Some other tweaks and fixes got pulled in along the way.
Details:
- Improved const-correctness
- The scenario is now part of the universe, so now there's no global scenario object in the game or the PC editor. (Of course, the scenario editor has no universe, so it still has a global scenario object.)
- Towns and outdoors now store a reference to the scenario; the party, current town, and current outdoors store a reference to the universe. Altogether this means that the data module has no need for global scenario or universe objects.
- The fileio routines now take a scenario or universe reference as a parameter, so they don't need the global scenario or universe objects either.
- cCurOut now has an arrow operator for accessing the current outdoor section, instead of a 2x2 subset of the outdoors; this replaces using i_w_c to index the 2x2 subset. (And it's much less verbose!)
- cCurTown no longer stores a pointer to the town record, since it can simply access it through the universe instance which it stores a reference to.
- Tweaked how the monster roster menu works (it now caches up to 60 monsters)
- The operator= functions that convert from legacy to new scenario/save format are now ordinary functions rather than operators.
- The bizarre use of assigning a cCreature to itself to populate certain fields has been nuked.
- When at the corner of an outdoor sector, the scenario editor now shows the cornermost terrain in the diagonally adjacent sector.
- There was a missing check to prevent horses entering dangerous terrain (eg, swamp) while in town.
- Fix cancelling load party dialog causing a party to appear
- Preset animated graphics now start at 960 instead of 400, due to all the new preset terrains from the previous commit running into their range.
- Tore out some optimization in the automap drawing, because it made it harder to figure out why it wasn't working
- Both game and editor now use the larger 12x12 map graphics, and fall back to shrinking down the 28x36 terrain graphic if no map graphic is set
- Upon loading an old scenario, map graphic is automatically set the same as the main graphic if it's a preset graphic; for custom graphics it's set to none
- Scenario now has three zoom levels for mini-map - the original in which the entire town is visible, a slightly closer one that matches the in-game view, and a large one using the 12x12 map graphics at full size.
- Fix some map patterns having the wrong bounding rect
- Graphics (and sounds) now included in the project by folder reference, so that I don't need to manually every new sheet to the project
- LED groups now trigger their own click handler in addition to the clicked LED's click handler (provided the latter returns true). If the handler returns false, the click has no effect.
- LED groups now cancel the selection change if their focus handler returns false; this mimics the behaviour when an individual LED's focus handler returns false.
- Move the dialog getResult() definitions inline - since there's only two of them now that I'm using boost::any, having them in a separate file is pointless.
- Changed how the pict choice dialog returns its result - now it returns only whether the user clicked cancel and provides getters to obtain the number and type.
- Pict and string choice dialogs now hide the arrow buttons when there is only one page of options.
- Fix pict choice dialog always returning the initially selected value (similar to how the string choice dialog did before I fixed it)
- When passed an invalid starting selection, the pict choice dialog now always starts with the first icon selected
- Fix wrong bounds for several typs of custom graphics in dialogs
- Fix wrong /source/ bounds for custom 28x36 graphics /everywhere in the game/.
- Fix select PC graphic dialog having a second page with an invalid graphic that can be selected.
- Warnings completely suppressed for the included TinyXML and gzstream libraries
- Parentheses warnings are now errors, since there were several that looked like bugs
- Ditto for dangling else warnings
Some of these warnings were actually bugs:
- Town wandering monsters would have never spawned, because the code to do so was accidentally nested within a check for overall_mode == MODE_OUTDOORS
---> boe.monster.cpp, lines 105-137
- Monster's behaviour with respect to elemental fields did not correctly depend on their immunities (this is the same precedence issue Sylae messed up fixing in the Windows code)
---> boe.monsters.cpp, lines 345-359
- Display of damage blocked by armour appeared to be incorrect (needs verification)
---> boe.newgraph.cpp, line 1079
- Three-choice dialogs probably weren't dealing with unusual button types correctly, though that's a minor point since they aren't expected to use such buttons
- All Carbon code is gone
- Many dialogs converted; some are still left unimplemented since they still need to be converted
- Menus converted to a xib file
- The giant arrays specifying the configuration of the special node dialog for each special node type have been replaced with maps and sets.
Changes to dialogs:
- pict choice dialog can now show picts of differing types; this was required for picking a monster graphic, as monsters of all sizes need to be shown in the same dialog
- string choice dialog can set the title, and properly shows the currently selected string
- LEDs now accept font format
- Fixed LED group's calculation of its rect
- Fixed LED group crashing if it has no selection
- Tabbing between text fields now works
- Fix display of larger monster graphics in dialogs
- Fix the script element content showing in the browser preview
Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders.
(With the exception that files in the classes folder may depend on files in the tools folder.)
In this commit, several changes were made.
- Project file modified, may need further modification.
- Many files renamed to match the Mac version.
- #include statements for system headers changed to use <> instead of "" (some already did, but many didn't).
- xxx.h headers replaced with cxxx headers where appropriate.
- Most sound-related variables moved from globvars.cpp to soundvars.cpp.
- The files originally named graphutil and gutils have been merged.
- Changed TRUE/FALSE to true/false.
- Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped)
and print_nums (which should probably be incorporated into the MessageBox string).
- Possibly other things that were forgotten.
For some reason this commit also includes changes recently committed into the branch for osx.
git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
- Renamed some things for shorter filenames
- Moved the license into the doc folder
- Cleaned up the project internal hierarchy so that it knows of the external file hierarchy (This should reduce the steps needed to fix bad references when a name is changed.)
git-svn-id: http://openexile.googlecode.com/svn/trunk@112 4ebdad44-0ea0-11de-aab3-ff745001d230