Thanks for the input! I don't actually remember how I managed the AI, although from what I remember it's fairly rigid, and will probably need to be re-worked at some point. Mostly just moves and attacks for now though, so it's not too complicated.
Good news though, I've managed to get Allegro and PDCurses set up with MSVC++ 2010, and got both ToA and cirCA-Sim to compile
Work should resume, although perhaps not today, since my prom is tomorrow.... Anyways, hopefully I'll have better luck with the scripting stuff as well, although I'm currently thinking that what I'd really like to do, is make magic a bit less predictable and straightforward than that, although I'm not quite sure how yet....
Since I'm rather torn on the way magic will work, I may go back to room descriptions, and see if I can get the flavor-text and such in there. Shouldn't be too difficult, as soon as I figure out how I want to load the information used to generate it.
[EDIT]: Okay, while I think on magic and room descriptions, I'm going to go back and do some remedial work that should have been done in the first place. In addition to that, since my memory is so horrible, I'm going to keep a list of all the changes I make here, as I make them, so I don't forget what I've done
- Changed item weights to floats (decimal values)
- Added functions for getting the maximum weight the player can carry, as well as the amount currently carried.
- Added display of the carried and maximum weight to the inventory display.
- Player cannot pick up anything beyond what he can carry.
- Added display of the carried and maximum weight to the shop display (buy and sell).
- Player cannot purchase an item that would put him beyond his weight limit.
- Fixed a bug causing all enemies on the first floor to be "Blobs".
- Fixed a bug causing all enemies to be spawned in the first room.
- Fixed a bug causing non-blob enemies to be spawned with negative AP, effectively preventing them from moving or attacking.
Continued in later post...