8872f1aa25
Stop storing players as bare pointers - use unique_ptr instead
...
Should fix some potential memory leaks that were caught by static analysis
2023-01-12 21:26:08 -05:00
e3d6a4748e
Dialog XML definitions are now loaded thru the resource manager
2023-01-07 11:59:42 -05:00
ALONSO Laurent
6b32aa157e
boe.specials.cpp[change terrain]: avoid redrawing the minimap n*k times...
2023-01-06 20:49:08 -05:00
ALONSO Laurent
d90f1e95dc
special: correct a small mistake which can create a infinite loop...
2023-01-06 20:08:00 -05:00
ALONSO Laurent
6c2bec98b7
draw_monster: draw correctly complex monster...
2023-01-06 20:07:59 -05:00
ALONSO Laurent
0d0b577c9c
roster: try to display the right monster...
2023-01-06 20:04:02 -05:00
ALONSO Laurent
0bb24cd234
special: try to make IF_ON_{BOAT|HORSE} work...
...
(ie. previously ex1b=-1 means party in any boats or not in boat )
2023-01-06 20:04:02 -05:00
ALONSO Laurent
c01ec90ecb
conveyor: only push people/object on a conveyor + use the real flag: flag1
2023-01-06 20:04:02 -05:00
ALONSO Laurent
f391c3b625
Do no talk to death people, this may break some scenario...
2023-01-06 20:04:01 -05:00
ALONSO Laurent
e2a4fcc788
OsX[AppleEvents]: try to avoid some crash by delaying the function which is called
...
by such events...
Fixes #292
2023-01-06 13:57:01 -05:00
ALONSO Laurent
f6b13607c3
boe.dlgutil.cpp[talk]: replace store_personality by store_personality%10 to avoid potential problem
2023-01-06 13:53:27 -05:00
ALONSO Laurent
f2584f4133
try to remove some "flickering" by using setActive(false)/setActive() and adding
...
a glFlush...
2023-01-06 13:46:21 -05:00
cb73719af3
Make item abil_data a bit more readable
...
A two-element array is an ugly thing to behold
2023-01-06 02:13:46 -05:00
f70f63eead
Update and clean up the Visual Studio 2017 project files
...
These were very shoddily put together!
It seems the person who made them never really tried building
the editors or the tests.
Also included here are a couple of minor source changes that are needed
to make the project files build.
2023-01-05 19:29:16 -05:00
e2de459bd3
make include paths absolute within src
2023-01-05 09:28:57 -05:00
3ef790dabc
Fix #254 - ONCE_GIVE_ITEM
2023-01-05 09:19:19 -05:00
2e61c44307
Fix scenario button saying there are no scenario installed even though there are the built-in ones
2023-01-04 20:52:11 -05:00
fea9cfb0c8
call redraw_everything() when cDialogs move
2023-01-04 15:27:33 -07:00
d860422c6d
Update to TGUI 0.9.x
2022-12-29 10:18:06 -05:00
5b2561d034
Disable header maps in Xcode 12
2022-07-12 20:35:41 -04:00
864aa95fea
Fix various compiler warnings
2022-07-05 09:29:15 -04:00
8d31c27d11
Fix unused element and unhandled switch case warnings
2022-07-05 09:19:32 -04:00
f14c99f14b
Split out cContainer, cLed, and cLedGroup into their own files
2020-12-21 17:16:15 -05:00
99ac7531a8
Links in the welcome dialog are now clickable
2020-12-19 17:51:56 -05:00
259e4ac125
Adjust the hilited string rendering to be less reliant on mysterious magic numbers
...
It still adds a mysterious offset to all text, but the returned rectns are now perfectly aligned to redraw the hilited string.
2020-12-19 17:32:46 -05:00
093be0d99a
Merge the two scenario selection dialogs
...
Now both preset and custom scenarios are joined using the "Start Scenario" button.
Preset scenarios still get special treatment.
2020-02-25 21:08:29 -05:00
19250e9b94
Remove an obsolete variable
2020-02-23 23:25:23 -05:00
7b93726383
Replace 4-character constants with enums
...
This covers only the places where they were used to indicate
a preset selection in constructors.
The usage in qdpict where they're actually passed to the Resource Manager,
as well as the 4-character constants representing file types and creator
codes, are still present.
2020-02-21 00:16:58 -05:00
3d7f8f1d2a
style fixup
2020-02-20 23:41:55 -05:00
12bde373b1
Refactor dialog parsing to reduce code duplication
...
- Refactor dialog format parameter management to use a single protected control function
- Format parameters "frame" and "frame style" merged
- Colour is now a first-class format parameter (though it still has a separate setter)
2020-02-20 23:41:40 -05:00
3c748ca071
Fix node step-thru mode remaining active if debug mode disabled
2020-02-19 23:35:50 -05:00
x-qq
b4bb2dce13
restore click_shop_rect until a better functionality is available
2020-02-11 15:49:49 +02:00
x-qq
158de40ce3
Fix unclickable shop info icons
2020-02-11 11:35:14 +02:00
xq
1d23a55131
Cleanup variable usage that used to be bool
2020-02-11 04:33:34 +02:00
xq
4711871a1c
Adjust damage_pc to report damage values as well
2020-02-11 04:24:17 +02:00
xq
9b3db0a5ab
Fix incorrect damage values in transcript
2020-02-11 04:06:07 +02:00
6c6b24b297
A little graphics reshuffling
...
- Pointing arrows moved from terscreen to invenbtns
- Target mark moved from trim to invenbtns
- Road pieces moved from trim to fields
- Diagonal pointing arrows added
- trim is now a monochrome image
2020-02-09 23:12:35 -05:00
760a172526
Some style tweaks
2020-02-09 18:24:09 -05:00
deac7b0cb6
Merge pull request #251 from x-qq/fix_scrollbar_segfaults
...
fix for scrollbar segfaults
* fixes #206
* fixes broken mousewheel scrolling of the scenedit palette
* removed boost threads dependency
* added foundation for further refactoring of the drawing and event handling code: interfaces and drawable manager with layering
* removed a bunch of unneeded redraw calls
* removed some repeated recalculation of effectively constant values (boe.actions)
* removed recalculation of effectively constant scrollbar and button positions (boe.graphics)
Closes #251
2020-02-09 15:55:51 -05:00
b8492a29b0
Extract shopping/talking colours to global constants
...
Adapted from patch by @clort81
2020-02-07 20:39:13 -05:00
2a34447ab5
Merge pull request #252 from x-qq/fix_211
2020-02-05 23:54:56 -05:00
bcf3208eed
Merge pull request #253 from x-qq/fix_barrier_animation
2020-02-05 23:50:55 -05:00
xq
60eece4b60
Fis Escape button not closing the minimap
...
fixes #211
2020-02-06 06:46:46 +02:00
xq
43d274f532
fixed barrier animation
2020-02-06 06:34:33 +02:00
357cd2e165
Fix 3-choice dialogs using "Stay" instead of "Leave" for the cancel button
2020-02-04 22:26:06 -05:00
66252fbc53
Substitute some cases of SFML B&W with BoE B&W
...
Requested by @clort81 to ease making a build with a custom colour scheme
2020-02-04 20:15:10 -05:00
2520f56fb0
I suppose it's a little cleaner to have separate modes for bashing a door and picking a lock
2020-02-04 00:34:01 -05:00
aad9918f13
Remove the explicit assignment of mode numbers
...
Also remove MODE_CUTSCENE, which is unused and may never be used since the
cutscenes implementation ended up using something else.
2020-02-04 00:25:43 -05:00
37e10ed3ad
Make missile animations slower
...
They were running at max frame rate, making them too fast to see on most modern machines.
Except the 5ms increment, this patch is from @x-qq
2020-02-04 00:20:55 -05:00
72bd8265fa
Game modes cleanup
...
- Fix some cases where modes were still referenced by number
- Replace most cases of mode range-comparison with is_out(), is_town(), and/or is_combat()
There could be some minor errors in the replacements.
2020-02-04 00:02:08 -05:00