Files
oboe/osx/boe.items.h
Celtic Minstrel c413d292a9 Tear out most of the legacy code in the game - see below for details
(PC Editor and Scenario Editor are unaffected by this commit.)

Things removed:
- All references to Carbon and QuickDraw are gone.
- No more Resource Manager; the game no longer relies on old resource files at all
- The old dialog framework (from dlogtool.c, functions usually prefixed with cd_) is no longer used.
- Files that weren't being compiled
- Boost libraries that are now in the C++ library (function, shared_ptr)
- Obsolete build settings

Replacement dependencies:
- Boost Filesystem replaces references to things like FSSpec
- SFML replaces all the QuickDraw code and most window management
- Cocoa replaces AppleEvent management, menu management, and some window management
- I wrote a resource manager interface to mimick the important aspects of the behaviour of the Mac Resource Manager
- I had to rewrite some functions that QuickDraw provided natively, such as clipping regions; not all of these are tested

Things added:
- Every referenced dialog has been converted from a DITL resource into the new XML-based dialog format.
- All referenced STR# resources have been extracted into simple text files
- Now compiles against Mac OSX 10.7 SDK and libc++
- The first item in the Help menu opens the docs on Sylae's website
- It seems all the constants for soundtool vanished somewhere, so I added them back from the original Mac source

Other changes:
- Updated to XCode 4(?) project format
- Added the xcschemes created by XCode 4; I'm not sure how important these are, but they seem like they might be important
- Added document on converting dialogs to the XML format.
- Make string formatting mismatches into errors instead of warnings
- Disable error limit
- Graphics sheets that previously used masking now have alpha transparency
- Converted all graphics sheets to 8-bit PNG
- Trimmed white border from intro image
- Converted dialogs in the resource file have their resource name set to the name of the XML file of the converted version
- Referenced string resources in the resource file have their resource name set to the name of the text file of the extracted version
- Add the black-and-white patterns from the PAT resources to the pixpats.png; at least one of them is used somewhere in the game
- Recreated the menu.xib as a Cocoa xib file instead of a Carbon xib file
- Disable GNU C++ extensions; maybe this'll make it easier to compile with cl.exe later
- Add marks to the enormous handle_action function to make it easier to navigate\
- A build step to validate the XML dialogs using xmllint (doesn't quite work properly yet but does at least catch dialogs that are not well-formed)- Fix a lot of warnings about assigning string constants to non-const char pointers
- Fixed the file and application icons (which had somehow become corrupted at some point)
- Lots of additional functions in the custom location and rectangle classes, including implicit conversion to and from SFML rects and vectors; also they now store coordinates as int instead of char
- A new enum for encounter note types
- Much tweaking of the encounter note recording mechanisms
- To ease porting, I added a simple function that converts from classic Mac ticks (about 1/60 of a second) to the SFML time type
- Python script to convert STR# resources to txt files, replacing newlines with vertical bars
- Extracted the Mac font (Dungeon Bold) from the resource file and also added the Windows font (MaidenWord)

XML Dialog Framework changes:
- Remove the static initialization object in favour of manually calling cDialog::init()
- {set,get}Format() no longer used for colour; there's a dedicated {set,get}Colour() instead
- draw() methods unprotected in the control classes so that controls can be drawn in the main window
- There's no longer a friend relationship between the dialogs and the controls
- Fixed buttons duplicating the "depressed" boolean
- Buttons now properly offset the label for tiny and push buttons, and for LEDs
- Buttons no longer assume that either none or both of "width" and "height" are given in the XML
- Add {get,set}BtnType() to cButton
- cLedGroup now overrides handleClick(), which has also been made virtual; this was necessary for LEDs within a group to properly hilite while being clicked
- Add addChoice() to cLedGroup to insert additional LED choices
- Moved the key enums and cKey to a separate file
- Add a method to get a control's attached key
- Add methods to get and set a control's rect and position
- Controls can now directly take a window as a parent rather than a dialog
- Add addLabelFor() method to cDialog which adds a static text control as a label for another control
- Remove hack for storing a dialog result of arbitrary type in favour of boost::any
- Add method to get default text colour for a dialog
- Add method to get a dialog's rect
- Add method to add the same event handler to multiple controls in a dialog
- Add concept of default button to dialogs
- Add enum for text field type (currently either number or text)
- Implement the text field without use of native controls, including somewhat decent text input and a flashing insertion point
- cPict no longer stores references to every sheet; it fetches them as needed from the resource manager
- The many draw functions in cPict are no longer static, since they need to access the window containing the pict (before they could only be static due to QuickDraw's global state)
- Add setPict() without a type argument to change the graphic without changing the type, which is a common operation
- Add a scrollbar control; the specifics aren't implemented yet
- Change signature of the record callback for cStrDlog; it will no longer be passed the strings
- Publicize the no-button constructor of cChoiceDlog; it'll assume "okay" is the only button
- Add operator-> to cPictChoice for accessing the underlying dialog
- Add constructor to cPictChoice that takes a starting and ending pic num
- Remove err parameter from giveError
- Many more keys handled, plus support for catching copy, paste, cut, and select all keyboard shortcuts
- Text input fields take priority, overriding any other keyboard shortcuts in the dialog, but they never catch help (F1), escape, or enter
- Some changes to the format itself:
-> keys go in the "def-key" attribute, but modifiers go in "key-mod"
-> "clickable" is no longer a recognized attribute
-> "title" is now a recognized text size (18pt, even larger than "large" at 12pt)
-> "defbtn" attribute on the root element
2014-04-14 13:52:01 -04:00

59 lines
2.5 KiB
C++

#include "dialog.h"
#include "pict.h"
void sort_pc_items(short pc_num);
bool give_to_pc(short pc_num,cItemRec item,short print_result);
bool forced_give(short item_num,eItemAbil abil);
bool GTP(short item_num);
bool silent_GTP(short item_num);
void give_gold(short amount,bool print_result);
bool take_gold(short amount,bool print_result);
short pc_has_abil_equip(short pc_num,short abil);
short pc_has_abil(short pc_num,short abil);
bool party_has_abil(short abil);
bool party_take_abil(short abil);
bool party_check_class(short item_class,short mode);
short pc_carry_weight(short pc_num);
short amount_pc_can_carry(short pc_num);
void give_food(short amount,bool print_result);
short take_food(short amount,bool print_result);
short pc_has_space(short pc_num);
short pc_ok_to_buy(short pc_num,short cost,cItemRec item);
void take_item(short pc_num,short which_item);
void remove_charge(short pc_num,short which_item);
void enchant_weapon(short pc_num,short item_hit,short enchant_type,short new_val);
void equip_item(short pc_num,short item_num);
void drop_item(short pc_num,short item_num,location where_drop);
bool place_item(cItemRec item,location where,bool forced);
void destroy_an_item();
void give_thing(short pc_num, short item_num);
void combine_things(short pc_num);
short dist_from_party(location where);
void set_item_flag(cItemRec *item);
short get_item(location place,short pc_num,bool check_container);
short get_prot_level(short pc_num,short abil);
void make_town_hostile();
bool display_item(location from_loc,short pc_num,short mode, bool check_container);
short custom_choice_dialog(std::array<std::string, 6>& strs,short pic_num,ePicType pic_type,std::array<short, 3>& buttons) ;
//short fancy_choice_dialog(short which_dlog,short parent);
short char_select_pc(short active_only,short free_inv_only,const char *title);
short select_pc(short active_only,short free_inv_only);
short get_num_of_items(short max_num);
void init_mini_map();
void put_pc_effects_on_dialog(cDialog& dialog,short item);
void draw_help_dialog_item_buttons(cDialog& dialog,short item);
void draw_help_dialog_forcefields(cDialog& dialog,short item);
void make_cursor_watch() ;
void place_glands(location where,m_num_t m_type);
short party_total_level() ;
void reset_item_max();
short item_val(cItemRec item);
bool give_to_party(cItemRec item, short print_result);
void place_treasure(location where,short level,short loot,short mode);
short luck_total();
cItemRec return_treasure(short loot,short level,short mode);
void refresh_store_items();
std::string get_text_response(short dlg,short parent_num);