- Fixed some bugs in the dialog code.
- Dialogs in the scenario editor now show custom graphics. - Scenario editor now works properly as a Universal binary. - Started refactoring the structs into classes; so far this has only been applied to the game. - Files now show proper icons (applications already did). - Probably other things that I have forgotten. Still not completely stable, but much closer. git-svn-id: http://openexile.googlecode.com/svn/trunk@27 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
@@ -1,4 +1,7 @@
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#include <stdio.h>
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//#include "item.h"
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#include "boe.global.h"
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#include "boe.monster.h"
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#include "boe.graphics.h"
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@@ -835,7 +838,7 @@ void place_target(location target)
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return;
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}
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for (i = 0; i < 8; i++) {
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if (same_point(spell_targets[i],target) == TRUE) {
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if (spell_targets[i] == target) {
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add_string_to_buf(" Target removed.");
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num_targets_left++;
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spell_targets[i].x = 120;
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@@ -1517,7 +1520,7 @@ void fire_missile(location target) ////
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}
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break;
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case 12: case 14:
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m_type = (is_magic(adven[current_pc].items[ammo_inv_slot]) == TRUE) ? 4 : 3;
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m_type = (adven[current_pc].items[ammo_inv_slot].is_magic() == TRUE) ? 4 : 3;
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break;
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}
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run_a_missile(pc_pos[current_pc],target,m_type,1,(overall_mode == MODE_FIRING) ? 12 : 14,
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@@ -3608,8 +3611,8 @@ void place_spell_pattern(effect_pat_type pat,location center,short type,Boolean
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spot_hit.x = i;
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spot_hit.y = j;
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if ((get_obscurity(i,j) < 5) && (adven[k].main_status == 1)
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&& (((is_combat()) &&(same_point(pc_pos[k],spot_hit) == TRUE)) ||
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((is_town()) && (same_point(c_town.p_loc,spot_hit) == TRUE)))) {
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&& (((is_combat()) && (pc_pos[k] == spot_hit)) ||
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((is_town()) && (c_town.p_loc == spot_hit)))) {
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effect = pat.pattern[i - center.x + 4][j - center.y + 4];
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switch (effect) {
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case 4:
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@@ -3840,12 +3843,12 @@ void hit_space(location target,short dam,short type,short report,short hit_all)
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if (overall_mode >= MODE_COMBAT)
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for (i = 0; i < 6; i++)
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if ((adven[i].main_status == 1) && (stop_hitting == FALSE))
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if (same_point(pc_pos[i],target) == TRUE) {
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if (pc_pos[i] == target) {
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damage_pc(i,dam,type,-1);
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stop_hitting = (hit_all == 1) ? FALSE : TRUE;
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}
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if (overall_mode < MODE_COMBAT)
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if (same_point(target,c_town.p_loc) == TRUE) {
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if (target == c_town.p_loc) {
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fast_bang = 1;
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hit_party(dam,type);
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fast_bang = 0;
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@@ -4030,7 +4033,7 @@ Boolean combat_cast_mage_spell()
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short spell_num,target,i,store_sp,bonus = 1,r1,store_sound = 0,store_m_type = 0,num_opp = 0;
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char c_line[60];
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creature_data_type *which_m;
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monster_record_type get_monst;
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cMonster get_monst;
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if (is_antimagic(pc_pos[current_pc].x,pc_pos[current_pc].y)) {
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add_string_to_buf(" Not in antimagic field.");
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@@ -4662,11 +4665,11 @@ void scloud_space(short m,short n)
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if (overall_mode >= MODE_COMBAT)
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for (i = 0; i < 6; i++)
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if (adven[i].main_status == 1)
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if (same_point(pc_pos[i],target) == TRUE) {
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if (pc_pos[i] == target) {
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curse_pc(i,get_ran(1,1,2));
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}
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if (overall_mode < MODE_COMBAT)
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if (same_point(target,c_town.p_loc) == TRUE) {
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if (target == c_town.p_loc) {
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for (i = 0; i < 6; i++)
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if (adven[i].main_status == 1)
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curse_pc(i,get_ran(1,1,2));
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@@ -4686,11 +4689,11 @@ void web_space(short m,short n)
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if (overall_mode >= MODE_COMBAT)
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for (i = 0; i < 6; i++)
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if (adven[i].main_status == 1)
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if (same_point(pc_pos[i],target) == TRUE) {
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if (pc_pos[i] == target) {
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web_pc(i,3);
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}
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if (overall_mode < MODE_COMBAT)
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if (same_point(target,c_town.p_loc) == TRUE) {
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if (target == c_town.p_loc) {
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for (i = 0; i < 6; i++)
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web_pc(i,3);
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}
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@@ -4708,11 +4711,11 @@ void sleep_cloud_space(short m,short n)
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if (overall_mode >= MODE_COMBAT)
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for (i = 0; i < 6; i++)
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if (adven[i].main_status == 1)
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if (same_point(pc_pos[i],target) == TRUE) {
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if (pc_pos[i] == target) {
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sleep_pc(i,3,11,0);
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}
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if (overall_mode < MODE_COMBAT)
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if (same_point(target,c_town.p_loc) == TRUE) {
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if (target == c_town.p_loc) {
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for (i = 0; i < 6; i++)
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sleep_pc(i,3,11,0);
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}
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