Fixed special spots; they now appear in-game, and disappear when they should.

git-svn-id: http://openexile.googlecode.com/svn/trunk@58 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
2009-05-17 01:03:22 +00:00
parent 1b68a09993
commit a52a4c20c1
20 changed files with 64 additions and 48 deletions

View File

@@ -395,8 +395,8 @@ bool is_blocked(location to_check)
// Keep away from marked specials during combat
if ((is_combat()) && univ.town.is_spot(to_check.x, to_check.y))
return true;
if ((is_combat()) && (gr == 406))
return true; // TODO: Replace gr == 406 with a blockage == clear/special && is_special() check
if ((is_combat()) && (scenario.ter_types[coord_to_ter(to_check.x,to_check.y)].trim_type == TRIM_CITY))
return true; // TODO: Maybe replace TRIM_CITY with a blockage == clear/special && is_special() check
// Party there?
if (is_town())