Age | Commit message (Collapse) | Author |
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This is not the definitive one but it allows the game to start.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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the makefile now generates .d files and is more robust
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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it is redundant in thus inconvenient to repeat 'position' inside a
structure named position.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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many structures or positions were not revelant anymore and thus have
been removed.
some positions were not relative to each other
it is sometimes not meaningful to put surfaces in the global scope when
they only need to be used once.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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The <TAB> and <D> buttons are bound to the action which switches between
a targetted team and a targetted character.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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example (for my netbook):
$ ./a.out 1024 600
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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for now on, the cast only cures poison
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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the fonts (actually the font) is opened at startup and closed at
shutdown.
This fixes possible crashes during the game if a font file is
removed/moved.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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The initialized surfaces are converted to display format so that they
are ready for fastblit.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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physical and magical damages are divided by 2 when a character is on
defensive state.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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this cast deals non elemental magic damages to every opponent
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Choc only damages one target.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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we can specify who are the targets of an action by setting the field
entry->action.target
it can be a combination of one or more specifiers, such as:
one team
an eneny
self
everyone
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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the new function of the AI chooses a random target in the adversary team
and use "attack" on it.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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since the map is not used now, no need to display it
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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make the old ones (Pfondjeu and Pecran) deprecated but keep them so the
code continues working properly.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Because the function Fjouer still relies on some of the deprecated
features, some bugs arise.
fixed by replacing by the new features.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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in the function `new_enemy_team()',
we used to loop through the enemies while the incrementer is less or
equal to the count. However, since there are `count' elements, we need
to stop the loop when the incrementer gets equal to `count'
the same bug is present in `Fjouer()' when checking if the player wins.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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The pointer is automatically freed by the SDL library
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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we do not split the code of the selection of a target anymore.
Each action now does a very simple thing and as much efficiently as
possible.
every old function that are not used anymore have been removed.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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entries are actually any action or subaction that can be performed.
Attack, White Magic and so on are root actions.
Fire, Ice X are subactions of Black Magic.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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we forgot to remove the old version of the computation regarding the
affinities (aka. using the affinity as a coefficient).
fixed by removing the old version.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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we used to loop through the elements in our outer loop and the
affinities in the inner one.
However since, the display is done line by line, we have to do the
contrary.
Signed-off-by: Olivier Gayot <duskcoder@gmail.com>
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