Also:
- Fix text response node using wrong string for response matching
- Fix inability to change PC race during party creation
- Info string area in select trait dialog widened considerably
- Any picture type is now possible; the nodes split by picture type alone were merged
- Town portal now honours your chosen picture. Town stairway also allows you to choose.
- The two one-shot dialogs now use msg3 where they previously used msg2; this is to make way for later expansion
- Now has space for the additional fields that have been added.
- The dialog text has been updated so that labels, names, etc reflect all (or at least most) changes that have been made to specials so far.
- A lot more fields provide a Choose button than previously. A few of these are still unimplemented though.
- Rect specials have their own button now, instead of being filed under Town specials.
- New help button (not yet implemented)
- You can now cancel when deep into a node chain. You're given a choice of discarding the entire chain or just the current node; choosing the latter is similar to clicking "Go Back", but doesn't save your changes.
- Nodes are no longer saved prior to clicking OK (which saves all the nodes you were working on) or "Go Back" (which saves just the current node). So, choosing the first option when clicking Cancel could lead to a lot lost.
- Incidental change: The arithmetic special nodes now use the message 1 and 2 fields in the standard way.
Supporting dialog engine changes:
- Picture choice dialog now has a way to get the index of the selection, rather than just the picture selected.
- Picture choice dialog no longer sorts the list of pictures. If sorting is desired, the list should be sorted prior to passing it in.
- Picture and string choice dialogs now support attaching a "select handler" to be called when the selected item changes, because the normal way to do this would override the all-important focus handler that the dialog uses to track the currently selected item.
- IF_FIELDS (formerly IF_OBJECTS) can now deal with any kind of field (apart from special spots, which aren't technically a field but share some implementation details).
- The twelve RECT_PLACE_XXX field nodes (well, one of them was RECT_CLEANSE) have been collapsed into one, allowing the placement of any kind of field (apart from special spots). In particular, antimagic fields can now be placed! (There wasn't a node for them before.) As a bonus, since it exists in the field type enum, RECT_PLACE_FIELDS can also smash fragile wall terrains (like the Move Mountains spell).
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
- Town set attitude for affecting single creature, adapted from Windows code; technically redundant, but maybe handy
- If numeric response
- Print nums (for debugging)
- SDF arithmetic - add, subtract, multiply, divide, exponentiate
- Store random to SDF (adapted from Windows code)
- Display picture (inspired by Windows code, but the implementation is completely different and totally incompatible)
Adapted from *i:
- Show a confirm dialog when interrupting a special node sequence
- New monster special ability: call global special node (as an action, not on death)
- New item special ability: call global special node
- Check there's a monster death special before calling it (wasn't necessary before, might be now with the special queue changes)
- Queue specials that are triggered while another special is in progress, instead of ignoring them; they will be run after the current special in progress finishes.
- *i's version of petrification touch is currently active only for monster-on-monster combat; need to merge with my version for monster-on-pc combat.
- Pass party location to special in use special item context
- Fix set town visibility node (was checking wrong field and thus could not hide towns)
Special nodes:
- Town Hostile: change to Set Town Attitude
- Select PC node: option to select random PC
- Affect special nodes can now affect monsters
- Fix affect death node reviving non-existent PCs
- Affect Spells: Can remove spells, and can affect level 1-3 spells
- If Objects: Merged from If Barrels and If Crates
- If Species: Replaces If Cave Lore
- If Trait: Replaces If Woodsman
- If Statistic: Replaces If Enough Mage Lore
- Change Lighting: Can affect town's global lighting setting, player's light level, or both at once.
- Pointers! Actually, I'd already implemented the callbacks for setting and getting them, but they're now actually used, and the implementation has been tweaked a little.
- Campaign flags! Again, I'd already implemented them sorta, but I tweaked things and they ended up sort of halfway between the two implementations. Plus there's now a special node to set them.
Additional bits:
- Special queue now uses an std::queue instead of a basic array.
- Enum for town lighting levels
- Disease touch ability is now honoured for monster-on-monster combat
- See monster special context now passes the monster's location as the trigger location; also, removed the double-trigger from one circumstance.
- Along with the set town attitude change, there's now the possibility for making the town hostile to trigger a special node, which can cause the party to be slain.
- Select PC special node: option to select specific PC
- Spell IDs for use in shops and Affect Spell nodes have changed so that 0 is now the first level 1 spell, and so forth.
- add_string_to_buf can now auto-split the string over multiple lines, and the special node that uses it takes advantage of this
- Special node parser warns if a node type is missing a corresponding opcode
- Reserved "pointers" to access the special node's trigger location (this was *i's idea, but he never implemented it)
- Removed all referenes to cPopulation::dudes in favour of the overloaded operator[]
git-svn-id: http://openexile.googlecode.com/svn/trunk@84 4ebdad44-0ea0-11de-aab3-ff745001d230
Removed unnecessary or potentially harmful compiler flags.
Added alignment attribute to all old struct members.
Removed some unused variables.
Made some switch statements handle all or more cases.
Removed using declarations in favor of fully qualified names.
Fixed a couple of assignments in conditionals that should have been comparisons.
Eliminated linker warnings by restoring default linking of standard libraries.
Fixed some comparisons between signed and unsigned integers.
Note: No testing has been done, in particular of old file I/O. This should be checked for regression caused by alteration of old struct definitions.
git-svn-id: http://openexile.googlecode.com/svn/trunk@63 4ebdad44-0ea0-11de-aab3-ff745001d230
- Re-implemented walkway drawing in the same way
- Tried to fix an STL error
- A few other thing, maybe?
git-svn-id: http://openexile.googlecode.com/svn/trunk@60 4ebdad44-0ea0-11de-aab3-ff745001d230
- Fixed compile errors in the other targets.
- Added three test save files: one with a party not in a scenario, one with a party who has just entered Valley of Dying things,
and one with the same party just after leaving town.
- Added the new menu file for the game that I'm working on (not yet used)
git-svn-id: http://openexile.googlecode.com/svn/trunk@53 4ebdad44-0ea0-11de-aab3-ff745001d230