- 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

@@ -56,7 +56,7 @@ extern Rect sbar_rect,item_sbar_rect,shop_sbar_rect;
extern ControlHandle text_sbar,item_sbar,shop_sbar;
extern location center;
extern short pc_marked_damage[6],pc_dir[6];
extern short monst_marked_damage[T_M];
extern short monst_marked_damage[60];
extern location pc_pos[6];
//extern current_town_type univ.town;
//extern big_tr_type t_d;
@@ -133,11 +133,11 @@ extern location anim_str_loc;
// if < 6; target PC, if >= 100, targ monst, if 6, go to anim_pc_loc
short anim_pc_targets[6];
short anim_monst_targets[T_M];
short anim_monst_targets[60];
short anim_pcs[6];
location anim_pc_locs[6],anim_monst_locs[T_M];
location anim_pc_locs[6],anim_monst_locs[60];
location anim_string_loc;
char anim_string[60];
char last_light_mask[13][13];
@@ -155,7 +155,7 @@ void apply_unseen_mask()
if ((is_combat()) && (which_combat_type == 0))
return;
if (!(is_out()) && (univ.town.town->lighting_type > 0))
if (!(is_out()) && (univ.town->lighting_type > 0))
return;
for (i = 0; i < 11; i++)
@@ -208,7 +208,7 @@ void apply_light_mask()
return;
if (is_out())
return;
if (univ.town.town->lighting_type == 0)
if (univ.town->lighting_type == 0)
return;
if (oval_region == NULL) {
@@ -311,7 +311,7 @@ void start_missile_anim()
}
for (i = 0; i < 6; i++)
pc_marked_damage[i] = 0;
for (i = 0; i < T_M; i++)
for (i = 0; i < univ.town->max_monst(); i++)
monst_marked_damage[i] = 0;
have_missile = false;
have_boom = false;