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:
@@ -131,11 +131,16 @@ cMonster::cAttack::operator int(){
|
||||
}
|
||||
|
||||
cMonster::cAttack& cMonster::cAttack::operator=(int n){
|
||||
dice = n / 100;
|
||||
dice = n / 100 + 1;
|
||||
sides = n % 100;
|
||||
return *this;
|
||||
}
|
||||
|
||||
std::ostream& operator<<(std::ostream& out, cMonster::cAttack& att) {
|
||||
out << int(att.dice) << 'd' << int(att.sides);
|
||||
return out;
|
||||
}
|
||||
|
||||
std::ostream& operator << (std::ostream& out, eStatus& e){
|
||||
return out << (int) e;
|
||||
}
|
||||
|
@@ -188,4 +188,5 @@ std::ostream& operator << (std::ostream& out, eRace& e);
|
||||
std::istream& operator >> (std::istream& in, eRace& e);
|
||||
std::ostream& operator << (std::ostream& out, eMonstAbil& e);
|
||||
std::istream& operator >> (std::istream& in, eMonstAbil& e);
|
||||
std::ostream& operator<<(std::ostream& out, cMonster::cAttack& att);
|
||||
#endif
|
Reference in New Issue
Block a user