Subversion Commit Log

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Roots
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Re: Subversion Commit Log

Post by Roots » Thu Jul 07, 2011 4:51 pm

Committed revision #1998.
============================================================
Files Modified
M src/engine/script/script.h
M src/modes/battle/battle.cpp
M src/modes/battle/battle.h
M src/modes/battle/battle_dialogue.cpp
M src/modes/battle/battle_actors.cpp

Primary Changes
- Added scripting support into battles

Miscellaneous Notes
This is the second step to getting dialogues into battles. Like the last commit I made, this code is untested and not currently used. The next commit I make should have dialogues working and some of the necessary battle binding code written.
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Re: Subversion Commit Log

Post by rujasu » Thu Jul 07, 2011 11:09 pm

Committed revision #1997 (yesterday).
Committed revision #1999.
============================================================
Files Modified
M src/modes/save/save_mode.cpp
M src/modes/save/save_mode.h

Primary Changes
- Added functionality to preview a saved file when saving or loading. So far, it shows the filename of the map location (will eventually be the text name), drunes, and time elapsed.

Miscellaneous Notes
- Next steps will be to add character data and map name. After that, it should be done.
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Re: Subversion Commit Log

Post by rujasu » Thu Jul 07, 2011 11:24 pm

Committed revision #2000.
============================================================
Files Modified
M src/modes/save/save_mode.cpp

Primary Changes
- Fixed a cosmetic issue with the preview functionality where it was showing some junk data when first opening the list.
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Re: Subversion Commit Log

Post by Roots » Fri Jul 08, 2011 8:23 pm

Committed revision #2001.
============================================================
Files Modified
M src/modes/defs_modes.cpp
M src/modes/battle/battle.cpp
M src/modes/battle/battle.h
M src/modes/battle/battle_dialogue.cpp
M src/modes/battle/battle_dialogue.h
M dat/config/boot.lua
A dat/battles
A dat/battles/first_battle.lua

Primary Changes
- Battle scripting and dialogues are now functional
- Wrote a rough draft of a script that displays a dialogue for the first battle

Miscellaneous Notes
There's still some more testing work to do, particularly regarding dialogue options, which I'm not sure is working yet. My next commit will test that. I'm also going to need to write some additional binding code I believe, as I want to make use of a SystemTimer within this first battle script.

You can see a demonstration of battle dialogue in action by selecting "Battle" from boot mode. It is not enabled in the game maps yet. The dialogue window is currently at the bottom, but I'm planning to move this to the top. But the problem with that is that the standard 200x200 face portrait will not fit in that area (the top of the head that goes above the dialogue box will be cut off). I think I'll have to scale down face portraits for battles so that they fit.
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Re: Subversion Commit Log

Post by rujasu » Sat Jul 09, 2011 12:51 am

I'm tired, and not really up to the task of filling out the commit form. CIA-bot will fill in for me:

<CIA-33> allacrost: rujasu * r2002 /trunk/game/src/modes/save/ (save_mode.cpp save_mode.h): SaveMode now previews first character's data.
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Re: Subversion Commit Log

Post by Roots » Sun Jul 10, 2011 9:37 pm

Committed revision #2004.
============================================================
Files Modified
A img/sprites/battle/enemies/stygian_lizard.png
A img/sprites/battle/enemies/demonic_essence.png
A img/sprites/battle/enemies/rat.png
M img/icons/armor/shouldered_breastplate.png
M img/icons/armor/metal_shield.png
A img/icons/actors/enemies/demonic_essence.png
A img/icons/actors/enemies/stygian_lizard.png
A img/icons/actors/enemies/rat.png
M img/tilesets/desert_cave_ground.png
M img/tilesets/desert_ground.png

Primary Changes
- Added and updated several images that our artists have produced recently.

Miscellaneous Notes
I still need to add data definitions for the three new enemies: rat, stygian lizard, and demonic essence. I'll be adding those probably in my next commit.
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Re: Subversion Commit Log

Post by rujasu » Sun Jul 10, 2011 10:01 pm

Committed revision #2003.
============================================================
Files Modified
M src/modes/save/save_mode.cpp
M src/modes/save/save_mode.h

Primary Changes
- Continued work on the SaveMode preview functionality. It now shows up to four characters in the party, so all of the data is on the screen. No images yet; that will be the next step.
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Re: Subversion Commit Log

Post by rujasu » Sun Jul 10, 2011 11:55 pm

Committed revision #2005.
============================================================
Files Modified
M src/modes/save/save_mode.cpp

Primary Changes
- Added portraits and map location name to file preview in SaveMode.

Notes
- SaveMode is pretty much done for this release. All of the functionality is there, and it shouldn't have to change much from here on out.
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Re: Subversion Commit Log

Post by Roots » Mon Jul 11, 2011 6:02 pm

Committed revision #2006.
============================================================
Files Modified
M dat/config/boot.lua
M dat/actors/enemies_set_01.lua
A img/icons/actors/templates.png
M img/icons/actors/enemies/scorpion_goliath.png
A img/icons/actors/enemies/dune_crawler.png

Primary Changes
- Added enemy definitions for: rat, dune crawler, stygian lizard, demonic essence
- Added a template image for actor icons
- Cleaned up some graphical glitches with the scorpion goliath icon

Notes
These are just basic enemy definitions and I didn't really go through and modify their stats or give their attack points any special attributes. That can be done later when we begin balancing. But for now, they can be fought and their attack point locations are setup correctly.

Also, I modified boot.cpp so you can fight most of these new enemies. Although a couple of them are large and cover up the other enemy sprites because we don't have any algorithm for intelligently determining enemy positions on the battle field.
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Re: Subversion Commit Log

Post by Roots » Mon Jul 11, 2011 11:45 pm

Committed revision #2007.
============================================================
Files Modified
M img/sprites/battle/enemies/scorpion.png
M img/sprites/battle/enemies/daemarbora.png
M img/sprites/battle/enemies/snake.png
M img/sprites/battle/enemies/aerocephal.png
M img/sprites/battle/enemies/scorpion_goliath.png
M img/sprites/battle/enemies/kyle.png
M img/sprites/battle/enemies/bat.png
M img/sprites/battle/enemies/dune_crawler.png
M img/sprites/battle/enemies/deceleon.png
M img/sprites/battle/enemies/nagaruda.png
M img/sprites/battle/enemies/stygian_lizard.png
M img/sprites/battle/enemies/demonic_essence.png
M img/sprites/battle/enemies/skeleton.png
M img/sprites/battle/enemies/rat.png
M img/sprites/battle/enemies/spider.png
M img/sprites/battle/enemies/aurum-drakueli.png
M img/sprites/battle/enemies/green_slime.png
M img/sprites/battle/enemies/arcana_drake.png
M img/sprites/map/old_woman_npc01_walk.png
M img/sprites/map/claudius_attack.png
M img/sprites/map/woman_npc01_walk.png
M img/sprites/map/kyle_idle.png
M img/sprites/map/knight_walk.png
M img/sprites/map/laila_run.png
M img/sprites/map/claudius_idle.png
M img/sprites/map/marcus_walk.png
M img/sprites/map/boy_npc01_walk.png
M img/sprites/map/claudius_frightened.png
M img/sprites/map/gigas_walk.png
M img/sprites/map/laila_attack.png
M img/sprites/map/scorpion_walk.png
M img/sprites/map/girl_npc02_walk.png
M img/sprites/map/snake_walk.png
M img/sprites/map/laila_idle.png
M img/sprites/map/soldier_npc01_walk.png
M img/sprites/map/rocks.png
M img/sprites/map/rafaela_attack.png
M img/sprites/map/kyle_walk.png
M img/sprites/map/claudius_herostance.png
M img/sprites/map/claudius_walk.png
M img/sprites/map/slime_walk.png
M img/sprites/map/rafaela_idle.png
M img/sprites/map/man_npc02_walk.png
M img/sprites/map/claudius_run.png
M img/sprites/map/laila_walk.png
M img/sprites/map/woman_npc02_walk.png
M img/sprites/map/knight_run.png
M img/sprites/map/rafaela_walk.png
M img/sprites/map/knight_attack.png
M img/sprites/map/rafaela_run.png
M img/sprites/map/vanica_walk.png
M img/sprites/map/knight_idle.png
M img/sprites/map/kyle_attack_w.png
M img/sprites/map/soldier_npc02_walk.png
M img/sprites/map/naga_walk.png
M img/sprites/map/kyle_run.png
M img/sprites/map/claudius_idle_s.png
M img/sprites/map/man_npc01_walk.png
M img/sprites/map/kyle_attack.png
M img/tilesets/castle_exterior_01.png
M img/tilesets/harrvah_house.png
M img/tilesets/mountain_house_exterior2.png
M img/tilesets/desert_cave_ground.png
M img/tilesets/mountain_landscape.png
M img/tilesets/desert_ground.png
M img/tilesets/mountain_house_interior.png
M img/tilesets/desert_cave_walls2.png
M img/tilesets/harrvah_house_interior.png
M img/tilesets/mountain_house_exterior.png
M img/tilesets/harrvah_house_exterior.png
M img/tilesets/building_interior_objects_01.png
M img/tilesets/desert_cave.png
M img/tilesets/desert_cave_water.png

Primary Changes
Removed the color data from transparent ares saved in tileset and sprite images. This reduces file size and also makes the images easier to work with in the GrafX2 image editor which does not support PNG transparency properly.
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Re: Subversion Commit Log

Post by rujasu » Tue Jul 12, 2011 11:21 pm

Committed revision #2008.
============================================================
Files Modified
M src/modes/save/save_mode.cpp

Primary Changes
- Added Destroy() calls for MenuWindows. Hopefully that fixes the (memory leak?) bug that some people are getting.
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Re: Subversion Commit Log

Post by Roots » Wed Jul 13, 2011 8:30 pm

Committed revision #2009.
============================================================
Files Modified
M src/modes/battle/battle_dialogue.cpp
M src/modes/map/map_dialogue.cpp
M src/common/dialogue.h
M src/common/gui/option.cpp
M src/common/dialogue.cpp
M dat/battles/first_battle.lua

Primary Changes
- Added a complete tutorial dialogue for the first battle
- Moved the dialogue window to the top for battles (the dialogue window position is now easily configurable for all game modes that require using it)
- Fixed a bug in OptionBox code that was causing the cursor to get stuck when the lists had no wrapping enabled
- Fixed a bug in battle dialogues where an extra confirm press was required before being able to select an option (this bug still exists in the map dialogue code, and the battle dialogue code fix will likely have to be ported over to it)

Notes
Take a look at the new tutorial for battles by selecting the Battle option from the main menu. The dialogue starts two seconds after the battle begins (two seconds after the battle intro sequence is completed). There are four options the player is given to select from:

- Ask about battle basics.
- Ask about issuing commands.
- Ask about status effects.
- Ask nothing.

The first three options will give you a few lines of dialogue on the topic before returning to these options. Selecting the last option will continue the battle.


Looking for feedback on those lines of dialogue that I put in there. Its not final, but I think it should be good enough for our release this week. I tried to cover only the information that the player needs to know to get through the cave + castle siege fights, because I don't want to inundate them with a lot of information that they don't necessarily need at the moment. Such as "opposite pairs" of status effects and how they react with one another. I also left out the fact that hitting an enemy "stuns" their stamina regeneration for a short time, but I'm not sure if I should include that one or not.

Later on I think I'll add some lines on HP/SP regeneration.
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Re: Subversion Commit Log

Post by Roots » Sat Jul 16, 2011 4:24 pm

Committed revision #2013.
============================================================
Files Modified
M dat/maps/harrvah_city.lua
M dat/maps/river_access_cave.lua
M dat/maps/opening_scene.lua
M dat/tilesets/harrvah_house_exterior.lua
M dat/credits.lua
M img/tilesets/desert_cave_ground.png
M img/tilesets/harrvah_house_exterior.png

Primary Changes
- Added Namakoro and Psiweapon to game credits
- Added my current town wall + gate tiles to the city map (all placeholder until I finish it)
- The cave map now ends with a different dialogue and returns the player to the opening scene map, where currently nothing happens
- Added most of the setup required for the "return scene" in the opening scene map, but it still needs to have all of its events scripted

Notes
I still have a lot of other small things to wrap up for the release, but gorzuate or rujasu or someone is taking over the opening scene scripting for me.
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Re: Subversion Commit Log

Post by gorzuate » Sat Jul 16, 2011 5:55 pm

Committed revision #2014.
============================================================
Files Modified
M dat/maps/river_access_cave.lua

Primary Changes
- Fixed bug with dialogue after boss battle where Claudius was saying the Captain's lines.
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Re: Subversion Commit Log

Post by Roots » Sun Jul 17, 2011 4:24 pm

Committed revision #2016.
============================================================
Files Modified
M src/modes/defs_modes.cpp
M src/modes/map/map_sprites.cpp
M src/modes/map/map_sprites.h
M dat/maps/harrvah_city.lua
M dat/maps/river_access_cave.lua
M dat/global.lua
M dat/battles/first_battle.lua

Primary Changes
- Laila sprite added to city map to explain the state of that map to players
- Cave map now executes the tutorial script for the first battle encounter
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Re: Subversion Commit Log

Post by Roots » Sun Jul 17, 2011 4:56 pm

Committed revision #2017.
============================================================
Files Modified
M src/modes/battle/battle_actors.cpp
M src/modes/battle/battle_actors.h

Primary Changes
Applied nan's patch that only renders the character HP/SP status when it is needed (instead of every frame like it has been doing)
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Re: Subversion Commit Log

Post by Roots » Sun Jul 17, 2011 6:02 pm

Committed revision #2018.
============================================================
Files Modified
M src/modes/battle/battle.cpp
M src/modes/battle/battle_finish.cpp
M src/modes/battle/battle_finish.h

Primary Changes
Damage taken in battle now persists (HP does not reset back to full after every battle)

Miscellaneous Notes
SP is still reset back to full, however, because we currently have no means for restoring SP in the game. But once we have that in place, its really easy to do the same for SP (just need to uncomment one line, and that line is marked by a comment explaining this).

Bertram, you may want to take a look at the changes I made in battle_finish.cpp. I looked at the implementation for the function you wrote for this patch and there's actually a much easier way to do it. It's not entirely obvious though unless you've studied the battle code and realize that the battle actor classes are just "duplicates" of their corresponding global actor classes, which they maintain a pointer to. You just need to set the battle actor's global actor pointer stats to the same as the battle actor.
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Re: Subversion Commit Log

Post by gorzuate » Sun Jul 17, 2011 10:45 pm

Committed revision #2020.
============================================================
Files Modified
M dat/maps/opening_scene.lua

Primary Changes
Scripted return to city by the knight party.
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Re: Subversion Commit Log

Post by Roots » Sat Jul 23, 2011 8:46 pm

Committed revision #2025.
============================================================
Files Modified
A src/modes/battle/battle_sequence.cpp
A src/modes/battle/battle_sequence.h
M src/modes/battle/battle.cpp
M src/modes/battle/battle.h
M Makefile.am

Primary Changes
- Separated battle sequencing code from main battle files.
- Updated some comments in sequencing code

Miscellaneous Notes
Windows and OS X environments will need to update their project files.

This is the first of several code organization commits I'll be making in the next few days. Future plans include:

- Making a media manager class for BattleMode, similar to how ShopMode has its ShopMedia class.
(This is needed because some of the visual and audio data need to be shared among various battle classes, and its easier to put them all in a container class rather than to have them all stored away in the BattleMode class).

- Removing src/common/global/defs_global.cpp and replacing it with a new file in src/common
(This is so that the new file can hold binding code for all common code, and not just the global classes).

- Renaming all "defs*.cpp" files to "*_bindings.cpp"
Just to make it more clear what these files actually contain (binding code).


And maybe more changes if I can think of any. Just thought it would be a good spot to do some cleaning up since we just finished up the July release, and these changes will make it more easy for us to keep moving forward.
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Re: Subversion Commit Log

Post by Roots » Sun Jul 24, 2011 12:42 am

Committed revision #2026.
============================================================
Files Modified
D src/defs.cpp
A + src/engine/engine_bindings.cpp
D src/engine/defs_engine.cpp
M src/main.cpp
M src/editor/editor_main.cpp
A + src/modes/mode_bindings.cpp
D src/modes/defs_modes.cpp
M src/modes/map/map.h
M src/modes/map/map_objects.h
M src/defs.h
M src/common/global/global_actors.h
D src/common/global/defs_global.cpp
A src/common/common_bindings.cpp
M Makefile.am

Primary Changes
Cleanup and reorganization of Lua binding code. Project files for Windows and OS X will need some significant updates. Specific changes:

- Removed "defs.cpp", which only had binding code for two utility functions. This code has been merged into src/common/common_bindings.cpp
- All defs_*.cpp files removed and replaced with a new *_bindings.cpp file. Makes it a lot easier to see that these files contain Lua binding code
- defs_global.cpp was moved and renamed to common_bindings.cpp in src/common . This reflects that global is a division of common, and thus all common code bindings (including global) should reside in this new file.
- Updated the binding function names (instead of BindEngineToLua() its now just BindEngineCode(), for instance).
- Updated the binding code comments, as they were all severely outdated
- Updated other files that needed to either directly call binding code (main.cpp, editor_main.cpp) or declared a binding code function as a friend of a particular class

Miscellaneous Notes
Let me know if you have any problems. Its always a little shaky to do any changes with our binding code, but I did a clean rebuild and test on my system and everything seems to work fine, including the editor.
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