Get the edit monster abilities dialog all working and updated (except for editing individual abilities)
Game changes: - Remove support for playing a sound and displaying strings when a monster is first seen, since these behaviours can easily be obtained by using the special node called in the same context. Dialog engine changes: - Support for changing the font size of LEDs - When setting the page, a stack now applies a default value if the map is missing the required data - Add utility "addPage" method to stacks - If reducing the page count means the current page is deleted, a stack now switches to the last page
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@@ -132,8 +132,6 @@ void cMonster::append(legacy::monster_record_type& old){
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picture_num = old.picture_num;
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if(picture_num == 122) picture_num = 119;
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see_spec = -1;
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see_str1 = see_str2 = -1;
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see_sound = 0;
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ambient_sound = 0;
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}
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@@ -371,8 +369,6 @@ void cMonster::addAbil(eMonstAbilTemplate what, int param) {
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cMonster::cMonster(){
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magic_res = poison_res = fire_res = cold_res = 100;
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// TODO: Fill in
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see_str1 = -1;
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see_str2 = -1;
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see_spec = -1;
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}
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@@ -792,17 +788,14 @@ void cMonster::writeTo(std::ostream& file) const {
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}
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void cMonster::readFrom(std::istream& file) {
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// On-see event is not exported, so make sure the fields are not filled with garbage data
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see_sound = 0;
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see_str1 = -1;
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see_str2 = -1;
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// On-see event is not exported, so make sure the field ise not filled with garbage data
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see_spec = -1;
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std::istringstream bin;
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std::string cur;
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getline(file, cur, '\f');
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bin.str(cur);
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while(bin) {
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int temp1, temp2, temp3;
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int temp1, temp2;
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getline(bin, cur);
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std::istringstream line(cur);
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line >> cur;
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@@ -140,8 +140,7 @@ public:
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unsigned char summon_type;
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pic_num_t default_facial_pic;
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pic_num_t picture_num;
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str_num_t see_str1, see_str2;
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snd_num_t see_sound, ambient_sound; // ambient_sound has a chance of being played every move
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snd_num_t ambient_sound; // has a chance of being played every move
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spec_num_t see_spec;
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public:
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