- Tests for converting legacy terrain types - Tests for initialization to sane values Fixes: - cCreature no longer initializes spec1 and spec2 to 0. This probably didn't cause bugs, but who knows... - In fact, cCreature no longer explicitly initializes anything in its cTownperson superclass. That's what the superclass constructor is for after all. - Relatedly, cTownperson now defaults to a facial graphic of -1. Also a docile attitude. - iLiving defaults to ap 0, direction here. - Fix Change When Step terrains to properly support not having a sound while still allowing an arbitrary number of custom sounds. - Add support for a lack of sound to Change When Used terrains, including at conversion time (original game supported it but OBoE was forcing the sound to a door sound). - Fix conversion of crumbling terrain types (old conversion was allowing quickfire to destroy them) Other: - New addAttack method in cMonster. - Change snd_num_t to signed, because it's been getting annoying that I can't easily use -1 to mean "no sound".
Classic Blades of Exile
This project hosts the source code to the classic RPG creator Blades of Exile after it was released by Spiderweb Software under GPLv2. It is a svn-git transfer from the Google Code Project; all issues and trunk code has been ported.
The primary purpose of this project is to provide bug fixes to Blades of Exile so that it can compile and run on modern operating systems. The secondary purpose is to generalize and extend its functionality while maintaining backwards compatibility.
If you would like to be added to this project contact Sylae or one of the other people on the owners list. This is an open project, with no strong prerequisites for getting commit access. With that in mind, please be careful of what you check into the repository. Please do not commit any binaries, junk files, or anything that doesn't compile.
Building
There are currently four ways to build Blades of Exile:
- The build.sh shell-script, which builds and runs a Makefile.
- XCode 4 or later
- Microsoft Visual Studio 2013 or later
- scons
The officially supported method is scons. The script is currently a work-in-progress and
as such may be a little fragile, but we're working on that. With luck, just running
scons will simply do the right thing and build a working executable under build/Blades
of Exile. If not, though, you may have to adjust a few things.
You can pass the following parameters to scons:
- OS=windows|darwin - Override platform auto-detection (only partially implemented)
- LIBPATH=pathlist - Specify where to look for non-system dynamic libraries to link against.
- FRAMEWORKPATH=pathlist (Mac only) - Specify where to look for non-system frameworks.
- INCLUDEPATH=pathlist - Specify where to look for non-system header files.
If you can't get that to work, you can copy the required dependencies into deps/lib (for dynamic libraries and frameworks) or deps/include (for headers). That means that deps/include would have two subfolders boost/ and SFML/.
The following dependencies are required:
- SFML - all components except sfml-net.
- Boost - Filesystem, System, and Thread, plus several header-only libraries; if you're picky, you can run scons and see it enumerate exactly which libraries are needed
- ZLib - This is included with the system on the Mac, but you may need to install it if compiling on Windows.
If you're using XCode, you may need to adjust the project file settings to specify the correct place to search. For example, if you installed Boost via Homebrew, you may need to add something like the following to the Project Build Settings, under Linking->Other Linking Flags:
-lboost_filesystem -lboost_system -L/usr/local/Cellar/boost/1.57.0/lib
Again with Homebrew, you may also need to add the following to Apple LLVM Custom Compiler Flags -> Other C++ Flags:
-isystem/usr/local/Cellar/boost/1.57.0/include
Notes and oddities:
- The XCode build uses SFML frameworks, while the scons build on the Mac uses SFML dynamic libraries.
- On Windows, scons assumes that Boost is statically linked and thus does not copy the dlls into the program directory. However, on the Mac, scons links dynamically with Boost.
Helpful Links
- Jenkins Server - Runs a build after every push
- [BoE Forum at Spiderweb Software](http://spiderwebforums.ipbhost.com/index.php?/forum/12-blades- of-exile/)
- Original Game Source - Where it all began. Warning: Terrifying code.
- Ormus's Code - The basis for most, if not all, of the older Win32 work (prior to the SFML port). However, the current Win32 code is not based on it anymore.
- Experimental Builds - will be put up whenever Celtic Minstrel feels like it.
- Blades File Dump - A spot to quickly add project files; mostly contains older binaries from the Google Code page.