- Reverted change that allowed "Heal Target" missiles to heal PCs (defeats the purpose of such items as a curse)

- Fixed a few bugs that caused crashes.
- Made the code look a little nicer by eliminating the "town.town" redundancies.
- Fiddled with ViewDlog a little.
- Minor changes to graphics file (won't affect anything yet).

git-svn-id: http://openexile.googlecode.com/svn/trunk@44 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-04-29 04:57:53 +00:00
parent ce0b3c6089
commit 82578b77f1
26 changed files with 524 additions and 492 deletions

View File

@@ -42,7 +42,7 @@ extern location pc_pos[6];
extern bool modeless_exists[18],diff_depth_ok;
extern short modeless_key[18];
extern DialogPtr modeless_dialogs[18];
extern short town_size[3];
//extern short town_size[3];
extern short town_type;
extern short dialog_answer;
@@ -778,7 +778,7 @@ short get_item(location place,short pc_num,bool check_container)
bool item_near = false;
short mass_get = 1;
for (i = 0; i < T_M; i++)
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].attitude == 1)
&& (can_see(place,univ.town.monst.dudes[i].m_loc,0) < 5))
mass_get = 0;
@@ -798,11 +798,11 @@ short get_item(location place,short pc_num,bool check_container)
}
if (item_near == true)
if (display_item(place,pc_num,mass_get,check_container) > 0) { // if true, there was a theft
for (i = 0; i < T_M; i++)
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].attitude % 2 != 1)
&& (can_see(place,univ.town.monst.dudes[i].m_loc,0) < 5)) {
make_town_hostile();
i = T_M;
i = univ.town->max_monst();
add_string_to_buf("Your crime was seen!");
}
}
@@ -829,7 +829,7 @@ void make_town_hostile()
give_help(53,0,0);
univ.town.monst.friendly = 1;
////
for (i = 0; i < T_M; i++)
for (i = 0; i < univ.town->max_monst(); i++)
if ((univ.town.monst.dudes[i].active > 0) && (univ.town.monst.dudes[i].summoned == 0)){
univ.town.monst.dudes[i].attitude = 1;
num = univ.town.monst.dudes[i].number;