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Skills menu + merged settings #596

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c9345d9
* fix scaling for non-720p in Field() - lost in merge
Sep 18, 2021
545b19f
* move books to after loading screen because issues in release build …
Sep 23, 2021
ed0837e
* status effect enemy bar stuff - WIP
Sep 29, 2021
5ddb71d
* missed status effect enemy bar WIP
Sep 29, 2021
9ec57d7
* Statue + Statue Animator sprites for editor
Oct 1, 2021
aa9b982
* set statue animator sprite instead of temp boulder
Oct 1, 2021
e5a9c64
changing video mode is easier
SheridanR Oct 10, 2021
04f9cda
Frame entries can be justified horizontally
SheridanR Oct 10, 2021
05e69e9
perfected dropdowns in settings window
SheridanR Oct 14, 2021
e670447
fix some crashes, add sfx
SheridanR Oct 14, 2021
7d916f6
fix broken stuff post-merge
SheridanR Oct 14, 2021
3532256
fix mousewheel scrolling
SheridanR Oct 14, 2021
790f008
constify UI draw functions
SheridanR Oct 14, 2021
ac47910
fix range on sliders
SheridanR Oct 14, 2021
4b4e42b
quit game confirmation
SheridanR Oct 15, 2021
f728dc0
fix visual bugs with sliders
SheridanR Oct 16, 2021
f964836
WIP generic settings window
SheridanR Oct 16, 2021
d2d8a81
lots of binding menu stuff
SheridanR Oct 20, 2021
73bc7d7
Can now assign separate colors for outlines on Text + Fields
SheridanR Oct 26, 2021
7df6c02
rebind stuff
SheridanR Oct 26, 2021
5c79226
* skillsheet save work, mostly functional
Oct 26, 2021
cf8bd97
* remove mono font hinting - doesn't look great?
Oct 26, 2021
8b9b01e
* slider hidden if disabled
Oct 26, 2021
c94f6cd
* add some commented out test for player velocity
Oct 26, 2021
4ed4076
Binding works
SheridanR Oct 27, 2021
58ace3e
* move skillsheet in front of inventory
Oct 29, 2021
69e61f9
Pause menu, other stuff
SheridanR Nov 2, 2021
9408931
* fix secret weapon achievement unlocking for non-brewers
Nov 2, 2021
34defbf
* controller bug? SDL2 2.0.12, initGameControllers() called after GAM…
Nov 2, 2021
635ee68
fix "quit to main menu" option
SheridanR Nov 3, 2021
dcef60d
fix top line disappearing in credits
SheridanR Nov 3, 2021
dc15698
* skills list controller prompts, polish
Nov 3, 2021
cabf118
* apply patch from https://github.com/TurningWheel/Barony/pull/582
Nov 3, 2021
c7bed2e
* merge main menu work
Nov 3, 2021
1d7c3ce
* fix up merge conflicts
Nov 3, 2021
b8a9c00
Add the missing "Game" tab to settings (only ingame)
SheridanR Nov 3, 2021
8a4be63
fix mouse cursor drawing behind in-game ui
SheridanR Nov 3, 2021
86a3317
fix in-game quit buttons highlighting the wrong option after cancel
SheridanR Nov 3, 2021
1390c33
* update pixel_maz font sizes to larger one
Nov 3, 2021
4bc8795
* merge again
Nov 3, 2021
cabce4e
* update lang
Nov 3, 2021
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30 changes: 23 additions & 7 deletions lang/en.txt
Original file line number Diff line number Diff line change
Expand Up @@ -589,13 +589,13 @@ thou makest use of them.#

# skill levels

363 none#
364 novice#
365 basic#
366 skilled#
367 expert#
368 master#
369 legend#
363 None#
364 Novice#
365 Basic#
366 Skilled#
367 Expert#
368 Master#
369 Legend#


# rest of the character sheet
Expand Down Expand Up @@ -5995,5 +5995,21 @@ Changing this gameflag is disabled in current game mode.#
4047 No interactions available#
4048 You don't feel like yourself.#
4049 Quick-cast#
4050 Grab#
4051 Level %d#
4052 Floor %d#
4053 Close#
4054 Next Page#
4055 Previous Page#
4056 LEGEND BONUS#
4057 None#
4058 All items#
4059 2 Metal
/ 0 Magic#
4060 1 Metal
/ 0 Magic#
4061 Tier#
4062 Scroll up/down#
4063 Scroll#

4099 end#
114 changes: 114 additions & 0 deletions src/actgeneral.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -22,6 +22,7 @@
#include "interface/interface.hpp"
#include "items.hpp"
#include "scores.hpp"
#include "mod_tools.hpp"

/*-------------------------------------------------------------------------------

Expand Down Expand Up @@ -384,6 +385,119 @@ void Entity::actStalagColumn()

}

void actStatue(Entity* my)
{
if ( my->statueInit == 0 && StatueManager.allStatues.size() > 0 )
{
// needs to init.
if ( StatueManager.allStatues.find(my->statueId) != StatueManager.allStatues.end() )
{
my->statueInit = 1;
if ( my->statueDir >= 0 && my->statueDir < StatueManager.directionKeys.size() )
{
int index = 0;
real_t baseHeight = 0.0;
std::string directionString = StatueManager.directionKeys[my->statueDir];
for ( auto& limb : StatueManager.allStatues[my->statueId].limbs[directionString] )
{
Entity* childEntity = newEntity(limb.sprite, 1, map.entities, nullptr);
childEntity->parent = my->getUID();
childEntity->x = my->x - limb.x;
childEntity->y = my->y - limb.y;
childEntity->z = limb.z + StatueManager.allStatues[my->statueId].heightOffset;
childEntity->focalx = limb.focalx;
childEntity->focaly = limb.focaly;
childEntity->focalz = limb.focalz;
childEntity->pitch = limb.pitch;
childEntity->roll = limb.roll;
childEntity->yaw = limb.yaw;
childEntity->flags[PASSABLE] = true;
childEntity->grayscaleGLRender = 1.0;
node_t* tempNode = list_AddNodeLast(&my->children);
tempNode->element = childEntity; // add the node to the children list.
tempNode->deconstructor = &emptyDeconstructor;
tempNode->size = sizeof(Entity*);
++index;
}
}
}
}
}

void actStatueAnimator(Entity* my)
{
if ( !my )
{
return;
}

if ( StatueManager.processStatueExport() == 1 ) // in progress
{
if ( Entity* player = uidToEntity(StatueManager.editingPlayerUid) )
{
player->yaw += PI / 2;
while ( player->yaw >= 2 * PI )
{
player->yaw -= 2 * PI;
}
}
}

for ( int i = 0; i < MAXPLAYERS; i++ )
{
if ( (i == 0 && selectedEntity[0] == my) || (client_selected[i] == my) || (splitscreen && selectedEntity[i] == my) )
{
if ( inrange[i] )
{
if ( !StatueManager.activeEditing )
{
StatueManager.statueEditorHeightOffset = 0.0;
}
StatueManager.activeEditing = !StatueManager.activeEditing;
messagePlayer(0, "Statue editing mode: %d", StatueManager.activeEditing);

my->skill[0] = StatueManager.activeEditing ? 1 : 0;
}
}
}

if ( StatueManager.activeEditing )
{
if ( !players[1]->entity )
{
client_disconnected[1] = false;
Entity* entity = newEntity(0, 1, map.entities, nullptr);
entity->behavior = &actPlayer;
entity->addToCreatureList(map.creatures);

entity->x = my->x;
entity->y = my->y;
entity->z = my->z;

entity->z -= 15 + StatueManager.statueEditorHeightOffset;
entity->focalx = limbs[HUMAN][0][0]; // 0
entity->focaly = limbs[HUMAN][0][1]; // 0
entity->focalz = limbs[HUMAN][0][2]; // -1.5
entity->sprite = 113; // head model
entity->sizex = 4;
entity->sizey = 4;
entity->flags[GENIUS] = true;
entity->flags[BLOCKSIGHT] = true;
entity->flags[PASSABLE] = true;
entity->skill[2] = 1; // skill[2] == PLAYER_NUM
players[1]->entity = entity;
StatueManager.editingPlayerUid = entity->getUID();
}
else
{
players[1]->entity->x = my->x;
players[1]->entity->y = my->y;
players[1]->entity->z = my->z;
players[1]->entity->z -= 15 + StatueManager.statueEditorHeightOffset;
}
}
}

void actColumn(Entity* my)
{
//TODO: something?
Expand Down
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