*Finished cleaning the Win32 code so that the game compiles again.
*Fixed the SDF[0][0] being set to 1 when killing wandering or summoned monsters. Chokboyz git-svn-id: http://openexile.googlecode.com/svn/trunk@132 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
@@ -1,12 +1,13 @@
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#include "location.h" // location
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#include "exlsound.h" // play_sound
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#include "boe.main.h" // out
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#include "boe.text.h" // add_string_to_buf
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#include "boe.locutils.h" // alter_space
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#include "boe.items.h" // fancy_choice_dialog
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#include "../tools/soundtool.h" // play_sound
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#include "../boe.main.h" // out
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#include "../boe.text.h" // add_string_to_buf
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#include "../boe.locutils.h" // alter_space
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#include "../boe.items.h" // fancy_choice_dialog
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#include "global.h"
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#include "globvar.h"
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#include "../global.h"
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#include "../globvar.h"
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#include "../tools/mathutil.h"
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location location::toGlobal()
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{
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@@ -1,17 +1,18 @@
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#include "pc.h" // party_record_type
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#include "location.h" // location
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//#include "boe.text.h" // add_string_to_buf
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#include "../boe.text.h" // add_string_to_buf
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//#include "boe.main.h" // globals
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#include "tools/soundtool.h" // play_sound
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#include "../tools/soundtool.h" // play_sound
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//#include "boe.combat.h" // hit_chance
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//#include "boe.items.h" // place_item
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//#include "boe.fields.h" // make_sfx
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#include "tools/mathutil.h" // get_ran
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//#include "boe.infodlg.h" // give_help
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//#include "boe.party.h" // adjust_spell_menu
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//#include "boe.itemdata.h" // return_dummy_item
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//#include "boe.locutils.h" // is_container
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//#include "globvar.h"
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#include "../boe.items.h" // place_item
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#include "../boe.fields.h" // make_sfx
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#include "../tools/mathutil.h" // get_ran
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#include "../boe.infodlg.h" // give_help
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#include "../boe.party.h" // adjust_spell_menu
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#include "../boe.itemdata.h" // return_dummy_item
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#include "../boe.locutils.h" // is_container
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#include "../globvar.h"
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#include "consts.h"
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void pc_record_type::kill(short type)
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{
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@@ -334,7 +335,7 @@ void pc_record_type::curse(short how_much)
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{
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if (!isAlive()) return;
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status[STATUS_BLESS] = max(status[STATUS_BLESS] - how_much, -8);
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status[STATUS_BLESS_CURSE] = max(status[STATUS_BLESS_CURSE] - how_much, -8);
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sprintf ((char *) c_line, " %s cursed.",(char *) name);
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add_string_to_buf((char *) c_line);
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@@ -456,7 +457,7 @@ void pc_record_type::slow(short how_much)
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{
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if (!isAlive()) return;
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status[STATUS_HASTE] = minmax(-8,8,status[STATUS_HASTE] - how_much);
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status[STATUS_HASTE_SLOW] = minmax(-8,8,status[STATUS_HASTE_SLOW] - how_much);
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if (how_much < 0)
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sprintf ((char *) c_line, " %s hasted.",(char *) name);
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else sprintf ((char *) c_line, " %s slowed.",(char *) name);
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@@ -6,12 +6,86 @@
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*
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*/
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#ifndef _CONSTS_H
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#define _CONSTS_H
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#define NUM_OF_PCS 6
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#define INVALID_PC 6
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#define NUM_SOUNDS 100
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#define NUM_OF_BOATS 30
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#define NUM_OF_HORSES 30
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/* stuff done flags */
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#define SDF_IS_PARTY_SPLIT 304][0
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#define SDF_PARTY_SPLIT_WHERE_PARTY_X 304][1
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#define SDF_PARTY_SPLIT_WHERE_PARTY_Y 304][2
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#define SDF_PARTY_SPLIT_PC 304][3
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#define SDF_PARTY_SPLIT_TOWN 304][4 // for future use, hopefully
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#define SDF_SKIP_STARTUP 305][4
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#define SDF_LESS_SOUND 305][5
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#define SDF_NO_TARGET_LINE 305][6
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#define SFD_NO_MAPS 306][0
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#define SDF_NO_SOUNDS 306][1
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#define SDF_NO_FRILLS 306][2
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#define SDF_ROOM_DESCS_AGAIN 306][3
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#define SDF_NO_INSTANT_HELP 306][4 // boolean
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#define SDF_NO_SHORE_FRILLS 306][5
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#define SDF_GAME_SPEED 306][6
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#define SDF_EASY_MODE 306][7
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#define SDF_LESS_WANDER_ENC 306][8
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#define SDF_NO_TER_ANIM 306][9
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#define SDF_HIDDEN_MAP 308][0
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#define SDF_LEGACY_SCENARIO 305][8 //0 is new scenario, 1 is legacy
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#define INVALID_TOWN 200
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typedef unsigned short m_num_t;
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typedef unsigned short ter_num_t;
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typedef signed short spec_num_t;
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typedef signed short item_num_t;
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typedef unsigned short str_num_t;
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/* overall mode; some seem to be missing */
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enum eMode {
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MODE_OUTDOORS = 0,
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MODE_TOWN = 1,
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MODE_TALK_TOWN = 2, // looking for someone to talk
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MODE_TOWN_TARGET = 3, // spell target, that is
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MODE_USE = 4,
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MODE_COMBAT = 10,
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MODE_SPELL_TARGET = 11,
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MODE_FIRING = 12, // firing from bow or crossbow
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MODE_THROWING = 13, // throwing missile
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MODE_FANCY_TARGET = 14, // spell target, that is
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MODE_DROPPING = 15,
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MODE_TALKING = 20,
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MODE_SHOPPING = 21,
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MODE_LOOK_OUTDOORS = 35, // looking at something
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MODE_LOOK_TOWN = 36,
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MODE_LOOK_COMBAT = 37,
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MODE_STARTUP = 45,
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MODE_REDRAW = 50,
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MODE_CUTSCENE = 51,
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};
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enum eTrapType {
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TRAP_RANDOM = 0,
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TRAP_BLADE = 1,
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TRAP_DART = 2,
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TRAP_GAS = 3, // poisons all
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TRAP_EXPLOSION = 4, // damages all => uses c_town.difficulty rather than trap_level to calculates damages (and even c_town.difficulty /13).
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TRAP_SLEEP_RAY = 5,
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TRAP_FALSE_ALARM = 6,
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TRAP_DRAIN_XP = 7,
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TRAP_ALERT = 8, // makes town hostile
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TRAP_FLAMES = 9, // damages all => uses trap_level (*5) to calculates damages.
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TRAP_DUMBFOUND = 10, //dumbfound all
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TRAP_DISEASE = 11,
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TRAP_DISEASE_ALL = 12,
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};
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enum eMainStatus {
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MAIN_STATUS_ABSENT = 0, // absent, empty slot
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MAIN_STATUS_ALIVE = 1,
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@@ -709,3 +783,5 @@ enum eTalkNodeType {
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TALK_CALL_TOWN_SPEC = 29,
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TALK_CALL_SCEN_SPEC = 30,
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};
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#endif
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