The picker is used in the special node dialog and also in monster abilities.
Some changes were made to the game as well:
* If the rotatable wall is used for a field missile or touch ability, there's no longer an option for the designer to pick an orientation. Instead, it behaves like the rotatable wall in a radiate field ability, selecting an orientation based on the creature's facing direction.
* The magic values sent to place_spell_pattern for direct damage were rearranged to match the order of the eDamageType enum. This should have no effect, since the core place_spell_pattern function is only called by the various wrapper overloads. It also simplifies the code quite a bit.
* The Protective Circle spell pattern is now exposed to the place patten special nodes. It can be used as just a radius 4 circle, but the effect of different layers of fields can also be obtained by specifying a field type or damage type of -1.
There is also a change to the dialog engine:
* Calling setText() also implicitly calls recalcRect()
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.
This adds several fields to the saved game format that were simply missing.
- Monster boolean flags (for summons)
- Some missing monster ability details (for summons)
- Special on talk (for creatures)
- Max SP and morale (for creatures)
- Source scenario (for encounter notes)
It also changes the default resist to 0 instead of 100, meaning that
resistances will be saved almost always, but should be loaded correctly.
The target location is no longer saved for creatures.
There was already code that nulled it out after loading,
so now that just happens during loading instead.
The town active flags (belt_present and quickfire_present)
are now set during loading instead of after loading.
This changes the save format, so there will be minor incompatibilities.
In particular, monster health won't be loaded correctly from older saves.
This should avoid any format inconsistencies, like missing newlines and the like.
Although a basic save and load works, there may still be some issues with the format.
This probably renders older saved games incompatible.
The format is mostly the same, but there are a few small changes
in the name of making the format more uniform.
Previous code would raise this error with GCC 5.5.0:
build/obj/scenario/monster.cpp:804:19: error: use of 'abil' before deduction of 'auto'
for(auto& abil : abil) {
^
I'd advise to do some further refactoring to prevent confusion between the public 'abil'
which is a map of two types of abilities, and the various local 'abil's that shadow it
in monster.cpp.
This commit only updates the XCode project for the changes.
A later commit each will update it for scons and MSVC.
A few actual changes are mixed in:
- Add a prefix header for a handful of common definitions
- Moved current_cursor into the Cursor class as a static member
- Removed the make_cursor_sword and make_cursor_watch functions
- Include tests in the All target
- Remove redundant -l flags for Common and Common-Party (since they're included in the Link phases anyway)