Commit Graph

36 Commits

Author SHA1 Message Date
9972c3d27d Various damage-related changes
- Rename unblockable damage to "weird" and special damage to "unblockable"
- Monsters now support immunity to any damage type
- Fix using wrong damage type for bonus damage in PC-on-PC attacks
- Forbid use of unblockable (formerly special) damage by the scenario designer, except in special nodes; if hacked in, it's replaced with weird (formerly unblockable) damage.
- Fix damage amount text in animations (both single-frame booms and fully animated booms)

Changed the following things from weird (formerly unblockable) damage to unblockable (formerly special) damage:
- Starvation
- Debug 'K' command
- Damage from items forcibly ending flight
- Damage from bashing doors
2015-07-19 10:59:22 -04:00
aa72575270 Fix Show PC Spells dialog and the Alchemy button in PC Info 2015-07-05 08:31:30 -04:00
8670455f2f Fix buttons in PC info dialog always showing info for the first PC 2015-06-24 01:54:40 -04:00
f0f3994b98 Full support for custom PC graphics as well as monster graphics on PCs 2015-06-23 14:12:51 -04:00
21291e168c Some tweaks/fixes
- Show monster name in description of summoning item abilities (in-game and in the scenario editor)
- Don't call drop special nodes when storing an item in a container
- Don't use exceptions to determine whether a slot in the get window has an item in it
- Fix placed items defaulting to 0 charges instead of -1 (fortunately, this didn't actually cause a bug)
- Fix ability description in item dialog not updating after you edit the abilities
- Fix off-by-one issues in several cases of the pick monster dialog
- Show charges field in placed item dialog if the item is given the Shoot Flames enchantment
- Fix enchantment field not being filled with the current value when opening the edit placed item dialog
- Fix placed item dialog not updating after you set a new enchantment by editing the field (rather than using the Choose button)
- (Dialog engine) Fix initial focus handler call passing wrong control ID
2015-06-11 12:22:04 -04:00
01d317b007 .h -> .hpp 2015-06-08 22:14:43 -04:00
58fbf3b287 Lots of monster stuff, particularly documenting monster abilities
- Monster radiate abilities can now specify a spell pattern to use
- Fix some abilities being incorrectly shown in the editor's ability details dialog (for example, radiate abilities were shown as "Summon aid")
- Add the recently-added monster missile types to the options offered in the editor
- Fix chance of activating not being editable for the martyr's shield ability
- Show the monster summoned for summoning abilities (finally!)
- Show the subcategory for unusual abilities (one of active, passive death)
- Fix the displayed percentage chance for summon abilities (the permille was shown instead)
- Fix incorrect action point display in the editor for the two recently-added monster missiles
- Fix crash when editing a missile ability
- Fix abilities page not showing the newly-added or recently-edited ability after exiting the detail/option dialog
- Fix pick monster button for summoning abilities being off by one
2015-06-06 21:03:35 -04:00
08236555f9 Fixes to traits dialog
- Now updates properly (thanks to Erdos for helping to track down the cause of this)
- No longer crashes if the PC has a monster race
2015-02-16 16:10:08 -05:00
4fbc6cfa77 Various code cleanup stuff 2015-02-14 12:24:25 -05:00
Ben Scott
1477fef7ce Fixed warnings and IMPLEMENTED A THING in the menu item switch. 2015-02-12 01:47:48 -05:00
ad4a211605 Move calc_day() into party class 2015-02-07 12:52:05 -05:00
c50e24b8e4 Turn sparse arrays into sets. 2015-02-06 15:37:55 -05:00
4efcb08932 Implement a quest system and job board
- The job board is loosely based on Exile III's job board; the dialog is converted from the one contained as a relic of E3 in BoE
- Quest system is loosely based on a mix of Exile III jobs and Blades of Avernum quests
- Talking to a monster (even a hostile one) can now trigger an arbitrary special node

Dialog engine:
- LED's now support wrapped labels
2015-02-01 01:30:15 -05:00
944457753d Make skill and giant strength item abilities base their strength on ability strength rather than on item level
- Original ability strength is "archived" in case it was the designer's intent, so that it can be easily put back if desired.
2015-01-26 12:16:31 -05:00
128a137b1c Clear out some useless, easily-resolvable, or no-longer-relevant TODO notes 2015-01-26 04:01:57 -05:00
644d1cbda8 Several small fixes/tweaks
- Fix drop/give/use buttons not appearing in inventory
- Fix wrong item variety being shown in the item info dialog
- Enable the code path where clicking an item while in "use space" mode uses the item
- Introduce constants for the special item pages
2015-01-26 02:49:38 -05:00
d396e459a3 Pass around iLiving references instead of target indices in most combat contexts (and some non-combat)
- Fixes PC melee attacks using webs from the wrong PC
- Support for PC-on-PC attacks is in place, though these code paths are currently not entered; could be used for charmed PCs, for example
- In many cases, status effects that don't affect monsters are now supported for them (but still don't affect them... yet)
- The "special" damage from assassination is now handled differently; support for it is no longer hard-coded into damage_monst(), and the message display for it is handled externally from damage_monst(). Also, it's no longer used for any kind of magic weapons.
- Select target special node has changed its way of selecting a specific monster/PC as the target
- Fix monster-on-monster attacks applying poison on all three attacks instead of just the first
2015-01-25 18:24:47 -05:00
99bb11dd3b Split up files so that the scenario editor will build
- cCreature split into seperate file-pair from cMonster/cTownperson
- fileio.cpp split into general, party, and scenario sections
- classes.h file deleted
2015-01-24 21:29:34 -05:00
5e21b8d4be Add three more map features to the map parser 2015-01-22 21:36:53 -05:00
e689ed93ef Update the in-game item info dialog and restore support for long item descriptions 2015-01-21 21:26:23 -05:00
4c271140c6 Allow items that boost skills other than the three basic stats (STR/DEX/INT)
Where stat-boosting items were already accounted for, the effects remain unchanged by this; however, some additional effects have been added.

Strength-boosting items have the following new effects:
- Increases hit points gained on level-up
- Increases amount PCs can carry
Dexterity-boosting items have the following new effects:
- Increases hit chance in unarmed combat
Intelligence-boosting items have the following new effects:
- Increases effectiveness in a mindduel
2015-01-20 17:18:45 -05:00
2c8ef727ae I don't understand how this issue even existed, but apparently it did 2015-01-20 17:18:42 -05:00
3852ca37cd Make monster resistances a percentage and update monster info dialog
- Fix monster roster menu not working
2015-01-17 18:56:15 -05:00
e5f44de4fe Move a lot of item-related functions into the player and party classes
- Rearrange alchemy code a little to fix a possible situation with two-ingredient potions where you only have one of the first ingredient - instead of removing the second ingredient, it would have removed the next item in your inventory
- Equippable item abilities that have an ability strength now stack if you have multiple items with the same ability equipped
2015-01-16 16:40:54 -05:00
ac77552a0b Reform the monster attacks structure
- Use enum for attack type
- Eliminate conversion between new structure form and original integer form
2015-01-15 15:34:08 -05:00
399572adf6 Rewrite the implementation of monster abilities
- Abilities are much more generic, but also much more complex; a set of "templates" is provided to try to make it more accessible
- There is now a possibility for monsters to charm each other
2015-01-14 22:37:43 -05:00
f282c06bfa Write the code to save the general scenario data to a file
- See monster strings are now fetched from the same list as the special encounter strings instead of a list of their own
- There is now a possibility for the scenario intro dialog to have a different icon than the scenario icon
- Remove unused intro_mess_len field
- Add method to the XML printer class to push a simple element with no attributes or child elements
- Automatically close any elements before writing the document to the stream
- Fix scenario editor File menu having an invisible "Close All" option that appeared when the option key was pressed
2015-01-13 20:54:51 -05:00
2a41b68129 Split monster immunities bitfield into more comprehensible chunks.
- Monsters now properly decide whether they can enter damaging terrains
- The possibility of being unusually vulnerable to a damage type is introduce - such monsters would take double damage from that type
2015-01-13 12:33:04 -05:00
908652d168 Housekeeping
- Rename cItemRec -> cItem and cItemRec::type -> cItem::weap_type
- Clear out a lot of commented code
- Remove the flag_x members in the scenario that used to store the scenario's password hash (or something like that)
2015-01-12 01:01:24 -05:00
bd531f9ac4 Nuke a lot of MSVC compiler warnings 2015-01-10 21:30:16 -05:00
9f57f35428 Change .h -> .hpp in tools/ directory 2015-01-09 22:32:47 -05:00
3ef98712d5 Purge all uses of printf, fprintf, perror and most uses of sprintf
Also:
- Print "Target Spell" before the explanatory prompts, instead of after (when fancy targeting)
- Fix sell costs being drawn on top of the button
- String-insensitive comparing for dialogue keys
2015-01-08 22:26:41 -05:00
8350a22ecb Allow taking items from a scenario even if they summon monsters or have custom graphics. Breaks older saved games.
(Older saved games might still work if not in a scenario.)
- Remove items that call a special node when entering a new scenario
- Remove stone block if a monster is placed on it
- Monsters captured by Capture Soul now persist across scenarios
- Fix barrels/crates not being restored when re-entering the town
- Fix issue when saving monster status effects
- Fix version number stored in saved game file; also, it's now stored in hexadecimal
- Fix issue with saving which would have caused all but the first timer to be ignored when loading the saved game
- Fix timers being written to out-of-bounds memory when loading a saved game
- Fix use of std::skipws where std::ws was intended
- Fix issue with the fields array being shifted right by one tile on loading; also, fields array is now saved as hexadecimal
- Fields and terrain array use the town's dimension instead of dimension hard-coded (in the case of fields) or stored in the file
- Fix PC editor remove from scenario option not working properly
- Reconstruct the universe when loading a saved game to ensure there isn't leakage from the previous universe
- Fix excess padding in output tarballs when the filesize is a multiple of 512
- Add hasFile function to tarball class
2015-01-08 17:46:54 -05:00
f25a6e58f3 Reform game menu -> command mapping so that the non-platform-dependent code doesn't need to know where the menuitem is
- Also fix some issues with the notes dialogs
- Journal is now available; has a different icon now
2015-01-05 18:39:54 -05:00
b11199d7d9 Set up a Visual Studio project and tweak things until it compiles
- It doesn't link yet, but that was expected
- Fixed some issues with global variables having different types in different files.
2014-12-29 14:52:54 -05:00
af0ee110c6 Rename osx directory to src since it's now the official source base 2014-12-28 12:12:38 -05:00