Numerous changes to terrain and trim. The changes to the scneario editor work as expected.
- New way of drawing walkway (doesn't work yet) - New way of drawing roads (doesn't yet work correctly) - New way of drawing trim (not tested yet) - New way of handling marked specials (works in editor but not in game) - New way of handling two-space rubble in the editor (works as expected) - Merged several terrain special properties - Deprecated several terrain graphics - Completed (probably) the import & convert code for old-format terrain - Probably other things that I have forgotten that have something to do with terrain - A few other little things, bugfixes, etc git-svn-id: http://openexile.googlecode.com/svn/trunk@56 4ebdad44-0ea0-11de-aab3-ff745001d230
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@@ -839,12 +839,12 @@ char *cost_strs[] = {"Extremely Cheap","Very Reasonable","Pretty Average","Somew
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RGBForeColor(&c[3]);
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switch (store_shop_type) {
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case 3: sprintf(cur_name,"Healing for %s.",ADVEN[current_pc].name); break;
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case 10: sprintf(cur_name,"Mage Spells for %s.",ADVEN[current_pc].name);break;
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case 11: sprintf(cur_name,"Priest Spells for %s.",ADVEN[current_pc].name); break;
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case 3: sprintf(cur_name,"Healing for %s.",ADVEN[current_pc].name.c_str()); break;
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case 10: sprintf(cur_name,"Mage Spells for %s.",ADVEN[current_pc].name.c_str());break;
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case 11: sprintf(cur_name,"Priest Spells for %s.",ADVEN[current_pc].name.c_str()); break;
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case 12: sprintf(cur_name,"Buying Alchemy.");break;
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case 4: sprintf(cur_name,"Buying Food.");break;
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default:sprintf(cur_name,"Shopping for %s.",ADVEN[current_pc].name); break;
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default:sprintf(cur_name,"Shopping for %s.",ADVEN[current_pc].name.c_str()); break;
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}
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char_port_draw_string( talk_gworld,shopper_name,cur_name,2,18,false);
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