[escape-from-the-masters-lair] push by DarkOppr...@gmail.com - Updated some messages. Added the class name system. You can now upequi... on 2011-04-18 12:06 GMT

1 view
Skip to first unread message

escape-from-th...@googlecode.com

unread,
Apr 18, 2011, 8:07:18 AM4/18/11
to escape-from-th...@googlegroups.com
Revision: 00b74957a6d0
Author: Kevin Wells <DarkOp...@gmail.com>
Date: Mon Apr 18 05:06:09 2011
Log: Updated some messages. Added the class name system. You can now
upequip and drop an item with a single command.
http://code.google.com/p/escape-from-the-masters-lair/source/detail?r=00b74957a6d0

Modified:
/Development/To Do.rtf
/Escape from the Master's Lair.layout
/creature.cpp
/creature.h
/creature_combat.cpp
/creature_commands.cpp
/creature_experience.cpp
/enumerations.h
/main.cpp
/monster.cpp
/monster_ai.cpp
/player.cpp
/player_windows.cpp
/version.h

=======================================
--- /Development/To Do.rtf Mon Apr 18 02:59:47 2011
+++ /Development/To Do.rtf Mon Apr 18 05:06:09 2011
@@ -1,12 +1,14 @@
{\rtf1\ansi\ansicpg1252\deff0{\fonttbl{\f0\fnil\fcharset0 Calibri;}}
-{\*\generator Msftedit
5.41.21.2510;}\viewkind4\uc1\pard\sa200\sl240\slmult1\lang1033\f0\fs22
-Implement an action taking multiple turns.\par
--Allow creatures to drop equipped items with one command.\par
--Expand the equipping/unequipping/item command related messages.\par
+{\colortbl ;\red255\green0\blue0;}
+{\*\generator Msftedit
5.41.21.2510;}\viewkind4\uc1\pard\sa200\sl240\slmult1\cf1\lang1033\strike\f0\fs22
-Implement an action taking multiple turns. UPDATE: I may just cut this out
entirely.\cf0\strike0\par
+\strike -Allow creatures to drop equipped items with one
command.\strike0\par
+\strike -Expand the equipping/unequipping/item command related
messages.\strike0\par
-Implement drinking from fountains.\par
\strike -Add the highscores list.\strike0\par
-Handle anything left in the code in comments.\lang9\par
\strike -Make sure everything displays nicely with different
resolutions.\strike0\par
-Add random character selection stuff to game startup.\par
+\strike -Setup the class name system.\strike0\par
\par
AFTER BRANCH:\par
-Clean up the focused skills selection window. Letters should be in proper
order. All in one column.\par
=======================================
--- /Escape from the Master's Lair.layout Mon Apr 18 02:59:47 2011
+++ /Escape from the Master's Lair.layout Mon Apr 18 05:06:09 2011
@@ -38,10 +38,10 @@
<Cursor1 position="325" topLine="0" />
</File>
<File name="creature.cpp" open="0" top="0" tabpos="4" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="756" topLine="18" />
+ <Cursor1 position="778" topLine="18" />
</File>
<File name="creature.h" open="0" top="0" tabpos="4" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="2035" topLine="63" />
+ <Cursor1 position="12689" topLine="346" />
</File>
<File name="creature_alchemy.cpp" open="0" top="0" tabpos="0" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="3400" topLine="48" />
@@ -49,23 +49,23 @@
<File name="creature_attributes.cpp" open="0" top="0" tabpos="0"
split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="620" topLine="6" />
</File>
- <File name="creature_combat.cpp" open="0" top="0" tabpos="7" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="312" topLine="0" />
+ <File name="creature_combat.cpp" open="1" top="0" tabpos="3" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor1 position="18179" topLine="400" />
</File>
<File name="creature_commands.cpp" open="0" top="0" tabpos="7" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="5518" topLine="144" />
+ <Cursor1 position="249" topLine="0" />
</File>
<File name="creature_equipment.cpp" open="0" top="0" tabpos="5" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="1187" topLine="18" />
</File>
- <File name="creature_experience.cpp" open="0" top="0" tabpos="2"
split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="1694" topLine="41" />
+ <File name="creature_experience.cpp" open="1" top="0" tabpos="1"
split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor1 position="3573" topLine="79" />
</File>
- <File name="creature_other_stats.cpp" open="0" top="0" tabpos="3"
split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="2518" topLine="56" />
+ <File name="creature_other_stats.cpp" open="1" top="1" tabpos="4"
split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor1 position="294" topLine="0" />
</File>
<File name="creature_save_load.cpp" open="0" top="0" tabpos="0" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="776" topLine="18" />
+ <Cursor1 position="681" topLine="18" />
</File>
<File name="creature_skills.cpp" open="0" top="0" tabpos="0" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="2009" topLine="97" />
@@ -89,7 +89,7 @@
<Cursor1 position="132" topLine="0" />
</File>
<File name="enumerations.h" open="0" top="0" tabpos="1" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="835" topLine="36" />
+ <Cursor1 position="4572" topLine="252" />
</File>
<File name="font.cpp" open="0" top="0" tabpos="5" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="1745" topLine="48" />
@@ -170,7 +170,7 @@
<Cursor1 position="132" topLine="0" />
</File>
<File name="main.cpp" open="0" top="0" tabpos="1" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="402" topLine="167" />
+ <Cursor1 position="4511" topLine="83" />
</File>
<File name="main.h" open="0" top="0" tabpos="0" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="198" topLine="0" />
@@ -191,13 +191,13 @@
<Cursor1 position="255" topLine="0" />
</File>
<File name="monster.cpp" open="0" top="0" tabpos="3" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="424" topLine="30" />
+ <Cursor1 position="5634" topLine="119" />
</File>
<File name="monster.h" open="0" top="0" tabpos="3" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="313" topLine="31" />
</File>
- <File name="monster_ai.cpp" open="0" top="0" tabpos="4" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="1896" topLine="52" />
+ <File name="monster_ai.cpp" open="1" top="0" tabpos="2" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor1 position="2141" topLine="64" />
</File>
<File name="monster_ai_states.cpp" open="0" top="0" tabpos="2" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="1747" topLine="33" />
@@ -215,19 +215,19 @@
<Cursor1 position="132" topLine="0" />
</File>
<File name="player.cpp" open="0" top="0" tabpos="6" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="27636" topLine="602" />
+ <Cursor1 position="40213" topLine="979" />
</File>
<File name="player.h" open="0" top="0" tabpos="7" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="1247" topLine="43" />
</File>
- <File name="player_scores.cpp" open="0" top="0" tabpos="5" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="2834" topLine="77" />
+ <File name="player_scores.cpp" open="1" top="0" tabpos="5" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
+ <Cursor1 position="6880" topLine="222" />
</File>
<File name="player_starting_values.h" open="0" top="0" tabpos="0"
split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="196" topLine="0" />
</File>
<File name="player_windows.cpp" open="0" top="0" tabpos="1" split="0"
active="1" splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="43004" topLine="1157" />
+ <Cursor1 position="15552" topLine="452" />
</File>
<File name="quit.cpp" open="0" top="0" tabpos="0" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="963" topLine="21" />
@@ -302,7 +302,7 @@
<Cursor1 position="132" topLine="0" />
</File>
<File name="update.cpp" open="0" top="0" tabpos="2" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
- <Cursor1 position="18564" topLine="405" />
+ <Cursor1 position="2363" topLine="69" />
</File>
<File name="update.h" open="0" top="0" tabpos="11" split="0" active="1"
splitpos="0" zoom_1="0" zoom_2="0">
<Cursor1 position="249" topLine="0" />
=======================================
--- /creature.cpp Sun Apr 17 01:59:21 2011
+++ /creature.cpp Mon Apr 18 05:06:09 2011
@@ -33,8 +33,7 @@
race=-1;
race_name="";

- ///class_name="";
- class_name="<class name>";
+ class_name="";

health_max=100;
health=health_max;
=======================================
--- /creature.h Sun Apr 17 01:59:21 2011
+++ /creature.h Mon Apr 18 05:06:09 2011
@@ -359,6 +359,9 @@
//Returns false if all attributes have not been set.
bool levelup_all_attributes_set();

+ //Updates the creature's class name.
+ void update_class_name();
+
//Returns a stringstream containing all of this creature's save data.
std::string return_save_data();

=======================================
--- /creature_combat.cpp Sun Apr 17 01:59:21 2011
+++ /creature_combat.cpp Mon Apr 18 05:06:09 2011
@@ -408,7 +408,7 @@
//The creature is now dead.
alive=false;

- health=0;
+ ///health=0;

string message="";

=======================================
--- /creature_commands.cpp Sat Apr 16 01:26:55 2011
+++ /creature_commands.cpp Mon Apr 18 05:06:09 2011
@@ -5,6 +5,7 @@
#include "world.h"
#include "message_log.h"
#include "random_chance.h"
+#include "grammar.h"

using namespace std;

@@ -1120,11 +1121,8 @@
}
//If the item is equipped.
else{
- update_text_log("You must unequip the item first.",is_player);
-
- //No inventory command will be executed.
- input_inventory=0;
- inventory_input_state=0;
+ input_inventory=INVENTORY_COMMAND_UNEQUIP_AND_DROP_ITEM;
+ initiate_move=true;
}
}

@@ -1151,7 +1149,11 @@
}
//If the item is already equipped.
else if(inventory[inventory_item_index].equipped){
- update_text_log("That item is already equipped.",is_player);
+ string str_msg="The ";
+ str_msg+=inventory[inventory_item_index].return_full_name(1);
+ str_msg+=" is already equipped.";
+
+ update_text_log(str_msg.c_str(),is_player);

//No inventory command will be executed.
input_inventory=0;
@@ -1159,7 +1161,9 @@
}
//If the item is not armor, but the creature tried to wear it.
else if(command==INVENTORY_COMMAND_EQUIP_ARMOR &&
inventory[inventory_item_index].category!=ITEM_ARMOR){
- string message="You can't wear a ";
+ string message="You can't wear ";
+ message+=a_vs_an(&inventory[inventory_item_index]);
+ message+=" ";
message+=inventory[inventory_item_index].return_full_name(1);
message+="!";
update_text_log(message.c_str(),is_player);
@@ -1185,7 +1189,11 @@
}
//If the item is not equipped.
else{
- update_text_log("That item is not equipped.",is_player);
+ string str_msg="The ";
+ str_msg+=inventory[inventory_item_index].return_full_name(1);
+ str_msg+=" is not equipped.";
+
+ update_text_log(str_msg.c_str(),is_player);

//No inventory command will be executed.
input_inventory=0;
@@ -1202,12 +1210,9 @@

//Setup a throw message.

- string str_item="";
-
- //If the creature is the player.
- if(is_player){
- str_item="Throw in what direction?";
- }
+ string str_item="Throw the ";
+ str_item+=inventory[inventory_item_index].return_full_name(1);
+ str_item+=" in what direction?";

update_text_log(str_item.c_str(),is_player);

@@ -1215,7 +1220,11 @@
}
//If the item is equipped.
else{
- update_text_log("You must unequip the item first.",is_player);
+ string str_item="You must first unequip the ";
+ str_item+=inventory[inventory_item_index].return_full_name(1);
+ str_item+=".";
+
+ update_text_log(str_item.c_str(),is_player);

//No inventory command will be executed.
input_inventory=0;
@@ -1232,7 +1241,11 @@
}
//If the item is equipped and its stack size is 1.
else if(inventory[inventory_item_index].equipped &&
inventory[inventory_item_index].stack==1){
- update_text_log("You must unequip the item first.",is_player);
+ string str_item="You must first unequip the ";
+ str_item+=inventory[inventory_item_index].return_full_name(1);
+ str_item+=".";
+
+ update_text_log(str_item.c_str(),is_player);

//No inventory command will be executed.
input_inventory=0;
@@ -1240,7 +1253,13 @@
}
//If the item cannot quench thirst.
else{
- update_text_log("You can't drink that!",is_player);
+ string str_item="You can't drink ";
+ str_item+=a_vs_an(&inventory[inventory_item_index]);
+ str_item+=" ";
+ str_item+=inventory[inventory_item_index].return_full_name(1);
+ str_item+="!";
+
+ update_text_log(str_item.c_str(),is_player);

//No inventory command will be executed.
input_inventory=0;
@@ -1376,7 +1395,7 @@
two_part_inventory_input_state=0;
}

- if(command==INVENTORY_COMMAND_DROP_ITEM){
+ if(command==INVENTORY_COMMAND_DROP_ITEM ||
command==INVENTORY_COMMAND_UNEQUIPPED_NOW_DROP_ITEM){
//Setup a drop message.

string str_item="";
@@ -1491,7 +1510,7 @@
equip_item(inventory_item_index,equip_slot);
}

- else if(command==INVENTORY_COMMAND_UNEQUIP_ITEM){
+ else if(command==INVENTORY_COMMAND_UNEQUIP_ITEM ||
command==INVENTORY_COMMAND_UNEQUIP_AND_DROP_ITEM){
//Determine what slot the item is equipped in.
short equip_slot=item_equipped_in_which_slot(inventory_item_index);

@@ -1523,6 +1542,11 @@

//Unequip the item.
unequip_item(inventory_item_index);
+
+ if(command==INVENTORY_COMMAND_UNEQUIP_AND_DROP_ITEM){
+ input_inventory=INVENTORY_COMMAND_UNEQUIPPED_NOW_DROP_ITEM;
+ initiate_move=true;
+ }
}

else if(command==INVENTORY_COMMAND_QUAFF_ITEM){
=======================================
--- /creature_experience.cpp Sat Apr 16 21:36:42 2011
+++ /creature_experience.cpp Mon Apr 18 05:06:09 2011
@@ -7,6 +7,105 @@
#include "message_log.h"

using namespace std;
+
+///This function will need to be updated for the new game to take into
account all attributes.
+void Creature::update_class_name(){
+ class_name="";
+
+
if(attributes[ATTRIBUTE_STRENGTH]==attributes[ATTRIBUTE_AGILITY]==attributes[ATTRIBUTE_HARDINESS]){
+ if(attributes[ATTRIBUTE_STRENGTH]==1){
+ class_name="beginner";
+ }
+ else{
+ class_name="jack of all trades";
+ }
+
+ return;
+ }
+
+ //Determine the highest attribute.
+ int largest_attribute[2];
+ largest_attribute[0]=-1;
+ largest_attribute[1]=0;
+
+ for(int i=ATTRIBUTE_STRENGTH;i<ATTRIBUTE_HARDINESS+1;i++){
+ if(attributes[i]>largest_attribute[1]){
+ largest_attribute[0]=i;
+ largest_attribute[1]=attributes[i];
+ break;
+ }
+ }
+
+ if(largest_attribute[0]==ATTRIBUTE_STRENGTH){
+ if(largest_attribute[1]<5){
+ class_name="scuffler";
+ }
+ else if(largest_attribute[1]>=5 && largest_attribute[1]<10){
+ class_name="street tough";
+ }
+ else if(largest_attribute[1]>=10 && largest_attribute[1]<25){
+ class_name="fighter";
+ }
+ else if(largest_attribute[1]>=25 && largest_attribute[1]<50){
+ class_name="soldier";
+ }
+ else if(largest_attribute[1]>=50 && largest_attribute[1]<75){
+ class_name="warrior-in-training";
+ }
+ else if(largest_attribute[1]>=75 && largest_attribute[1]<100){
+ class_name="warrior";
+ }
+ else if(largest_attribute[1]>=100){
+ class_name="knight";
+ }
+ }
+ else if(largest_attribute[0]==ATTRIBUTE_AGILITY){
+ if(largest_attribute[1]<5){
+ class_name="circus performer";
+ }
+ else if(largest_attribute[1]>=5 && largest_attribute[1]<10){
+ class_name="acrobat";
+ }
+ else if(largest_attribute[1]>=10 && largest_attribute[1]<25){
+ class_name="speedster";
+ }
+ else if(largest_attribute[1]>=25 && largest_attribute[1]<50){
+ class_name="chucker";
+ }
+ else if(largest_attribute[1]>=50 && largest_attribute[1]<75){
+ class_name="hurler";
+ }
+ else if(largest_attribute[1]>=75 && largest_attribute[1]<100){
+ class_name="sharpshooter";
+ }
+ else if(largest_attribute[1]>=100){
+ class_name="olympic gold medalist";
+ }
+ }
+ else if(largest_attribute[0]==ATTRIBUTE_HARDINESS){
+ if(largest_attribute[1]<5){
+ class_name="tourist";
+ }
+ else if(largest_attribute[1]>=5 && largest_attribute[1]<10){
+ class_name="outdoorsy type";
+ }
+ else if(largest_attribute[1]>=10 && largest_attribute[1]<25){
+ class_name="survivor";
+ }
+ else if(largest_attribute[1]>=25 && largest_attribute[1]<50){
+ class_name="hunter";
+ }
+ else if(largest_attribute[1]>=50 && largest_attribute[1]<75){
+ class_name="ranger";
+ }
+ else if(largest_attribute[1]>=75 && largest_attribute[1]<100){
+ class_name="forester";
+ }
+ else if(largest_attribute[1]>=100){
+ class_name="master of survival";
+ }
+ }
+}

bool Creature::levelup_is_selected_attribute(short attribute){
//Look through all of the selected attributes.
=======================================
--- /enumerations.h Fri Apr 15 23:09:58 2011
+++ /enumerations.h Mon Apr 18 05:06:09 2011
@@ -473,7 +473,9 @@
INVENTORY_COMMAND_MIX_ITEMS_1,
INVENTORY_COMMAND_MIX_ITEMS_2,
INVENTORY_COMMAND_READ_ITEM,
- INVENTORY_COMMAND_ITEM_INFO
+ INVENTORY_COMMAND_ITEM_INFO,
+ INVENTORY_COMMAND_UNEQUIP_AND_DROP_ITEM,
+ INVENTORY_COMMAND_UNEQUIPPED_NOW_DROP_ITEM
};

//***************//
=======================================
--- /main.cpp Fri Apr 15 23:09:58 2011
+++ /main.cpp Mon Apr 18 05:06:09 2011
@@ -95,9 +95,9 @@
if(player.game_in_progress){
//Then, we move all of the objects, if the player has
initiated a move.
if(player.alive && player.initiate_move){
+ player.initiate_move=false;
turn();
player.turn++;
- player.initiate_move=false;
}

//Once everything has had its chance to move, we handle
events (collision detection).
=======================================
--- /monster.cpp Sun Apr 17 01:59:21 2011
+++ /monster.cpp Mon Apr 18 05:06:09 2011
@@ -135,6 +135,8 @@
//Re-max the monster's health and mana.
health=health_max;
mana=mana_max;
+
+ update_class_name();
}

void Monster::handle_input(){
@@ -360,7 +362,9 @@
//Remember the inventory_input_state in case it is needed for a
two part inventory command.
two_part_inventory_input_state=inventory_input_state;

- inventory_input_state=0;
+ if(input_inventory!=INVENTORY_COMMAND_UNEQUIPPED_NOW_DROP_ITEM){
+ inventory_input_state=0;
+ }

command_standard=COMMAND_NONE;

=======================================
--- /monster_ai.cpp Sun Apr 17 01:59:21 2011
+++ /monster_ai.cpp Mon Apr 18 05:06:09 2011
@@ -44,8 +44,8 @@
ai_action Monster::ai_determine_action(){
ai_action action;
action.action=AI_ACTION_DO_NOTHING;
- action.coords.x=0;
- action.coords.y=0;
+ action.coords.x=x;
+ action.coords.y=y;

coordinates hostile_creature=ai_nearest_hostile();

@@ -71,7 +71,7 @@
///Set action coords to nearest fountain.
}
}
- else if(!ai_state_low_health() &&
ai_state_hostile_nearby(hostile_creature.x,hostile_creature.y)){
+ else
if(ai_state_hostile_nearby(hostile_creature.x,hostile_creature.y)){
action.action=AI_ACTION_MOVE;
action.coords.x=hostile_creature.x;
action.coords.y=hostile_creature.y;
=======================================
--- /player.cpp Sun Apr 17 02:37:44 2011
+++ /player.cpp Mon Apr 18 05:06:09 2011
@@ -788,7 +788,9 @@
//Remember the inventory_input_state in case it is needed for a
two part inventory command.
two_part_inventory_input_state=inventory_input_state;

- inventory_input_state=0;
+ if(input_inventory!=INVENTORY_COMMAND_UNEQUIPPED_NOW_DROP_ITEM){
+ inventory_input_state=0;
+ }

command_standard=COMMAND_NONE;

=======================================
--- /player_windows.cpp Mon Apr 18 02:59:47 2011
+++ /player_windows.cpp Mon Apr 18 05:06:09 2011
@@ -361,6 +361,8 @@
else if(event.key.keysym.sym==SDLK_RETURN ||
event.key.keysym.sym==SDLK_KP_ENTER){
done_buying_start_items=true;

+ update_class_name();
+
//Make sure that enter is cleared before moving to the next screen.
Uint8 *keystates=SDL_GetKeyState(NULL);
keystates[SDLK_RETURN]=NULL;
@@ -462,6 +464,8 @@
//The creature levels up again.
level_up();
}
+
+ update_class_name();

//Make sure that enter is cleared before moving to the next screen.
Uint8 *keystates=SDL_GetKeyState(NULL);
=======================================
--- /version.h Mon Apr 18 02:59:47 2011
+++ /version.h Mon Apr 18 05:06:09 2011
@@ -4,7 +4,7 @@
namespace AutoVersion{

//Date Version Types
- static const char DATE[] = "17";
+ static const char DATE[] = "18";
static const char MONTH[] = "04";
static const char YEAR[] = "2011";
static const char UBUNTU_VERSION_STYLE[] = "11.04";
@@ -16,17 +16,17 @@
//Standard Version Type
static const long MAJOR = 0;
static const long MINOR = 2;
- static const long BUILD = 2893;
- static const long REVISION = 16068;
+ static const long BUILD = 2903;
+ static const long REVISION = 16123;

//Miscellaneous Version Types
- static const long BUILDS_COUNT = 6678;
- #define RC_FILEVERSION 0,2,2893,16068
- #define RC_FILEVERSION_STRING "0, 2, 2893, 16068\0"
- static const char FULLVERSION_STRING[] = "0.2.2893.16068";
+ static const long BUILDS_COUNT = 6702;
+ #define RC_FILEVERSION 0,2,2903,16123
+ #define RC_FILEVERSION_STRING "0, 2, 2903, 16123\0"
+ static const char FULLVERSION_STRING[] = "0.2.2903.16123";

//These values are to keep track of your versioning state, don't modify
them.
- static const long BUILD_HISTORY = 33;
+ static const long BUILD_HISTORY = 43;


}

Reply all
Reply to author
Forward
0 new messages