- Tests for converting legacy terrain types
- Tests for initialization to sane values
Fixes:
- cCreature no longer initializes spec1 and spec2 to 0. This probably didn't cause bugs, but who knows...
- In fact, cCreature no longer explicitly initializes anything in its cTownperson superclass. That's what the superclass constructor is for after all.
- Relatedly, cTownperson now defaults to a facial graphic of -1. Also a docile attitude.
- iLiving defaults to ap 0, direction here.
- Fix Change When Step terrains to properly support not having a sound while still allowing an arbitrary number of custom sounds.
- Add support for a lack of sound to Change When Used terrains, including at conversion time (original game supported it but OBoE was forcing the sound to a door sound).
- Fix conversion of crumbling terrain types (old conversion was allowing quickfire to destroy them)
Other:
- New addAttack method in cMonster.
- Change snd_num_t to signed, because it's been getting annoying that I can't easily use -1 to mean "no sound".
- 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
-Added CSS and navbar from game docs.
-Performed basic cleanup of <head>.
-Fully cleaned up Contents.html, About.html
git-svn-id: http://openexile.googlecode.com/svn/trunk@140 4ebdad44-0ea0-11de-aab3-ff745001d230