Fix spellcasting and dynamic menus
- Spell targeting line and array draws nicely, though not the same as the original - Fix targeting falsely complaining about being off the edge of town - Monster info dialog works properly; attacks now display correctly - Fix dialogs always showing the wrong terrain or monster graphic - Spell menus, monster menus, and PC editor item menus all work - Spellcasting dialog now chooses the correct spell - Fix out-of-place LED in spellcasting dialog
This commit is contained in:
@@ -429,8 +429,9 @@ static void put_monst_info(cDialog& me)
|
||||
|
||||
for(i = 0; i < 3; i++) {
|
||||
if (store_m->a[i] > 0) {
|
||||
std::ostringstream sout(store_text);
|
||||
sout << store_m->a[i] / 100 + 1 << 'd' << store_m->a[i] % 100;
|
||||
if(store_m->a[i].sides == 0) continue;
|
||||
std::ostringstream sout(std::ios_base::ate);
|
||||
sout << store_m->a[i];
|
||||
store_text = sout.str();
|
||||
sout.str("attack");
|
||||
sout << i + 1;
|
||||
@@ -494,7 +495,7 @@ static bool display_monst_event_filter(cDialog& me, std::string item_hit, eKeyMo
|
||||
|
||||
void display_monst(short array_pos,cCreature *which_m,short mode)
|
||||
//creature_data_type *which_m; // if NULL, show full roster
|
||||
//short mode; // if 1, full roster, else use monster from storwhich_me_m
|
||||
//short mode; // if 1, full roster, else use monster from store_m
|
||||
{
|
||||
position = array_pos;
|
||||
full_roster = false;
|
||||
|
Reference in New Issue
Block a user