- Fixed bug with damaging terrain – it would print all messages instead of the one specific to the requested damage type.

- The trim and walkway are partially functional. That is, it correctly detects when to round off walls and walkways. It draws them incorrectly though.

git-svn-id: http://openexile.googlecode.com/svn/trunk@61 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-05-20 13:50:19 +00:00
parent bf1487114a
commit 70c7895480
5 changed files with 68 additions and 49 deletions

View File

@@ -307,23 +307,29 @@ bool check_special_terrain(location where_check,short mode,short which_pc,short
add_string_to_buf(" It doesn't affect you.");
goto LBL_NO_DAMAGE;
}
break;
case DAMAGE_COLD:
add_string_to_buf(" You feel cold!");
pic_type = 4;
break;
case DAMAGE_MAGIC:
case DAMAGE_UNBLOCKABLE:
add_string_to_buf(" Something shocks you!");
pic_type = 1;
break;
case DAMAGE_WEAPON:
add_string_to_buf(" You feel pain!");
pic_type = 3;
break;
case DAMAGE_POISON:
add_string_to_buf(" You suddenly feel very ill for a moment...");
pic_type = 2;
break;
case DAMAGE_UNDEAD:
case DAMAGE_DEMON:
add_string_to_buf(" A dark wind blows through you!");
pic_type = 1; // TODO: Verify that this is correct
break;
}
r1 = get_ran(ter_flag2,dam_type,ter_flag1);
if (mode < 2)