Commit Graph

171 Commits

Author SHA1 Message Date
ALONSO Laurent
81c8f9bba5 boe.party.cpp: fix target display in pick_spell 2023-01-21 22:26:53 -05:00
ALONSO Laurent
c02dde4925 talk: try to make "Go Back" and the keys work again,
shopping: try to make work again,
2023-01-21 22:21:52 -05:00
ALONSO Laurent
812410338d journal: try to delete correctly the talking notes 2023-01-21 21:02:06 -05:00
ALONSO Laurent
6b5cd30149 boe.infodlg.cpp: try to correct a problem when displaying notes, 2023-01-21 20:55:39 -05:00
17ad90ece1 Check for out-of-bound terrains when building roads
Thanks to @fosnola for noticing this.
2023-01-21 20:42:12 -05:00
d88ec6a08d Fix cases of assigning get_float_pref() to a float variable
It's called "get_float_pref" because it returns a floating-point.
However, that floating-point is in double precision.
2023-01-21 20:18:16 -05:00
577ff1a405 Don't show an 'other' option for UI scale unless it's actually selected 2023-01-21 20:15:58 -05:00
ALONSO Laurent
dda95397ec UI scaling: add a different scaling for minimap + add more scaling values... 2023-01-21 19:53:27 -05:00
ALONSO Laurent
c4e9baf854 UI scaling: try to also scale the mini_map 2023-01-21 19:21:20 -05:00
6ec1b3fd45 Uncomment an error check in experience gain 2023-01-21 19:10:28 -05:00
d83139eaa0 Implement exp_adj
The original source had remnants of a PC-specific experience gain adjustment, which
appeared to be intended as a debugging aid.

I've restored and implemented it, and used it on the debug party.
It doesn't necessary need to be relegated to only a debug feature, but for now, that's
good enough.
2023-01-21 18:32:50 -05:00
992cbdb22c Delete cCurTown::difficulty
It seemed like it was intended as a mirror of cTown::difficulty, yet there didn't seem to
be anything that ever wrote to it.
So I just made everything use cTown::difficulty directly instead.
2023-01-21 18:10:58 -05:00
4c6296612d Add a function to wrap percentage calculations
This should help avoid issues from integer overflow (which is technically undefined behaviour)
while also allowing such issues to be addressed centrally if they still exist.
2023-01-21 17:53:06 -05:00
7b4df6edf8 Fix typo that resulted in incorrect HP restore from NPC inns 2023-01-21 17:52:23 -05:00
d7dcf24644 Fix calling restore_sp to drain SP from an affect special node
This also adds an Allow Resist flag to determine whether the target's
Mage Spells or Priest Spells skill can reduce the amount drained.

Thanks to @fosnola for spotting this issue.
2023-01-21 17:52:23 -05:00
bad804bc71 Reset end scenario flag once the scenario has ended
Thanks to @fosnola for spotting the issue
2023-01-21 17:18:31 -05:00
2090bd3e50 minor cleanup
Suggested by @fosnola.
2023-01-21 11:27:41 -05:00
ALONSO Laurent
0e77f56fbb try to correct look_outdoor_mode 2023-01-21 10:37:44 -05:00
a430abbd50 Fix fields array not matching the size of the town
The fields array was fixed at 64x64, which is fine for all towns
supported in legacy BoE.

However, we intend to support even larger towns in the future,
and also it seems silly to hold so much extra space for a smaller town.

So now, the fields array is a 2D vector that matches the size of the terrain vector.
The setup array is similarly a list of 2D vectors.

This radically changes the format used to store the setup array in a saved game.
Older saves won't crash the game, but fields will be messed up or missing.
Resetting towns is recommended.
2023-01-21 00:47:35 -05:00
c7c8f3fa77 Sanity pass of saved game format
This adds several fields to the saved game format that were simply missing.
- Monster boolean flags (for summons)
- Some missing monster ability details (for summons)
- Special on talk (for creatures)
- Max SP and morale (for creatures)
- Source scenario (for encounter notes)

It also changes the default resist to 0 instead of 100, meaning that
resistances will be saved almost always, but should be loaded correctly.

The target location is no longer saved for creatures.
There was already code that nulled it out after loading,
so now that just happens during loading instead.

The town active flags (belt_present and quickfire_present)
are now set during loading instead of after loading.

This changes the save format, so there will be minor incompatibilities.
In particular, monster health won't be loaded correctly from older saves.
2023-01-20 23:51:35 -05:00
811c5d1c7c Make sure maps are updated before saving
Thanks to @fosnola for spotting the issue.
2023-01-20 09:07:48 -05:00
5cd2ced8c2 Add cParty::is_in_scenario() 2023-01-20 09:07:24 -05:00
ALONSO Laurent
b896abf29b try to avoid loosing boat/horse outdoor... nature... 2023-01-19 21:33:35 -05:00
2d1bbe0058 Move get_item_interesting_string() into the cItem class 2023-01-19 09:32:07 -05:00
7dcaa7d332 Clean up damage_pc 2023-01-19 09:25:16 -05:00
c7012f5db3 Clean up update_explored - no need for so many variables 2023-01-18 21:44:50 -05:00
643d4fc6e3 Yes that check is needed
Thanks to @fosnola and whoever added that code in the Windows version
2023-01-18 21:37:07 -05:00
9536b79096 Reverse order of conditions to avoid integer overflow giving a fals positive
Thanks to @fosnola for spotting this.
2023-01-18 20:56:26 -05:00
63581d7b78 Hide shop scrollbar when not needed
This also fixes undefined or buggy behaviour in such a case.

Thanks to @fosnola for spotting this.
2023-01-18 20:47:16 -05:00
c7f4cee684 Also reset the time to 0, to indicate the timer is inactive 2023-01-18 20:32:53 -05:00
ALONSO Laurent
4eb9be21c6 try to avoid calling timers two times in a row... 2023-01-18 20:29:24 -05:00
dbdb7b8caf Show an error if a town or outdoor node is called in the wrong context 2023-01-18 20:29:17 -05:00
b422cdf429 Add some terrain bounds checking and some named constants 2023-01-18 20:08:56 -05:00
298e61e2f8 Fix buffer overreach in duplicate string detection
Thanks to @fosnola for the fix.
2023-01-18 14:20:36 -05:00
d0d7765d2d Fix monsters above 255 being unsummonable
Thanks to @fosnola for the fix.
2023-01-18 09:59:07 -05:00
3c246c7df5 Add some braces 2023-01-18 09:59:04 -05:00
924692c1dd Fix possible buffer overreach when selecting a shop item
Thanks to @fosnola for the fix.
2023-01-18 09:58:37 -05:00
e0418c685a Track modifier state in the main loops
Really fixes #291
2023-01-13 19:55:24 -05:00
2d6a5cae5e Use events instead of isKeyPressed for the interrupt key
Also related to #291
2023-01-12 21:52:02 -05:00
3bdcf02be0 Handle modifier keys differently to avoid Apple flagging us as wishing to monitor input from other applications
Fixes #291
2023-01-12 21:43:45 -05:00
8872f1aa25 Stop storing players as bare pointers - use unique_ptr instead
Should fix some potential memory leaks that were caught by static analysis
2023-01-12 21:26:08 -05:00
e3d6a4748e Dialog XML definitions are now loaded thru the resource manager 2023-01-07 11:59:42 -05:00
ALONSO Laurent
6b32aa157e boe.specials.cpp[change terrain]: avoid redrawing the minimap n*k times... 2023-01-06 20:49:08 -05:00
ALONSO Laurent
d90f1e95dc special: correct a small mistake which can create a infinite loop... 2023-01-06 20:08:00 -05:00
ALONSO Laurent
6c2bec98b7 draw_monster: draw correctly complex monster... 2023-01-06 20:07:59 -05:00
ALONSO Laurent
0d0b577c9c roster: try to display the right monster... 2023-01-06 20:04:02 -05:00
ALONSO Laurent
0bb24cd234 special: try to make IF_ON_{BOAT|HORSE} work...
(ie. previously ex1b=-1 means party in any boats or not in boat )
2023-01-06 20:04:02 -05:00
ALONSO Laurent
c01ec90ecb conveyor: only push people/object on a conveyor + use the real flag: flag1 2023-01-06 20:04:02 -05:00
ALONSO Laurent
f391c3b625 Do no talk to death people, this may break some scenario... 2023-01-06 20:04:01 -05:00
ALONSO Laurent
e2a4fcc788 OsX[AppleEvents]: try to avoid some crash by delaying the function which is called
by such events...

Fixes #292
2023-01-06 13:57:01 -05:00