Commit Graph

11 Commits

Author SHA1 Message Date
Sylae Corell
8ddb3889d2 Revert "Seeding the PRNG on every call to it."
This reverts commit 7168ee91de.
2013-10-21 18:21:11 -06:00
Sylae Corell
c4175d2e7f Revert "Fixing a bug with the redone PRNG"
This reverts commit 75970023b7.
2013-10-21 18:21:02 -06:00
Sylae Corell
a38d6be18b 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
3adc18da87 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
Chokboyz
821d7609a2 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
3316b2e515 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
bfdb5f19f8 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
46947167b9 * 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
8672383439 * 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
84ba013c13 *Finished cleaning the Win32 code so that the game compiles again.
*Fixed the SDF[0][0] being set to 1 when killing wandering or summoned monsters.

Chokboyz

git-svn-id: http://openexile.googlecode.com/svn/trunk@132 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-10-18 23:26:28 +00:00
cf433e773d Well, at present the Windows code for the actual game almost compiles. The current goal is to undo all the things that Ormus did to make this job difficult.
Basically, remove as many as possible of the dependencies of the source files in the tools and classes folders on source files not in those folders.
(With the exception that files in the classes folder may depend on files in the tools folder.)

In this commit, several changes were made.
- Project file modified, may need further modification.
- Many files renamed to match the Mac version.
- #include statements for system headers changed to use <> instead of "" (some already did, but many didn't).
- xxx.h headers replaced with cxxx headers where appropriate.
- Most sound-related variables moved from globvars.cpp to soundvars.cpp.
- The files originally named graphutil and gutils have been merged.
- Changed TRUE/FALSE to true/false.
- Changed exlsound to soundtool and mostly removed dependencies on the main game files; the exception is that it still uses mainPtr (which probably can't be helped)
  and print_nums (which should probably be incorporated into the MessageBox string).
- Possibly other things that were forgotten.

For some reason this commit also includes changes recently committed into the branch for osx.

git-svn-id: http://openexile.googlecode.com/svn/trunk@121 4ebdad44-0ea0-11de-aab3-ff745001d230
2009-08-03 19:00:23 +00:00