0344cf2525
Introduce a spell enum, and use it everywhere for PC spellcasting
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- Monster spellcasting is untouched
- Also updated the spells documentation, which had some old information from Exile III and omitted a lot of ranges.
2014-12-15 08:46:43 -05:00
1fbf8939b2
Move per-PC combat data into cPlayer class
2014-12-14 02:51:16 -05:00
a198c232bb
Strictify skill enum
2014-12-14 02:51:01 -05:00
1200ff47d4
Strictify item ability enum
2014-12-12 15:18:43 -05:00
1d7342edc2
Flight items don't take charge if flight not possible
2014-12-12 13:34:47 -05:00
90bcdb9062
Fix typo
2014-12-12 13:31:04 -05:00
db2a7aa99b
Strictify trait enum
2014-12-12 13:30:56 -05:00
f331d3d6db
Allow placing low-level spells in shops
2014-12-12 13:26:26 -05:00
6151a24916
FIx linker error in editors
2014-12-12 13:25:39 -05:00
f1660cf7ed
Fix the dialog flickering, and attempt to partially fix the issue of a dialog being momentarily drawn into the main window after it is closed
2014-12-12 12:15:39 -05:00
0b15937bb9
Clean up tons of commented fileio code
2014-12-12 11:11:36 -05:00
aabade3b85
Attempt to convert scenarios that used specials on boatable terrains, by inserting a "boat block" special in the front of each such chain
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- This commit also introduces "boat block" and "horse block" specials as part of the IF_CONTEXT special node type.
2014-12-12 10:46:52 -05:00
24781b335d
Allow timed specials and similar stuff to trigger while resting
2014-12-12 10:30:32 -05:00
2c2f824f4c
Minor rewrite of the action handling routine, to break it into much smaller, bite-sized chunks.
2014-12-12 02:54:39 -05:00
2ec2de98e8
Add note to readme
2014-12-11 01:51:23 -05:00
23d9d2d487
Hard-wrap readme for easier diffing
2014-12-11 01:51:23 -05:00
5bfdb5eafa
Misc little bits of housekeeping and stuff
2014-12-11 01:51:22 -05:00
7a7b7f27c3
Merge the huge loops in erase_out_specials
2014-12-11 01:51:22 -05:00
e4a4ed0427
Make sure a PC is selected when entering town combat
2014-12-11 01:51:22 -05:00
53c6188416
Improved error message when entering an invalid town
2014-12-11 01:51:21 -05:00
3286a4d56d
Clean up draw_pc_effect, removing now-redundant code that used to draw the status effects in the spell dialog
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- Also add function to calculate a the rect of a status given the icon index in the sheet; currently unused.
2014-12-11 01:51:06 -05:00
d961c53b6c
Give player a little more time when playing on Easy mode
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(Adapted from Windows code... sort of)
2014-12-11 01:48:36 -05:00
9613a71c9a
Use custom sign graphic instead of fixed graphic for signs on custom terrains
2014-12-11 01:48:36 -05:00
913b3c9e1c
Prior to this, custom item graphics were probably broken.
2014-12-11 01:48:36 -05:00
747d11d49d
Avoid flooding the transcript with messages like "Blocked" or "Moved" by adding a repetition count in the event of duplicate messages.
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(Inspired by something in the Windows code.)
2014-12-11 01:48:36 -05:00
7aac4a2100
Don't consider single-digit negative values to be pointers
2014-12-11 01:48:35 -05:00
f0ae71d868
Fix specials sometimes triggering twice in a row
2014-12-11 01:48:35 -05:00
e2bd88daaa
Restore age-checking in queued specials
2014-12-11 01:48:35 -05:00
1a45bc2f6c
Do proper explosion for exploding missiles
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(Adapted from Windows code)
2014-12-11 01:48:31 -05:00
852a99876b
Automatically select entire party if the active PC can no longer act
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(Adapted from Windows code)
2014-12-11 01:46:39 -05:00
5c3f0a02db
Add option for PCs without a personality to customize their "No response" string.
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(Only for non-summoned monsters.)
2014-12-11 01:46:39 -05:00
593816894f
I'm not quite sure if this is necessary, hopefully it doesn't break anything
2014-12-11 01:46:33 -05:00
3e31a91214
Check for horse-blocking terrains outdoors
2014-12-11 01:46:02 -05:00
652e5ebf98
Tweak when the "world's edge" message triggers
2014-12-11 01:43:56 -05:00
632b2a2061
Print error when attempting to switch with self
2014-12-11 01:43:26 -05:00
bb88460467
When saving, make sure to remember previous save path and name
2014-12-11 01:43:09 -05:00
26e1d8fca2
Change name of currently unused cave lore function to better reflect its purpose
2014-12-11 01:42:19 -05:00
f0066dd76e
Misc debug mode tweaks
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- Disable debug/ghost mode when scenario ends and when loading a saved game
- Show location works in combat mode
- Edit/view SDF and enter town now use numeric response dialog
- Refreshing stores/towns no longer works outside of debug mode
- Ghost mode works in combat
2014-12-11 01:41:15 -05:00
e8c2654bad
Misc mostly effectless changes to action handling
2014-12-11 01:36:33 -05:00
43285d0809
Implement two-part drawing for force cages
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- Also a missing check for them
2014-12-11 01:36:32 -05:00
62c881b92e
Implement right-click looking (adapted from Windows code)
2014-12-11 01:36:32 -05:00
ae09fc518f
Add a few item graphics
2014-12-11 01:36:31 -05:00
ff5a8cb4c2
Allow specials to trigger while in a boat.
2014-12-11 01:36:31 -05:00
75b4dfa9e6
Expand If Text Response node to allow specifying a prompt in the text respose dialog itself
2014-12-11 01:36:31 -05:00
2a458450b5
Expand if race/trait to allow for richer comparisons
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(Adapted from Windows code)
2014-12-11 01:36:31 -05:00
a780119030
Expand If Statistic node to allow checking hp, sp, xp, skill points, etc
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(Adapted from Windows code)
2014-12-11 01:36:30 -05:00
c0110adb40
New special nodes:
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- Town set attitude for affecting single creature, adapted from Windows code; technically redundant, but maybe handy
- If numeric response
- Print nums (for debugging)
- SDF arithmetic - add, subtract, multiply, divide, exponentiate
- Store random to SDF (adapted from Windows code)
- Display picture (inspired by Windows code, but the implementation is completely different and totally incompatible)
2014-12-11 01:36:22 -05:00
76ccb66786
Beep beep
2014-12-11 00:47:04 -05:00
252d6818ee
Clear out some unneeded casts
2014-12-11 00:47:03 -05:00
004b6d1ace
Various field/belt related stuff
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- Remove all field booleans except quickfire and belt, which have been moved to cCurTown
- Alter and extend place_spell_pattern, to allow arbitrary damage types and to make it more clear in the code what's happening when it's called
- Delete fields.cpp file; a few things moved to locutils.cpp, but most are now part of cCurTown
- set_terrain function automatically updates belt present boolean if setting to a conveyor.
2014-12-11 00:46:28 -05:00