- 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
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@@ -323,7 +323,7 @@ void draw_monsters() ////
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&& (univ.town.monst.dudes[i].m_d.m_type != 1) && (univ.town.monst.dudes[i].m_d.m_type != 2))
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&& ((univ.town.monst.dudes[i].active == 1) || (univ.town.monst.dudes[i].target == 6)) &&
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(width == 1) && (height == 1)) ////
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draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1,0);
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draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1.u,0);
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else Draw_Some_Item(storage_gworld, source_rect, terrain_screen_gworld, store_loc, 1, 0);
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}
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}
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@@ -360,7 +360,7 @@ void draw_monsters() ////
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&& (univ.town.monst.dudes[i].m_d.m_type != 1) && (univ.town.monst.dudes[i].m_d.m_type != 2))
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&& ((univ.town.monst.dudes[i].active == 1) || (univ.town.monst.dudes[i].target == 6)) &&
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(width == 1) && (height == 1))
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draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1,0); ////
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draw_one_terrain_spot((short) where_draw.x,(short) where_draw.y,10000 + scenario.ter_types[ter].flag1.u,0); ////
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else Draw_Some_Item(storage_gworld, source_rect, terrain_screen_gworld, store_loc, 1, 0);
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}
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}
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@@ -698,7 +698,7 @@ void draw_party_symbol(short mode,location center)
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ter_num_t ter = univ.town->terrain(univ.town.p_loc.x,univ.town.p_loc.y);
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// now wedge in bed graphic
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if ((is_town()) && (scenario.ter_types[ter].special == TER_SPEC_BED))
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draw_one_terrain_spot((short) target.x,(short) target.y,10000 + scenario.ter_types[ter].flag1,0); ////
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draw_one_terrain_spot((short) target.x,(short) target.y,10000 + scenario.ter_types[ter].flag1.u,0); ////
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else Draw_Some_Item(party_template_gworld, source_rect, terrain_screen_gworld, target, 1, 0);
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}
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else if (univ.party.in_boat >= 0) {
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