c691b908a6
Only hide left/right buttons for empty vector
2023-02-04 18:54:07 -05:00
1bc7524ec2
Fix underground starter scenario town terrain
2023-02-02 23:30:48 -05:00
cf28d61035
Scenario editor initialize new town bounds/entrances
2023-02-02 23:30:40 -05:00
ca816995ba
Make the XML printer output formatted XML again
...
This is mainly just to keep consistency with the old printer so that the output can be cleanly diffed without any difficulty
2023-01-30 20:05:11 -05:00
35050aedc7
Some minor special node fixes
2023-01-30 00:10:56 -05:00
1ac7132733
Add option for move items node to pull from containers
2023-01-30 00:10:56 -05:00
0bfa325060
Refine and fix up numeric response node
2023-01-30 00:10:56 -05:00
49ea9da713
Rearrange spell pattern code to enable switch statements to make use of missing case warnings
2023-01-30 00:08:31 -05:00
8a2cfbae7e
Fix some issues rendering animated terrains in dialogs, and avoid a crash if a graphics sheet cannot be found
2023-01-30 00:07:25 -05:00
f2b438d5c5
const-correctness in location/rectangle
2023-01-29 23:37:34 -05:00
3c36338407
Fix crash when checking a dialog's format value
2023-01-29 19:39:51 -05:00
491a81fdda
Fix Stealth and Firewalk icons being swapped
2023-01-29 19:39:13 -05:00
8f6450417b
Remove double-swap of adventurer array
2023-01-28 22:05:36 -05:00
748f960b38
Disable [[fallthrough]] declarations
2023-01-28 22:05:14 -05:00
31d83c00f1
rename INFINITE to INFINITE_AMOUNT
2023-01-28 22:05:14 -05:00
1442e290a0
Specify overloads for visual studio
2023-01-28 22:05:14 -05:00
ed9a8b035a
#include <bitset> so visual studio finds it
2023-01-28 22:05:14 -05:00
32f24b40d6
Update TinyXML
2023-01-26 01:41:39 -05:00
d5ea213edd
Update swap functions to recommended ADL-friendly format
2023-01-25 23:09:13 -05:00
64c7e4a5a0
Replace C-style 2D arrays with nested std::array
2023-01-25 23:09:13 -05:00
1a0da3c4d7
Fix incorrect loop bound for traits
2023-01-24 20:28:47 -05:00
b03c34396d
Split quest flags into two separate boolean values
2023-01-22 18:56:50 -05:00
b19356757d
Small code simplification in dialogxml formatting system
2023-01-22 17:59:47 -05:00
2adbafd3dc
Add missing getter cControl::getLabelCtrl
2023-01-22 17:58:29 -05:00
d3283e466d
Add optional label to cControl::setTextToNum
2023-01-22 17:57:07 -05:00
47bf06c15b
const-correctness in universe classes
2023-01-22 17:53:18 -05:00
346be973a6
Add override annotations on iLiving hierarchy
2023-01-22 17:32:31 -05:00
9931ef8ffe
const-correctness in scenario classes
2023-01-22 17:25:16 -05:00
cd8f73344f
Tiny cleanup, add a bounds check
2023-01-22 17:21:26 -05:00
a416368e0d
const-correctness in dialogxml (dialogs)
2023-01-22 17:12:56 -05:00
455af36c81
const-correctness in dialogxml (widgets)
2023-01-22 17:04:32 -05:00
ALONSO Laurent
702fcec887
boat/horse: try to avoid drawing ghost vehicles...
2023-01-22 14:15:35 -05:00
17e89c9ecd
Use deque instead of vector for cPopulation
...
This means that saved references to elements will be preserved if a new monster is added onto the end.
Thanks to @fosnola for noticing that this is an issue.
2023-01-22 14:07:26 -05:00
9d78fa09b3
Make sure we don't try to move off the map
...
Thanks to @fosnola for spotting this.
2023-01-22 14:07:26 -05:00
c8df04ab04
More taking advantage of the common superclass of cTown and cOutdoors
2023-01-22 14:07:26 -05:00
2539c28fe2
Prefer to call is_on_map() for terrain bounds checking whenever possible
...
Fix some cCurTown field functions not having bound checking
Scenario editor now takes better advantage of cTown and cOutdoors sharing a superclass
2023-01-22 14:07:26 -05:00
345b47bbcf
Fix import of Make Town Hostile special nodes
...
Thanks to @fosnola for spotting, and the suggested fix.
2023-01-22 12:51:24 -05:00
ALONSO Laurent
2589bbec31
special[hack]: called the town's exit when leaving the town (instead of outdoor)
2023-01-22 12:49:27 -05:00
ALONSO Laurent
b45f3f66e3
check that picture id are correct...
2023-01-22 12:16:52 -05:00
ALONSO Laurent
e1023102d2
graphic: if needed, scales startsplash and spidlogo at startup
2023-01-21 22:45:00 -05:00
ALONSO Laurent
ba6a5ea208
do not forget to call advance_time in pause and in combat mode...
2023-01-21 22:39:33 -05:00
5bce71d59f
Make implicit switch fallthrough an error in the Xcode project and fix all places that do it
...
Since we can't directly use C++11 attributes, I've chosen BOOST_FALLTHROUGH to annotate intentional fallthroughs.
Thanks to @fosnola for spotting a missing break, which triggered this.
2023-01-21 22:39:33 -05:00
ALONSO Laurent
7068815cb7
boe: timer with time<=0 are empty timer
2023-01-21 22:39:33 -05:00
ALONSO Laurent
4fd9f42c8e
boe.actions.cpp: try to make key work even when the talk ends
2023-01-21 22:39:33 -05:00
ALONSO Laurent
81c8f9bba5
boe.party.cpp: fix target display in pick_spell
2023-01-21 22:26:53 -05:00
ALONSO Laurent
d6d2af943c
universe.cpp: protect also is_spot against hole in the universe
2023-01-21 22:25:26 -05:00
ALONSO Laurent
c02dde4925
talk: try to make "Go Back" and the keys work again,
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shopping: try to make work again,
2023-01-21 22:21:52 -05:00
ALONSO Laurent
812410338d
journal: try to delete correctly the talking notes
2023-01-21 21:02:06 -05:00
ALONSO Laurent
64f206b5be
universe.cpp: correct a memory problem with is_road...
2023-01-21 20:55:46 -05:00
ALONSO Laurent
7685a2e571
special.cpp: retrieve correctly allow/deny enter in legacy scenario,
2023-01-21 20:55:43 -05:00