/svn/trunk@16 4ebdad44-0ea0-11de-aab3-ff745001d230