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path: root/engines/xeen/interface.cpp
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2018-04-01XEEN: Fix combat crash when additional monsters join the front rowPaul Gilbert
2018-03-31XEEN: Fix crash escaping Cast Spell dialog during combatPaul Gilbert
2018-03-30XEEN: Removal of deprecated codePaul Gilbert
2018-03-30XEEN: Fix to correct remember last caster when reopening Cast Spell dialogPaul Gilbert
2018-03-30XEEN: Fix highlighting of character when Cast Spell dialog is openedPaul Gilbert
2018-03-29XEEN: Added intangible debugger commandPaul Gilbert
2018-03-28XEEN: Fix check for if party has swimming skillPaul Gilbert
2018-03-27XEEN: Change Map _loadDarkSide bool to int _loadCcNumPaul Gilbert
2018-03-25XEEN: Fix right border face after getting temple blessingPaul Gilbert
2018-03-24XEEN: Fix clipping right edge of current monster highlight boxPaul Gilbert
2018-03-24XEEN: Don't pass a turn after opening gatesPaul Gilbert
2018-03-23XEEN: Remove duplicated party dead flagPaul Gilbert
2018-03-20XEEN: Fix GMM savegame loads were waiting until a turn had passedPaul Gilbert
2018-03-19XEEN: Fix whether events are checked after openGrate callsPaul 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 crash setting up combat speed table for new gamesPaul Gilbert
2018-03-17XEEN: Don't let traps trigger more than oncePaul Gilbert
2018-03-04XEEN: Move all the dialog classes to their own sub-folderPaul Gilbert
2018-02-26XEEN: Cleanup of the game title, intro, and menu launching codePaul Gilbert
2018-02-24XEEN: Remove debug code and unneeded variablesPaul Gilbert
2018-02-24XEEN: Merge various pow/hit arrays into a single array of structuresPaul Gilbert
2018-02-23XEEN: Add custom minimap logo for Swords of XeenPaul Gilbert
2018-02-19XEEN: Implement Quick Fight Options dialogPaul Gilbert
2018-02-17XEEN: Fix crash after searching bedsPaul Gilbert
2018-02-17XEEN: Fix resistence gems when visiting a town locationPaul Gilbert
2018-02-16XEEN: Fix default color of resistence gems in the UIPaul Gilbert
2018-02-13XEEN: Move reseting dream sequence cutscene into the engine classPaul Gilbert
2018-02-13XEEN: Fix toggling the minimap by clicking on itPaul Gilbert
2018-02-11XEEN: Fix exiting to main menu after playing ending cutscenesPaul Gilbert
2018-01-28XEEN: Change ErrorDialog to MessageDialogPaul Gilbert
2018-01-27XEEN: Implementing control panel dialogPaul 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
2018-01-27XEEN: Finish fall animationPaul Gilbert
2018-01-26XEEN: Added further enum values to make falling code clearerPaul Gilbert
2018-01-26XEEN: Implementing falling codePaul Gilbert
2018-01-26XEEN: Further renaming for _falling enumPaul Gilbert
2018-01-25XEEN: Further fixes for starting fallsPaul Gilbert
2018-01-25XEEN: Change _falling to enum, properly implement startFallingPaul Gilbert
2018-01-23XEEN: Fix resetting HP for Medusa Sprites each combat turnPaul Gilbert
2018-01-23XEEN: Don't give out treasure if party runs from combatPaul Gilbert
2018-01-23XEEN: Fix drawing of combat icons during battlePaul Gilbert
This also refactors out the use of _mainList, which separately draws the icons. Since the data needed is already added to the _buttons array, I could dispense with _mainList and draw the buttons directly.
2018-01-21XEEN: Correctly skip over unconscious or dead chars during combatPaul Gilbert
2018-01-21XEEN: Properly save/restore main UI buttons during combat turnsPaul Gilbert
2018-01-10XEEN: Fix crash after monster ranged attacks finishPaul Gilbert
2017-12-29XEEN: Revert "XEEN: Change _gameFlags to it's own class"Paul Gilbert
This reverts commit a37b0e8181f055d4778c53aa873816af4349aa9d. Turns out the overlapping byte access was for the questItems array, but using Ids which start at 82 rather than 0
2017-12-28XEEN: Change _gameFlags to it's own classPaul Gilbert
Byte 6 of the flags data, for flags 48 to 55, is directly used in several places. I didn't think it was needed, but turns out it is. So I've had to refactor the bool array I had previously to have this as a bitset, so byte 6 can be accessed
2017-12-25XEEN: Fix updating party icons after drinking HP fountainPaul Gilbert
2017-12-17XEEN: Close cast spell dialog only after a spell is successfully castPaul Gilbert
2017-12-17XEEN: Properly handle darknessPaul Gilbert