Less controversial cherry-picks from the big PR#788
Less controversial cherry-picks from the big PR#788NQNStudios wants to merge 59 commits intocalref:masterfrom
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CelticMinstrel
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This more or less looks good to me – I can't see anything particularly controversial. I'm not 100% sure about everything in here but there's also nothing I'm particularly concerned about.
| bool try_move(short i,location start,short x,short y); | ||
| bool combat_move_monster(short which,location destination); | ||
| location find_clear_spot(location from_where,short mode); | ||
| location find_clear_spot(location from_where,short mode,short x_width = 1, short y_width = 1); |
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Are the default values actually needed? If we actually specify the value in every call site, I think it's better to remove them…
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There is a call site where I used the defaults (summoning logic, where big monsters are disallowed.)
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@CelticMinstrel two new commits today reflect something fun I learned: the fonts we've been using have always had the characters we need. Substitutions weren't necessary, we just needed to tell SFML our text was UTF-8. |
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Oh, nice! I think I'll merge this soon, then – I would actually like to merge my fmtlib PR first though. Also, I just looked into the system surrounding 07149c9 a bit more, and I get the feeling that the Currently, |
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Xcode build is throwing an error that comes from an unannotated fallthrough in SFML code 😭 |
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I was wrong, our plain font doesn't have an emdash, so I'm bringing back substitutions for now (just with that one). |
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I was wrong AGAIN, the emdash is fine, but the scenario editor can't type an emdash correctly in a text field on mac. |
I went through the big PR and cherry-picked all the bugfixes that apply to
master.For 51ae2e7, an alternate solution is possible where we would just discard empty area description rects when we load a legacy scenario. Every area seems to start with Rectangle 1 - Rectangle 8 as empty rectangles in there at (0,0), so in
master, if you stand at 0,0 of an outdoor section the status bar will say you're in Rectangle 8. One reason not to discard them is that you can edit their text without initializing their bounds, so maybe some legacy scenario has text on one of those rectangles that would get dropped. Probably wouldn't matter at all, but idk.... Discarding them would be nice because my map overhaul code (not in this PR) also has to check for and skip empty rectangles in two places.In 0479c3e at the end, I've started making it so the Edit Specials list gives you more info on each node than just the type name. This is really gonna help with debugging old scenarios.