Commit Graph

74 Commits

Author SHA1 Message Date
Sylae Corell
728395caa7 removing unused variables 2014-07-30 12:08:10 -06:00
Sylae Corell
f839ef7d7a Making sure we don't pass a negative key to an array 2014-07-30 11:58:42 -06:00
Sylae Corell
297eae6a94 our friend Deprecated conversion is no more :) 2014-07-30 11:55:31 -06:00
Sylae Corell
9a8f37b817 boe.actions.cpp is now mostly warning-free 2014-07-30 11:07:36 -06:00
Sylae Corell
26971cf0c8 Some more gcc deprecation cleanups 2014-07-30 11:03:01 -06:00
Sylae Corell
864eba5928 Include the WIN32 flag, since GCC doesn't want to now 2014-07-29 12:22:45 -06:00
Sylae Corell
d0aa12c23d Let's try that again, using a flag that it might like more 2014-07-29 12:15:46 -06:00
Sylae Corell
6d7e8fdcf4 Don't use GNU extensions to C++ 2014-07-29 12:12:11 -06:00
Sylae Corell
cf28b1ed37 removing a few gcc warnings 2014-07-29 12:07:47 -06:00
Sylae Jiendra Corell
69ffd4cee3 Fixed 64-bit compiliation, edited configure script to allow
setting of 64-bit operations
2014-06-18 14:00:57 -06:00
Sylae Corell
039ef4d143 Game compiles again under 32-bit! 2014-06-18 13:24:51 -06:00
Sylae Corell
fb45c7677b Remove exe extensions from makefile 2014-06-17 16:14:35 -06:00
Sylae Jiendra Corell
a49529e1c3 Makefiles for CharEd, ScenEd 2014-06-17 16:03:20 -06:00
Sylae Corell
08928af0ac Remove verbose output flag from makefile 2014-06-17 15:24:18 -06:00
Sylae Jiendra Corell
a8872eb199 Rename windows directories to remove spaces. This backslash business is getting old. 2014-06-17 14:45:17 -06:00
Sylae Jiendra Corell
29906153cf Configure file, partial 64-bit support
Thanks to @redsaurus we've now got (partial) 64-bit support. The game and sounds dll now compile under x64.

I've also added a simple python configure script (based off of Arancaytar's cburschka/cadence script) to quickly allow changing compilers.
Gone are the days of three different Makefiles!
2014-06-17 14:36:17 -06:00
Sylae Corell
b9de23897e Revert "Seeding the PRNG on every call to it."
This reverts commit 7168ee91de.
2013-10-21 18:21:11 -06:00
Sylae Corell
90f4e58f98 Revert "Fixing a bug with the redone PRNG"
This reverts commit 75970023b7.
2013-10-21 18:21:02 -06:00
Sylae Corell
75970023b7 Fixing a bug with the redone PRNG
Under the current system, it would have failed to be random if two calls
were made during the same msec. It will now throw in the previous rand()
in the new seed, which should prevent duplicates (although the next seed
in the same msec will be predictable, it's not like we need to be
cryptographically secure here)
2013-10-19 14:39:10 -06:00
Sylae Corell
7168ee91de Seeding the PRNG on every call to it.
Hopefully this will make things slightly more random. Seriously, Jeff?
Why no seed?
2013-10-17 19:59:32 -06:00
Sylae Corell
771af5fafc Added a new Randomize SDF Special Node (General)
Resolves issue #32
2013-09-12 18:47:14 -06:00
redsaurus
0082a57047 Character Editor Savefiles Fix
Possible fix for save files not being selectable in the Character
Editor when using WINE. Just copies file selection code from the game.
2013-06-25 21:20:05 +01:00
Sylae Corell
ef3b3d26f7 Typo fix, "Lightning" -> "Lighting" 2013-06-20 19:14:28 -06:00
Sylae Corell
d289ae871f Partially fixing issue #32 2013-06-20 18:34:01 -06:00
Sylae Corell
5f94f2cf49 - Replaced the former "How to Order" icon with a "Support and Downloads" that opens the BoE forum in the browser.
- Updated forum URL...again.

git-svn-id: http://openexile.googlecode.com/svn/trunk@171 4ebdad44-0ea0-11de-aab3-ff745001d230
2013-01-24 22:03:06 +00:00
Sylae Corell
bbfbe2ec9a Following in the footsteps of r168 by also doing the Char Ed and Scen Ed.
git-svn-id: http://openexile.googlecode.com/svn/trunk@169 4ebdad44-0ea0-11de-aab3-ff745001d230
2012-05-06 15:59:12 +00:00
Sylae Corell
1b7c5a6c2b Changed from a date versioning scheme to standard versioning.
-Titlebar no longer shows version
-Help->About now shows version number and SVN revision

git-svn-id: http://openexile.googlecode.com/svn/trunk@168 4ebdad44-0ea0-11de-aab3-ff745001d230
2012-05-06 15:42:41 +00:00
Sylae Corell
ad6163aa0f Added NSIS install resources and install.nsi script.
git-svn-id: http://openexile.googlecode.com/svn/trunk@167 4ebdad44-0ea0-11de-aab3-ff745001d230
2012-02-25 21:05:19 +00:00
Sylae Corell
159306424f Added makefiles for cross-compilation to Win32 from linux systems.
-Added Makefile-Nightly-* for compilation using mingw32. amd64 makefiles currently not working due to mysteriousness in the apt repo (*)
-corrected cases in BLADPCED.RC, BLADES.RC, and BLSCENED.RC so they build properly on case-sensitive systems (*)
-Fixed a typecasting error in dlogtool.cpp and a random comma error in tfileio.cpp (ScenEd)
-Added *_private.rc files to repo to prevent build anarchy with windres.

git-svn-id: http://openexile.googlecode.com/svn/trunk@166 4ebdad44-0ea0-11de-aab3-ff745001d230
2012-02-25 03:57:36 +00:00
Icelizarrd
c8200e94ac Minor change to the Windows Scenario Editor:
Previously, when saving a scenario, it wrote uninitialized variables in lieu of the hashed/encrypted values that the original editor used for password checking. (Stored in flag_a, flag_b, etc.) That made it incompatible with earlier editors (such as Super Editor), which expected a password of "0", which is to say, data hashed using 0 as the argument.

This commit just adds the old password code back in, and saving now gives all scenarios a password of "0". Loading behavior is still unchanged.

git-svn-id: http://openexile.googlecode.com/svn/trunk@163 4ebdad44-0ea0-11de-aab3-ff745001d230
2011-06-20 05:20:53 +00:00
Sylae Corell
ecb123b6ab Updated message board URL in "Help -> About Boe" dialog.
git-svn-id: http://openexile.googlecode.com/svn/trunk@162 4ebdad44-0ea0-11de-aab3-ff745001d230
2011-02-05 21:29:41 +00:00
Chokboyz
a98e69763a Classic Blades of Exile :
- Minor adjustements to some random checks (aligned code for to-hit chances, assassinate and lockpicking).
- Fixed a potential buffer overflow of the "delayed specials" queue that could happened with the massive use of stairway nodes in a node chain. Cleaned the handling of "town entry/exit" nodes in general.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@161 4ebdad44-0ea0-11de-aab3-ff745001d230
2011-02-05 15:29:39 +00:00
Chokboyz
1fb69d8754 Classic Blades of Exile :
- Dying to a trap while attempting to open a container won't display the "get items in container" dialog with no alive character anymore.
- Casting the priest Light spell now updates the surrounding areas automatically (like Light and Long Light mage spells; moving or waiting isn't required anymore).
- Debug and Ghost mode are now turned off when loading a game.
- The shop scrolling bar is now properly cleaned up when loading a game while shopping.
- Items are now automatically combined when identified in a shop. To avoid any loss of information, the game now gives the identified item name in the message window (format : "Your item is identified. (full_item_name)"
- If an "active" character (i.e solo fighting) is incapacitated (AP reduced to 0 because of webs, sleep, paralysis, etc) the rest of the party (if present) is now activated the next turn.
- Entering a space containing the special node number 50 won't "force move" the party anymore.
- Added a compatibility option (mainly testing purpose) : "specials are triggered when on boat".
- The restart option of the death menu now works as intended.
- Finally renamed the "Heal All" monster priest spell from "Full Heal" to "Revive Self". That should prevent any further confusion.
- Using items now always updates the ap counter.
- For the sake of consistency : changed labels "Power Potion" to "Energy Potion" potions in the Alchemy menu.
- Redrawing the screen is now correctly handled by specials in all mode (e.g a special that changes a terrain will correctly redraw the screen, even if it was called by looking or moving).

Scenario Editor :

- Redid the custom pictures drawing implementation : custom pictures should now always appears and redraw (terrain, animated terrains, monsters, items, preset items, ...).
- It is now possible to directly give the "Drain missiles" ability to bows and crossbows (use the "Weapon Ability" menu).

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@160 4ebdad44-0ea0-11de-aab3-ff745001d230
2011-01-09 19:50:46 +00:00
Chokboyz
1fb77013b4 Classic Blades of Exile :
- Various aesthetics fixes (no more buttons cut in half, justified some buttons, etc)
- Clicking the help icon next to the (unused) job button now correctly displays help.
- Redid the implementation of the (new) "check statistic node" (replaces "has enough mage lore") to prevent potential compatibility breaking with legacy scenarios.
- Small change to the (new) "Set town status" (replaces "Make Town Hostile") for the same reason.
- To clarify, renamed the "Dispel spirit" item ability to "Ravage spirit" (as it is, in fact, the spell called by the ability).
- For the same reason, renamed the monster spell "Heal All" to "Full Heal", as it isn't a mass spell but a powerful (and reliable) self-healing spell for monsters.
- Aligned the sleep immunity on the mac version : Slimes (regardless of the monster number), Stone and Undead types monsters are immuned to sleep.
- Dart throwing now only takes 2 ap for monsters (corrected from invisibility ability).
- Field generating monsters are now immuned to the type of field they generate (corrected from an Exile 3 incomplete transition).
- Rewrote the pending special queue for better events handling (no more potential overflow, entering/exiting town events are now sure to happens)
- Implemented the "No Terrain Animation" option.
- Un/Equipping something while in combat now correctly updates the ap display.
- MOnsters missile abilities now show their correct damage range in description (game and editor).
- Bashing weapons charges (if any) are now correctly shown (as usual, next to the name).

Codewise :

- The game shouldn't check if the item to be equipped is food anymore.
- Replaced lots of number checks by "human-readable" constants (some new).
- Removed some false checks about awaken spell supposed to work as dispel field.
- Fleeing and winning an outdoor battle now call the run_special function with the correct parameter (was reversed, with no consequences, since it's never checked)
- AI doesn't check the monster number, when deciding if the monster should cast a mage spell, anymore.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@159 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-11-26 21:27:18 +00:00
Chokboyz
ab9d0cfa93 Minor adjustement to the last patch : replaced the "prog make version" fields in the scenario editor with a switch that controls legacy compatibility (as "prog make version" is to be handled by the editor itself).
Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@158 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-09-28 20:44:44 +00:00
Chokboyz
d83aa6b55c Classic BoE maintenance release :
Classic Blades of Exile :

- Fixed a compatibility breaking issue concerning Show/hide town nodes.
  Such nodes work the same way it were (i.e flawed) in legacy scenarios, fixing problems about towns that should appear but don't.
- Petrifying touch ability acts again as Disease touch in legacy scenarios, preventing the "vorpal cockroach" syndrom.


Classic Scenario Editor :

Two new working fields in the Scenario Details dialog :

- Minimum version, which is unused for now (it represents the minimum version of the game that is needed to play the scenario)
- Program Make Version (not to confuse with Scenario Version), which is the version of the scenario "format" to use :
	- first number is the major version : set to 1 for legacy scenario, hence forcing legacy compatibility.
	  Anything higher is "new scenario" format and makes the game use fixed features.
	- the two next numbers are unused for now.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@157 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-09-27 00:51:10 +00:00
Chokboyz
1bfb19304c A try at standardizing filenames' case in the Classic BoE branch (Win32), as described in the Issue 25.
(Game)

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@154 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-07-12 04:10:14 +00:00
Chokboyz
b2dbbf096f A try at standardizing filenames' case in the Classic BoE branch (Win32), as described in the Issue 25.
(Scenario Editor)

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@153 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-07-12 04:08:14 +00:00
Chokboyz
6da7cc0da5 A try at standardizing filenames' case in the Classic BoE branch (Win32), as described in the Issue 25.
(Character Editor)

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@152 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-07-12 04:04:39 +00:00
Chokboyz
4aef873372 Fixed a code collision in a previous attempt at merging Windows and Mac codes, which would prevent the move_to_zero function to work with short types.
Most obvious effects were infinite bless, haste, poison, webs not cleaning, etc

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@151 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-05-25 23:30:07 +00:00
Chokboyz
b7f759ba0f Minor correction to the Dev-Cpp custom makefile.
Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@147 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-05-01 13:56:07 +00:00
Chokboyz
46aad7201c *Fixed a bug that prevented the Good Constitution Trait from giving bonus to shrug off disease.
*Fixed the encumberance calculation function, the last 8 items are no longer ignored.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@146 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-04-01 22:12:05 +00:00
Chokboyz
8fa380832c *Added a custom makefile for DevCpp which solves the ressources multiple-definitions problem (Game and Editor, the Character Editor wasn't affected).
Following requests/reports :
Blades of Exile :
*Corrected the Skill and Giant Strength abilities handling so that they actually increase the chances of hitting instead of decreasing it (damages were correctly handled).
*Now trying to enter a blocked space multiple times won't produce a lot of message but add a (xX) suffix to the "blocked:" message (X number of tries to enter the space)

Minor Editor changes :
*When opening a new town or assigning a new town to a town entry on outdoor map, the input field is already selected (extended the basic function for flexibility).

Code-wise :
*Readded legacy monster skill constants in CONSTS.h, to make the original code easier to understand for newcomers.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@145 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-03-22 02:27:00 +00:00
Sylae Corell
f42f974453 Modified Win32 Character editor icon to make telling apart from game easier. I also added a PNG of it to /rsrc because iirc the mac resource fork gets screwed over by windows machines during changes or something like that.
git-svn-id: http://openexile.googlecode.com/svn/trunk@144 4ebdad44-0ea0-11de-aab3-ff745001d230
2010-03-05 23:06:57 +00:00
Chokboyz
9c062f368c Implemented an old Celtic Minstrel's suggestion : the kill_monst() function does now work on a local copy of the monster. That should be safer and fix all problems with faulty special nodes chains (like in Bandits 2 when the final pink boss form is destroyed then immediately replaced with the blue boss form, so that the "special on death" node checked is the new blue boss one ... effectively locking the game in that case)
Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@142 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-12-06 18:14:36 +00:00
Chokboyz
a728099839 * Scenario and character editors code tweaked so that it compiles with newer windres.exe version and Code::Blocks IDE. Code::Blocks project files included for both Editor and the sound DLL project (seems like speed optimization breaks the scenario editor : monster and item dialogs doesn't accept any entered value).
* Cleaned unused variable in Scenario and Character editors code.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@139 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-11-10 01:59:47 +00:00
Chokboyz
2889235248 * Tweaked and rewrote some part of the code so that newer versions of Windres.exe works and it compiles in Code::Block (side effect, Dev-Cpp may now warn about Ressource duplication during compilation but it's harmless and has no effect). Code::Block project file is now included.
Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@138 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-11-09 01:39:35 +00:00
Chokboyz
c13170ef8c * Cleaned some remaining Exile 3 dialogs (Ishad Nha)
* Added a way to force kill the party with the Kill node (if ex1b is set to 2, then force kill. Editor node text updated.)
* Implemented Home, Page Up/Down and End for diagonal movement (a side effect is that the Keypad diagonal movement is now working with either Numlock on or off). That should help with keyboard missing numkeypad.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@137 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-11-08 14:51:07 +00:00
Chokboyz
dd389aba8f *Fixed the Ctrl key behavior when in look mode : one can now multilook by keeping the Ctrl key pressed. (note that it fixes the bug : pressing the down arrow in look mode actually looks but don't quit the look mode after)
*Little cleaning (debug leftover and extended events initialization to the 100 possible)

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@135 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-10-31 00:16:17 +00:00
Chokboyz
c36b6f2a13 *Minor corrections to the previous commit.
*Get rid of a graphical glitch on a the left of the screen that could appears on higher resolutions.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@134 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-10-29 15:24:29 +00:00