The map mode is now able to load, update and save active effects. It also updates the passive ones. For now, I still disabled the loading to preserve the current gameplay. Once the necessary items going along this new features are added, I'll unleash the feature. Part of #220
…le actor's one. This doesn't change anything feature-wise but permit to use only one supervisor per battle, and to display indicators not only in battles. This is the first part in bringing status effects in map mode.
This is resolving #207. - I removed the specific GetImageInfo() in favour of something using SDL_Image. - I dropped writing a JPG screenshot in favour of a lossless png one. and I fixed the png writing function which was causing a crash when handling a rgb formatted image. As a result, the engine can now load images from every formats SDL_Image can support and will create nicer screenshots.
…file for release compilation. Thanks to @logzero for poiting out. :)
Note that the precompiled infrastructure won't be used for now when using those build systems. This will have to be added in another commit.
This is part of the effort about improving compilation time.
Now the class and struct declarations should belong in their respective files. It made me earn 40 sec per full compilation process when using C::B 12.10 and its mingw-gcc and reduced the unstripped debug binary by something half a megabyte. So I'm definitely going toward this removal.
I did that with the secret hope that gcc will stop recompiling this object even when an unlinked change was made probably due to name of the files.
Auto-generated collision map. defaults to "invisible", but can be toggled through scripting (see the Forest Enterance script) -fades as needed -set to invisible for and "scene" type map scenario
I don't see the need to have a class that modify a script only at certain places, so I prefer removing it as it was something hard to maintain and to port.
in C::B 12.x or C::B 10.x on Linux.
- Made the shop description/content and hint text be set only when needed. - Removed most of the dead code. - Moved the buy/sell/trade counter to a better place and added text in front of it. - Made the total after buy/sell/trade appear when trying to buy/sell/trade. - Made the buy count be set to one when entering the info mode so that it's possible to quick buy one item. The shop mode should be much more simple to use now, and ready for finishing the development fo trades. :)
I made it available to every game mode when pushing F1 key. Also, I made the text displayed be dependent of the current game mode, making it possible to have in-game help! On the low side of things: - I didn't finish all the texts for now, so certain game modes still have a generic one. - The text isn't scriptable and the positions are hard-coded. (I guess it'll stay like that for a while.) - That changes showed up that the editor is heavily depending on the VideoManager because of simply using a StillImage in the Tileset Editor. Something I'll need to take care of. Hence, I'll polish all that in other commits.
I've done something else anyway, and will add more complete ending credits in another way.
I replaced the custom scripting support in the battle media class with it. The boot scripting support will also be done through that component in another commit. This will permit to have (scening) script support for any game mode.
To acheive that, I made the particle manager be a component of the Game Mode. The VideoManager is now even less a god object about that point. I also optimized the particle manager by merging the API about loading the particle effects, and made it use a vector to store the loaded effects which can't hurt performance.