Age | Commit message (Collapse) | Author |
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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
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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.
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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
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I think this should fix a crash I rarely got in doMonsterTurn
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Thanks to dtgreene in the GOG forums for pointing out the incorrect
calculation, and that it isn't present in Clouds of Xeen only
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Thanks to Leprosy57 in the GOG forums for pointing it out
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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
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