Commit Graph

1346 Commits

Author SHA1 Message Date
da58f09fca All dialogs now use default skin and foreground colour
(The attributes are still available in the schema though, and will not be removed.)
2015-10-03 03:00:22 -04:00
893fa1e4ff Dialog formatting
- Newlines at end of file
- Remove debug attribute
- Indentation in the XSL
2015-10-03 02:50:44 -04:00
84dc913241 Improve dialog preview XSL sheet
- Now uses apply-templates, meaning output is in the same order as input
- Fully accounts for stack and pane, including adjusting coordinates
2015-10-03 02:33:40 -04:00
03bc3d05e6 Remove key-mod attribute from dialog schema
- Modifiers are now given in the def-key attribute, as originally intended
- Dialogs that have a help button now assign F1 to that button (replacing shift+/ in some cases)
- F1 also brings up help in the main game (in addition to shift+/)
2015-10-03 00:53:32 -04:00
edaf3baa2d Formatting 2015-10-03 00:35:33 -04:00
d970b6ee06 Fix target inclusion of scrollpane.cpp, and add to MSVC project 2015-10-03 00:09:25 -04:00
0f273eba7e Fix resize outdoors dialog using the dark skin 2015-10-03 00:07:08 -04:00
2645818aeb Fix two minor graphical glitches in alternate scrollbar style 2015-10-03 00:02:26 -04:00
1b75bb4755 Add constraint for defbtn attribute to refer to a valid name in the dialog schema 2015-10-02 23:31:02 -04:00
b39ac35298 New alternate scrollbar style, used by default in dialogs 2015-10-02 23:31:01 -04:00
4aea031914 Add linked element to scrollbars
The linked element will be updated dynamically as the scrollbar's value changes.
Also: Added long-missing hasControl() method to cDialog
2015-10-02 22:59:04 -04:00
f7daba4ead Scrollbars are finally a first-class citizen in the dialog engine.
- Add <slider> tag to put an unbound scrollbar in the dialog
- Add support for horizontal scrollbars
2015-10-02 21:44:17 -04:00
5f7654046d Update About Blades of Exile dialog
- Some text in this update contributed by ADoS

Also:
- Make scroll panes scroll 5 pixels per click instead of 1
- Make scroll pane page size depend on the height
2015-10-02 18:46:21 -04:00
a455941d92 New scroll pane control in the dialog engine
Also:
- Use a scroll pane for the credits in the about dialog, so that new credits can be added without altering other elements
- Use a scroll pane for the list of sections to be deleted in the resize outdoors dialog
- New cContainer superclass for controls that contain other controls
- Scrollbars consider their maximum as part of their state
2015-10-02 17:03:25 -04:00
22e63d898f Refactor dialog parsing so each control knows how to parse itself 2015-10-02 15:20:32 -04:00
a515bd0b0e Fix use of | instead of & for rect intersection 2015-10-02 13:11:11 -04:00
f6183cad63 Separate "Splits When Hit" from "Immune to Assassinate" 2015-10-01 22:53:32 -04:00
0a97824033 Use spaces instead of 'x' for an inactive dialogue keyword 2015-10-01 21:49:40 -04:00
ec867c9579 Minor cleanup 2015-10-01 21:41:37 -04:00
25e0bc83d0 Start on test cases for conversion of legacy special nodes 2015-10-01 21:37:13 -04:00
f0d200b13b Tests for conversion of legacy items 2015-10-01 18:21:29 -04:00
62c342645a Use sword cursor at scenario editor main screen 2015-10-01 11:26:05 -04:00
87a7bc3b33 Show roads when looked at 2015-10-01 11:05:00 -04:00
50d88292b3 Remove option to not save maps
(LED is still available in the preferences but currently does nothing)
2015-10-01 11:04:35 -04:00
a9e7988cf9 Remove custom header from saved games.
Saved games are now just a gzipped tarball with a different file extension.
2015-10-01 10:51:54 -04:00
0dbe0b8325 More tests for conversion of legacy monsters 2015-10-01 09:58:37 -04:00
b465e3e498 Display "One-Time" for all one-time node types, for clarity 2015-10-01 03:17:40 -04:00
f218cd94f3 Tests for conversion of legacy monsters
Fixes:
- Throw Rocks always produced weakest version
- The following abilities had a strength of 0:
-- Paralysis Touch
-- Petrification Touch
-- Experience Draining Touch (including as a component of Icy and Draining Touch)
- Summon ability chances were off by a factor of 10
2015-10-01 03:17:06 -04:00
70c89a998b XCode: Sort files by name 2015-09-30 19:40:27 -04:00
2d1bd5158e scons: tweak configuration steps 2015-09-30 19:33:19 -04:00
e40a220638 scons: Remove entire build folder when cleaning 2015-09-30 19:02:51 -04:00
3a57b65a7a scons: Don't configure when cleaning 2015-09-30 18:59:46 -04:00
56c533f419 Fix scons build and tests 2015-09-30 18:57:52 -04:00
5c37fa199e Some final scenario read tests 2015-09-30 17:57:48 -04:00
43e82281af More read/write tests for town and outdoors, including maps/dialogue
Fixes:
- For towns, the "has tavern" flag was not saved or loaded
- Outdoor roads were not saved or loaded
- For outdoor encounters, the "can't flee" and "forced" flags were not loaded, and "forced" was not saved
--> These two flags have also been separated in the code
2015-09-30 17:00:05 -04:00
16a09988f3 Fix Windows build 2015-09-30 02:05:22 -04:00
b7435d4b6e Fix missing scrollbars 2015-09-28 01:54:27 -04:00
c68b01c3a2 Make roads an overlay instead of a terrain trim type
Game:
- Roads now show on the automap again!
- Possible fix for undetected issue in displaying outdoor special spots
- Road conversion code for legacy scenarios now applied in towns too

Editor:
- New tool for placing roads, works the same as special dots
- Roads appear at all zoom levels

Other:
- Removed all terrain graphics that used the small road dot, replacing them with blank (white) space
- Make obvious out-of-bounds array accesses an error in the project settings
2015-09-27 22:37:12 -04:00
1222cb57f5 Move Set Town Start to Town menu and make it work the same as Set Out Start
- Also fix problem with initial starting town in new scenarios (it was uninitialized)
2015-09-27 14:50:00 -04:00
66efa9cb62 Hilite full area for large monsters and terrain objects 2015-09-27 13:34:05 -04:00
a217b91f0a Only show editing cursors while over the terrain area
- Also show eyedropper when selecting a terrain/item/monster to paint
2015-09-27 13:08:08 -04:00
eb3c463130 Tweak look/drop cursors 2015-09-27 12:05:54 -04:00
96190c042c Remove a now-useless function 2015-09-27 03:16:50 -04:00
082e3fc9d9 Implement flood-fill tool 2015-09-27 03:15:05 -04:00
add0ea48cf More tweaks to the colour cursors 2015-09-27 01:49:07 -04:00
18bb16df9c More read/write test cases for monsters, especially monster abilities
Fixes:
- For radiate abilities, the pattern was not saved and defaulted to single instead of square on load
- For summon abilities, what to summon was not saved and chance was incorrectly saved
2015-09-27 01:20:33 -04:00
ab232bb31a Generalize the editor's terrain frills mechanism 2015-09-26 15:05:49 -04:00
06930e30d4 Scenario Editor: Redraw screen after a menu command 2015-09-26 14:17:05 -04:00
4866081def Fix quit confirm at start screen after closing scenario 2015-09-26 02:30:25 -04:00
b437045f12 Make fields paintable 2015-09-26 02:29:45 -04:00