- 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
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@@ -1,5 +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.graphics.h"
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@@ -24,7 +26,7 @@ short mage_spell_pos = 0,priest_spell_pos = 0,skill_pos = 0;
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pc_record_type *store_pc;
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creature_data_type *store_m;
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short store_trait_mode,store_item_pc,store_pc_num;
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item_record_type store_i;
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cItemRec store_i;
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extern short spell_w_cast[2][62];
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extern short spell_level[62];
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@@ -53,7 +55,7 @@ extern short dest_personalities[40];
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location source_locs[6] = {{2,9},{0,6},{3,6},{3,4},{6,2},{0,0}};
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extern location dest_locs[40] ;
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extern char *alch_names[];
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extern scenario_data_type scenario;
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extern cScenario scenario;
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// Displaying string vars
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short store_str1a;
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@@ -288,7 +290,7 @@ void put_item_info(short pc,short item)////
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char store_text[256];
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Str255 desc_str;
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short i;
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item_record_type s_i;
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cItemRec s_i;
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char *item_types[] = {"","1-Handed weapon","2-Handed weapon","","Bow","Arrows","Thrown missile",
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"Potion/Magic Item","Scroll/Magic Item","Wand","Tool","","Shield","Armor","Helm",
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"Gloves","Shield","Boots","Ring","Necklace",
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@@ -303,10 +305,10 @@ void put_item_info(short pc,short item)////
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else csp(998,1,s_i.graphic_num,PICT_ITEM_TYPE);
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// id? magic?
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if ((is_magic(store_i) == TRUE) && (is_ident(store_i) == TRUE))
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if (store_i.is_magic() && store_i.is_ident())
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cd_set_led(998,17,1);
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else cd_set_led(998,17,0);
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if (is_ident(store_i) == TRUE)
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if (store_i.is_ident())
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cd_set_led(998,16,1);
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else cd_set_led(998,16,0);
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cd_set_item_text(998,4, item_types[s_i.variety]);
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@@ -317,13 +319,13 @@ void put_item_info(short pc,short item)////
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}
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if (is_ident(s_i) == FALSE) {
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if (!s_i.is_ident()) {
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cd_set_item_text(998,3, s_i.name);
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return;
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}
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cd_set_item_text(998,3, s_i.full_name);
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i = item_weight(s_i);
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i = s_i.item_weight();
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cd_set_item_num(998,20,i);
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cd_set_item_num(998,5,(s_i.charges > 0) ? s_i.value * s_i.charges : s_i.value);
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@@ -415,7 +417,7 @@ void display_pc_item_event_filter (short item_hit)
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}
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}
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void display_pc_item(short pc_num,short item,item_record_type si,short parent)
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void display_pc_item(short pc_num,short item,cItemRec si,short parent)
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{
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short item_hit;
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@@ -849,7 +851,7 @@ void display_pc_info()
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csit(1019,59,"No weapon.");
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csit(1019,60,"");
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if (weap1 < 24) {
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if (is_ident(adven[pc].items[weap1]) == FALSE)
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if (!adven[pc].items[weap1].is_ident())
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csit(1019,56,"Not identified.");
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else {
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if (hit_adj + 5 * adven[pc].items[weap1].bonus < 0)
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@@ -863,7 +865,7 @@ void display_pc_info()
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}
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}
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if (weap2 < 24) {
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if (is_ident(adven[pc].items[weap2]) == FALSE)
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if (!adven[pc].items[weap2].is_ident())
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csit(1019,59,"Not identified.");
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else {
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if (hit_adj + 5 * adven[pc].items[weap2].bonus < 0)
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