aboutsummaryrefslogtreecommitdiff
path: root/engines/xeen/combat.cpp
AgeCommit message (Collapse)Author
2019-09-01XEEN: Don't de-equip armor/acccessories when brokenPaul Gilbert
2019-08-27XEEN: Fix removing lava damage overlays before starting combatPaul Gilbert
2019-08-09XEEN: Fix using 1,2,3 in combat to target specific creaturesPaul Gilbert
2018-07-26XEEN: Fix Coverity warningsPaul Gilbert
2018-05-14XEEN: Fix accumulation of gold & gems from defeated enemiesPaul Gilbert
2018-04-29XEEN: Further fix for movement checks when strafing indoorsPaul Gilbert
2018-04-20XEEN: Ignore monster moves outside map rather than assertingPaul Gilbert
2018-04-20XEEN: Fix crash attacking enemies with an Elder weaponPaul Gilbert
2018-04-19XEEN: Alter quest flag handling to accomodate SwordsPaul Gilbert
2018-04-15XEEN: Mode renamings, fix loading savegame during script dragging partyPaul Gilbert
2018-04-14XEEN: Fix aborting combat loop prematurely via bad sleeping checkPaul Gilbert
Previously combat was being aborted prematurely, though it wasn't noticeable in most casees since the next turn combat started up again seamlessly. But there were a few edge cases, such as defeating monsters in a single turn, but having more to the side, where it resulted in the list of active monsters being fought being redrawn with no contents
2018-04-12XEEN: Fix for resetting speed table after monsters have diedPaul Gilbert
2018-04-11XEEN: Fix monster attacks that target the entire partyPaul Gilbert
2018-04-07XEEN: Add 'strength' debugger commandPaul Gilbert
2018-04-07XEEN: Allow loading savegames during combat using GMMPaul Gilbert
The original didn't allow loading during combat from it's options dialog, and I'll leave that untouched, but the ability to load out of a unwinnable combat is too convenient to not allow in some form.
2018-04-07XEEN: Reset combat data when loading a new savegamePaul Gilbert
2018-04-06XEEN: Cleanup of monster move check methodPaul Gilbert
2018-04-05XEEN: Move check code for nearby monsters to it's own methodPaul Gilbert
2018-04-03XEEN: Simplify original's code for monsters picking targetsPaul Gilbert
2018-04-03XEEN: Cleanup of class hates switchPaul Gilbert
2018-03-31XEEN: Fix crash using ranged spells during combatPaul Gilbert
2018-03-31XEEN: Change many item Id checks to use empty() functionPaul Gilbert
2018-03-31XEEN: Fixes for enchanting itemsPaul Gilbert
2018-03-31XEEN: Cleanup of item bonus flags to a bitfield state structurePaul Gilbert
2018-03-26XEEN: Fix non-physical monster attacks causing damagePaul Gilbert
2018-03-24XEEN: Handle weapon elemental category like original doesPaul Gilbert
2018-03-24XEEN: Fix crash in Mine 3 due to out of bounds monsterPaul Gilbert
2018-03-19XEEN: Fix setSpeedTable crash after missed ranged attackPaul Gilbert
2018-03-18XEEN: Add an enum SpellsCategory enum, code simplification using itPaul Gilbert
2018-03-17XEEN: Change bool _isDarkCc to int _ccNumPaul Gilbert
Originally the flag was whether the party was on the Dark Side, but as a bool I was having to cast it to an int side/cc number in more and more places. So now I've converted it to _ccNum, and it can be used directly as an int
2018-03-17XEEN: Fix damaging characters from poisoned wellPaul Gilbert
2018-03-17XEEN: Fix crash setting up combat speed table for new gamesPaul Gilbert
2018-03-16XEEN: Don't add monsters in setSpeedTable if they're deadPaul Gilbert
I think this should fix a crash I rarely got in doMonsterTurn
2018-03-13XEEN: Fix text colors during intro/exit cutscenesPaul Gilbert
2018-03-10XEEN: Cleanup up usage of RangeType enumPaul Gilbert
2018-03-10XEEN: Cleanup and comments for Combat classPaul Gilbert
2018-02-24XEEN: Remove debug code and unneeded variablesPaul Gilbert
2018-02-24XEEN: Add difficulty selection dialog to WOX starting menuPaul Gilbert
2018-02-24XEEN: Fix getting items from combat and displaying them in Items dialogPaul Gilbert
2018-02-24XEEN: Don't show blood spatter for hits beyond the first rowPaul Gilbert
2018-02-24XEEN: Merge various pow/hit arrays into a single array of structuresPaul Gilbert
2018-02-24XEEN: Fix reduction of damage from physical resistencePaul Gilbert
2018-02-12XEEN: Fix Valgrind reported issuesPaul Gilbert
2018-02-12XEEN: Properly pause when listing treasure post-combatPaul Gilbert
2018-02-11XEEN: Fix exiting to main menu after playing ending cutscenesPaul Gilbert
2018-02-09XEEN: Fix experience doubling calculationPaul Gilbert
Thanks to dtgreene in the GOG forums for pointing out the incorrect calculation, and that it isn't present in Clouds of Xeen only
2018-02-09XEEN: Fix MonsterStruct _accuracy to be _armorClassPaul Gilbert
Thanks to Leprosy57 in the GOG forums for pointing it out
2018-01-30XEEN: Explicitly use DT_PHYSICAL in DamageType field comparisonsPaul Gilbert
2018-01-27XEEN: Implement screen shakingPaul Gilbert
2018-01-27XEEN: Move Scripts _v2 to Combat _damageTargetPaul Gilbert
The _damageTarget field is wonky. In most places, such as in giveCharDamage, it's treated like an enum. But in the if opcode logic (cmdIf), it's definitely treated a character index