Commit Graph

87 Commits

Author SHA1 Message Date
Sylae Corell
e5b550e65c update fresh_edit_proc 2014-08-01 11:18:42 -06:00
Sylae Corell
6ffbc3e67c Fix WndProc 2014-08-01 11:13:56 -06:00
Sylae Corell
33d58c9126 change to GWLP 2014-08-01 11:10:22 -06:00
Sylae Corell
77e5966b87 Trying a thing to clear this error 2014-08-01 11:07:06 -06:00
Sylae Jiendra Corell
d2c03b7193 Specify which max() to use in dlogtool 2014-08-01 10:41:11 -06:00
Sylae Corell
72a996b113 Possible fix for "epected initializer before 'WndProc' 2014-08-01 10:38:44 -06:00
Sylae Corell
8948e43bee I'm a moron. Fix conditional nesting ruined in bfdcc23 2014-07-30 14:05:52 -06:00
Sylae Corell
746a63fa52 location struct should use signed chars 2014-07-30 13:55:08 -06:00
Sylae Corell
fd9ffa9f90 Scenario Editor unused variables 2014-07-30 13:37:24 -06:00
Sylae Corell
4661b934da Scenario Editor const cleanup 2014-07-30 13:33:16 -06:00
Sylae Jiendra Corell
c56a6c2264 Merge branch 'master' of https://github.com/calref/cboe 2014-07-30 13:17:18 -06:00
Sylae Jiendra Corell
1c1507ec96 Tell the compiler which max() and min() to use
This fixes an error with the build server's version of mingw
that was not finding max() or min()
2014-07-30 13:15:50 -06:00
Sylae Corell
48c69fd5a2 Cleaning up this set of conditionals 2014-07-30 12:12:27 -06:00
Sylae Corell
6c22222195 removing unused variables 2014-07-30 12:08:10 -06:00
Sylae Corell
e8a96f4918 Making sure we don't pass a negative key to an array 2014-07-30 11:58:42 -06:00
Sylae Corell
f902fe2f37 our friend Deprecated conversion is no more :) 2014-07-30 11:55:31 -06:00
Sylae Corell
49d2c9653a boe.actions.cpp is now mostly warning-free 2014-07-30 11:07:36 -06:00
Sylae Corell
227abc0863 Some more gcc deprecation cleanups 2014-07-30 11:03:01 -06:00
Sylae Corell
eb4d319d49 Include the WIN32 flag, since GCC doesn't want to now 2014-07-29 12:22:45 -06:00
Sylae Corell
914310becc Let's try that again, using a flag that it might like more 2014-07-29 12:15:46 -06:00
Sylae Corell
71a8f2156d Don't use GNU extensions to C++ 2014-07-29 12:12:11 -06:00
Sylae Corell
2bb6806436 removing a few gcc warnings 2014-07-29 12:07:47 -06:00
Sylae Jiendra Corell
abed63c415 Fixed 64-bit compiliation, edited configure script to allow
setting of 64-bit operations
2014-06-18 14:00:57 -06:00
Sylae Corell
a004b5147c Game compiles again under 32-bit! 2014-06-18 13:24:51 -06:00
Sylae Corell
c0b87043ce Remove exe extensions from makefile 2014-06-17 16:14:35 -06:00
Sylae Jiendra Corell
30db3568af Makefiles for CharEd, ScenEd 2014-06-17 16:03:20 -06:00
Sylae Corell
3524b1a480 Remove verbose output flag from makefile 2014-06-17 15:24:18 -06:00
Sylae Jiendra Corell
06f6a57781 Rename windows directories to remove spaces. This backslash business is getting old. 2014-06-17 14:45:17 -06:00
Sylae Jiendra Corell
0233eed9d0 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
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
Sylae Corell
3caf693a10 Added a new Randomize SDF Special Node (General)
Resolves issue #32
2013-09-12 18:47:14 -06:00
redsaurus
55d729d3c0 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
d7bc423683 Typo fix, "Lightning" -> "Lighting" 2013-06-20 19:14:28 -06:00
Sylae Corell
48e391d6d3 Partially fixing issue #32 2013-06-20 18:34:01 -06:00
Sylae Corell
674fec21ea - 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
9f25f340fd 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
aed95f2527 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
21bc3a4f16 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
67e7b2ae67 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
e4cc4e93e9 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
0a5343e81d 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
e8dfc104b0 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
c97331ba0f 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
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
8dcea3eddf 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
3e7412d2e4 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
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