Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-04-07 | XEEN: Fix double-casting of spells during combat | Paul Gilbert | |
2018-04-07 | XEEN: Allow loading savegames during combat using GMM | Paul 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. | |||
2018-04-07 | XEEN: Cache mouse clicks as well as keyboard in EventsManager | Paul Gilbert | |
This allows the well open door/gate, shoot at enemies, then close to work with the mouse as well as the keyboard. The pending event queue has also been limited to 5 pending events. Trust me, you don't want to spent time spamming Shoot at a high level monster that can't reach you, only for when it's killed to have to wait several minutes whilst your party keeps shooting. | |||
2018-04-01 | XEEN: Fix combat crash when additional monsters join the front row | Paul Gilbert | |
2018-03-31 | XEEN: Fix crash escaping Cast Spell dialog during combat | Paul Gilbert | |
2018-03-30 | XEEN: Removal of deprecated code | Paul Gilbert | |
2018-03-30 | XEEN: Fix to correct remember last caster when reopening Cast Spell dialog | Paul Gilbert | |
2018-03-30 | XEEN: Fix highlighting of character when Cast Spell dialog is opened | Paul Gilbert | |
2018-03-29 | XEEN: Added intangible debugger command | Paul Gilbert | |
2018-03-28 | XEEN: Fix check for if party has swimming skill | Paul Gilbert | |
2018-03-27 | XEEN: Change Map _loadDarkSide bool to int _loadCcNum | Paul Gilbert | |
2018-03-25 | XEEN: Fix right border face after getting temple blessing | Paul Gilbert | |
2018-03-24 | XEEN: Fix clipping right edge of current monster highlight box | Paul Gilbert | |
2018-03-24 | XEEN: Don't pass a turn after opening gates | Paul Gilbert | |
2018-03-23 | XEEN: Remove duplicated party dead flag | Paul Gilbert | |
2018-03-20 | XEEN: Fix GMM savegame loads were waiting until a turn had passed | Paul Gilbert | |
2018-03-19 | XEEN: Fix whether events are checked after openGrate calls | Paul Gilbert | |
2018-03-17 | XEEN: Change bool _isDarkCc to int _ccNum | Paul 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 | |||
2018-03-17 | XEEN: Fix crash setting up combat speed table for new games | Paul Gilbert | |
2018-03-17 | XEEN: Don't let traps trigger more than once | Paul Gilbert | |
2018-03-04 | XEEN: Move all the dialog classes to their own sub-folder | Paul Gilbert | |
2018-02-26 | XEEN: Cleanup of the game title, intro, and menu launching code | Paul Gilbert | |
2018-02-24 | XEEN: Remove debug code and unneeded variables | Paul Gilbert | |
2018-02-24 | XEEN: Merge various pow/hit arrays into a single array of structures | Paul Gilbert | |
2018-02-23 | XEEN: Add custom minimap logo for Swords of Xeen | Paul Gilbert | |
2018-02-19 | XEEN: Implement Quick Fight Options dialog | Paul Gilbert | |
2018-02-17 | XEEN: Fix crash after searching beds | Paul Gilbert | |
2018-02-17 | XEEN: Fix resistence gems when visiting a town location | Paul Gilbert | |
2018-02-16 | XEEN: Fix default color of resistence gems in the UI | Paul Gilbert | |
2018-02-13 | XEEN: Move reseting dream sequence cutscene into the engine class | Paul Gilbert | |
2018-02-13 | XEEN: Fix toggling the minimap by clicking on it | Paul Gilbert | |
2018-02-11 | XEEN: Fix exiting to main menu after playing ending cutscenes | Paul Gilbert | |
2018-01-28 | XEEN: Change ErrorDialog to MessageDialog | Paul Gilbert | |
2018-01-27 | XEEN: Implementing control panel dialog | Paul Gilbert | |
2018-01-27 | XEEN: Implement screen shaking | Paul Gilbert | |
2018-01-27 | XEEN: Move Scripts _v2 to Combat _damageTarget | Paul 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 | |||
2018-01-27 | XEEN: Finish fall animation | Paul Gilbert | |
2018-01-26 | XEEN: Added further enum values to make falling code clearer | Paul Gilbert | |
2018-01-26 | XEEN: Implementing falling code | Paul Gilbert | |
2018-01-26 | XEEN: Further renaming for _falling enum | Paul Gilbert | |
2018-01-25 | XEEN: Further fixes for starting falls | Paul Gilbert | |
2018-01-25 | XEEN: Change _falling to enum, properly implement startFalling | Paul Gilbert | |
2018-01-23 | XEEN: Fix resetting HP for Medusa Sprites each combat turn | Paul Gilbert | |
2018-01-23 | XEEN: Don't give out treasure if party runs from combat | Paul Gilbert | |
2018-01-23 | XEEN: Fix drawing of combat icons during battle | Paul 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. | |||
2018-01-21 | XEEN: Correctly skip over unconscious or dead chars during combat | Paul Gilbert | |
2018-01-21 | XEEN: Properly save/restore main UI buttons during combat turns | Paul Gilbert | |
2018-01-10 | XEEN: Fix crash after monster ranged attacks finish | Paul Gilbert | |
2017-12-29 | XEEN: 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 | |||
2017-12-28 | XEEN: Change _gameFlags to it's own class | Paul 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 |