- Added enums for status and player race, traits, and skills.

- The player race enum has been expanded so that it can also be used as monster race; it's not yet used as such though.
- Additional races Vahnatai, Plant, and Bird added.
- Alter the terrain special flags so that they can be used as signed shorts in the few cases that require it, and changed dangerous terrain to combine the curse/bless and slow/haste cases.
- Fixed an unnoticed error which would have probably prevented monsters from being affected by conveyors.
- Refined the dangerous terrain special ability with more messages and also handling all cases except weapon poison.

git-svn-id: http://openexile.googlecode.com/svn/trunk@79 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-05-29 04:47:54 +00:00
parent 2485e57514
commit 50829034a9
121 changed files with 333 additions and 273 deletions

View File

@@ -2354,7 +2354,7 @@ bool extend_road_terrain(ter_num_t ter)
{
eTrimType trim = scenario.ter_types[ter].trim_type;
eTerSpec spec = scenario.ter_types[ter].special;
ter_num_t flag = scenario.ter_types[ter].flag1;
ter_num_t flag = scenario.ter_types[ter].flag1.u;
if(trim == TRIM_ROAD || trim == TRIM_CITY || trim == TRIM_WALKWAY)
return true;
if(spec == TER_SPEC_BRIDGE)
@@ -2363,7 +2363,7 @@ bool extend_road_terrain(ter_num_t ter)
return true; // cave entrance, most likely
if(spec == TER_SPEC_UNLOCKABLE || spec == TER_SPEC_CHANGE_WHEN_STEP_ON)
return true; // closed door, possibly locked; or closed portcullis
if(spec == TER_SPEC_CHANGE_WHEN_USED && scenario.ter_types[flag].special == TER_SPEC_CHANGE_WHEN_STEP_ON && scenario.ter_types[flag].flag1 == ter)
if(spec == TER_SPEC_CHANGE_WHEN_USED && scenario.ter_types[flag].special == TER_SPEC_CHANGE_WHEN_STEP_ON && scenario.ter_types[flag].flag1.u == ter)
return true; // open door (I think) TODO: Verify this works
if(spec == TER_SPEC_LOCKABLE)
return true; // open portcullis (most likely)